#include "rogue.h"
boolean is_wood[WANDS];
const char *press_space = " --press space to continue--";
static const char *const wand_materials[WAND_MATERIALS] = {
"steel ",
"bronze ",
"gold ",
"silver ",
"copper ",
"nickel ",
"cobalt ",
"tin ",
"iron ",
"magnesium ",
"chrome ",
"carbon ",
"platinum ",
"silicon ",
"titanium ",
"teak ",
"oak ",
"cherry ",
"birch ",
"pine ",
"cedar ",
"redwood ",
"balsa ",
"ivory ",
"walnut ",
"maple ",
"mahogany ",
"elm ",
"palm ",
"wooden "
};
static const char *const gems[GEMS] = {
"diamond ",
"stibotantalite ",
"lapi-lazuli ",
"ruby ",
"emerald ",
"sapphire ",
"amethyst ",
"quartz ",
"tiger-eye ",
"opal ",
"agate ",
"turquoise ",
"pearl ",
"garnet "
};
static const char *const syllables[MAXSYLLABLES] = {
"blech ",
"foo ",
"barf ",
"rech ",
"bar ",
"blech ",
"quo ",
"bloto ",
"oh ",
"caca ",
"blorp ",
"erp ",
"festr ",
"rot ",
"slie ",
"snorf ",
"iky ",
"yuky ",
"ooze ",
"ah ",
"bahl ",
"zep ",
"druhl ",
"flem ",
"behil ",
"arek ",
"mep ",
"zihr ",
"grit ",
"kona ",
"kini ",
"ichi ",
"tims ",
"ogr ",
"oo ",
"ighr ",
"coph ",
"swerr ",
"mihln ",
"poxi "
};
#define COMS 48
struct id_com_s {
short com_char;
const char *com_desc;
};
static const struct id_com_s com_id_tab[COMS] = {
{ '?', "? prints help" },
{ 'r', "r read scroll" },
{ '/', "/ identify object" },
{ 'e', "e eat food" },
{ 'h', "h left " },
{ 'w', "w wield a weapon" },
{ 'j', "j down" },
{ 'W', "W wear armor" },
{ 'k', "k up" },
{ 'T', "T take armor off" },
{ 'l', "l right" },
{ 'P', "P put on ring" },
{ 'y', "y up & left" },
{ 'R', "R remove ring" },
{ 'u', "u up & right" },
{ 'd', "d drop object" },
{ 'b', "b down & left" },
{ 'c', "c call object" },
{ 'n', "n down & right" },
{ '\0', "<SHIFT><dir>: run that way" },
{ ')', ") print current weapon" },
{ '\0', "<CTRL><dir>: run till adjacent" },
{ ']', "] print current armor" },
{ 'f', "f<dir> fight till death or near death" },
{ '=', "= print current rings" },
{ 't', "t<dir> throw something" },
{ '\001', "^A print Hp-raise average" },
{ 'm', "m<dir> move onto without picking up" },
{ 'z', "z<dir> zap a wand in a direction" },
{ 'o', "o examine/set options" },
{ '^', "^<dir> identify trap type" },
{ '\022', "^R redraw screen" },
{ '&', "& save screen into 'rogue.screen'" },
{ 's', "s search for trap/secret door" },
{ '\020', "^P repeat last message" },
{ '>', "> go down a staircase" },
{ '\033', "^[ cancel command" },
{ '<', "< go up a staircase" },
{ 'S', "S save game" },
{ '.', ". rest for a turn" },
{ 'Q', "Q quit" },
{ ',', ", pick something up" },
{ '!', "! shell escape" },
{ 'i', "i inventory" },
{ 'F', "F<dir> fight till either of you dies" },
{ 'I', "I inventory single item" },
{ 'v', "v print version number" },
{ 'q', "q quaff potion" }
};
static boolean get_com_id(int *, short);
static boolean pr_com_id(int);
static boolean pr_motion_char(int);
void
inventory(const object *pack, unsigned short mask)
{
object *obj;
short i = 0, j, maxlen = 0, n;
char descs[MAX_PACK_COUNT+1][DCOLS];
short row, col;
obj = pack->next_object;
if (!obj) {
message("your pack is empty", 0);
return;
}
while (obj) {
if (obj->what_is & mask) {
descs[i][0] = ' ';
descs[i][1] = obj->ichar;
descs[i][2] = ((obj->what_is & ARMOR) && obj->is_protected)
? '}' : ')';
descs[i][3] = ' ';
get_desc(obj, descs[i]+4);
if ((n = strlen(descs[i])) > maxlen) {
maxlen = n;
}
i++;
}
obj = obj->next_object;
}
strcpy(descs[i++], press_space);
if (maxlen < 27) maxlen = 27;
col = DCOLS - (maxlen + 2);
for (row = 0; ((row < i) && (row < DROWS)); row++) {
if (row > 0) {
for (j = col; j < DCOLS; j++) {
descs[row-1][j-col] = mvinch(row, j);
}
descs[row-1][j-col] = 0;
}
mvaddstr(row, col, descs[row]);
clrtoeol();
}
refresh();
wait_for_ack();
move(0, 0);
clrtoeol();
for (j = 1; ((j < i) && (j < DROWS)); j++) {
mvaddstr(j, col, descs[j-1]);
}
}
void
id_com(void)
{
int ch = 0;
short i, j, k;
while (ch != CANCEL) {
check_message();
message("Character you want help for (* for all):", 0);
refresh();
ch = getchar();
switch(ch) {
case LIST:
{
char save[(((COMS / 2) + (COMS % 2)) + 1)][DCOLS];
short rows = (((COMS / 2) + (COMS % 2)) + 1);
boolean need_two_screens = FALSE;
if (rows > LINES) {
need_two_screens = 1;
rows = LINES;
}
k = 0;
for (i = 0; i < rows; i++) {
for (j = 0; j < DCOLS; j++) {
save[i][j] = mvinch(i, j);
}
}
MORE:
for (i = 0; i < rows; i++) {
move(i, 0);
clrtoeol();
}
for (i = 0; i < (rows-1); i++) {
if (i < (LINES-1)) {
if (((i + i) < COMS) && ((i+i+k) < COMS)) {
mvaddstr(i, 0, com_id_tab[i+i+k].com_desc);
}
if (((i + i + 1) < COMS) && ((i+i+k+1) < COMS)) {
mvaddstr(i, (DCOLS/2),
com_id_tab[i+i+k+1].com_desc);
}
}
}
mvaddstr(rows - 1, 0, need_two_screens ? more : press_space);
refresh();
wait_for_ack();
if (need_two_screens) {
k += ((rows-1) * 2);
need_two_screens = 0;
goto MORE;
}
for (i = 0; i < rows; i++) {
move(i, 0);
for (j = 0; j < DCOLS; j++) {
addch(save[i][j]);
}
}
}
break;
default:
if (!pr_com_id(ch)) {
if (!pr_motion_char(ch)) {
check_message();
message("unknown character", 0);
}
}
ch = CANCEL;
break;
}
}
}
static boolean
pr_com_id(int ch)
{
int i;
if (!get_com_id(&i, ch)) {
return(0);
}
check_message();
message(com_id_tab[i].com_desc, 0);
return(1);
}
static boolean
get_com_id(int *idx, short ch)
{
short i;
for (i = 0; i < COMS; i++) {
if (com_id_tab[i].com_char == ch) {
*idx = i;
return(1);
}
}
return(0);
}
static boolean
pr_motion_char(int ch)
{
if ( (ch == 'J') ||
(ch == 'K') ||
(ch == 'L') ||
(ch == 'H') ||
(ch == 'Y') ||
(ch == 'U') ||
(ch == 'N') ||
(ch == 'B') ||
(ch == '\012') ||
(ch == '\013') ||
(ch == '\010') ||
(ch == '\014') ||
(ch == '\025') ||
(ch == '\031') ||
(ch == '\016') ||
(ch == '\002')) {
char until[18], buf[DCOLS];
int n;
n = 0;
if (ch <= '\031') {
ch += 96;
strcpy(until, "until adjascent");
} else {
ch += 32;
until[0] = '\0';
}
get_com_id(&n, ch);
sprintf(buf, "run %s %s", com_id_tab[n].com_desc + 8, until);
check_message();
message(buf, 0);
return(1);
} else {
return(0);
}
}
void
mix_colors(void)
{
short i, j, k;
char *t[MAX_ID_TITLE_LEN];
for (i = 0; i <= 32; i++) {
j = get_rand(0, (POTIONS - 1));
k = get_rand(0, (POTIONS - 1));
memcpy(t, id_potions[j].title, MAX_ID_TITLE_LEN);
memcpy(id_potions[j].title, id_potions[k].title, MAX_ID_TITLE_LEN);
memcpy(id_potions[k].title, t, MAX_ID_TITLE_LEN);
}
}
void
make_scroll_titles(void)
{
short i, j, n;
short sylls, s;
for (i = 0; i < SCROLS; i++) {
sylls = get_rand(2, 5);
strcpy(id_scrolls[i].title, "'");
for (j = 0; j < sylls; j++) {
s = get_rand(1, (MAXSYLLABLES-1));
strcat(id_scrolls[i].title, syllables[s]);
}
n = strlen(id_scrolls[i].title);
strcpy(id_scrolls[i].title+(n-1), "' ");
}
}
void
get_desc(const object *obj, char *desc)
{
const char *item_name;
struct id *id_table;
char more_info[32];
short i;
if (obj->what_is == AMULET) {
strcpy(desc, "the amulet of Yendor ");
return;
}
item_name = name_of(obj);
if (obj->what_is == GOLD) {
sprintf(desc, "%d pieces of gold", obj->quantity);
return;
}
if (obj->what_is != ARMOR) {
if (obj->quantity == 1) {
strcpy(desc, "a ");
} else {
sprintf(desc, "%d ", obj->quantity);
}
}
if (obj->what_is == FOOD) {
if (obj->which_kind == RATION) {
if (obj->quantity > 1) {
sprintf(desc, "%d rations of ", obj->quantity);
} else {
strcpy(desc, "some ");
}
} else {
strcpy(desc, "a ");
}
strcat(desc, item_name);
goto ANA;
}
id_table = get_id_table(obj);
if (wizard) {
goto ID;
}
if (obj->what_is & (WEAPON | ARMOR | WAND | RING)) {
goto CHECK;
}
switch(id_table[obj->which_kind].id_status) {
case UNIDENTIFIED:
CHECK:
switch(obj->what_is) {
case SCROL:
strcat(desc, item_name);
strcat(desc, "entitled: ");
strcat(desc, id_table[obj->which_kind].title);
break;
case POTION:
strcat(desc, id_table[obj->which_kind].title);
strcat(desc, item_name);
break;
case WAND:
case RING:
if (obj->identified ||
(id_table[obj->which_kind].id_status == IDENTIFIED)) {
goto ID;
}
if (id_table[obj->which_kind].id_status == CALLED) {
goto CALL;
}
strcat(desc, id_table[obj->which_kind].title);
strcat(desc, item_name);
break;
case ARMOR:
if (obj->identified) {
goto ID;
}
strcpy(desc, id_table[obj->which_kind].title);
break;
case WEAPON:
if (obj->identified) {
goto ID;
}
strcat(desc, name_of(obj));
break;
}
break;
case CALLED:
CALL: switch(obj->what_is) {
case SCROL:
case POTION:
case WAND:
case RING:
strcat(desc, item_name);
strcat(desc, "called ");
strcat(desc, id_table[obj->which_kind].title);
break;
}
break;
case IDENTIFIED:
ID: switch(obj->what_is) {
case SCROL:
case POTION:
strcat(desc, item_name);
strcat(desc, id_table[obj->which_kind].real);
break;
case RING:
if (wizard || obj->identified) {
if ((obj->which_kind == DEXTERITY) ||
(obj->which_kind == ADD_STRENGTH)) {
sprintf(more_info, "%s%d ", ((obj->class > 0) ? "+" : ""),
obj->class);
strcat(desc, more_info);
}
}
strcat(desc, item_name);
strcat(desc, id_table[obj->which_kind].real);
break;
case WAND:
strcat(desc, item_name);
strcat(desc, id_table[obj->which_kind].real);
if (wizard || obj->identified) {
sprintf(more_info, "[%d]", obj->class);
strcat(desc, more_info);
}
break;
case ARMOR:
sprintf(desc, "%s%d ", ((obj->d_enchant >= 0) ? "+" : ""),
obj->d_enchant);
strcat(desc, id_table[obj->which_kind].title);
sprintf(more_info, "[%d] ", get_armor_class(obj));
strcat(desc, more_info);
break;
case WEAPON:
sprintf(desc+strlen(desc), "%s%d,%s%d ",
((obj->hit_enchant >= 0) ? "+" : ""), obj->hit_enchant,
((obj->d_enchant >= 0) ? "+" : ""), obj->d_enchant);
strcat(desc, name_of(obj));
break;
}
break;
}
ANA:
if (!strncmp(desc, "a ", 2)) {
if (is_vowel(desc[2])) {
for (i = strlen(desc) + 1; i > 1; i--) {
desc[i] = desc[i-1];
}
desc[1] = 'n';
}
}
if (obj->in_use_flags & BEING_WIELDED) {
strcat(desc, "in hand");
} else if (obj->in_use_flags & BEING_WORN) {
strcat(desc, "being worn");
} else if (obj->in_use_flags & ON_LEFT_HAND) {
strcat(desc, "on left hand");
} else if (obj->in_use_flags & ON_RIGHT_HAND) {
strcat(desc, "on right hand");
}
}
void
get_wand_and_ring_materials(void)
{
short i, j;
boolean used[WAND_MATERIALS];
for (i = 0; i < WAND_MATERIALS; i++) {
used[i] = 0;
}
for (i = 0; i < WANDS; i++) {
do {
j = get_rand(0, WAND_MATERIALS-1);
} while (used[j]);
used[j] = 1;
strcpy(id_wands[i].title, wand_materials[j]);
is_wood[i] = (j > MAX_METAL);
}
for (i = 0; i < GEMS; i++) {
used[i] = 0;
}
for (i = 0; i < RINGS; i++) {
do {
j = get_rand(0, GEMS-1);
} while (used[j]);
used[j] = 1;
strcpy(id_rings[i].title, gems[j]);
}
}
void
single_inv(short ichar)
{
short ch;
char desc[DCOLS];
object *obj;
ch = ichar ? ichar : pack_letter("inventory what?", ALL_OBJECTS);
if (ch == CANCEL) {
return;
}
if (!(obj = get_letter_object(ch))) {
message("no such item.", 0);
return;
}
desc[0] = ch;
desc[1] = ((obj->what_is & ARMOR) && obj->is_protected) ? '}' : ')';
desc[2] = ' ';
desc[3] = 0;
get_desc(obj, desc+3);
message(desc, 0);
}
struct id *
get_id_table(const object *obj)
{
switch(obj->what_is) {
case SCROL:
return(id_scrolls);
case POTION:
return(id_potions);
case WAND:
return(id_wands);
case RING:
return(id_rings);
case WEAPON:
return(id_weapons);
case ARMOR:
return(id_armors);
}
return(NULL);
}
void
inv_armor_weapon(boolean is_weapon)
{
if (is_weapon) {
if (rogue.weapon) {
single_inv(rogue.weapon->ichar);
} else {
message("not wielding anything", 0);
}
} else {
if (rogue.armor) {
single_inv(rogue.armor->ichar);
} else {
message("not wearing anything", 0);
}
}
}
void
id_type(void)
{
const char *id;
int ch;
char buf[DCOLS];
message("what do you want identified?", 0);
ch = rgetchar();
if ((ch >= 'A') && (ch <= 'Z')) {
id = m_names[ch-'A'];
} else if (ch < 32) {
check_message();
return;
} else {
switch(ch) {
case '@':
id = "you";
break;
case '%':
id = "staircase";
break;
case '^':
id = "trap";
break;
case '+':
id = "door";
break;
case '-':
case '|':
id = "wall of a room";
break;
case '.':
id = "floor";
break;
case '#':
id = "passage";
break;
case ' ':
id = "solid rock";
break;
case '=':
id = "ring";
break;
case '?':
id = "scroll";
break;
case '!':
id = "potion";
break;
case '/':
id = "wand or staff";
break;
case ')':
id = "weapon";
break;
case ']':
id = "armor";
break;
case '*':
id = "gold";
break;
case ':':
id = "food";
break;
case ',':
id = "the Amulet of Yendor";
break;
default:
id = "unknown character";
break;
}
}
check_message();
sprintf(buf, "'%c': %s", ch, id);
message(buf, 0);
}