annotate arogue5/pack.c @ 171:80c060734f51

arogue7: fix messages from detection potions. Another fix for overwritten messages, this time for potions of monster detection and magic detection. I've made the message appear before the display of information, which may be closer to the originally intended behavior.
author John "Elwin" Edwards
date Thu, 02 Jul 2015 16:27:39 -0400
parents 0ed67132cf10
children 56e748983fa8
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include <ctype.h>
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17 #include "rogue.h"
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18
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19 char outstring[512]; /* ridiculously long string for use with msg */
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20
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21 /*
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22 * add_pack:
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23 * Pick up an object and add it to the pack. If the argument is non-null
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24 * use it as the linked_list pointer instead of gettting it off the ground.
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25 */
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26 bool
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27 add_pack(item, silent, packret)
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28 register struct linked_list *item, **packret;
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29 bool silent;
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30 {
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31 register struct linked_list *ip, *lp = NULL, *ap;
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32 register struct object *obj, *op = NULL;
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33 register bool exact, from_floor;
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34
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35 if (packret != NULL)
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36 *packret = NULL;
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37
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38 if (item == NULL)
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39 {
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40 from_floor = TRUE;
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41 if ((item = find_obj(hero.y, hero.x)) == NULL)
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42 return(FALSE);
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43 }
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44 else
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45 from_floor = FALSE;
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46 obj = OBJPTR(item);
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47 /*
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48 * If it is gold, just add its value to rogue's purse and get rid
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49 * of it.
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50 */
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51 if (obj->o_type == GOLD) {
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52 register struct linked_list *mitem;
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53 register struct thing *tp;
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54
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55 if (!silent) {
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56 if (!terse) addmsg("You found ");
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57 msg("%d gold pieces.", obj->o_count);
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58 }
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59
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60 /* First make sure no greedy monster is after this gold.
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61 * If so, make the monster run after the rogue instead.
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62 */
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63 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
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64 tp = THINGPTR(mitem);
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65 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero;
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66 }
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67
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68 purse += obj->o_count;
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69 if (from_floor) {
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70 detach(lvl_obj, item);
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71 if ((ap = find_obj(hero.y, hero.x)) == NULL)
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72 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
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73 else
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74 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
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75 }
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76 o_discard(item);
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77 return(TRUE);
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78 }
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79
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80 /*
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81 * see if he can carry any more weight
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82 */
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83 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) {
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84 msg("Too much for you to carry.");
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85 return FALSE;
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86 }
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87 /*
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88 * Link it into the pack. Search the pack for a object of similar type
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89 * if there isn't one, stuff it at the beginning, if there is, look for one
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90 * that is exactly the same and just increment the count if there is.
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91 * it that. Food is always put at the beginning for ease of access, but
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92 * is not ordered so that you can't tell good food from bad. First check
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93 * to see if there is something in thr same group and if there is then
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94 * increment the count.
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95 */
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96 if (obj->o_group)
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97 {
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98 for (ip = pack; ip != NULL; ip = next(ip))
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99 {
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100 op = OBJPTR(ip);
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101 if (op->o_group == obj->o_group)
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102 {
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103 /*
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104 * Put it in the pack and notify the user
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105 */