annotate arogue7/rogue.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 d3968e9cb98d
children 0250220d8cdd
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1 /*
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2 * rogue.c - Global game variables
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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 <ctype.h>
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16 #include "curses.h"
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17 #include "rogue.h"
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18 #ifdef PC7300
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19 #include <sys/window.h>
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20 #endif
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21
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22 #ifdef BSD
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23 char
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24 tolower(c)
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25 {
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26 if (isupper(c)) return(_tolower(c));
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27 else return(c);
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28 }
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29 char
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30 toupper(c)
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31 {
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32 if (islower(c)) return(_toupper(c));
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33 else return(c);
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34 }
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35 #endif
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36
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37 /*
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38 * Now all the global variables
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39 */
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40 struct trap traps[MAXTRAPS];
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41 struct room rooms[MAXROOMS]; /* One for each room -- A level */
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42 struct room *oldrp; /* Roomin(&player.t_oldpos) */
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43 struct thing player; /* The rogue */
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44 struct object *cur_armor; /* What a well dresssed rogue wears */
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45 struct object *cur_ring[NUM_FINGERS]; /* Which rings are being worn */
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46 struct object *cur_misc[NUM_MM]; /* which MM's are in use */
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47 int cur_relic[MAXRELIC]; /* Currently used relics */
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48 struct linked_list *lvl_obj = NULL;
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49 struct linked_list *mlist = NULL;
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50 struct linked_list *tlist = NULL; /* list of monsters fallen down traps */
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51 struct linked_list *monst_dead = NULL; /* monster killed by monster */
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52 struct object *cur_weapon = NULL;
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53 int char_type = -1; /* what type of character is player */
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54 int foodlev = 1; /* how fast he eats food */
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55 int ntraps; /* Number of traps on this level */
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56 int trader = 0; /* no. of purchases */
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57 int curprice = -1; /* current price of item */
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58 int seed; /* Random number seed */
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59 int dnum; /* Dungeon number */
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60 int max_level; /* Deepest player has gone ever */
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61 int cur_max; /* Deepest player has gone currently */
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62 int mpos = 0;
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63 int level = 0;
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64 int purse = 0;
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65 int inpack = 0;
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66 int total = 0;
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67 int no_food = 0; /* how long has he gone with no food */
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68 int foods_this_level = 0; /* foods made per level */
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69 int count = 0;
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70 int food_left = STOMACHSIZE-MORETIME-1;
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71 int group = 1;
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72 int hungry_state = F_OKAY;
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73 int infest_dam=0;
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74 int lost_str=0;
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75 int lastscore = -1;
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76 int hold_count = 0;
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77 int trap_tries = 0;
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78 int chant_time = 0;
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79 int pray_time = 0;
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80 int spell_power = 0;
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81 int turns = 0; /* Number of turns player has taken */
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82 int quest_item = 0; /* Item player is looking for */
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83 int cols = 0; /* number of columns in terminal */
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84 int lines = 0; /* number of lines on the terminal */
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85 char nfloors = -1; /* Number of floors in this dungeon */
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86 char curpurch[LINELEN]; /* name of item ready to buy */
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87 char PLAYER = VPLAYER; /* what the player looks like */
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88 char take; /* Thing the rogue is taking */
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89 char prbuf[LINELEN*2]; /* Buffer for sprintfs */
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90 char outbuf[BUFSIZ]; /* Output buffer for stdout */
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