annotate arogue7/trader.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 ad2570b5b21f
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1 /*
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2 * trader.c - Anything to do with trading posts
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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 * Anything to do with trading posts
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17 */
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18
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19 #include <ctype.h>
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20 #include <string.h>
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21 #include "curses.h"
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22 #include "rogue.h"
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23
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24 bool open_market(void);
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25 void trans_line(void);
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26 char *typ_name(struct object *obj);
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27
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28
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29 /*
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30 * buy_it:
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31 * Buy the item on which the hero stands
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32 */
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33 void
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34 buy_it(void)
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35 {
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36 reg int wh;
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37 struct linked_list *item;
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38
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39 if (purse <= 0) {
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40 msg("You have no money.");
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41 return;
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42 }
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43 if (curprice < 0) { /* if not yet priced */
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44 wh = price_it();
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45 if (!wh) /* nothing to price */
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46 return;
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47 msg("Do you want to buy it? ");
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48 do {
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49 wh = tolower(readchar());
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50 if (wh == ESCAPE || wh == 'n') {
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51 msg("");
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52 return;
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53 }
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54 } until(wh == 'y');
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55 }
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56 mpos = 0;
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57 if (curprice > purse) {
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58 msg("You can't afford to buy that %s !",curpurch);
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59 return;
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60 }
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61 /*
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62 * See if the hero has done all his transacting
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63 */
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64 if (!open_market())
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65 return;
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66 /*
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67 * The hero bought the item here
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68 */
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69 item = find_obj(hero.y, hero.x);
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70 mpos = 0;
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71 if (add_pack(NULL, TRUE, &item)) { /* try to put it in his pack */
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72 purse -= curprice; /* take his money */
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73 ++trader; /* another transaction */
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74 trans_line(); /* show remaining deals */
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75 curprice = -1; /* reset stuff */
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76 curpurch[0] = 0;
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77 whatis (item); /* identify it after purchase */
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78 (OBJPTR(item))->o_flags &= ~ISPOST; /* turn off ISPOST */
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79 msg("%s", inv_name(OBJPTR(item), TRUE));
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80 }
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81 }
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82
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83 /*
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84 * do_post:
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85 * Put a trading post room and stuff on the screen
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86 * startup: True if equipping the player at the beginning of the game
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87 */
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88 void
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89 do_post(bool startup)
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