annotate arogue7/passages.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 e52a8a7ad4c5
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1 /*
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2 * passages.c - Draw the connecting passages
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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 * Draw the connecting passages
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17 *
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18 * @(#)passages.c 3.4 (Berkeley) 6/15/81
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19 */
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20
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21 #include <stdlib.h>
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22 #include "curses.h"
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23 #include "rogue.h"
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24
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25 void conn(int r1, int r2);
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26 void door(struct room *rm, coord *cp);
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27
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28 /*
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29 * do_passages:
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30 * Draw all the passages on a level.
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31 */
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32
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33 void
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34 do_passages(void)
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35 {
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36 register struct rdes *r1, *r2 = NULL;
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37 register int i, j;
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38 register int roomcount;
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39 static struct rdes
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40 {
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41 bool conn[MAXROOMS]; /* possible to connect to room i? */
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42 bool isconn[MAXROOMS]; /* connection been made to room i? */
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43 bool ingraph; /* this room in graph already? */
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44 } rdes[MAXROOMS] = {
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45 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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46 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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47 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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48 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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49 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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50 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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51 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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52 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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53 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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54 };
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55
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56 /*
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57 * reinitialize room graph description
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58 */
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59 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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60 {
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61 for (j = 0; j < MAXROOMS; j++)
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62 r1->isconn[j] = FALSE;
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63 r1->ingraph = FALSE;
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64 }
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65
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66 /*
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67 * starting with one room, connect it to a random adjacent room and
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68 * then pick a new room to start with.
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69 */
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70 roomcount = 1;
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71 r1 = &rdes[rnd(MAXROOMS)];
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72 r1->ingraph = TRUE;
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73 do
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74 {
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75 /*
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76 * find a room to connect with
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77 */
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78 j = 0;
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79 for (i = 0; i < MAXROOMS; i++)
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80 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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81 r2 = &rdes[i];
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82 /*
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83 * if no adjacent rooms are outside the graph, pick a new room
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84 * to look from
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85 */
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86 if (j == 0)
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87 {
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88 do
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89 r1 = &rdes[rnd(MAXROOMS)];