annotate rogue4/pack.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -0400
parents 9535a08ddc39
children 1b73a8641b37
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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);