annotate xrogue/pack.c @ 200:1cd604c827a3

Advanced Rogue 7: initialize multiple variables. MSVC complained that they might be used uninitialized. In some cases, this might have been possible. XRogue already has initializations for all these variables.
author John "Elwin" Edwards
date Wed, 12 Aug 2015 15:42:02 -0400
parents cadff8f047a1
children f54901b9c39b
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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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ce0cf824c192 xrogue: add missing includes.
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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 /*
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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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93 */