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annotate xrogue/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 |
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date | Sun, 21 Feb 2016 20:47:12 -0500 |
parents | cadff8f047a1 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 pack.c - Routines to deal with the pack. |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include <ctype.h> |
135 | 21 #include <string.h> |
133
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22 #include "rogue.h" |
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23 |
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24 /* |
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25 * add_pack: |
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26 * Pick up an object and add it to the pack. If the argument is non-null |
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27 * use it as the linked_list pointer instead of gettting it off the ground. |
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28 */ |
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29 |
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30 bool |
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31 add_pack(item, silent) |
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32 register struct linked_list *item; |
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33 bool silent; |
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34 { |
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35 register struct linked_list *ip, *lp = NULL, *ap; |
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36 register struct object *obj, *op = NULL; |
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37 register bool exact, from_floor; |
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38 bool giveflag = 0; |
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39 static long cleric = C_CLERIC, |
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40 monk = C_MONK, |
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41 magician = C_MAGICIAN, |
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42 assassin = C_ASSASSIN, |
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43 druid = C_DRUID, |
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44 thief = C_THIEF, |
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45 fighter = C_FIGHTER, |
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46 ranger = C_RANGER, |
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47 paladin = C_PALADIN; |
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48 |
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49 if (item == NULL) |
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50 { |
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51 from_floor = TRUE; |
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52 if ((item = find_obj(hero.y, hero.x)) == NULL) |
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53 return(FALSE); |
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54 } |
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55 else |
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56 from_floor = FALSE; |
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57 obj = OBJPTR(item); |
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58 /* |
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59 * If it is gold, just add its value to rogue's purse and get rid |
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60 * of it. |
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61 */ |
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62 if (obj->o_type == GOLD) { |
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63 register struct linked_list *mitem; |
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64 register struct thing *tp; |
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65 |
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66 if (!silent) { |
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67 if (!terse) addmsg("You found "); |
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68 msg("%d gold pieces.", obj->o_count); |
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69 } |
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70 |
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71 /* First make sure no greedy monster is after this gold. |
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72 * If so, make the monster run after the rogue instead. |
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73 */ |
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74 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { |
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75 tp = THINGPTR(mitem); |
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76 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero; |
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77 } |
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78 |
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79 purse += obj->o_count; |
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80 if (from_floor) { |
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81 detach(lvl_obj, item); |
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82 if ((ap = find_obj(hero.y, hero.x)) == NULL) |
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83 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); |
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84 else |
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85 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); |
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86 } |
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87 o_discard(item); |
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88 return(TRUE); |
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89 } |
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90 |
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91 /* |
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92 * see if he can carry any more weight |
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