Mercurial > hg > early-roguelike
view rogue4/pack.c @ 162:600873555ec0
Don't swap signal handlers in md_shellescape().
md_shellescape() sets SIGINT and SIGQUIT to be ignored, storing the
previous handlers, and restores them after the shell exits. But it
mixed up the two handlers.
Since the signals were usually handled by the same function, this fix
doesn't have much effect, but anything that makes signal code less
confusing is a good thing.
author | John "Elwin" Edwards |
---|---|
date | Mon, 08 Jun 2015 10:01:25 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
line wrap: on
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/* * Routines to deal with the pack * * @(#)pack.c 4.15 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <curses.h> #include <ctype.h> #include "rogue.h" /* * update_mdest: * Called after picking up an object, before discarding it. * If this was the object of something's desire, that monster will * get mad and run at the hero */ update_mdest(obj) register THING *obj; { register THING *mp; for (mp = mlist; mp != NULL; mp = next(mp)) if (mp->t_dest == &obj->o_pos) mp->t_dest = &hero; } /* * add_pack: * Pick up an object and add it to the pack. If the argument is * non-null use it as the linked_list pointer instead of gettting * it off the ground. */ add_pack(obj, silent) register THING *obj; bool silent; { register THING *op, *lp = NULL; register bool exact, from_floor; register char floor; int discarded = 0; if (obj == NULL) { from_floor = TRUE; if ((obj = find_obj(hero.y, hero.x)) == NULL) return; } else from_floor = FALSE; /* * Link it into the pack. Search the pack for a object of similar type * if there isn't one, stuff it at the beginning, if there is, look for one * that is exactly the same and just increment the count if there is. * it that. Food is always put at the beginning for ease of access, but * is not ordered so that you can't tell good food from bad. First check * to see if there is something in thr same group and if there is then * increment the count. */ /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */ if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; else floor = FLOOR; if (obj->o_group) { for (op = pack; op != NULL; op = next(op)) { if (op->o_group == obj->o_group) { /* * Put it in the pack and notify the user */ op->o_count++; if (from_floor) { detach(lvl_obj, obj); mvaddch(hero.y, hero.x, floor); chat(hero.y, hero.x) = floor; } update_mdest(obj); discard(obj); obj = op; discarded = 1; goto picked_up; } } } /* * Check if there is room */ if (inpack == MAXPACK-1) { msg("you can't carry anything else"); return; } /* * Check for and deal with scare monster scrolls */ if (obj->o_type == SCROLL && obj->o_which == S_SCARE) if (obj->o_flags & ISFOUND) { detach(lvl_obj, obj); mvaddch(hero.y, hero.x, floor); chat(hero.y, hero.x) = floor; msg("the scroll turns to dust as you pick it up"); return; } else obj->o_flags |= ISFOUND; inpack++; if (from_floor) { detach(lvl_obj, obj); mvaddch(hero.y, hero.x, floor); chat(hero.y, hero.x) = floor; } /* * Search for an object of the same type */ exact = FALSE; for (op = pack; op != NULL; op = next(op)) if (obj->o_type == op->o_type) break; if (op == NULL) { /* * Put it at the end of the pack since it is a new type */ for (op = pack; op != NULL; op = next(op)) { if (op->o_type != FOOD) break; lp = op; } } else { /* * Search for an object which is exactly the same */ while (op->o_type == obj->o_type) { if (op->o_which == obj->o_which) { exact = TRUE; break; } lp = op; if ((op = next(op)) == NULL) break; } } if (op == NULL) { /* * Didn't find an exact match, just stick it here */ if (pack == NULL) pack = obj; else { lp->l_next = obj; obj->l_prev = lp; obj->l_next = NULL; } } else { /* * If we found an exact match. If it is a potion, food, or a * scroll, increase the count, otherwise put it with its clones. */ if (exact && ISMULT(obj->o_type)) { op->o_count++; update_mdest(obj); discard(obj); obj = op; discarded = 1; goto picked_up; } if ((obj->l_prev = prev(op)) != NULL) obj->l_prev->l_next = obj; else pack = obj; obj->l_next = op; op->l_prev = obj; } picked_up: /* * If this was the object of something's desire, that monster will * get mad and run at the hero */ if (!discarded) update_mdest(obj); if (obj->o_type == AMULET) amulet = TRUE; /* * Notify the user */ if (!silent) { if (!terse) addmsg("you now have "); msg("%s (%c)", inv_name(obj, !terse), pack_char(obj)); } } /* * inventory: * List what is in the pack */ inventory(list, type) THING *list; int type; { register char ch; register int n_objs; char inv_temp[MAXSTR]; n_objs = 0; for (ch = 'a'; list != NULL; ch++, list = next(list)) { if (type && type != list->o_type && !(type == CALLABLE && (list->o_type == SCROLL || list->o_type == POTION || list->o_type == RING || list->o_type == STICK))) continue; n_objs++; sprintf(inv_temp, "%c) %%s", ch); add_line(inv_temp, inv_name(list, FALSE)); } if (n_objs == 0) { if (terse) msg(type == 0 ? "empty handed" : "nothing appropriate"); else msg(type == 0 ? "you are empty handed" : "you don't have anything appropriate"); return FALSE; } end_line(); return TRUE; } /* * pick_up: * Add something to characters pack. */ pick_up(ch) char ch; { register THING *obj, *mp; switch (ch) { case GOLD: if ((obj = find_obj(hero.y, hero.x)) == NULL) return; money(obj->o_goldval); detach(lvl_obj, obj); update_mdest(obj); discard(obj); proom->r_goldval = 0; break; default: #ifdef WIZARD debug("Where did you pick a '%s' up???", unctrol(ch)); #endif case ARMOR: case POTION: case FOOD: case WEAPON: case SCROLL: case AMULET: case RING: case STICK: add_pack(NULL, FALSE); break; } } /* * picky_inven: * Allow player to inventory a single item */ picky_inven() { register THING *obj; register char ch, mch; if (pack == NULL) msg("you aren't carrying anything"); else if (next(pack) == NULL) msg("a) %s", inv_name(pack, FALSE)); else { msg(terse ? "item: " : "which item do you wish to inventory: "); mpos = 0; if ((mch = readchar()) == ESCAPE) { msg(""); return; } for (ch = 'a', obj = pack; obj != NULL; obj = next(obj), ch++) if (ch == mch) { msg("%c) %s",ch,inv_name(obj, FALSE)); return; } if (!terse) msg("'%s' not in pack", unctrol(mch)); msg("range is 'a' to '%c'", --ch); } } /* * get_item: * Pick something out of a pack for a purpose */ THING * get_item(purpose, type) char *purpose; int type; { register THING *obj; register char ch, och; if (pack == NULL) msg("you aren't carrying anything"); else { for (;;) { if (!terse) addmsg("which object do you want to "); addmsg(purpose); if (terse) addmsg(" what"); msg("? (* for list): "); ch = readchar(); mpos = 0; /* * Give the poor player a chance to abort the command */ if (ch == ESCAPE || ch == CTRL('G')) { after = FALSE; msg(""); return NULL; } if (ch == '*') { mpos = 0; if (inventory(pack, type) == 0) { after = FALSE; return NULL; } continue; } for (obj = pack, och = 'a'; obj != NULL; obj = next(obj), och++) if (ch == och) break; if (obj == NULL) { msg("please specify a letter between 'a' and '%c'", och-1); continue; } else return obj; } } return NULL; } /* * pack_char: * Return which character would address a pack object */ pack_char(obj) register THING *obj; { register THING *item; register char c; c = 'a'; for (item = pack; item != NULL; item = next(item)) if (item == obj) return c; else c++; return '?'; } /* * money: * Add or subtract gold from the pack */ money(value) register int value; { register char floor; floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; purse += value; mvaddch(hero.y, hero.x, floor); chat(hero.y, hero.x) = floor; if (value > 0) { if (!terse) addmsg("you found "); msg("%d gold pieces", value); } }