annotate urogue/maze.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 c495a4f288c6
children
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1 /*
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2 maze.c - functions for dealing with armor
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3
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
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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 #include <stdlib.h>
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16 #include "rogue.h"
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17
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18 static char *frontier;
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19 static char *bits;
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20 static int urlines;
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21 static int urcols;
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22
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23 /*
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24 domaze()
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25 Draw the maze on this level.
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26 */
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27
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28 void
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29 do_maze(void)
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30 {
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31 int i, least;
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32 struct room *rp;
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33 struct linked_list *item;
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34 struct object *obj;
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35 struct thing *mp;
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36 int treas;
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37 coord tp;
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38
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39 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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40 {
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41 rp->r_nexits = 0; /* no exits */
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42 rp->r_flags = ISGONE; /* kill all rooms */
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43 rp->r_fires = 0; /* no fires */
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44 }
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45
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46 rp = &rooms[0]; /* point to only room */
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47 rp->r_flags = ISDARK; /* mazes always dark */
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48 rp->r_pos.x = 0; /* room fills whole screen */
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49 rp->r_pos.y = 1;
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50 rp->r_max.x = COLS - 1;
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51 rp->r_max.y = LINES - 3;
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52 draw_maze(); /* put maze into window */
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53
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54 /* add some gold to make it worth looking for */
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55
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56 item = spec_item(GOLD, 0, 0, 0);
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57 obj = OBJPTR(item);
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58 obj->o_count *= (rnd(10) + 5); /* add in one large hunk */
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59
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60 do
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61 {
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62 rnd_pos(rp, &tp);
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63 }
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64 while( mvwinch(stdscr, tp.y, tp.x) != FLOOR);
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65
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66 obj->o_pos = tp;
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67 add_obj(item, tp.y, tp.x);
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68
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69 /* add in some food to make sure he has enough */
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70
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71 item = spec_item(FOOD, 0, 0, 0);
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72 obj = OBJPTR(item);
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73
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74 do
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75 {
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76 rnd_pos(rp, &tp);
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77 }
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78 while( mvwinch(stdscr, tp.y, tp.x) != FLOOR);
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79
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80 obj->o_pos = tp;
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81 add_obj(item, tp.y, tp.x);
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82
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83 if (rnd(100) < 5) /* 5% for treasure maze level */
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84 {
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85 treas = TRUE;
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86 least = 20;
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87 debug("Treasure maze.");
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88 }
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89 else /* normal maze level */
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90 {
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91 least = 1;
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92 treas = FALSE;
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93 }
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94