!GOLDOBJ gold in inventory (trunk only)
Simplify the insertion into and removal from of gold in inventory for the !GOLDOBJ configuration. If GOLDOBJ ever becomes unconditional this will be superfluous, but in the mean time it unclutters the container and drop code. Also, tweak a recent getobj() hack so that its purpose might be a bit clearer.
This commit is contained in:
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)extern.h 3.5 2006/07/08 */
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/* SCCS Id: @(#)extern.h 3.5 2007/01/05 */
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/* Copyright (c) Steve Creps, 1988. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -878,7 +878,11 @@ E boolean FDECL(obj_here, (struct obj *,int,int));
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E boolean NDECL(wearing_armor);
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E boolean FDECL(is_worn, (struct obj *));
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E struct obj *FDECL(g_at, (int,int));
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#ifndef GOLDOBJ
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E struct obj *FDECL(mkgoldobj, (long));
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E struct obj *NDECL(insert_gold_into_invent);
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E void NDECL(remove_gold_from_invent);
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#endif
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E struct obj *FDECL(getobj, (const char *,const char *));
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E int FDECL(ggetobj, (const char *,int (*)(OBJ_P),int,BOOLEAN_P,unsigned *));
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E void FDECL(fully_identify_obj, (struct obj *));
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24
src/do.c
24
src/do.c
@@ -648,17 +648,8 @@ int retry;
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boolean drop_everything = FALSE;
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#ifndef GOLDOBJ
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if (u.ugold) {
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/* Hack: gold is not in the inventory, so make a gold object
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and put it at the head of the inventory list. */
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u_gold = mkgoldobj(u.ugold); /* removes from u.ugold */
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u_gold->in_use = TRUE;
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u.ugold = u_gold->quan; /* put the gold back */
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assigninvlet(u_gold); /* might end up as NOINVSYM */
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u_gold->nobj = invent;
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invent = u_gold;
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u_gold->where = OBJ_INVENT;
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}
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/* put gold where inventory traversal will see it */
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if (u.ugold) u_gold = insert_gold_into_invent();
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#endif
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if (retry) {
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all_categories = (retry == -2);
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@@ -728,15 +719,8 @@ int retry;
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drop_done:
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#ifndef GOLDOBJ
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if (u_gold && invent && invent->oclass == COIN_CLASS) {
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/* didn't drop [all of] it */
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u_gold = invent;
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invent = u_gold->nobj;
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u_gold->in_use = FALSE;
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u_gold->where = OBJ_FREE;
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dealloc_obj(u_gold);
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update_inventory();
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}
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/* if we put gold into inventory above, take it back out now */
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if (u_gold) remove_gold_from_invent();
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#endif
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return n_dropped;
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}
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54
src/invent.c
54
src/invent.c
@@ -694,7 +694,44 @@ register long q;
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context.botl = 1;
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return(otmp);
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}
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/* used for container apply/#loot and multi-item Drop */
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struct obj *
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insert_gold_into_invent()
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{
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struct obj *u_gold = 0;
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if (u.ugold) {
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u_gold = mkgoldobj(u.ugold);
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u_gold->in_use = 1;
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u.ugold = u_gold->quan; /* put the gold back on status line */
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assigninvlet(u_gold); /* should yield '$' */
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u_gold->where = OBJ_INVENT;
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u_gold->nobj = invent;
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invent = u_gold;
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}
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return u_gold;
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}
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/* undo insert_gold_into_invent; gold might have been used up though */
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void
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remove_gold_from_invent()
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{
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struct obj *u_gold = invent; /* we expect gold to be first */
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if (u_gold && u_gold->otyp == GOLD_PIECE) {
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invent = u_gold->nobj;
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u_gold->where = OBJ_FREE;
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dealloc_obj(u_gold);
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#if 0
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} else if ((u_gold = carrying(GOLD_PIECE)) != 0) {
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u.ugold += u_gold->quan; /* freeinv will subtract it back out */
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freeinv(u_gold);
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dealloc_obj(u_gold);
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#endif
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}
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}
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#endif /* !GOLDOBJ */
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STATIC_OVL void
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compactify(buf)
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@@ -799,13 +836,6 @@ register const char *let,*word;
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#ifndef GOLDOBJ
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if(*let == COIN_CLASS) let++,
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usegold = TRUE, allowgold = (u.ugold ? TRUE : FALSE);
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if (firstobj && firstobj->oclass == COIN_CLASS) {
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/* gold has been inserted into inventory; skip it during
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inventory letter collection */
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u_gold = firstobj;
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firstobj = u_gold->nobj;
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allowgold = usegold;
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}
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#else
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if(*let == COIN_CLASS) let++, usegold = TRUE;
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#endif
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@@ -837,7 +867,15 @@ register const char *let,*word;
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if(allownone) *bp++ = '-';
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#ifndef GOLDOBJ
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if(allowgold) *bp++ = def_oc_syms[COIN_CLASS].sym;
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if(allowgold) {
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*bp++ = def_oc_syms[COIN_CLASS].sym;
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if (firstobj && firstobj->otyp == GOLD_PIECE) {
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/* gold has been inserted into inventory; skip it during
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inventory letter collection */
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u_gold = firstobj;
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firstobj = u_gold->nobj;
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}
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}
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#endif
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if(bp > buf && bp[-1] == '-') *bp++ = ' ';
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ap = altlets;
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39
src/pickup.c
39
src/pickup.c
@@ -2258,19 +2258,9 @@ int held;
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}
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#ifndef GOLDOBJ
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if ((loot_in ||stash_one) && u.ugold) {
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/*
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* Hack: gold is not in the inventory, so make a gold object
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* and put it at the head of the inventory list.
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*/
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u_gold = mkgoldobj(u.ugold); /* removes from u.ugold */
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u_gold->in_use = TRUE;
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u.ugold = u_gold->quan; /* put the gold back */
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assigninvlet(u_gold); /* might end up as NOINVSYM */
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u_gold->nobj = invent;
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invent = u_gold;
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u_gold->where = OBJ_INVENT;
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}
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/* if putting in, place gold where inventory traversal will see it */
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if ((loot_in || stash_one) && u.ugold)
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u_gold = insert_gold_into_invent();
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#endif
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if ((loot_in || stash_one) &&
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(!invent || (invent == current_container && !invent->nobj))) {
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@@ -2308,14 +2298,8 @@ int held;
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if (!current_container) loot_out = FALSE;
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#ifndef GOLDOBJ
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if (u_gold && invent && invent->oclass == COIN_CLASS) {
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/* didn't stash [all of] it */
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u_gold = invent;
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invent = u_gold->nobj;
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u_gold->in_use = FALSE;
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u_gold->where = OBJ_FREE;
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dealloc_obj(u_gold);
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}
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/* if we put gold into inventory above, take it back out now */
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if (u_gold) remove_gold_from_invent();
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#endif
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/* out after in */
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@@ -2334,11 +2318,14 @@ int held;
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}
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containerdone:
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/* Not completely correct; if we put something in without knowing
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whatever was already inside, now we suddenly do. That can't be
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helped unless we want to track things item by item and then deal
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with containers whose contents are "partly known". */
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if (used && current_container) current_container->cknown = 1;
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if (used) {
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/* Not completely correct; if we put something in without knowing
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whatever was already inside, now we suddenly do. That can't
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be helped unless we want to track things item by item and then
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deal with containers whose contents are "partly known". */
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if (current_container) current_container->cknown = 1;
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update_inventory();
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}
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*objp = current_container; /* might have become null */
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current_container = 0; /* avoid hanging on to stale pointer */
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