annotate rogue4/pack.c @ 114:a5433ba4cabf

arogue5: fix some daemon-related pointer/int casting. Daemons and fuses take a single argument, nominally an int but either ignored or unsafely cast to a pointer. Its type has now been changed to void*. The save/restore code no longer tries to store this argument in the savefile. For doctor(), this is not a problem, because player is the only argument it is ever given as a daemon. However, alchemy() will fail to do anything when passed NULL. Fixing this would be complicated but possible. Summary: the code is slightly safer, but alchemy jugs are guaranteed to stop working after save and restore, instead of just extremely likely.
author John "Elwin" Edwards
date Fri, 28 Mar 2014 10:57:03 -0700
parents 9535a08ddc39
children 1b73a8641b37
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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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