annotate arogue7/fight.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 e1cd27c5464f
children e52a8a7ad4c5
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1 /*
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2 * fight.c - All the fighting gets done here
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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 /*
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16 * All the fighting gets done here
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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22 #include <string.h>
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23 #include <stdlib.h>
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24 #include "rogue.h"
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26 bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
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27 bool hurl, struct object *cur_weapon, bool back_stab);
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28 void hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
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29 bool back_stab, bool thrown, bool short_msg);
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30 void miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
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31 bool thrown, bool short_msg);
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32 int add_dam(short str);
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33 int hung_dam(void);
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34
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35 #define CONF_DAMAGE -1
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36 #define PARAL_DAMAGE -2
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37 #define DEST_DAMAGE -3
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38 #define DRAIN_DAMAGE -4
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39
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40 /*
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41 * returns true if player has a any chance to hit the monster
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42 */
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43 bool
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44 player_can_hit(struct thing *tp, struct object *weap)
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45 {
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46 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
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47 return(TRUE);
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48 if (weap && weap->o_type == RELIC)
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49 return(TRUE);
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50 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2))
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51 return(TRUE);
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52 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1))
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53 return(TRUE);
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54 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0))
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55 return(TRUE);
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56 if (player.t_ctype == C_MONK) {
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57 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15)
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58 return(TRUE);
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59 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10)
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60 return(TRUE);
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61 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5)
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62 return(TRUE);
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63 }
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64 return(FALSE);
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65 }
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66
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67 /*
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68 * fight:
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69 * The player attacks the monster.
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70 */
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71
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72 bool
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73 fight(coord *mp, struct object *weap, bool thrown)
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74 {
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75 register struct thing *tp;
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76 register struct linked_list *item;
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77 register bool did_hit = TRUE;
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78 bool see_def, back_stab = FALSE;
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79 register char *mname;
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80
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81 /*
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82 * Find the monster we want to fight
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83 */
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84 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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85 return(FALSE); /* must have killed him already */
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86 }
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87 tp = THINGPTR(item);
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88
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