annotate arogue7/misc.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 * misc.c - routines dealing specifically with miscellaneous magic
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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 <ctype.h>
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18 #include <string.h>
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19 #include "rogue.h"
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20 #ifdef PC7300
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21 #include "menu.h"
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22 #endif
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23
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24 /*
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25 * routines dealing specifically with miscellaneous magic
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26 */
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27
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28 /*
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29 * changeclass:
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30 * Change the player's class to the specified one.
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31 */
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32
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33 void
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34 changeclass(int newclass)
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35 {
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36 if (newclass == player.t_ctype) {
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37 msg("You feel more skillful.");
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38 raise_level();
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39 }
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40 else {
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41 /*
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42 * reset his class and then use check_level to reset hit
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43 * points and the right level for his exp pts
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44 * drop exp pts by 10%
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45 */
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46 long save;
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47
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48 msg("You feel like a whole new person!");
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49
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50 /*
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51 * if he becomes a thief he has to have leather armor
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52 */
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53 if ((newclass == C_THIEF || newclass == C_ASSASIN) &&
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54 cur_armor != NULL &&
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55 cur_armor->o_which != LEATHER &&
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56 cur_armor->o_which != STUDDED_LEATHER )
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57 cur_armor->o_which = STUDDED_LEATHER;
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58 /*
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59 * if he becomes a monk he can't wear armor
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60 */
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61 if (newclass == C_MONK && cur_armor != NULL) {
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62 cur_armor->o_ac = armors[cur_armor->o_which].a_class -
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63 cur_armor->o_ac;
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64 cur_armor->o_type = MM;
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65 cur_armor->o_which = MM_PROTECT;
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66 cur_armor->o_flags &= ~(ISPROT | ISKNOW | ISMETAL);
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67 cur_misc[WEAR_CLOAK] = cur_armor;
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68 cur_armor = NULL;
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69 }
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70 /*
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71 * if he used to be a spell caster of some sort, kill the fuse
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72 */
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73 if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER)
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74 extinguish(spell_recovery);
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75 if (player.t_ctype == C_DRUID || player.t_ctype == C_RANGER)
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76 extinguish(chant_recovery);
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77 if ((player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN) &&
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78 !cur_relic[HEIL_ANKH])
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79 extinguish(prayer_recovery);
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80 /*
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81 * if he becomes a spell caster of some kind, give him a fuse
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82 */
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83 if (newclass == C_MAGICIAN || newclass == C_RANGER)
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84 fuse(spell_recovery, NULL, SPELLTIME, AFTER);
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85 if (newclass == C_DRUID || newclass == C_RANGER)
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86 fuse(chant_recovery, NULL, SPELLTIME, AFTER);
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87 if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
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88 fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
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89 /*
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