annotate srogue/pack.c @ 124:d10fc4a065ac

rogue5: ignore the file name stored in the save file. state.c had put file_name into the save file. The saved value was used to overwrite file_name on restore. If the save file had been renamed, unlink(file_name) would then fail, because file_name held the old name. To avoid breaking savefile compatibility, file_name is still saved, but it is read back into a temporary buffer and then ignored. I thought I fixed this already.
author John "Elwin" Edwards
date Fri, 16 Jan 2015 13:42:30 -0500
parents 2128c7dc8a40
children 7f5f5f1ba09c
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36
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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 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <ctype.h>
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18 #include "rogue.h"
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19 #include "rogue.ext"
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20
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21 /*
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22 * add_pack:
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23 * Pick up an object and add it to the pack. If the argument
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24 * is non-null use it as the linked_list pointer instead of
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25 * getting it off the ground.
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26 */
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27 add_pack(item, silent)
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28 struct linked_list *item;
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29 bool silent;
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30 {
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31 reg struct linked_list *ip, *lp;
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32 reg struct object *obj, *op;
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33 bool from_floor;
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34 char delchar;
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35
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36 if (player.t_room == NULL)
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37 delchar = PASSAGE;
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38 else
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39 delchar = FLOOR;
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40 if (item == NULL) {
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41 from_floor = TRUE;
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42 if ((item = find_obj(hero.y, hero.x)) == NULL) {
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43 mpos = 0;
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44 msg("That object must have been an illusion.");
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45 mvaddch(hero.y, hero.x, delchar);
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46 return FALSE;
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47 }
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48 /*
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49 * Check for scare monster scrolls
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50 */
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51 obj = OBJPTR(item);
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52 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) {
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53 if (o_on(obj,ISFOUND)) {
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54 msg("The scroll turns to dust as you pick it up.");
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55 detach(lvl_obj, item);
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56 discard(item);
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57 mvaddch(hero.y, hero.x, delchar);
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58 return FALSE;
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59 }
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60 }
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61 }
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62 else
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63 from_floor = FALSE;
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64 obj = OBJPTR(item);
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65 /*
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66 * See if this guy can carry any more weight
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67 */
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68 if (itemweight(obj) + him->s_pack > him->s_carry) {
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69 msg("You can't carry that %s.", obj->o_typname);
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70 return FALSE;
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71 }
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72 /*
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73 * Check if there is room
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74 */
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75 if (packvol + obj->o_vol > V_PACK) {
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76 msg("That %s won't fit in your pack.", obj->o_typname);
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77 return FALSE;
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78 }
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79 if (from_floor) {
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80 detach(lvl_obj, item);
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81 mvaddch(hero.y, hero.x, delchar);
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82 }
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83 item->l_prev = NULL;
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84 item->l_next = NULL;
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85 setoflg(obj, ISFOUND);
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86 /*
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87 * start looking thru pack to find the start of items
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88 * with the same type.
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89 */
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90 lp = pack;
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91 for (ip = pack; ip != NULL; ip = next(ip)) {
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92 op = OBJPTR(ip);
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93 /*
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94 * If we find a matching type then quit.
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95 */
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96 if (op->o_type == obj->o_type)
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97 break;
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98 if (next(ip) != NULL)
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99 lp = next(lp); /* update "previous" entry */
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100 }
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101 /*
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102 * If the pack was empty, just stick the item in it.
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103 */
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104 if (pack == NULL) {
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105 pack = item;
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106 item->l_prev = NULL;
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