Mercurial > hg > early-roguelike
annotate rogue4/pack.c @ 177:7bdac632ab9d
srogue: fix an uninitialized variable.
In wanderer(), if rp == hr, the loop could test ch before its value has
been set. Initializing ch to '-' now causes the loop to repeat until
a location is found.
author | John "Elwin" Edwards |
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date | Tue, 04 Aug 2015 11:39:49 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 /* |
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18 * update_mdest: |
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19 * Called after picking up an object, before discarding it. |
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20 * If this was the object of something's desire, that monster will |
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21 * get mad and run at the hero |
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22 */ |
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23 update_mdest(obj) |
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24 register THING *obj; |
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25 { |
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26 register THING *mp; |
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27 |
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28 for (mp = mlist; mp != NULL; mp = next(mp)) |
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29 if (mp->t_dest == &obj->o_pos) |
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30 mp->t_dest = &hero; |
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31 } |
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32 |
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33 /* |
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34 * add_pack: |
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35 * Pick up an object and add it to the pack. If the argument is |
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36 * non-null use it as the linked_list pointer instead of gettting |
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37 * it off the ground. |
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38 */ |
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39 add_pack(obj, silent) |
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40 register THING *obj; |
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41 bool silent; |
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42 { |
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43 register THING *op, *lp = NULL; |
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44 register bool exact, from_floor; |
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45 register char floor; |
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46 int discarded = 0; |
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47 |
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48 if (obj == NULL) |
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49 { |
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50 from_floor = TRUE; |
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51 if ((obj = find_obj(hero.y, hero.x)) == NULL) |
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52 return; |
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53 } |
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54 else |
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55 from_floor = FALSE; |
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56 /* |
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57 * Link it into the pack. Search the pack for a object of similar type |
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58 * if there isn't one, stuff it at the beginning, if there is, look for one |
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59 * that is exactly the same and just increment the count if there is. |
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60 * it that. Food is always put at the beginning for ease of access, but |
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61 * is not ordered so that you can't tell good food from bad. First check |
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62 * to see if there is something in thr same group and if there is then |
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63 * increment the count. |
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64 */ |
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65 /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */ |
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66 if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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67 else floor = FLOOR; |
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68 if (obj->o_group) |
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69 { |
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70 for (op = pack; op != NULL; op = next(op)) |
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71 { |
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72 if (op->o_group == obj->o_group) |
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73 { |
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74 /* |
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75 * Put it in the pack and notify the user |
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76 */ |
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77 op->o_count++; |
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78 if (from_floor) |
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79 { |
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80 detach(lvl_obj, obj); |
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81 mvaddch(hero.y, hero.x, floor); |
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82 chat(hero.y, hero.x) = floor; |
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83 } |
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84 update_mdest(obj); |
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85 discard(obj); |
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86 obj = op; |
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87 discarded = 1; |
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88 goto picked_up; |
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89 } |
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90 } |
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91 } |
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92 /* |
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93 * Check if there is room |
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94 */ |
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95 if (inpack == MAXPACK-1) |
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96 { |
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97 msg("you can't carry anything else"); |
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98 return; |
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99 } |
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100 /* |
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101 * Check for and deal with scare monster scrolls |
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102 */ |
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103 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
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104 if (obj->o_flags & ISFOUND) |
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105 { |
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106 detach(lvl_obj, obj); |