annotate xrogue/pack.c @ 309:11aeff9acc07

Advanced Rogue 7: ignore file locations in the save file when restoring. The variables file_name, score_file, and home are no longer overwritten with the values stored in the save file. Those values could be inaccurate if the files have been moved or configuration has changed.
author John "Elwin" Edwards
date Sun, 02 May 2021 21:54:11 -0400
parents e1cd27c5464f
children
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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>
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21 #include <string.h>
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22 #include "rogue.h"
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23
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24 bool is_type(struct object *obj, int type);
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25
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26 /*
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27 * add_pack:
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28 * Pick up an object and add it to the pack. If the argument is non-null
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29 * use it as the linked_list pointer instead of gettting it off the ground.
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30 */
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31
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32 bool
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33 add_pack(struct linked_list *item, 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 int newclass;
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40
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41 if (item == NULL)
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42 {
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43 from_floor = TRUE;
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44 if ((item = find_obj(hero.y, hero.x)) == NULL)
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45 return(FALSE);
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46 }
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47 else
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48 from_floor = FALSE;
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49 obj = OBJPTR(item);
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50 /*
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51 * If it is gold, just add its value to rogue's purse and get rid
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52 * of it.
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53 */
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54 if (obj->o_type == GOLD) {
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55 register struct linked_list *mitem;
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56 register struct thing *tp;
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57
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58 if (!silent) {
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59 if (!terse) addmsg("You found ");
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60 msg("%d gold pieces.", obj->o_count);
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61 }
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62
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63 /* First make sure no greedy monster is after this gold.
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64 * If so, make the monster run after the rogue instead.
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65 */
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66 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
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67 tp = THINGPTR(mitem);
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68 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero;
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69 }
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70
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71 purse += obj->o_count;
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72 if (from_floor) {
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73 detach(lvl_obj, item);
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74 if ((ap = find_obj(hero.y, hero.x)) == NULL)
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75 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
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76 else
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77 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
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78 }
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79 o_discard(item);
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80 return(TRUE);
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81 }
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82
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83 /*
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84 * see if he can carry any more weight
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85 */
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86 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) {
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87 msg("Too much for you to carry.");
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88 return FALSE;
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89 }
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90 /*
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91 * Link it into the pack. Search the pack for a object of similar type
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92 * if there isn't one, stuff it at the beginning, if there is, look for one