annotate xrogue/wear.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 7c1cb43f346e
children
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1 /*
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2 wear.c - functions for dealing with armor
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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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ce0cf824c192 xrogue: add missing includes.
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19 #include <stdlib.h>
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20 #include <curses.h>
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21 #include "rogue.h"
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22
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23 int dress_units(struct linked_list *item);
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24
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25 /*
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26 * take_off:
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27 * Get the armor off of the players back
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28 */
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29
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30 void
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31 take_off(void)
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32 {
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33 register struct object *obj;
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34 register struct linked_list *item;
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35
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36 /* It takes time to take things off */
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37 if (player.t_action != C_TAKEOFF) {
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38 /* What does player want to take off? */
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39 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL)
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40 return;
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41
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42 obj = OBJPTR(item);
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43 if (!is_current(obj)) {
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44 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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45 return;
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46 }
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47
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48 player.t_using = item; /* Remember what it is */
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49 player.t_action = C_TAKEOFF; /* We are taking something off */
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50
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51 /* Cursed items take almost no time */
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52 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player);
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53 else player.t_no_move = dress_units(item) * movement(&player);
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54 return;
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55 }
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56
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57 /* We have waited our time, let's take off our item */
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58 item = player.t_using;
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59 player.t_using = NULL;
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60 player.t_action = A_NIL;
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61
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62 obj = OBJPTR(item);
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63 if (!is_current(obj)) { /* Just to be on the safe side */
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64 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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65 return;
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66 }
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67
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68 /* Can the player remove the item? */
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69 if (!dropcheck(obj)) return;
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70 updpack(TRUE, &player);
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71
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72 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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73 }
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74
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75 /*
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76 * wear:
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77 * The player wants to wear something, so let him/her put it on.
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78 */
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79
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80 void
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81 wear(void)
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82 {
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83 register struct linked_list *item;
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84 register struct object *obj;
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85 register int i;
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86
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87 /* It takes time to put things on */
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88 if (player.t_action != C_WEAR) {
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89 /* What does player want to wear? */
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90 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL)
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91 return;
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