annotate rogue4/pack.c @ 223:0e99eade579c

Generate text documentation from the troff source files. This is done by make, in the 'docs' target, which is now part of the normal build process. Unfortunately, not all the games include troff sources. Getting decent HTML output from groff is still a difficult process which will not be attempted at this time. There are a few bugs in the 'install' and 'uninstall' rules. Not to mention that the documentation is sometimes inaccurate.
author John "Elwin" Edwards
date Sun, 21 Feb 2016 20:47:12 -0500
parents 9535a08ddc39
children 1b73a8641b37
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1 /*
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2 * Routines to deal with the pack
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3 *
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4 * @(#)pack.c 4.15 (Berkeley) 4/6/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include <ctype.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * update_mdest:
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19 * Called after picking up an object, before discarding it.
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20 * If this was the object of something's desire, that monster will
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21 * get mad and run at the hero
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22 */
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23 update_mdest(obj)
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24 register THING *obj;
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25 {
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26 register THING *mp;
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27
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28 for (mp = mlist; mp != NULL; mp = next(mp))
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29 if (mp->t_dest == &obj->o_pos)
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30 mp->t_dest = &hero;
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31 }
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32
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33 /*
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34 * add_pack:
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35 * Pick up an object and add it to the pack. If the argument is
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36 * non-null use it as the linked_list pointer instead of gettting
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37 * it off the ground.
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38 */
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39 add_pack(obj, silent)
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40 register THING *obj;
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41 bool silent;
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42 {
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43 register THING *op, *lp = NULL;
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44 register bool exact, from_floor;
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45 register char floor;
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46 int discarded = 0;
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47
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48 if (obj == NULL)
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49 {
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50 from_floor = TRUE;
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51 if ((obj = find_obj(hero.y, hero.x)) == NULL)
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52 return;
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53 }
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54 else
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55 from_floor = FALSE;
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56 /*
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57 * Link it into the pack. Search the pack for a object of similar type
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58 * if there isn't one, stuff it at the beginning, if there is, look for one
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59 * that is exactly the same and just increment the count if there is.
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60 * it that. Food is always put at the beginning for ease of access, but
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61 * is not ordered so that you can't tell good food from bad. First check
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62 * to see if there is something in thr same group and if there is then
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63 * increment the count.
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64 */
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65 /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */
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66 if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
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67 else floor = FLOOR;
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68 if (obj->o_group)
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69 {
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70 for (op = pack; op != NULL; op = next(op))
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71 {
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72 if (op->o_group == obj->o_group)
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73 {
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74 /*
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75 * Put it in the pack and notify the user
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76 */
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77 op->o_count++;
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78 if (from_floor)
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79 {
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80 detach(lvl_obj, obj);
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81 mvaddch(hero.y, hero.x, floor);
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82 chat(hero.y, hero.x) = floor;
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83 }
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84 update_mdest(obj);
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85 discard(obj);
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86 obj = op;
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87 discarded = 1;
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88 goto picked_up;
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89 }
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90 }
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91 }
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92 /*
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93 * Check if there is room
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94 */
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95 if (inpack == MAXPACK-1)
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96 {
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97 msg("you can't carry anything else");
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98 return;
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99 }
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100 /*
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101 * Check for and deal with scare monster scrolls
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102 */
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103 if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
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104 if (obj->o_flags & ISFOUND)
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105 {
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