annotate arogue5/things.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 * Contains functions for dealing with things like
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3 * potions and scrolls
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4 *
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5 * Advanced Rogue
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6 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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7 * All rights reserved.
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8 *
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9 * Based on "Rogue: Exploring the Dungeons of Doom"
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10 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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11 * All rights reserved.
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12 *
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13 * See the file LICENSE.TXT for full copyright and licensing information.
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14 */
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15
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16 #include "curses.h"
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17 #include <ctype.h>
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c49f7927b0fa arogue5: add missing header files.
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18 #include <string.h>
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19 #include "rogue.h"
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20
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21 int extras(void);
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22
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23 /*
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24 * print out the number of charges on a stick
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25 */
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26 char *
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27 charge_str(struct object *obj)
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28 {
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29 static char buf[20];
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30
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31 if (!(obj->o_flags & ISKNOW))
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32 buf[0] = '\0';
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33 else if (terse)
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34 sprintf(buf, " [%d]", obj->o_charges);
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35 else
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36 sprintf(buf, " [%d charges]", obj->o_charges);
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37 return buf;
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38 }
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39 /*
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40 * inv_name:
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41 * return the name of something as it would appear in an
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42 * inventory.
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43 */
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44 char *
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45 inv_name(struct object *obj, bool drop)
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46 {
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47 register char *pb;
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48
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49 pb = prbuf;
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50 pb[0] = '\0';
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51 switch(obj->o_type) {
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52 case SCROLL:
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53 if (obj->o_count == 1)
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54 sprintf(pb, "A %sscroll ", blesscurse(obj->o_flags));
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55 else
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56 sprintf(pb, "%d %sscrolls ",
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57 obj->o_count, blesscurse(obj->o_flags));
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58 pb = &pb[strlen(pb)];
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59 if (s_know[obj->o_which] || (obj->o_flags & ISPOST))
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60 sprintf(pb, "of %s", s_magic[obj->o_which].mi_name);
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61 else if (s_guess[obj->o_which])
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62 sprintf(pb, "called %s", s_guess[obj->o_which]);
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63 else
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64 sprintf(pb, "titled '%s'", s_names[obj->o_which]);
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65 when POTION:
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66 if (obj->o_count == 1)
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67 sprintf(pb, "A %spotion ", blesscurse(obj->o_flags));
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68 else
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69 sprintf(pb, "%d %spotions ",
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70 obj->o_count, blesscurse(obj->o_flags));
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71 pb = &pb[strlen(pb)];
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72 if (obj->o_flags & ISPOST)
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73 sprintf(pb, "of %s", p_magic[obj->o_which].mi_name);
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74 else if (p_know[obj->o_which])
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75 sprintf(pb, "of %s (%s)", p_magic[obj->o_which].mi_name,
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76 p_colors[obj->o_which]);
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77 else if (p_guess[obj->o_which])
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78 sprintf(pb, "called %s (%s)", p_guess[obj->o_which],
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79 p_colors[obj->o_which]);
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80 else {
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81 pb = prbuf;
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82 if (obj->o_count == 1)
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83 sprintf(pb, "A%s %s potion",
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84 vowelstr(p_colors[obj->o_which]),
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85 p_colors[obj->o_which]);
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86 else
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87 sprintf(pb, "%d %s potions",
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88 obj->o_count, p_colors[obj->o_which]);
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89 }
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90 when FOOD:
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91 if (obj->o_which == 1)
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92 if (obj->o_count == 1)
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93 sprintf(pb, "A%s %s", vowelstr(fruit), fruit);
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94 else
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95 sprintf(pb, "%d %ss", obj->o_count, fruit);
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96 else
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97 if (obj->o_count == 1)
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98 strcpy(pb, "Some food");
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99 else
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100 sprintf(pb, "%d rations of food", obj->o_count);
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101 when WEAPON:
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