annotate arogue7/weapons.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 28e22fb35989
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1 /*
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2 * weapons.c - Functions for dealing with problems brought about by weapons
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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 * Functions for dealing with problems brought about by weapons
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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22 #include <string.h>
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23 #include "rogue.h"
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24
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25 void
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26 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
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27 {
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28 register struct object *obj;
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29 struct thing midpoint;
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30 coord oldpos;
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31
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32 obj = OBJPTR(item);
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33 oldpos = obj->o_pos;
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34
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35 /*
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36 * make it appear to fly at the target
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37 */
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38 do_motion(obj, ydelta, xdelta, tp);
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39 hit_monster(unc(obj->o_pos), obj, tp);
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40
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41 /*
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42 * Now let's make it fly back to the wielder. We need to
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43 * use midpoint to fool do_motion into thinking the action
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44 * starts there. Do_motion only looks at the t_pos field.
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45 */
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46 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */
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47 do_motion(obj, -ydelta, -xdelta, &midpoint);
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48
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49 obj->o_pos = oldpos;
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50 }
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51
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52 /*
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53 * do the actual motion on the screen done by an object traveling
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54 * across the room. Note that we should not look at any field in
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55 * tp other than t_pos unless we change boomerang().
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56 */
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57 void
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58 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp)
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59 {
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60
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61 /*
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62 * Come fly with us ...
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63 */
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64 obj->o_pos = tp->t_pos;
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65 for (; ;) {
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66 register int ch;
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67 /*
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68 * Erase the old one
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69 */
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70 if (!ce(obj->o_pos, tp->t_pos) &&
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71 cansee(unc(obj->o_pos)) &&
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72 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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73 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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74 }
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75 /*
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76 * Get the new position
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77 */
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78 obj->o_pos.y += ydelta;
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79 obj->o_pos.x += xdelta;
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80 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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81 /*
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82 * It hasn't hit anything yet, so display it
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83 * If it alright.
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84 */
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85 if (cansee(unc(obj->o_pos)) &&
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86 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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87 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
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88 draw(cw);
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89 }
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