Mercurial > hg > early-roguelike
annotate xrogue/wear.c @ 164:49af2fd0bb0c
Move some autotools files to where configure can find them.
rogue5 uses config.guess and config.sub to find the canonical system
names. The configure script expects them to be in the same directory
as install-sh. So they have been relocated to the top level.
This is a quick and dirty fix. The eventual plan is to relocate them
to /dev/null.
I also suspect they should be used to set HOST, not TARGET. Rogue is
not a cross-compiler.
author | John "Elwin" Edwards |
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date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | cadff8f047a1 |
children | f54901b9c39b |
rev | line source |
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133
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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 |
135 | 19 #include <stdlib.h> |
133
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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 /* |
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24 * take_off: |
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25 * Get the armor off of the players back |
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26 */ |
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27 |
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28 take_off() |
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29 { |
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30 register struct object *obj; |
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31 register struct linked_list *item; |
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32 |
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33 /* It takes time to take things off */ |
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34 if (player.t_action != C_TAKEOFF) { |
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35 /* What does player want to take off? */ |
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36 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL) |
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37 return; |
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38 |
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39 obj = OBJPTR(item); |
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40 if (!is_current(obj)) { |
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41 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE)); |
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42 return; |
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43 } |
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44 |
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45 player.t_using = item; /* Remember what it is */ |
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46 player.t_action = C_TAKEOFF; /* We are taking something off */ |
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47 |
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48 /* Cursed items take almost no time */ |
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49 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player); |
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50 else player.t_no_move = dress_units(item) * movement(&player); |
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51 return; |
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52 } |
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53 |
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54 /* We have waited our time, let's take off our item */ |
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55 item = player.t_using; |
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56 player.t_using = NULL; |
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57 player.t_action = A_NIL; |
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58 |
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59 obj = OBJPTR(item); |
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60 if (!is_current(obj)) { /* Just to be on the safe side */ |
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61 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE)); |
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62 return; |
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63 } |
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64 |
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65 /* Can the player remove the item? */ |
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66 if (!dropcheck(obj)) return; |
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67 updpack(TRUE, &player); |
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68 |
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69 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE)); |
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70 } |
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71 |
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72 /* |
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73 * wear: |
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74 * The player wants to wear something, so let him/her put it on. |
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75 */ |
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76 |
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77 wear() |
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78 { |
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79 register struct linked_list *item; |
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80 register struct object *obj; |
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81 register int i; |
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82 |
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83 /* It takes time to put things on */ |
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84 if (player.t_action != C_WEAR) { |
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85 /* What does player want to wear? */ |
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86 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL) |
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87 return; |
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88 |
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89 obj = OBJPTR(item); |
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90 |
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91 switch (obj->o_type) { |
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92 case ARMOR: |
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