annotate xrogue/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 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 */
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