Mercurial > hg > early-roguelike
annotate rogue3/pack.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
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date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | 527e2150eaf0 |
children | d9e44e18eeec |
rev | line source |
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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 { |
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25 struct linked_list *ip, *lp; |
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26 struct object *obj, *op; |
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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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