annotate arogue7/util.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 d71e5e1f49cf
children e52a8a7ad4c5
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1 /*
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2 * util.c - all sorts of miscellaneous routines
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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 "rogue.h"
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17 #include <ctype.h>
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18 #include <string.h>
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19 #ifdef PC7300
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20 #include <track.h>
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21 #include <kcodes.h>
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22 #include <sys/window.h>
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23 extern struct uwdata wdata;
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24 #endif
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25
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26 /*
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27 * all sorts of miscellaneous routines
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28 *
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29 */
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30
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31
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32
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33
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34 /*
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35 * this routine computes the players current AC without dex bonus's
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36 */
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37 int
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38 ac_compute(bool ignoremetal)
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39 {
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40 register int ac;
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41
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42 ac = pstats.s_arm; /* base armor of "skin" */
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43 if (cur_armor) {
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44 if (!ignoremetal ||
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45 (cur_armor->o_which != LEATHER &&
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46 cur_armor->o_which != STUDDED_LEATHER &&
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47 cur_armor->o_which != PADDED_ARMOR))
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48 ac -= (10 - cur_armor->o_ac);
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49 }
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50 if (player.t_ctype == C_MONK)
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51 ac -= pstats.s_lvl * 2 / 3;
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52 ac -= ring_value(R_PROTECT);
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53 if (cur_misc[WEAR_BRACERS] != NULL)
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54 ac -= cur_misc[WEAR_BRACERS]->o_ac;
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55 if (cur_misc[WEAR_CLOAK] != NULL)
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56 ac -= cur_misc[WEAR_CLOAK]->o_ac;
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57
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58 /* If player has the cloak, must be wearing it */
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59 if (cur_relic[EMORI_CLOAK]) ac -= 5;
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60
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61 if (ac > 10)
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62 ac = 10;
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63 return(ac);
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64 }
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65
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66 /*
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67 * aggravate:
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68 * aggravate all the monsters on this level
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69 */
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70
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71 void
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72 aggravate(bool do_uniques, bool do_good)
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73 {
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74 register struct linked_list *mi;
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75 register struct thing *thingptr;
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76
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77 for (mi = mlist; mi != NULL; mi = next(mi)) {
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78 thingptr = THINGPTR(mi);
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79 if (do_good == FALSE && off(*thingptr, ISMEAN)) continue;
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80 if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero);
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81 }
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82 }
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83
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84 /*
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85 * cansee:
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86 * returns true if the hero can see a certain coordinate.
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87 */
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88
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89 bool
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90 cansee(int y, int x)
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