Mercurial > hg > early-roguelike
annotate arogue7/maze.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 | f9ef86cf22b2 |
children | 0250220d8cdd |
rev | line source |
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1 /* |
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2 * maze.c - functions for dealing with mazes |
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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 "curses.h" |
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16 #include <stdlib.h> |
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17 #include "rogue.h" |
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18 |
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19 struct cell { |
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20 char y_pos; |
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21 char x_pos; |
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22 }; |
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23 struct bordercells { |
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24 char num_pos; /* number of frontier cells next to you */ |
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25 struct cell conn[4]; /* the y,x position of above cell */ |
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26 } border_cells; |
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27 |
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28 |
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29 static char *frontier, |
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30 *bits; |
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31 static int maze_lines, |
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32 maze_cols; |
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33 |
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34 void draw_maze(void); |
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35 int findcells(int y, int x); |
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36 char *foffset(int y, int x); |
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37 char *moffset(int y, int x); |
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38 void rmwall(int newy, int newx, int oldy, int oldx); |
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39 |
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40 |
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41 /* |
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42 * crankout: |
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43 * Does actual drawing of maze to window |
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44 */ |
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45 void |
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46 crankout(void) |
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47 { |
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48 reg int x, y; |
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49 |
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50 for (y = 0; y < lines - 3; y++) { |
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51 move(y + 1, 0); |
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52 for (x = 0; x < cols - 1; x++) { |
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53 if (*moffset(y, x)) { /* here is a wall */ |
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54 if(y==0 || y==lines-4) /* top or bottom line */ |
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55 addch('-'); |
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56 else if(x==0 || x==cols-2) /* left | right side */ |
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57 addch('|'); |
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58 else if (y % 2 == 0 && x % 2 == 0) { |
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59 if(*moffset(y, x-1) || *moffset(y, x+1)) |
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60 addch('-'); |
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61 else |
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62 addch('|'); |
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63 } |
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64 else if (y % 2 == 0) |
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65 addch('-'); |
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66 else |
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67 addch('|'); |
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68 } |
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69 else |
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70 addch(FLOOR); |
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71 } |
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72 } |
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73 } |
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74 |
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75 /* |
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76 * domaze: |
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77 * Draw the maze on this level. |
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78 */ |
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79 void |
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80 do_maze(void) |
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81 { |
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82 reg int least; |
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83 reg struct room *rp; |
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84 reg struct linked_list *item; |
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85 reg struct object *obj; |
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86 int cnt; |
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87 bool treas; |
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88 coord tp; |
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89 |
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90 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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91 |