annotate arogue7/actions.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 f9ef86cf22b2
children
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1 /*
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2 * actions.c - functions for dealing with monster actions
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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 <ctype.h>
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16 #include <limits.h>
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17 #include "curses.h"
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18 #include "rogue.h"
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19 #define MAXINT INT_MAX
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20 #define MININT INT_MIN
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21
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22 void m_breathe(struct thing *tp);
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23 void m_select(struct thing *th, bool flee);
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24 void m_sonic(struct thing *tp);
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25 void m_spell(struct thing *tp);
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26 void m_summon(struct thing *tp);
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27 bool m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree);
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28 bool m_use_pack(struct thing *monster, coord *monst_pos, coord *defend_pos,
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29 int dist, coord *shoot_dir);
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30
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31 /*
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32 * Did we disrupt a spell?
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33 */
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34 void
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35 dsrpt_monster(struct thing *tp, bool always, bool see_him)
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36 {
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37 switch (tp->t_action) {
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38 case A_SUMMON:
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39 case A_MISSILE:
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40 case A_SLOW:
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41 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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42 tp->t_no_move = movement(tp);
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43 tp->t_using = NULL;/* Just to be on the safe side */
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44 turn_on(*tp, WASDISRUPTED);
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45 if (see_him)
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46 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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47 /*
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48 * maybe choose something else to do next time since player
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49 * is disrupting us
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50 */
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51 tp->t_summon *= 2;
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52 tp->t_cast /= 2;
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53 return;
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54 }
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55
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56 /* We may want to disrupt other actions, too */
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57 if (always) {
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58 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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59 tp->t_no_move = movement(tp);
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60 tp->t_using = NULL;/* Just to be on the safe side */
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61 }
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62 }
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63
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64 void
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65 dsrpt_player(void)
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66 {
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67 int which, action;
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68 struct linked_list *item;
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69 struct object *obj;
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70
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71 action = player.t_action;
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72 which = player.t_selection;
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73
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74 switch (action) {
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75 case C_CAST: /* Did we disrupt a spell? */
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76 case C_PRAY:
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77 case C_CHANT:
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78 {
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79 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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80
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81 /* Charge him anyway */
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82 if (action == C_CAST)
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83 spell_power += magic_spells[which].s_cost;
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84 else if (action == C_PRAY)
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85 pray_time += cleric_spells[which].s_cost;
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86 else if (action == C_CHANT)
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87 chant_time += druid_spells[which].s_cost;
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88 }
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