annotate srogue/monsters.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 e7aab31362af
children e52a8a7ad4c5
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1 /*
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2 * File with various monster functions in it
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3 *
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4 * @(#)monsters.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <string.h>
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18 #include "rogue.h"
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19 #include <ctype.h>
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20 #include "rogue.ext"
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21
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22 /*
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23 * rnd_mon:
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24 * Pick a monster to show up. The lower the level,
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25 * the meaner the monster.
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26 */
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27 char
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28 rnd_mon(bool wander, bool baddie)
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29 {
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30 /* baddie; TRUE when from a polymorph stick */
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31 reg int i, ok, cnt;
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32
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33 cnt = 0;
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34 if (levcount == 0) /* if only asmodeus possible */
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35 return(MAXMONS);
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36 if (baddie) {
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37 while (1) {
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38 i = rnd(MAXMONS); /* pick ANY monster */
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39 if (monsters[i].m_lev.l_lev < 0) /* skip genocided ones */
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40 continue;
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41 return i;
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42 }
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43 }
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44 ok = FALSE;
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45 do {
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46 /*
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47 * get a random monster from this range
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48 */
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49 i = rnd(levcount);
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50 /*
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51 * Only create a wandering monster if we want one
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52 * (or the count is exceeded)
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53 */
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54 if (!wander || mtlev[i]->m_lev.d_wand || ++cnt > 500)
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55 ok = TRUE;
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56 } while(!ok);
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57 return (midx(mtlev[i]->m_show));
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58 }
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59
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60 /*
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61 * lev_mon:
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62 * This gets all monsters possible on this level
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63 */
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64 void
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65 lev_mon(void)
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66 {
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67 reg int i;
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68 reg struct monster *mm;
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69
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70 levcount = 0;
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71 for (i = 0; i < MAXMONS; i++) {
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72 mm = &monsters[i];
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73 if (mm->m_lev.h_lev >= level && mm->m_lev.l_lev <= level) {
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74 mtlev[levcount] = mm;
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75 if (++levcount >= MONRANGE)
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76 break;
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77 }
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78 }
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79 if (levcount == 0) /* if no monsters are possible */
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80 mtlev[0] = &monsters[MAXMONS]; /* then asmodeus 'A' */
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81 }
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82
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83 /*
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84 * new_monster:
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85 * Pick a new monster and add it to the list
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86 */
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87 struct linked_list *
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88 new_monster(char type, struct coord *cp, bool treas)
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89 {
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90 reg struct linked_list *item;
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91 reg struct thing *tp;
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92 reg struct monster *mp;
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93 reg struct stats *st;
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94 float killexp; /* experience gotten for killing him */
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95
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96 item = new_item(sizeof(struct thing));
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97 attach(mlist, item);
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98 tp = THINGPTR(item);
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99 st = &tp->t_stats;
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100 mp = &monsters[type]; /* point to this monsters structure */
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101 tp->t_type = mp->m_show;
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