Mercurial > hg > early-roguelike
annotate xrogue/wear.c @ 134:cfa9d1609b78
xrogue: fix definition of struct delayed_action.
Arrays of struct delayed_action were declared before the definition.
Also, daemon.c and state.c defined it differently. The state.c
definition, in which d_arg is a union, is now used everywhere.
This is the least bad option, but fuses and daemons are still a
disheartening morass that undoubtedly shelters more bugs.
author | John "Elwin" Edwards |
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date | Tue, 21 Apr 2015 10:11:02 -0400 |
parents | e6179860cb76 |
children | ce0cf824c192 |
rev | line source |
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133
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1 /* |
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2 wear.c - functions for dealing with armor |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include "rogue.h" |
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21 |
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22 /* |
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23 * take_off: |
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24 * Get the armor off of the players back |
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25 */ |
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26 |
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27 take_off() |
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28 { |
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29 register struct object *obj; |
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30 register struct linked_list *item; |
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31 |
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32 /* It takes time to take things off */ |
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33 if (player.t_action != C_TAKEOFF) { |
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34 /* What does player want to take off? */ |
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35 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL) |
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36 return; |
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37 |
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38 obj = OBJPTR(item); |
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39 if (!is_current(obj)) { |
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40 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE)); |
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41 return; |
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42 } |
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43 |
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44 player.t_using = item; /* Remember what it is */ |
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45 player.t_action = C_TAKEOFF; /* We are taking something off */ |
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46 |
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47 /* Cursed items take almost no time */ |
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48 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player); |
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49 else player.t_no_move = dress_units(item) * movement(&player); |
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50 return; |
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51 } |
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52 |
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53 /* We have waited our time, let's take off our item */ |
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54 item = player.t_using; |
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55 player.t_using = NULL; |
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56 player.t_action = A_NIL; |
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57 |
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58 obj = OBJPTR(item); |
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59 if (!is_current(obj)) { /* Just to be on the safe side */ |
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60 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE)); |
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61 return; |
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62 } |
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63 |
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64 /* Can the player remove the item? */ |
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65 if (!dropcheck(obj)) return; |
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66 updpack(TRUE, &player); |
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67 |
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68 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE)); |
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69 } |
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70 |
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71 /* |
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72 * wear: |
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73 * The player wants to wear something, so let him/her put it on. |
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74 */ |
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75 |
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76 wear() |
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77 { |
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78 register struct linked_list *item; |
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79 register struct object *obj; |
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80 register int i; |
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81 |
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82 /* It takes time to put things on */ |
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83 if (player.t_action != C_WEAR) { |
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84 /* What does player want to wear? */ |
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85 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL) |
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86 return; |
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87 |
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88 obj = OBJPTR(item); |
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89 |
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90 switch (obj->o_type) { |
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91 case ARMOR: |
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92 if (cur_armor != NULL) { |
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93 addmsg("You are already wearing armor"); |