Mercurial > hg > early-roguelike
view rogue5/pack.c @ 221:71cb5b647f2b
Rogue V5: remove troublesome automatic platform detection.
configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system
description triplets. The target description was substituted into the
Makefile and formatted into the filename for the binary distribution
tarball. But 'target' is only intended for cross-compilers. 'host_os'
might have been a better choice.
The tarball filename can still be changed manually, by running make with
an argument of 'DESTSYS=systemname'.
Cross-compiling may be more difficult now, but I am not certain that it
worked properly previously, and due to pending autoconf changes, it was
likely to break anyway.
The top-level config.guess and config.sub are no longer needed, but they
may reappear if better support for cross-compilation is added.
author | John "Elwin" Edwards |
---|---|
date | Fri, 12 Feb 2016 14:25:47 -0500 |
parents | f502bf60e6e4 |
children | e5a15b09ce1d |
line wrap: on
line source
/* * Routines to deal with the pack * * @(#)pack.c 4.40 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <string.h> #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. */ void add_pack(THING *obj, int silent) { THING *op, *lp; int from_floor; int discarded = 0; from_floor = FALSE; if (obj == NULL) { if ((obj = find_obj(hero.y, hero.x)) == NULL) return; from_floor = TRUE; } /* * 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_ch()); chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; update_mdest(obj); discarded = 1; discard(obj); msg("the scroll turns to dust as you pick it up"); return; } if (pack == NULL) { pack = obj; obj->o_packch = pack_char(); inpack++; } else { lp = NULL; for (op = pack; op != NULL; op = next(op)) { if (op->o_type != obj->o_type) lp = op; else { while (op->o_type == obj->o_type && op->o_which != obj->o_which) { lp = op; if (next(op) == NULL) break; else op = next(op); } if (op->o_type == obj->o_type && op->o_which == obj->o_which) { if (ISMULT(op->o_type)) { if (!pack_room(from_floor, obj)) return; op->o_count++; dump_it: update_mdest(obj); discard(obj); obj = op; discarded = 1; lp = NULL; goto out; } else if (obj->o_group) { lp = op; while (op->o_type == obj->o_type && op->o_which == obj->o_which && op->o_group != obj->o_group) { lp = op; if (next(op) == NULL) break; else op = next(op); } if (op->o_type == obj->o_type && op->o_which == obj->o_which && op->o_group == obj->o_group) { op->o_count += obj->o_count; inpack--; if (!pack_room(from_floor, obj)) return; goto dump_it; } } else lp = op; } out: break; } } if (lp != NULL) { if (!pack_room(from_floor, obj)) return; else { obj->o_packch = pack_char(); next(obj) = next(lp); prev(obj) = lp; if (next(lp) != NULL) prev(next(lp)) = obj; next(lp) = obj; } } } obj->o_flags |= ISFOUND; /* * 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), obj->o_packch); } } /* * pack_room: * See if there's room in the pack. If not, print out an * appropriate message */ int pack_room(int from_floor, THING *obj) { if (++inpack > MAXPACK) { if (!terse) addmsg("there's "); addmsg("no room"); if (!terse) addmsg(" in your pack"); endmsg(); if (from_floor) move_msg(obj); inpack = MAXPACK; return FALSE; } if (from_floor) { detach(lvl_obj, obj); mvaddch(hero.y, hero.x, floor_ch()); chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; } return TRUE; } /* * leave_pack: * take an item out of the pack */ THING * leave_pack(THING *obj, int newobj, int all) { THING *nobj; inpack--; nobj = obj; if (obj->o_count > 1 && !all) { last_pick = obj; obj->o_count--; if (obj->o_group) inpack++; if (newobj) { nobj = new_item(); *nobj = *obj; next(nobj) = NULL; prev(nobj) = NULL; nobj->o_count = 1; } } else { last_pick = NULL; pack_used[obj->o_packch - 'a'] = FALSE; detach(pack, obj); } return nobj; } /* * pack_char: * Return the next unused pack character. */ int pack_char(void) { int *bp; for (bp = pack_used; *bp; bp++) continue; *bp = TRUE; return ((int)(bp - pack_used) + 'a'); } /* * inventory: * List what is in the pack. Return TRUE if there is something of * the given type. */ int inventory(const THING *list, int type) { static char inv_temp[MAXSTR]; n_objs = 0; for (; list != NULL; list = next(list)) { if (type && type != list->o_type && !(type == CALLABLE && list->o_type != FOOD && list->o_type != AMULET) && !(type == R_OR_S && (list->o_type == RING || list->o_type == STICK))) continue; n_objs++; #ifdef MASTER if (!list->o_packch) strcpy(inv_temp, "%s"); else #endif sprintf(inv_temp, "%c) %%s", list->o_packch); msg_esc = TRUE; if (add_line(inv_temp, inv_name(list, FALSE)) == ESCAPE) { msg_esc = FALSE; msg(""); return TRUE; } msg_esc = 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. */ void pick_up(int ch) { THING *obj; if (on(player, ISLEVIT)) return; obj = find_obj(hero.y, hero.x); if (move_on) move_msg(obj); else switch (ch) { case GOLD: if (obj == NULL) return; money(obj->o_goldval); detach(lvl_obj, obj); update_mdest(obj); discard(obj); proom->r_goldval = 0; break; default: #ifdef MASTER debug("Where did you pick a '%s' up???", unctrl(ch)); #endif case ARMOR: case POTION: case FOOD: case WEAPON: case SCROLL: case AMULET: case RING: case STICK: add_pack(NULL, FALSE); break; } } /* * move_msg: * Print out the message if you are just moving onto an object */ void move_msg(const THING *obj) { if (!terse) addmsg("you "); msg("moved onto %s", inv_name(obj, TRUE)); } /* * picky_inven: * Allow player to inventory a single item */ void picky_inven(void) { THING *obj; int 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 (obj = pack; obj != NULL; obj = next(obj)) if (mch == obj->o_packch) { msg("%c) %s", mch, inv_name(obj, FALSE)); return; } msg("'%s' not in pack", unctrl(mch)); } } /* * get_item: * Pick something out of a pack for a purpose */ THING * get_item(const char *purpose, int type) { THING *obj; int ch; if (pack == NULL) msg("you aren't carrying anything"); else if (again) if (last_pick) return last_pick; else msg("you ran out"); 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) { reset_last(); after = FALSE; msg(""); return NULL; } n_objs = 1; /* normal case: person types one char */ if (ch == '*') { mpos = 0; if (inventory(pack, type) == 0) { after = FALSE; return NULL; } continue; } for (obj = pack; obj != NULL; obj = next(obj)) if (obj->o_packch == ch) break; if (obj == NULL) { msg("'%s' is not a valid item",unctrl(ch)); continue; } else { msg(""); return obj; } } } return NULL; } /* * money: * Add or subtract gold from the pack */ void money(int value) { purse += value; mvaddch(hero.y, hero.x, floor_ch()); chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; if (value > 0) { if (!terse) addmsg("you found "); msg("%d gold pieces", value); } } /* * floor_ch: * Return the appropriate floor character for her room */ int floor_ch(void) { if (proom->r_flags & ISGONE) return PASSAGE; return (show_floor() ? FLOOR : ' '); } /* * floor_at: * Return the character at hero's position, taking see_floor * into account */ int floor_at(void) { int ch; ch = chat(hero.y, hero.x); if (ch == FLOOR) ch = floor_ch(); return ch; } /* * reset_last: * Reset the last command when the current one is aborted */ void reset_last(void) { last_comm = l_last_comm; last_dir = l_last_dir; last_pick = l_last_pick; }