annotate arogue5/pack.c @ 305:3900f3cfe07d

Rogue V4: fix arithmetic operations on boolean variables. Monsters created by scrolls should now have their placement randomized correctly again.
author John "Elwin" Edwards
date Thu, 15 Apr 2021 20:55:34 -0400
parents 56e748983fa8
children
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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 bool is_type (struct object *obj, int type);
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22
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23 /*
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24 * add_pack:
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25 * Pick up an object and add it to the pack. If the argument is non-null
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26 * use it as the linked_list pointer instead of gettting it off the ground.
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27 */
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28 bool
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29 add_pack(struct linked_list *item, bool silent, struct linked_list **packret)
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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