annotate srogue/new_leve.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 94a0d9dd5ce1
children e52a8a7ad4c5
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36
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1 /*
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2 * Do anything associated with a new dungeon level
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3 *
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4 * @(#)new_level.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 "rogue.h"
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18 #include "rogue.ext"
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19
217
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20 void put_things(void);
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21
36
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22 /*
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23 * new_level:
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24 * Dig and draw a new level
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25 */
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26 void
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27 new_level(int ltype)
36
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28 {
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29 register int i;
36
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30 register char ch;
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31 struct coord traploc;
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32 struct room *rp;
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33
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34 if (level > max_level)
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35 max_level = level;
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36
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37 wclear(cw);
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38 wclear(mw);
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39 clear();
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40
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41 isfight = FALSE;
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42 levtype = ltype;
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43
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44 free_list(mlist); /* free monster list */
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45
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46 if (levtype == POSTLEV)
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47 do_post();
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48 else {
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49 lev_mon(); /* fill in monster list */
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50
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51 if (levtype == MAZELEV)
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52 do_maze();
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53 else { /* normal levels */
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54 do_rooms(); /* Draw rooms */
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55 do_passages(); /* Draw passages */
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56 }
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57 no_food++;
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58 put_things(); /* Place objects (if any) */
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59 }
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60 /*
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61 * Place the staircase down.
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62 */
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63 stairs = *rnd_pos(&rooms[rnd_room()]);
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64 mvaddch(stairs.y, stairs.x, STAIRS);
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65 ntraps = 0;
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66
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67 if (levtype == NORMLEV)
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68 {
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69 struct trap *trp, *maxtrp;
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70
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71 /* Place the traps for normal levels only */
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72
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73 if (rnd(10) < level)
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74 {
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75 ntraps = rnd(level / 4) + 1;
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76
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77 if (ntraps > MAXTRAPS)
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78 ntraps = MAXTRAPS;
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79
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80 maxtrp = &traps[ntraps];
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81 for (trp = &traps[0]; trp < maxtrp; trp++)
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82 {
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83 again:
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84 switch(rnd(TYPETRAPS + 1))
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85 {
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86 case 0:
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87 if (rnd(100) > 25)
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88 goto again;
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89 else
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90 ch = POST;
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91
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92 when 1: ch = TRAPDOOR;
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93 when 2: ch = BEARTRAP;
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94 when 3: ch = SLEEPTRAP;
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95 when 4: ch = ARROWTRAP;
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96 when 5: ch = TELTRAP;
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97 when 6: ch = DARTTRAP;
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98 when 7: ch = MAZETRAP;
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99 when 8:
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100 case 9:
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101 if (rnd(100) > 80)
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102 goto again;
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103 else
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