annotate arogue5/pack.c @ 155:1af259ac4ed2

arogue7, xrogue: fix save/restore of alchemy jugs. state.c now saves the fuse that refills alchemy jugs, using the method of numbering objects previously applied to Advanced Rogue 5. Alchemy jugs that are empty when the game is saved will continue to function after it is restored. Savefile compatibility should not be affected.
author John "Elwin" Edwards
date Fri, 29 May 2015 17:34:04 -0400
parents 0ed67132cf10
children 56e748983fa8
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0ed67132cf10 Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include <ctype.h>
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17 #include "rogue.h"
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18
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19 char outstring[512]; /* ridiculously long string for use with msg */
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20
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21 /*
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22 * add_pack:
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23 * Pick up an object and add it to the pack. If the argument is non-null
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24 * use it as the linked_list pointer instead of gettting it off the ground.
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25 */
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26 bool
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27 add_pack(item, silent, packret)
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28 register struct linked_list *item, **packret;
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29 bool silent;
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30 {
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31 register struct linked_list *ip, *lp = NULL, *ap;
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32 register struct object *obj, *op = NULL;
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33 register bool exact, from_floor;
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34
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35 if (packret != NULL)
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36 *packret = NULL;
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37
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38 if (item == NULL)
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39 {
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40 from_floor = TRUE;
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41 if ((item = find_obj(hero.y, hero.x)) == NULL)
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42 return(FALSE);
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43 }
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44 else
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45 from_floor = FALSE;
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46 obj = OBJPTR(item);
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47 /*
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48 * If it is gold, just add its value to rogue's purse and get rid
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49 * of it.
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50 */
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51 if (obj->o_type == GOLD) {
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52 register struct linked_list *mitem;
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53 register struct thing *tp;
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54
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55 if (!silent) {
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56 if (!terse) addmsg("You found ");
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57 msg("%d gold pieces.", obj->o_count);
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58 }
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59
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60 /* First make sure no greedy monster is after this gold.
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61 * If so, make the monster run after the rogue instead.
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62 */
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63 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
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64 tp = THINGPTR(mitem);
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65 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero;
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66 }
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67
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68 purse += obj->o_count;
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69 if (from_floor) {
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70 detach(lvl_obj, item);
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71 if ((ap = find_obj(hero.y, hero.x)) == NULL)
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72 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
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73 else
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74 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
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75 }
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76 o_discard(item);
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77 return(TRUE);
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78 }
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79
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80 /*
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81 * see if he can carry any more weight
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82 */
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83 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) {
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84 msg("Too much for you to carry.");
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85 return FALSE;
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86 }
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87 /*
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88 * Link it into the pack. Search the pack for a object of similar type
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89 * if there isn't one, stuff it at the beginning, if there is, look for one
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90 * that is exactly the same and just increment the count if there is.
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91 * it that. Food is always put at the beginning for ease of access, but
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92 * is not ordered so that you can't tell good food from bad. First check
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93 * to see if there is something in thr same group and if there is then
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94 * increment the count.
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95 */
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96 if (obj->o_group)
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97 {
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98 for (ip = pack; ip != NULL; ip = next(ip))
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99 {
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100 op = OBJPTR(ip);
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101 if (op->o_group == obj->o_group)
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102 {
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103 /*
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104 * Put it in the pack and notify the user
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105 */