Mercurial > hg > early-roguelike
annotate arogue5/command.c @ 296:000b1c5b8d63
UltraRogue: fix inventory collision after save and restore.
Inventory letters are based on "identifiers" stored in objects' o_ident
field. Identifiers are allocated by get_ident(), which keeps a list of
objects that have them, to avoid giving the same identifier to multiple
objects.
The list is not stored in the savefile, so after restore, get_ident()
was not aware of existing identifiers. This resulted in picked-up
objects having the same inventory letters as objects restored from the
file.
The restore code now adds all objects with identifiers to the list.
author | John "Elwin" Edwards |
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date | Mon, 15 Jan 2018 20:20:35 -0500 |
parents | 56e748983fa8 |
children | e52a8a7ad4c5 |
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1 /* |
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2 * Read and execute the user commands |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
67 | 16 #include <stdlib.h> |
17 #include <string.h> | |
63
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18 #include <limits.h> |
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19 #include <ctype.h> |
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20 #include <signal.h> |
99 | 21 #include "rogue.h" |
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22 #include "mach_dep.h" |
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23 |
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24 void help(void); |
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25 void identify(void); |
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26 void d_level(void); |
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27 void u_level(void); |
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28 void shell(void); |
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29 void call(bool mark); |
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30 |
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31 /* |
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32 * command: |
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33 * Process the user commands |
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34 */ |
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35 |
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36 void |
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37 command(void) |
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38 { |
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39 register char ch; |
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40 register int ntimes = 1; /* Number of player moves */ |
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41 static char countch, direction, newcount = FALSE; |
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42 struct linked_list *item; |
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43 bool an_after = FALSE; |
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44 |
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45 if (on(player, ISHASTE)) { |
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46 ntimes++; |
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47 turns--; /* correct for later */ |
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48 } |
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49 if (on(player, ISSLOW) || on(player, ISDANCE)) { |
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50 if (player.t_turn != TRUE) { |
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51 ntimes--; |
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52 turns++; |
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53 an_after = TRUE; |
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54 } |
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55 player.t_turn ^= TRUE; |
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56 } |
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57 |
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58 /* |
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59 * Let the daemons start up |
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60 */ |
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61 do_daemons(BEFORE); |
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62 do_fuses(BEFORE); |
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63 while (ntimes-- > 0) |
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64 { |
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65 /* One more tick of the clock. */ |
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66 if ((++turns % DAYLENGTH) == 0) { |
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67 daytime ^= TRUE; |
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68 if (levtype == OUTSIDE) { |
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69 if (daytime) msg("The sun rises above the horizon"); |
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70 else msg("The sun sinks below the horizon"); |
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71 } |
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72 light(&hero); |
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73 } |
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74 |
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75 look(after, FALSE); |
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76 if (!running) door_stop = FALSE; |
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77 lastscore = purse; |
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78 wmove(cw, hero.y, hero.x); |
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79 if (!((running || count) && jump)) { |
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80 status(FALSE); |
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81 wmove(cw, hero.y, hero.x); |
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82 draw(cw); /* Draw screen */ |
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83 } |
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84 take = 0; |
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85 after = TRUE; |
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86 /* |
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87 * Read command or continue run |
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88 */ |
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89 if (!no_command) |
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90 { |
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91 if (running) { |
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92 /* If in a corridor or maze, if we are at a turn with only one |
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93 * way to go, turn that way. |
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94 */ |
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95 if ((winat(hero.y, hero.x) == PASSAGE || levtype == MAZELEV) && |
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96 off(player, ISHUH) && (off(player, ISBLIND))) { |
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97 int y, x; |
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98 if (getdelta(runch, &y, &x) == TRUE) { |
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99 corr_move(y, x); |
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100 } |
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