Mercurial > hg > early-roguelike
annotate rogue4/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 |
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date | Thu, 02 Jul 2015 16:27:39 -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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