annotate rogue3/pack.c @ 255:69ffcb6b90da

Merge the bugfix branch, which had missed an update.
author John "Elwin" Edwards
date Fri, 10 Feb 2017 09:06:50 -0500
parents d9e44e18eeec
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 3.6 (Berkeley) 6/15/81
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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 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 /*
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18 * add_pack:
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19 * Pick up an object and add it to the pack. If the argument is non-null
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20 * use it as the linked_list pointer instead of gettting it off the ground.
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21 */
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22 void
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23 add_pack(struct linked_list *item, int silent)
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24 {
180
d9e44e18eeec rogue3: initialize various pointers.
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25 struct linked_list *ip, *lp = NULL;
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26 struct object *obj, *op = NULL;
0
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27 int exact, from_floor;
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28
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29 if (item == NULL)
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30 {
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31 from_floor = TRUE;
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32 if ((item = find_obj(hero.y, hero.x)) == NULL)
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33 return;
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34 }
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35 else
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36 from_floor = FALSE;
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37 obj = (struct object *) ldata(item);
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38 /*
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39 * Link it into the pack. Search the pack for a object of similar type
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40 * if there isn't one, stuff it at the beginning, if there is, look for one
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41 * that is exactly the same and just increment the count if there is.
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42 * it that. Food is always put at the beginning for ease of access, but
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43 * is not ordered so that you can't tell good food from bad. First check
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44 * to see if there is something in thr same group and if there is then
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45 * increment the count.
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46 */
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47 if (obj->o_group)
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48 {
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49 for (ip = pack; ip != NULL; ip = next(ip))
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50 {
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51 op = (struct object *) ldata(ip);
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52 if (op->o_group == obj->o_group)
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53 {
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54 /*
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55 * Put it in the pack and notify the user
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56 */
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57 op->o_count++;
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58 if (from_floor)
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59 {
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60 detach(lvl_obj, item);
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61 mvaddch(hero.y, hero.x,
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62 (roomin(&hero) == NULL ? PASSAGE : FLOOR));
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63 }
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64 discard(item);
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65 item = ip;
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66 goto picked_up;
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67 }
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68 }
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69 }
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70 /*
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71 * Check if there is room
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72 */
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73 if (inpack == MAXPACK-1)
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74 {
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75 msg("You can't carry anything else.");
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76 return;
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77 }
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78 /*
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79 * Check for and deal with scare monster scrolls
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80 */
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81 if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
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82 if (obj->o_flags & ISFOUND)
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83 {
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84 msg("The scroll turns to dust as you pick it up.");
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85 detach(lvl_obj, item);
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86 mvaddch(hero.y, hero.x, FLOOR);
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87 return;
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88 }
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89 else
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90 obj->o_flags |= ISFOUND;
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91
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92 inpack++;
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93 if (from_floor)
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94 {
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95 detach(lvl_obj, item);
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96 mvaddch(hero.y, hero.x, (roomin(&hero) == NULL ? PASSAGE : FLOOR));
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97 }
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98 /*
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99 * Search for an object of the same type
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100 */
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101 exact = FALSE;
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102 for (ip = pack; ip != NULL; ip = next(ip))
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103 {
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104 op = (struct object *) ldata(ip);
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105 if (obj->o_type == op->o_type)
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