annotate xrogue/wear.c @ 246:61283e71037c

Rogue V5: don't limit the high score list to 1 on Windows. The Visual Studio project file failed to define ALLSCORES, causing the score file to be limited to one entry per UID. Since the UID is always set to 42 on Windows, only one entry could ever appear in the list.
author John "Elwin" Edwards
date Sun, 15 May 2016 19:04:46 -0400
parents 7c1cb43f346e
children
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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
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19 #include <stdlib.h>
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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 int dress_units(struct linked_list *item);
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24
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25 /*
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26 * take_off:
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27 * Get the armor off of the players back
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28 */
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29
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30 void
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31 take_off(void)
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32 {
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33 register struct object *obj;
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34 register struct linked_list *item;
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35
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36 /* It takes time to take things off */
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37 if (player.t_action != C_TAKEOFF) {
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38 /* What does player want to take off? */
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39 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL)
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40 return;
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41
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42 obj = OBJPTR(item);
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43 if (!is_current(obj)) {
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44 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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45 return;
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46 }
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47
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48 player.t_using = item; /* Remember what it is */
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49 player.t_action = C_TAKEOFF; /* We are taking something off */
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50
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51 /* Cursed items take almost no time */
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52 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player);
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53 else player.t_no_move = dress_units(item) * movement(&player);
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54 return;
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55 }
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56
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57 /* We have waited our time, let's take off our item */
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58 item = player.t_using;
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59 player.t_using = NULL;
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60 player.t_action = A_NIL;
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61
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62 obj = OBJPTR(item);
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63 if (!is_current(obj)) { /* Just to be on the safe side */
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64 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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65 return;
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66 }
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67
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68 /* Can the player remove the item? */
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69 if (!dropcheck(obj)) return;
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70 updpack(TRUE, &player);
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71
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72 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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73 }
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74
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75 /*
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76 * wear:
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77 * The player wants to wear something, so let him/her put it on.
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78 */
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79
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80 void
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81 wear(void)
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82 {
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83 register struct linked_list *item;
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84 register struct object *obj;
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85 register int i;
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86
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87 /* It takes time to put things on */
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88 if (player.t_action != C_WEAR) {
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89 /* What does player want to wear? */
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90 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL)
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91 return;
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