Mercurial > hg > early-roguelike
view rogue3/pack.c @ 87:f871cb0539d3
Don't set the player's ISRUN flag.
rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or
holding. This is apparently supposed to indicate that the player can
move again. What it actually does is make it harder for monsters to
hit the player, until the flag is reset.
As this behavior makes little sense and seems like a cheat, it has
been deemed a bug and removed.
author | John "Elwin" Edwards |
---|---|
date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | 527e2150eaf0 |
children | d9e44e18eeec |
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/* * Routines to deal with the pack * * @(#)pack.c 3.6 (Berkeley) 6/15/81 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981 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" /* * 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(struct linked_list *item, int silent) { struct linked_list *ip, *lp; struct object *obj, *op; int exact, from_floor; if (item == NULL) { from_floor = TRUE; if ((item = find_obj(hero.y, hero.x)) == NULL) return; } else from_floor = FALSE; obj = (struct object *) ldata(item); /* * 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. */ if (obj->o_group) { for (ip = pack; ip != NULL; ip = next(ip)) { op = (struct object *) ldata(ip); 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, item); mvaddch(hero.y, hero.x, (roomin(&hero) == NULL ? PASSAGE : FLOOR)); } discard(item); item = ip; 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) { msg("The scroll turns to dust as you pick it up."); detach(lvl_obj, item); mvaddch(hero.y, hero.x, FLOOR); return; } else obj->o_flags |= ISFOUND; inpack++; if (from_floor) { detach(lvl_obj, item); mvaddch(hero.y, hero.x, (roomin(&hero) == NULL ? PASSAGE : FLOOR)); } /* * Search for an object of the same type */ exact = FALSE; for (ip = pack; ip != NULL; ip = next(ip)) { op = (struct object *) ldata(ip); if (obj->o_type == op->o_type) break; } if (ip == NULL) { /* * Put it at the end of the pack since it is a new type */ for (ip = pack; ip != NULL; ip = next(ip)) { op = (struct object *) ldata(ip); if (op->o_type != FOOD) break; lp = ip; } } else { /* * Search for an object which is exactly the same */ while (ip != NULL && op->o_type == obj->o_type) { if (op->o_which == obj->o_which) { exact = TRUE; break; } lp = ip; if ((ip = next(ip)) == NULL) break; op = (struct object *) ldata(ip); } } if (ip == NULL) { /* * Didn't find an exact match, just stick it here */ if (pack == NULL) pack = item; else { lp->l_next = item; item->l_prev = lp; item->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++; discard(item); item = ip; goto picked_up; } if ((item->l_prev = prev(ip)) != NULL) item->l_prev->l_next = item; else pack = item; item->l_next = ip; ip->l_prev = item; } picked_up: /* * Notify the user */ obj = (struct object *) ldata(item); if (notify && !silent) { if (!terse) addmsg("You now have "); msg("%s (%c)", inv_name(obj, !terse), pack_char(obj)); } if (obj->o_type == AMULET) amulet = TRUE; } /* * inventory: * list what is in the pack */ int inventory(struct linked_list *list, int type) { struct object *obj; int ch; int n_objs; char inv_temp[80]; n_objs = 0; for (ch = 'a'; list != NULL; ch++, list = next(list)) { obj = (struct object *) ldata(list); if (type && type != obj->o_type && !(type == CALLABLE && (obj->o_type == SCROLL || obj->o_type == POTION || obj->o_type == RING || obj->o_type == STICK))) continue; switch (n_objs++) { /* * For the first thing in the inventory, just save the string * in case there is only one. */ case 0: sprintf(inv_temp, "%c) %s", ch, inv_name(obj, FALSE)); break; /* * If there is more than one, clear the screen, print the * saved message and fall through to ... */ case 1: if (slow_invent) msg(inv_temp); else { wclear(hw); waddstr(hw, inv_temp); waddch(hw, '\n'); } /* * Print the line for this object */ default: if (slow_invent) msg("%c) %s", ch, inv_name(obj, FALSE)); else wprintw(hw, "%c) %s\n", ch, inv_name(obj, 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; } if (n_objs == 1) { msg(inv_temp); return TRUE; } if (!slow_invent) { mvwaddstr(hw, LINES-1, 0, "--Press space to continue--"); draw(hw); wait_for(hw,' '); clearok(cw, TRUE); touchwin(cw); } return TRUE; } /* * pick_up: * Add something to characters pack. */ void pick_up(int ch) { switch(ch) { case GOLD: money(); break; default: debug("Where did you pick that up???"); 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 */ void picky_inven() { struct linked_list *item; int ch, mch; if (pack == NULL) msg("You aren't carrying anything"); else if (next(pack) == NULL) msg("a) %s", inv_name((struct object *) ldata(pack), FALSE)); else { msg(terse ? "Item: " : "Which item do you wish to inventory: "); mpos = 0; if ((mch = readchar(cw)) == ESCAPE) { msg(""); return; } for (ch = 'a', item = pack; item != NULL; item = next(item), ch++) if (ch == mch) { msg("%c) %s",ch,inv_name((struct object *) ldata(item), FALSE)); return; } if (!terse) msg("'%s' not in pack", unctrl(mch)); msg("Range is 'a' to '%c'", --ch); } } /* * get_item: * pick something out of a pack for a purpose */ struct linked_list * get_item(char *purpose, int type) { struct linked_list *obj; int 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(cw); 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; } int pack_char(struct object *obj) { struct linked_list *item; int c; c = 'a'; for (item = pack; item != NULL; item = next(item)) if ((struct object *) ldata(item) == obj) return c; else c++; return 'z'; }