annotate arogue5/encumb.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
date Mon, 15 Jan 2018 20:20:35 -0500
parents 56e748983fa8
children
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1 /*
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2 * Stuff to do with encumberence
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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 "Super-Rogue"
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9 * Copyright (C) 1984 Robert D. Kindelberger
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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"
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16 #include "rogue.h"
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17
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18 int packweight(void);
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19
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20 /*
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21 * updpack:
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22 * Update his pack weight and adjust fooduse accordingly
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23 */
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24 void
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25 updpack(bool getmax)
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26 {
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27
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28 reg int topcarry, curcarry;
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29
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30 if (getmax)
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31 pstats.s_carry = totalenc(); /* get total encumb */
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32 curcarry = packweight(); /* get pack weight */
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33 topcarry = pstats.s_carry / 5; /* 20% of total carry */
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34 if(curcarry > 4 * topcarry) {
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35 if(rnd(100) < 80)
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36 foodlev = 3; /* > 80% of pack */
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37 } else if(curcarry > 3 * topcarry) {
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38 if(rnd(100) < 60)
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39 foodlev = 2; /* > 60% of pack */
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40 } else
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41 foodlev = 1; /* <= 60% of pack */
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42 pstats.s_pack = curcarry; /* update pack weight */
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43 }
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44
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45
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46 /*
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47 * packweight:
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48 * Get the total weight of the hero's pack
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49 */
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50 int
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51 packweight(void)
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52 {
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53 reg struct object *obj;
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54 reg struct linked_list *pc;
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55 reg int weight;
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56
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57 weight = 0;
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58 for(pc = pack ; pc != NULL ; pc = next(pc)) {
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59 obj = OBJPTR(pc);
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60 weight += itemweight(obj);
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61 }
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62 if(weight < 0) /* in case of amulet */
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63 weight = 0;
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64 if(ISWEARING(R_HEAVY))
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65 weight += weight / 4;
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66 return(weight);
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67 }
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68
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69
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70 /*
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71 * itemweight:
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72 * Get the weight of an object
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73 */
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74 int
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75 itemweight(struct object *wh)
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76 {
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77 reg int weight;
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78 reg int ac;
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79
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80 weight = wh->o_weight; /* get base weight */
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81 switch(wh->o_type) {
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82 case ARMOR:
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83 /*
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84 * subtract 10% for each enchantment
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85 * this will add weight for negative items
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86 */
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87 ac = armors[wh->o_which].a_class - wh->o_ac;
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88 weight = ((weight*10) - (weight*ac)) / 10;
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89 if (weight < 0) weight = 0;
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90 when WEAPON:
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91 if ((wh->o_hplus + wh->o_dplus) > 0)
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92 weight /= 2;
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93 }
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94 if(wh->o_flags & ISCURSED)
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95 weight += weight / 5; /* 20% more for cursed */
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96 weight *= wh->o_count;
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97 return(weight);
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98 }
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99
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100
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101 /*
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102 * playenc: