/*
 * Contains functions for dealing with things like
 * potions and scrolls
 *
 * @(#)things.c	3.37 (Berkeley) 6/15/81
 */

#include <curses.h>
#include <ctype.h>
#include "rogue.h"

/*
 * inv_name:
 *	return the name of something as it would appear in an
 *	inventory.
 */
char *
inv_name(obj, drop)
register struct object *obj;
register bool drop;
{
    register char *pb;

    switch(obj->o_type)
    {
	when SCROLL:
	    if (obj->o_count == 1)
		strcpy(prbuf, "A scroll ");
	    else
		sprintf(prbuf, "%d scrolls ", obj->o_count);
	    pb = &prbuf[strlen(prbuf)];
	    if (s_know[obj->o_which])
		sprintf(pb, "of %s", s_magic[obj->o_which].mi_name);
	    else if (s_guess[obj->o_which])
		sprintf(pb, "called %s", s_guess[obj->o_which]);
	    else
		sprintf(pb, "titled '%s'", s_names[obj->o_which]);
        when POTION:
	    if (obj->o_count == 1)
		strcpy(prbuf, "A potion ");
	    else
		sprintf(prbuf, "%d potions ", obj->o_count);
	    pb = &prbuf[strlen(prbuf)];
	    if (p_know[obj->o_which])
		sprintf(pb, "of %s(%s)", p_magic[obj->o_which].mi_name,
		    p_colors[obj->o_which]);
	    else if (p_guess[obj->o_which])
		sprintf(pb, "called %s(%s)", p_guess[obj->o_which],
		    p_colors[obj->o_which]);
	    else if (obj->o_count == 1)
		sprintf(prbuf, "A%s %s potion",
		    vowelstr(p_colors[obj->o_which]),
		    p_colors[obj->o_which]);
	    else
		sprintf(prbuf, "%d %s potions", obj->o_count,
		    p_colors[obj->o_which]);
	when FOOD:
	    if (obj->o_which == 1)
		if (obj->o_count == 1)
		    sprintf(prbuf, "A%s %s", vowelstr(fruit), fruit);
		else
		    sprintf(prbuf, "%d %ss", obj->o_count, fruit);
	    else
		if (obj->o_count == 1)
		    strcpy(prbuf, "Some food");
		else
		    sprintf(prbuf, "%d rations of food", obj->o_count);
	when WEAPON:
	    if (obj->o_count > 1)
		sprintf(prbuf, "%d ", obj->o_count);
	    else
		strcpy(prbuf, "A ");
	    pb = &prbuf[strlen(prbuf)];
	    if (obj->o_flags & ISKNOW)
		sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus),
		    w_names[obj->o_which]);
	    else
		sprintf(pb, "%s", w_names[obj->o_which]);
	    if (obj->o_count > 1)
		strcat(prbuf, "s");
	when ARMOR:
	    if (obj->o_flags & ISKNOW)
		sprintf(prbuf, "%s %s",
		    num(a_class[obj->o_which] - obj->o_ac, 0),
		    a_names[obj->o_which]);
	    else
		sprintf(prbuf, "%s", a_names[obj->o_which]);
	when AMULET:
	    strcpy(prbuf, "The Amulet of Yendor");
	when STICK:
	    sprintf(prbuf, "A %s ", ws_type[obj->o_which]);
	    pb = &prbuf[strlen(prbuf)];
	    if (ws_know[obj->o_which])
		sprintf(pb, "of %s%s(%s)", ws_magic[obj->o_which].mi_name,
		    charge_str(obj), ws_made[obj->o_which]);
	    else if (ws_guess[obj->o_which])
		sprintf(pb, "called %s(%s)", ws_guess[obj->o_which],
		    ws_made[obj->o_which]);
	    else
		sprintf(&prbuf[2], "%s %s", ws_made[obj->o_which],
		    ws_type[obj->o_which]);
        when RING:
	    if (r_know[obj->o_which])
		sprintf(prbuf, "A%s ring of %s(%s)", ring_num(obj),
		    r_magic[obj->o_which].mi_name, r_stones[obj->o_which]);
	    else if (r_guess[obj->o_which])
		sprintf(prbuf, "A ring called %s(%s)",
		    r_guess[obj->o_which], r_stones[obj->o_which]);
	    else
		sprintf(prbuf, "A%s %s ring", vowelstr(r_stones[obj->o_which]),
		    r_stones[obj->o_which]);
	otherwise:
	    debug("Picked up something funny");
	    sprintf(prbuf, "Something bizarre %s", unctrl(obj->o_type));
    }
    if (obj == cur_armor)
	strcat(prbuf, " (being worn)");
    if (obj == cur_weapon)
	strcat(prbuf, " (weapon in hand)");
    if (obj == cur_ring[LEFT])
	strcat(prbuf, " (on left hand)");
    else if (obj == cur_ring[RIGHT])
	strcat(prbuf, " (on right hand)");
    if (drop && isupper(prbuf[0]))
	prbuf[0] = tolower(prbuf[0]);
    else if (!drop && islower(*prbuf))
	*prbuf = toupper(*prbuf);
    if (!drop)
	strcat(prbuf, ".");
    return prbuf;
}

/*
 * money:
 *	Add to characters purse
 */
money()
{
    register struct room *rp;

    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
	if (ce(hero, rp->r_gold))
	{
	    if (notify)
	    {
		if (!terse)
		    addmsg("You found ");
		msg("%d gold pieces.", rp->r_goldval);
	    }
	    purse += rp->r_goldval;
	    rp->r_goldval = 0;
	    cmov(rp->r_gold);
	    addch(FLOOR);
	    return;
	}
    msg("That gold must have been counterfeit");
}

/*
 * drop:
 *	put something down
 */
drop()
{
    register char ch;
    register struct linked_list *obj, *nobj;
    register struct object *op;

    ch = mvwinch(stdscr, hero.y, hero.x);
    if (ch != FLOOR && ch != PASSAGE)
    {
	msg("There is something there already");
	return;
    }
    if ((obj = get_item("drop", 0)) == NULL)
	return;
    op = (struct object *) ldata(obj);
    if (!dropcheck(op))
	return;
    /*
     * Take it out of the pack
     */
    if (op->o_count >= 2 && op->o_type != WEAPON)
    {
	nobj = new_item(sizeof *op);
	op->o_count--;
	op = (struct object *) ldata(nobj);
	*op = *((struct object *) ldata(obj));
	op->o_count = 1;
	obj = nobj;
	if (op->o_group != 0)
		inpack++;
    }
    else
	detach(pack, obj);
    inpack--;
    /*
     * Link it into the level object list
     */
    attach(lvl_obj, obj);
    mvaddch(hero.y, hero.x, op->o_type);
    op->o_pos = hero;
    msg("Dropped %s", inv_name(op, TRUE));
}

/*
 * do special checks for dropping or unweilding|unwearing|unringing
 */
dropcheck(op)
register struct object *op;
{
    str_t save_max;

    if (op == NULL)
	return TRUE;
    if (op != cur_armor && op != cur_weapon
	&& op != cur_ring[LEFT] && op != cur_ring[RIGHT])
	    return TRUE;
    if (op->o_flags & ISCURSED)
    {
	msg("You can't.  It appears to be cursed.");
	return FALSE;
    }
    if (op == cur_weapon)
	cur_weapon = NULL;
    else if (op == cur_armor)
    {
	waste_time();
	cur_armor = NULL;
    }
    else if (op == cur_ring[LEFT] || op == cur_ring[RIGHT])
    {
	switch (op->o_which)
	{
	    case R_ADDSTR:
		save_max = max_stats.s_str;
		chg_str(-op->o_ac);
		max_stats.s_str = save_max;
		break;
	    case R_SEEINVIS:
		player.t_flags &= ~CANSEE;
		extinguish(unsee);
		light(&hero);
		mvwaddch(cw, hero.y, hero.x, PLAYER);
		break;
	}
	cur_ring[op == cur_ring[LEFT] ? LEFT : RIGHT] = NULL;
    }
    return TRUE;
}

/*
 * return a new thing
 */
struct linked_list *
new_thing()
{
    register struct linked_list *item;
    register struct object *cur;
    register int j, k;

    item = new_item(sizeof *cur);
    cur = (struct object *) ldata(item);
    cur->o_hplus = cur->o_dplus = 0;
    cur->o_damage = cur->o_hurldmg = "0d0";
    cur->o_ac = 11;
    cur->o_count = 1;
    cur->o_group = 0;
    cur->o_flags = 0;
    /*
     * Decide what kind of object it will be
     * If we haven't had food for a while, let it be food.
     */
    switch (no_food > 3 ? 2 : pick_one(things, NUMTHINGS))
    {
	when 0:
	    cur->o_type = POTION;
	    cur->o_which = pick_one(p_magic, MAXPOTIONS);
	when 1:
	    cur->o_type = SCROLL;
	    cur->o_which = pick_one(s_magic, MAXSCROLLS);
	when 2:
	    no_food = 0;
	    cur->o_type = FOOD;
	    if (rnd(100) > 10)
		cur->o_which = 0;
	    else
		cur->o_which = 1;
	when 3:
	    cur->o_type = WEAPON;
	    cur->o_which = rnd(MAXWEAPONS);
	    init_weapon(cur, cur->o_which);
	    if ((k = rnd(100)) < 10)
	    {
		cur->o_flags |= ISCURSED;
		cur->o_hplus -= rnd(3)+1;
	    }
	    else if (k < 15)
		cur->o_hplus += rnd(3)+1;
	when 4:
	    cur->o_type = ARMOR;
	    for (j = 0, k = rnd(100); j < MAXARMORS; j++)
		if (k < a_chances[j])
		    break;
	    if (j == MAXARMORS)
	    {
		debug("Picked a bad armor %d", k);
		j = 0;
	    }
	    cur->o_which = j;
	    cur->o_ac = a_class[j];
	    if ((k = rnd(100)) < 20)
	    {
		cur->o_flags |= ISCURSED;
		cur->o_ac += rnd(3)+1;
	    }
	    else if (k < 28)
		cur->o_ac -= rnd(3)+1;
	when 5:
	    cur->o_type = RING;
	    cur->o_which = pick_one(r_magic, MAXRINGS);
	    switch (cur->o_which)
	    {
		when R_ADDSTR:
		case R_PROTECT:
		case R_ADDHIT:
		case R_ADDDAM:
		    if ((cur->o_ac = rnd(3)) == 0)
		    {
			cur->o_ac = -1;
			cur->o_flags |= ISCURSED;
		    }
		when R_AGGR:
		case R_TELEPORT:
		    cur->o_flags |= ISCURSED;
	    }
	when 6:
	    cur->o_type = STICK;
	    cur->o_which = pick_one(ws_magic, MAXSTICKS);
	    fix_stick(cur);
	otherwise:
	    debug("Picked a bad kind of object");
	    wait_for(' ');
    }
    return item;
}

/*
 * pick an item out of a list of nitems possible magic items
 */
pick_one(magic, nitems)
register struct magic_item *magic;
int nitems;
{
    register struct magic_item *end;
    register int i;
    register struct magic_item *start;

    start = magic;
    for (end = &magic[nitems], i = rnd(100); magic < end; magic++)
	if (i < magic->mi_prob)
	    break;
    if (magic == end)
    {
	if (wizard)
	{
	    msg("bad pick_one: %d from %d items", i, nitems);
	    for (magic = start; magic < end; magic++)
		msg("%s: %d%%", magic->mi_name, magic->mi_prob);
	}
	magic = start;
    }
    return magic - start;
}
