annotate arogue7/player.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 * player.c - This file contains functions for dealing with special player
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3 * abilities
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4 *
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5 * Advanced Rogue
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6 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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7 * All rights reserved.
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8 *
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9 * Based on "Rogue: Exploring the Dungeons of Doom"
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10 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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11 * All rights reserved.
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12 *
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13 * See the file LICENSE.TXT for full copyright and licensing information.
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14 */
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15
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16 /*
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17 * This file contains functions for dealing with special player abilities
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18 */
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19
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20 #include <ctype.h>
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21 #include <string.h>
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22 #include "curses.h"
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23 #include "rogue.h"
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24 #ifdef PC7300
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25 #include "menu.h"
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26 #endif
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27
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28 bool pick_spell(struct spells spells[], int ability, int num_spells, int power,
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29 char *prompt, char *type);
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30
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31 /*
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32 * affect:
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33 * cleric affecting undead
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34 */
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35
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36 void
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37 affect(void)
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38 {
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39 register struct linked_list *item;
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40 register struct thing *tp;
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41 register char *mname;
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42 bool see;
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43 coord new_pos;
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44 int lvl;
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45
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46 if (!(player.t_ctype == C_CLERIC ||
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47 (player.t_ctype == C_PALADIN && pstats.s_lvl > 4) ||
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48 cur_relic[HEIL_ANKH] != 0)) {
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49 msg("You cannot affect undead.");
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50 return;
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51 }
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52
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53 new_pos.y = hero.y + player.t_newpos.y;
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54 new_pos.x = hero.x + player.t_newpos.x;
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55
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56 if (cansee(new_pos.y, new_pos.x)) see = TRUE;
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57 else see = FALSE;
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58
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59 /* Anything there? */
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60 if (new_pos.y < 0 || new_pos.y > lines-3 ||
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61 new_pos.x < 0 || new_pos.x > cols-1 ||
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62 mvwinch(mw, new_pos.y, new_pos.x) == ' ') {
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63 msg("Nothing to affect.");
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64 return;
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65 }
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66
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67 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) {
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68 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x);
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69 return;
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70 }
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71 tp = THINGPTR(item);
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72 mname = monster_name(tp);
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73
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74 if (on(player, ISINVIS) && off(*tp, CANSEE)) {
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75 msg("%s%s cannot see you", see ? "The " : "It",
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76 see ? mname : "");
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77 return;
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78 }
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79
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80 if (off(*tp, TURNABLE) || on(*tp, WASTURNED))
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81 goto annoy;
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82 turn_off(*tp, TURNABLE);
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83
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84 lvl = pstats.s_lvl;
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85 if (player.t_ctype == C_PALADIN && cur_relic[HEIL_ANKH] == 0) {
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86 lvl -= 4;
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87 }
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88 /* Can cleric kill it? */
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89 if (lvl >= 3 * tp->t_stats.s_lvl) {
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90 unsigned long test; /* For overflow check */