554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
775 lines
16 KiB
C
775 lines
16 KiB
C
/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)inventory.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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/*
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* inventory.c
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) No portion of this notice shall be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*
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*/
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#include "rogue.h"
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boolean is_wood[WANDS];
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char *press_space = " --press space to continue--";
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char *wand_materials[WAND_MATERIALS] = {
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"steel ",
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"bronze ",
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"gold ",
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"silver ",
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"copper ",
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"nickel ",
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"cobalt ",
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"tin ",
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"iron ",
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"magnesium ",
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"chrome ",
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"carbon ",
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"platinum ",
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"silicon ",
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"titanium ",
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"teak ",
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"oak ",
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"cherry ",
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"birch ",
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"pine ",
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"cedar ",
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"redwood ",
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"balsa ",
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"ivory ",
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"walnut ",
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"maple ",
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"mahogany ",
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"elm ",
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"palm ",
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"wooden "
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};
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char *gems[GEMS] = {
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"diamond ",
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"stibotantalite ",
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"lapi-lazuli ",
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"ruby ",
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"emerald ",
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"sapphire ",
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"amethyst ",
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"quartz ",
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"tiger-eye ",
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"opal ",
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"agate ",
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"turquoise ",
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"pearl ",
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"garnet "
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};
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char *syllables[MAXSYLLABLES] = {
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"blech ",
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"foo ",
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"barf ",
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"rech ",
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"bar ",
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"blech ",
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"quo ",
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"bloto ",
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"oh ",
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"caca ",
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"blorp ",
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"erp ",
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"festr ",
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"rot ",
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"slie ",
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"snorf ",
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"iky ",
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"yuky ",
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"ooze ",
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"ah ",
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"bahl ",
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"zep ",
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"druhl ",
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"flem ",
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"behil ",
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"arek ",
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"mep ",
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"zihr ",
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"grit ",
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"kona ",
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"kini ",
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"ichi ",
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"tims ",
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"ogr ",
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"oo ",
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"ighr ",
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"coph ",
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"swerr ",
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"mihln ",
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"poxi "
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};
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#define COMS 48
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struct id_com_s {
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short com_char;
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char *com_desc;
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};
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struct id_com_s com_id_tab[COMS] = {
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'?', "? prints help",
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'r', "r read scroll",
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'/', "/ identify object",
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'e', "e eat food",
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'h', "h left ",
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'w', "w wield a weapon",
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'j', "j down",
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'W', "W wear armor",
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'k', "k up",
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'T', "T take armor off",
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'l', "l right",
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'P', "P put on ring",
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'y', "y up & left",
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'R', "R remove ring",
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'u', "u up & right",
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'd', "d drop object",
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'b', "b down & left",
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'c', "c call object",
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'n', "n down & right",
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NULL, "<SHIFT><dir>: run that way",
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')', ") print current weapon",
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NULL, "<CTRL><dir>: run till adjacent",
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']', "] print current armor",
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'f', "f<dir> fight till death or near death",
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'=', "= print current rings",
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't', "t<dir> throw something",
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'\001', "^A print Hp-raise average",
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'm', "m<dir> move onto without picking up",
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'z', "z<dir> zap a wand in a direction",
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'o', "o examine/set options",
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'^', "^<dir> identify trap type",
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'\022', "^R redraw screen",
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'&', "& save screen into 'rogue.screen'",
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's', "s search for trap/secret door",
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'\020', "^P repeat last message",
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'>', "> go down a staircase",
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'\033', "^[ cancel command",
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'<', "< go up a staircase",
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'S', "S save game",
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'.', ". rest for a turn",
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'Q', "Q quit",
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',', ", pick something up",
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'!', "! shell escape",
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'i', "i inventory",
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'F', "F<dir> fight till either of you dies",
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'I', "I inventory single item",
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'v', "v print version number",
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'q', "q quaff potion"
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};
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extern boolean wizard;
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extern char *m_names[], *more;
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inventory(pack, mask)
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object *pack;
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unsigned short mask;
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{
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object *obj;
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short i = 0, j, maxlen = 0, n;
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char descs[MAX_PACK_COUNT+1][DCOLS];
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short row, col;
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obj = pack->next_object;
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if (!obj) {
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message("your pack is empty", 0);
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return;
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}
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while (obj) {
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if (obj->what_is & mask) {
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descs[i][0] = ' ';
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descs[i][1] = obj->ichar;
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descs[i][2] = ((obj->what_is & ARMOR) && obj->is_protected)
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? '}' : ')';
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descs[i][3] = ' ';
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get_desc(obj, descs[i]+4);
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if ((n = strlen(descs[i])) > maxlen) {
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maxlen = n;
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}
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i++;
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}
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obj = obj->next_object;
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}
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(void) strcpy(descs[i++], press_space);
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if (maxlen < 27) maxlen = 27;
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col = DCOLS - (maxlen + 2);
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for (row = 0; ((row < i) && (row < DROWS)); row++) {
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if (row > 0) {
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for (j = col; j < DCOLS; j++) {
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descs[row-1][j-col] = mvinch(row, j);
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}
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descs[row-1][j-col] = 0;
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}
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mvaddstr(row, col, descs[row]);
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clrtoeol();
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}
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refresh();
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wait_for_ack();
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move(0, 0);
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clrtoeol();
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for (j = 1; ((j < i) && (j < DROWS)); j++) {
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mvaddstr(j, col, descs[j-1]);
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}
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}
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id_com()
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{
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int ch = 0;
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short i, j, k;
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while (ch != CANCEL) {
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check_message();
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message("Character you want help for (* for all):", 0);
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refresh();
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ch = getchar();
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switch(ch) {
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case LIST:
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{
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char save[(((COMS / 2) + (COMS % 2)) + 1)][DCOLS];
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short rows = (((COMS / 2) + (COMS % 2)) + 1);
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boolean need_two_screens;
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if (rows > LINES) {
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need_two_screens = 1;
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rows = LINES;
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}
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k = 0;
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for (i = 0; i < rows; i++) {
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for (j = 0; j < DCOLS; j++) {
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save[i][j] = mvinch(i, j);
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}
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}
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MORE:
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for (i = 0; i < rows; i++) {
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move(i, 0);
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clrtoeol();
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}
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for (i = 0; i < (rows-1); i++) {
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if (i < (LINES-1)) {
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if (((i + i) < COMS) && ((i+i+k) < COMS)) {
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mvaddstr(i, 0, com_id_tab[i+i+k].com_desc);
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}
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if (((i + i + 1) < COMS) && ((i+i+k+1) < COMS)) {
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mvaddstr(i, (DCOLS/2),
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com_id_tab[i+i+k+1].com_desc);
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}
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}
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}
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mvaddstr(rows - 1, 0, need_two_screens ? more : press_space);
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refresh();
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wait_for_ack();
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if (need_two_screens) {
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k += ((rows-1) * 2);
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need_two_screens = 0;
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goto MORE;
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}
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for (i = 0; i < rows; i++) {
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move(i, 0);
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for (j = 0; j < DCOLS; j++) {
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addch(save[i][j]);
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}
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}
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}
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break;
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default:
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if (!pr_com_id(ch)) {
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if (!pr_motion_char(ch)) {
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check_message();
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message("unknown character", 0);
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}
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}
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ch = CANCEL;
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break;
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}
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}
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}
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pr_com_id(ch)
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int ch;
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{
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int i;
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if (!get_com_id(&i, ch)) {
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return(0);
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}
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check_message();
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message(com_id_tab[i].com_desc, 0);
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return(1);
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}
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get_com_id(index, ch)
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int *index;
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short ch;
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{
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short i;
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for (i = 0; i < COMS; i++) {
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if (com_id_tab[i].com_char == ch) {
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*index = i;
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return(1);
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}
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}
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return(0);
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}
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pr_motion_char(ch)
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int ch;
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{
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if ( (ch == 'J') ||
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(ch == 'K') ||
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(ch == 'L') ||
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(ch == 'H') ||
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(ch == 'Y') ||
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(ch == 'U') ||
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(ch == 'N') ||
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(ch == 'B') ||
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(ch == '\012') ||
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(ch == '\013') ||
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(ch == '\010') ||
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(ch == '\014') ||
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(ch == '\025') ||
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(ch == '\031') ||
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(ch == '\016') ||
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(ch == '\002')) {
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char until[18], buf[DCOLS];
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int n;
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if (ch <= '\031') {
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ch += 96;
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(void) strcpy(until, "until adjascent");
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} else {
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ch += 32;
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until[0] = '\0';
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}
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(void) get_com_id(&n, ch);
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sprintf(buf, "run %s %s", com_id_tab[n].com_desc + 8, until);
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check_message();
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message(buf, 0);
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return(1);
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} else {
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return(0);
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}
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}
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mix_colors()
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{
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short i, j, k;
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char *t;
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for (i = 0; i <= 32; i++) {
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j = get_rand(0, (POTIONS - 1));
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k = get_rand(0, (POTIONS - 1));
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t = id_potions[j].title;
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id_potions[j].title = id_potions[k].title;
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id_potions[k].title = t;
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}
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}
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make_scroll_titles()
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{
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short i, j, n;
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short sylls, s;
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for (i = 0; i < SCROLS; i++) {
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sylls = get_rand(2, 5);
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(void) strcpy(id_scrolls[i].title, "'");
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for (j = 0; j < sylls; j++) {
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s = get_rand(1, (MAXSYLLABLES-1));
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(void) strcat(id_scrolls[i].title, syllables[s]);
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}
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n = strlen(id_scrolls[i].title);
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(void) strcpy(id_scrolls[i].title+(n-1), "' ");
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}
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}
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get_desc(obj, desc)
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object *obj;
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char *desc;
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{
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char *item_name;
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struct id *id_table;
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char more_info[32];
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short i;
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if (obj->what_is == AMULET) {
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(void) strcpy(desc, "the amulet of Yendor ");
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return;
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}
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item_name = name_of(obj);
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if (obj->what_is == GOLD) {
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sprintf(desc, "%d pieces of gold", obj->quantity);
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return;
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}
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if (obj->what_is != ARMOR) {
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if (obj->quantity == 1) {
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(void) strcpy(desc, "a ");
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} else {
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sprintf(desc, "%d ", obj->quantity);
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}
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}
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if (obj->what_is == FOOD) {
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if (obj->which_kind == RATION) {
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if (obj->quantity > 1) {
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sprintf(desc, "%d rations of ", obj->quantity);
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} else {
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(void) strcpy(desc, "some ");
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}
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} else {
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(void) strcpy(desc, "a ");
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}
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(void) strcat(desc, item_name);
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goto ANA;
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}
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id_table = get_id_table(obj);
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if (wizard) {
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goto ID;
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}
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if (obj->what_is & (WEAPON | ARMOR | WAND | RING)) {
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goto CHECK;
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}
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switch(id_table[obj->which_kind].id_status) {
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case UNIDENTIFIED:
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CHECK:
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switch(obj->what_is) {
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case SCROL:
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(void) strcat(desc, item_name);
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(void) strcat(desc, "entitled: ");
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(void) strcat(desc, id_table[obj->which_kind].title);
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break;
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case POTION:
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(void) strcat(desc, id_table[obj->which_kind].title);
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(void) strcat(desc, item_name);
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break;
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case WAND:
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case RING:
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if (obj->identified ||
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(id_table[obj->which_kind].id_status == IDENTIFIED)) {
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goto ID;
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}
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if (id_table[obj->which_kind].id_status == CALLED) {
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goto CALL;
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}
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(void) strcat(desc, id_table[obj->which_kind].title);
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(void) strcat(desc, item_name);
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break;
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case ARMOR:
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if (obj->identified) {
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goto ID;
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}
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(void) strcpy(desc, id_table[obj->which_kind].title);
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break;
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case WEAPON:
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if (obj->identified) {
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goto ID;
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}
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(void) strcat(desc, name_of(obj));
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break;
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}
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break;
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case CALLED:
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CALL: switch(obj->what_is) {
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case SCROL:
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case POTION:
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case WAND:
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case RING:
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(void) strcat(desc, item_name);
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(void) strcat(desc, "called ");
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(void) strcat(desc, id_table[obj->which_kind].title);
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break;
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}
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break;
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case IDENTIFIED:
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ID: switch(obj->what_is) {
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case SCROL:
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case POTION:
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(void) strcat(desc, item_name);
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(void) strcat(desc, id_table[obj->which_kind].real);
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break;
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case RING:
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if (wizard || obj->identified) {
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if ((obj->which_kind == DEXTERITY) ||
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(obj->which_kind == ADD_STRENGTH)) {
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sprintf(more_info, "%s%d ", ((obj->class > 0) ? "+" : ""),
|
|
obj->class);
|
|
(void) strcat(desc, more_info);
|
|
}
|
|
}
|
|
(void) strcat(desc, item_name);
|
|
(void) strcat(desc, id_table[obj->which_kind].real);
|
|
break;
|
|
case WAND:
|
|
(void) strcat(desc, item_name);
|
|
(void) strcat(desc, id_table[obj->which_kind].real);
|
|
if (wizard || obj->identified) {
|
|
sprintf(more_info, "[%d]", obj->class);
|
|
(void) strcat(desc, more_info);
|
|
}
|
|
break;
|
|
case ARMOR:
|
|
sprintf(desc, "%s%d ", ((obj->d_enchant >= 0) ? "+" : ""),
|
|
obj->d_enchant);
|
|
(void) strcat(desc, id_table[obj->which_kind].title);
|
|
sprintf(more_info, "[%d] ", get_armor_class(obj));
|
|
(void) 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);
|
|
(void) 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) {
|
|
(void) strcat(desc, "in hand");
|
|
} else if (obj->in_use_flags & BEING_WORN) {
|
|
(void) strcat(desc, "being worn");
|
|
} else if (obj->in_use_flags & ON_LEFT_HAND) {
|
|
(void) strcat(desc, "on left hand");
|
|
} else if (obj->in_use_flags & ON_RIGHT_HAND) {
|
|
(void) strcat(desc, "on right hand");
|
|
}
|
|
}
|
|
|
|
get_wand_and_ring_materials()
|
|
{
|
|
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;
|
|
(void) 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;
|
|
(void) strcpy(id_rings[i].title, gems[j]);
|
|
}
|
|
}
|
|
|
|
single_inv(ichar)
|
|
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(obj)
|
|
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((struct id *) 0);
|
|
}
|
|
|
|
inv_armor_weapon(is_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);
|
|
}
|
|
}
|
|
}
|
|
|
|
id_type()
|
|
{
|
|
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);
|
|
}
|