comparison rogue4/pack.c @ 12:9535a08ddc39

Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
author edwarj4
date Sat, 24 Oct 2009 16:52:52 +0000
parents
children 1b73a8641b37
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11:949d558c2162 12:9535a08ddc39
1 /*
2 * Routines to deal with the pack
3 *
4 * @(#)pack.c 4.15 (Berkeley) 4/6/82
5 *
6 * Rogue: Exploring the Dungeons of Doom
7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
8 * All rights reserved.
9 *
10 * See the file LICENSE.TXT for full copyright and licensing information.
11 */
12
13 #include <curses.h>
14 #include <ctype.h>
15 #include "rogue.h"
16
17 /*
18 * update_mdest:
19 * Called after picking up an object, before discarding it.
20 * If this was the object of something's desire, that monster will
21 * get mad and run at the hero
22 */
23 update_mdest(obj)
24 register THING *obj;
25 {
26 register THING *mp;
27
28 for (mp = mlist; mp != NULL; mp = next(mp))
29 if (mp->t_dest == &obj->o_pos)
30 mp->t_dest = &hero;
31 }
32
33 /*
34 * add_pack:
35 * Pick up an object and add it to the pack. If the argument is
36 * non-null use it as the linked_list pointer instead of gettting
37 * it off the ground.
38 */
39 add_pack(obj, silent)
40 register THING *obj;
41 bool silent;
42 {
43 register THING *op, *lp = NULL;
44 register bool exact, from_floor;
45 register char floor;
46 int discarded = 0;
47
48 if (obj == NULL)
49 {
50 from_floor = TRUE;
51 if ((obj = find_obj(hero.y, hero.x)) == NULL)
52 return;
53 }
54 else
55 from_floor = FALSE;
56 /*
57 * Link it into the pack. Search the pack for a object of similar type
58 * if there isn't one, stuff it at the beginning, if there is, look for one
59 * that is exactly the same and just increment the count if there is.
60 * it that. Food is always put at the beginning for ease of access, but
61 * is not ordered so that you can't tell good food from bad. First check
62 * to see if there is something in thr same group and if there is then
63 * increment the count.
64 */
65 /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */
66 if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
67 else floor = FLOOR;
68 if (obj->o_group)
69 {
70 for (op = pack; op != NULL; op = next(op))
71 {
72 if (op->o_group == obj->o_group)
73 {
74 /*
75 * Put it in the pack and notify the user
76 */
77 op->o_count++;
78 if (from_floor)
79 {
80 detach(lvl_obj, obj);
81 mvaddch(hero.y, hero.x, floor);
82 chat(hero.y, hero.x) = floor;
83 }
84 update_mdest(obj);
85 discard(obj);
86 obj = op;
87 discarded = 1;
88 goto picked_up;
89 }
90 }
91 }
92 /*
93 * Check if there is room
94 */
95 if (inpack == MAXPACK-1)
96 {
97 msg("you can't carry anything else");
98 return;
99 }
100 /*
101 * Check for and deal with scare monster scrolls
102 */
103 if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
104 if (obj->o_flags & ISFOUND)
105 {
106 detach(lvl_obj, obj);
107 mvaddch(hero.y, hero.x, floor);
108 chat(hero.y, hero.x) = floor;
109 msg("the scroll turns to dust as you pick it up");
110 return;
111 }
112 else
113 obj->o_flags |= ISFOUND;
114
115 inpack++;
116 if (from_floor)
117 {
118 detach(lvl_obj, obj);
119 mvaddch(hero.y, hero.x, floor);
120 chat(hero.y, hero.x) = floor;
121 }
122 /*
123 * Search for an object of the same type
124 */
125 exact = FALSE;
126 for (op = pack; op != NULL; op = next(op))
127 if (obj->o_type == op->o_type)
128 break;
129 if (op == NULL)
130 {
131 /*
132 * Put it at the end of the pack since it is a new type
133 */
134 for (op = pack; op != NULL; op = next(op))
135 {
136 if (op->o_type != FOOD)
137 break;
138 lp = op;
139 }
140 }
141 else
142 {
143 /*
144 * Search for an object which is exactly the same
145 */
146 while (op->o_type == obj->o_type)
147 {
148 if (op->o_which == obj->o_which)
149 {
150 exact = TRUE;
151 break;
152 }
153 lp = op;
154 if ((op = next(op)) == NULL)
155 break;
156 }
157 }
158 if (op == NULL)
159 {
160 /*
161 * Didn't find an exact match, just stick it here
162 */
163 if (pack == NULL)
164 pack = obj;
165 else
166 {
167 lp->l_next = obj;
168 obj->l_prev = lp;
169 obj->l_next = NULL;
170 }
171 }
172 else
173 {
174 /*
175 * If we found an exact match. If it is a potion, food, or a
176 * scroll, increase the count, otherwise put it with its clones.
177 */
178 if (exact && ISMULT(obj->o_type))
179 {