Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
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212
rogue3/potions.c
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212
rogue3/potions.c
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/*
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* @(#)potions.c 3.1 3.1 5/7/81
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* Function(s) for dealing with potions
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <stdlib.h>
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#include <string.h>
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#include "rogue.h"
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void
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quaff()
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{
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struct object *obj;
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struct linked_list *item, *titem;
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struct thing *th;
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char buf[80];
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item = get_item("quaff", POTION);
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/*
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* Make certain that it is somethings that we want to drink
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*/
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if (item == NULL)
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return;
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obj = (struct object *) ldata(item);
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if (obj->o_type != POTION)
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{
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if (!terse)
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msg("Yuk! Why would you want to drink that?");
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else
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msg("That's undrinkable");
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return;
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}
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if (obj == cur_weapon)
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cur_weapon = NULL;
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/*
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* Calculate the effect it has on the poor guy.
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*/
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switch(obj->o_which)
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{
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case P_CONFUSE:
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if (off(player, ISHUH))
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msg("Wait, what's going on here. Huh? What? Who?");
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if (on(player, ISHUH))
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lengthen(unconfuse, rnd(8)+HUHDURATION);
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else
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fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER);
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player.t_flags |= ISHUH;
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p_know[P_CONFUSE] = TRUE;
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when P_POISON:
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if (!ISWEARING(R_SUSTSTR))
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{
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chg_str(-(rnd(3)+1));
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msg("You feel very sick now.");
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}
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else
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msg("You feel momentarily sick");
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p_know[P_POISON] = TRUE;
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when P_HEALING:
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if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
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pstats.s_hpt = ++max_hp;
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msg("You begin to feel better.");
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sight();
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p_know[P_HEALING] = TRUE;
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when P_STRENGTH:
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msg("You feel stronger, now. What bulging muscles!");
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chg_str(1);
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p_know[P_STRENGTH] = TRUE;
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when P_MFIND:
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/*
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* Potion of monster detection, if there are monters, detect them
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*/
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if (mlist != NULL)
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{
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wclear(hw);
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overwrite(mw, hw);
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show_win(hw,
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"You begin to sense the presence of monsters.--More--");
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p_know[P_MFIND] = TRUE;
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}
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else
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msg("You have a strange feeling for a moment, then it passes.");
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when P_TFIND:
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/*
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* Potion of magic detection. Show the potions and scrolls
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*/
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if (lvl_obj != NULL)
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{
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struct linked_list *mobj;
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struct object *tp;
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int show;
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show = FALSE;
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wclear(hw);
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for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj))
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{
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tp = (struct object *) ldata(mobj);
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if (is_magic(tp))
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{
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show = TRUE;
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mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC);
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}
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p_know[P_TFIND] = TRUE;
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}
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for (titem = mlist; titem != NULL; titem = next(titem))
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{
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struct linked_list *pitem;
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th = (struct thing *) ldata(titem);
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for (pitem = th->t_pack; pitem != NULL; pitem = next(pitem))
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{
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if (is_magic(OBJPTR(pitem)))
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{
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show = TRUE;
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mvwaddch(hw, th->t_pos.y, th->t_pos.x, MAGIC);
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}
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p_know[P_TFIND] = TRUE;
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}
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}
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if (show)
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{
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show_win(hw,
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"You sense the presence of magic on this level.--More--");
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break;
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}
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}
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msg("You have a strange feeling for a moment, then it passes.");
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when P_PARALYZE:
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msg("You can't move.");
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no_command = HOLDTIME;
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p_know[P_PARALYZE] = TRUE;
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when P_SEEINVIS:
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msg("This potion tastes like %s juice.", fruit);
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if (off(player, CANSEE))
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{
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player.t_flags |= CANSEE;
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fuse(unsee, 0, SEEDURATION, AFTER);
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light(&hero);
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}
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sight();
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when P_RAISE:
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msg("You suddenly feel much more skillful");
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p_know[P_RAISE] = TRUE;
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raise_level();
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when P_XHEAL:
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if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp)
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pstats.s_hpt = ++max_hp;
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msg("You begin to feel much better.");
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p_know[P_XHEAL] = TRUE;
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sight();
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when P_HASTE:
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add_haste(TRUE);
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msg("You feel yourself moving much faster.");
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p_know[P_HASTE] = TRUE;
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when P_RESTORE:
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msg("Hey, this tastes great. It make you feel warm all over.");
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if (pstats.s_str.st_str < max_stats.s_str.st_str ||
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(pstats.s_str.st_str == 18 &&
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pstats.s_str.st_add < max_stats.s_str.st_add))
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pstats.s_str = max_stats.s_str;
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when P_BLIND:
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msg("A cloak of darkness falls around you.");
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if (off(player, ISBLIND))
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{
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player.t_flags |= ISBLIND;
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fuse(sight, 0, SEEDURATION, AFTER);
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look(FALSE);
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}
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p_know[P_BLIND] = TRUE;
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when P_NOP:
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msg("This potion tastes extremely dull.");
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otherwise:
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msg("What an odd tasting potion!");
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return;
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}
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status();
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if (p_know[obj->o_which] && p_guess[obj->o_which])
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{
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free(p_guess[obj->o_which]);
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p_guess[obj->o_which] = NULL;
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}
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else if (!p_know[obj->o_which] && askme && p_guess[obj->o_which] == NULL)
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{
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msg(terse ? "Call it: " : "What do you want to call it? ");
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if (get_str(buf, cw) == NORM)
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{
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p_guess[obj->o_which] = malloc((unsigned int) strlen(buf) + 1);
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if (p_guess[obj->o_which] != NULL)
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strcpy(p_guess[obj->o_which], buf);
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}
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}
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/*
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* Throw the item away
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*/
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inpack--;
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if (obj->o_count > 1)
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obj->o_count--;
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else
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{
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detach(pack, item);
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discard(item);
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}
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}
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