annotate rogue4/init.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 1b73a8641b37
children
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1 /*
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2 * global variable initializaton
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3 *
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4 * @(#)init.c 4.16 (Berkeley) 3/30/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include <ctype.h>
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15 #include <stdlib.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 #ifdef WIZARD
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20 void badcheck(char *name, struct magic_item *magic, int bound);
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21 #endif
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22
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23 /*
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24 * init_player:
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25 * Roll up the rogue
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26 */
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27 void
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28 init_player(void)
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29 {
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30 register THING *obj;
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31
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32 pstats = max_stats;
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33 food_left = HUNGERTIME;
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34 /*
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35 * Give the rogue his weaponry. First a mace.
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36 */
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37 obj = new_item();
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38 obj->o_type = WEAPON;
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39 obj->o_which = MACE;
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40 init_weapon(obj, MACE);
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41 obj->o_hplus = 1;
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42 obj->o_dplus = 1;
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43 obj->o_flags |= ISKNOW;
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44 obj->o_count = 1;
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45 obj->o_group = 0;
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46 add_pack(obj, TRUE);
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47 cur_weapon = obj;
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48 /*
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49 * Now a +1 bow
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50 */
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51 obj = new_item();
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52 obj->o_type = WEAPON;
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53 obj->o_which = BOW;
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54 init_weapon(obj, BOW);
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55 obj->o_hplus = 1;
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56 obj->o_dplus = 0;
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57 obj->o_count = 1;
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58 obj->o_group = 0;
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59 obj->o_flags |= ISKNOW;
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60 add_pack(obj, TRUE);
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61 /*
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62 * Now some arrows
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63 */
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64 obj = new_item();
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65 obj->o_type = WEAPON;
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66 obj->o_which = ARROW;
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67 init_weapon(obj, ARROW);
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68 obj->o_count = rnd(15) + 25;
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69 obj->o_hplus = obj->o_dplus = 0;
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70 obj->o_flags |= ISKNOW;
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71 add_pack(obj, TRUE);
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72 /*
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73 * And his suit of armor
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74 */
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75 obj = new_item();
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76 obj->o_type = ARMOR;
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77 obj->o_which = RING_MAIL;
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78 obj->o_ac = a_class[RING_MAIL] - 1;
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79 obj->o_flags |= ISKNOW;
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80 obj->o_count = 1;
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81 obj->o_group = 0;
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82 cur_armor = obj;
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83 add_pack(obj, TRUE);
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84 /*
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85 * Give him some food too
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86 */
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87 obj = new_item();
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88 obj->o_type = FOOD;
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89 obj->o_count = 1;
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90 obj->o_which = 0;
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91 obj->o_group = 0;
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92 add_pack(obj, TRUE);
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93 }
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94
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95 /*
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96 * Contains defintions and functions for dealing with things like
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97 * potions and scrolls
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98 */
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99
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100 const char *rainbow[NCOLORS] = {
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101 "amber",
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102 "aquamarine",
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103 "black",
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104 "blue",