annotate arogue7/wizard.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 * wizard.c - Special wizard commands
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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 * Special wizard commands (some of which are also non-wizard commands
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17 * under strange circumstances)
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18 */
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19
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20 #include "curses.h"
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21 #include <stdlib.h>
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22 #include <string.h>
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23 #include <ctype.h>
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24 #include "rogue.h"
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25 #ifdef PC7300
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26 #include "menu.h"
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27 #endif
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28
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29 int getbless(void);
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30
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31 /*
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32 * create_obj:
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33 * Create any object for wizard, scroll, magician, or cleric
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34 */
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35 void
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36 create_obj(bool prompt, int which_item, int which_type)
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37 {
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38 reg struct linked_list *item;
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39 reg struct object *obj;
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40 reg int wh;
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41 reg char ch, newitem, newtype, whc, msz, *pt;
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42 WINDOW *thiswin;
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43
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44 thiswin = cw;
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45 if (prompt) {
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46 bool nogood = TRUE;
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47
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48 thiswin = hw;
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49 wclear(hw);
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50 wprintw(hw,"Item\t\t\tKey\n\n");
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51 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_RING].mi_name,RING,
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52 things[TYP_STICK].mi_name,STICK);
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53 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_POTION].mi_name,POTION,
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54 things[TYP_SCROLL].mi_name,SCROLL);
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55 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_ARMOR].mi_name,ARMOR,
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56 things[TYP_WEAPON].mi_name,WEAPON);
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57 wprintw(hw,"%s\t%c\n",things[TYP_MM].mi_name,MM);
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58 wprintw(hw,"%s\t\t\t%c\n",things[TYP_FOOD].mi_name,FOOD);
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59 if (wizard) {
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60 wprintw(hw,"%s\t\t%c\n",things[TYP_RELIC].mi_name,RELIC);
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61 waddstr(hw,"monster\t\t\tm");
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62 }
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63 wprintw(hw,"\n\nWhat do you want to create? ");
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64 draw(hw);
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65 do {
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66 ch = wgetch(hw);
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67 if (ch == ESCAPE) {
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68 restscr(cw);
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69 return;
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70 }
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71 switch (ch) {
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72 case RING:
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73 case STICK:
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74 case POTION:
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75 case SCROLL:
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76 case ARMOR:
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77 case WEAPON:
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78 case FOOD:
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79 case MM:
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80 nogood = FALSE;
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81 break;
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82 case RELIC:
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83 case 'm':
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84 if (wizard)
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85 nogood = FALSE;
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86 break;
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87 default:
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88 nogood = TRUE;
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89 }
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90 } while (nogood);