annotate srogue/scrolls.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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1 /*
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2 * Read a scroll and let it happen
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3 *
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4 * @(#)scrolls.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 <stdlib.h>
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18 #include <string.h>
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19 #include <ctype.h>
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20 #include "rogue.h"
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21 #include "rogue.ext"
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22
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23 /*
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24 * read_scroll:
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25 * Let the hero read a scroll
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26 */
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27 void
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28 read_scroll(void)
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29 {
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30 reg struct object *obj;
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31 reg struct linked_list *item;
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32 reg int i, j, wh;
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33 reg char ch, nch;
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34 struct room *rp;
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35 struct linked_list *titem;
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36 char buf[LINLEN];
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37 bool bless, curse;
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38
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39 if ((item = get_item("read", SCROLL)) == NULL)
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40 return;
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41 obj = OBJPTR(item);
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42 if (obj->o_type != SCROLL) {
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43 msg("Nothing to read.");
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44 after = FALSE;
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45 return;
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46 }
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47 msg("As you read the scroll, it vanishes.");
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48 wh = obj->o_which;
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49 bless = o_on(obj, ISBLESS);
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50 curse = o_on(obj, ISCURSED);
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51 del_pack(item); /* Get rid of the thing */
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52
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53 /*
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54 * Calculate the effect it has on the hero
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55 */
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56 switch(wh) {
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57 case S_KNOWALL:
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58 if (!curse) {
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59 idenpack(); /* identify all the pack */
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60 msg("You feel more knowledgable.");
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61 chg_abil(WIS,1,TRUE);
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62 s_know[S_KNOWALL] = TRUE;
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63 }
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64 when S_CONFUSE:
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65 if (!curse) {
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66 /*
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67 * Scroll of monster confusion. Give him that power.
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68 */
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69 msg("Your hands begin to glow red.");
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70 player.t_flags |= CANHUH;
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71 s_know[S_CONFUSE] = TRUE;
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72 }
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73 when S_LIGHT:
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74 rp = player.t_room;
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75 if (!curse) {
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76 if (rp == NULL) {
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77 s_know[S_LIGHT] = TRUE;
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78 msg("The corridor glows and then fades.");
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79 }
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80 else {
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81 if (rf_on(rp,ISDARK)) {
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82 s_know[S_LIGHT] = TRUE;
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83 msg("The room is lit.");
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84 rp->r_flags &= ~ISDARK;
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85 }
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86 light(&hero);
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87 mvwaddch(cw, hero.y, hero.x, PLAYER);
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88 }
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89 }
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90 when S_ARMOR:
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91 if (!curse) {
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92 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) {
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93 s_know[S_ARMOR] = TRUE;
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94 msg("Your armor glows faintly for a moment.");
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95 if (o_on(cur_armor,ISCURSED))
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96 cur_armor->o_ac = armors[cur_armor->o_which].a_class;
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97 else
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98 cur_armor->o_ac--;
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99 resoflg(cur_armor,ISCURSED);
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100 }
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101 }
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102 when S_HOLD:
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103 if (!curse) {
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104 /*