Mercurial > hg > early-roguelike
annotate rogue4/pack.c @ 247:23d2e2bf812f
Enable the logfile on 64-bit Windows.
It seems to work without any problems.
One use of a non-portable function was corrected in the process.
author | John "Elwin" Edwards |
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date | Tue, 17 May 2016 21:28:34 -0400 |
parents | 1b73a8641b37 |
children | e52a8a7ad4c5 |
rev | line source |
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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 * @(#)pack.c 4.15 (Berkeley) 4/6/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include <ctype.h> |
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15 #include "rogue.h" |
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16 |
215 | 17 void money(int value); |
18 | |
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19 /* |
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20 * update_mdest: |
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21 * Called after picking up an object, before discarding it. |
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22 * If this was the object of something's desire, that monster will |
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23 * get mad and run at the hero |
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24 */ |
215 | 25 void |
26 update_mdest(THING *obj) | |
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27 { |
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28 register THING *mp; |
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29 |
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30 for (mp = mlist; mp != NULL; mp = next(mp)) |
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31 if (mp->t_dest == &obj->o_pos) |
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32 mp->t_dest = &hero; |
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33 } |
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34 |
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35 /* |
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36 * add_pack: |
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37 * Pick up an object and add it to the pack. If the argument is |
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38 * non-null use it as the linked_list pointer instead of gettting |
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39 * it off the ground. |
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40 */ |
215 | 41 void |
42 add_pack(THING *obj, bool silent) | |
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43 { |
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44 register THING *op, *lp = NULL; |
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45 register bool exact, from_floor; |
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46 register char floor; |
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47 int discarded = 0; |
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48 |
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49 if (obj == NULL) |
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50 { |
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51 from_floor = TRUE; |
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52 if ((obj = find_obj(hero.y, hero.x)) == NULL) |
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53 return; |
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54 } |
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55 else |
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56 from_floor = FALSE; |
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57 /* |
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58 * Link it into the pack. Search the pack for a object of similar type |
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59 * if there isn't one, stuff it at the beginning, if there is, look for one |
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60 * that is exactly the same and just increment the count if there is. |
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61 * it that. Food is always put at the beginning for ease of access, but |
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62 * is not ordered so that you can't tell good food from bad. First check |
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63 * to see if there is something in thr same group and if there is then |
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64 * increment the count. |
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65 */ |
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66 /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */ |
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67 if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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68 else floor = FLOOR; |
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69 if (obj->o_group) |
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70 { |
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71 for (op = pack; op != NULL; op = next(op)) |
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72 { |
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73 if (op->o_group == obj->o_group) |
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74 { |
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75 /* |
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76 * Put it in the pack and notify the user |
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77 */ |
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78 op->o_count++; |
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79 if (from_floor) |
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80 { |
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81 detach(lvl_obj, obj); |
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82 mvaddch(hero.y, hero.x, floor); |
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83 chat(hero.y, hero.x) = floor; |
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84 } |
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85 update_mdest(obj); |
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86 discard(obj); |
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87 obj = op; |
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88 discarded = 1; |
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89 goto picked_up; |
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90 } |
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91 } |
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92 } |
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93 /* |
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94 * Check if there is room |
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95 */ |
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96 if (inpack == MAXPACK-1) |
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97 { |
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98 msg("you can't carry anything else"); |
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99 return; |
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100 } |
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101 /* |
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102 * Check for and deal with scare monster scrolls |
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103 */ |
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104 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |