annotate rogue4/pack.c @ 218:56e748983fa8

Advanced Rogue 5: convert to ANSI function declarations. This still leaves over a thousand lines of warning messages, mostly related to the return types of daemons and fuses.
author John "Elwin" Edwards
date Sun, 07 Feb 2016 14:39:21 -0500
parents 1b73a8641b37
children e52a8a7ad4c5
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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
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17 void money(int value);
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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 */
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25 void
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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 */
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41 void
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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)