annotate urogue/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 c495a4f288c6
children 0250220d8cdd
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1 /*
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2 monsters.c - File with various monster functions in it
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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 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <stdlib.h>
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20 #include <string.h>
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21 #include <ctype.h>
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22 #include "rogue.h"
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23
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24 /*
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25 summon_monster()
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26 Summon a monster.
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27 */
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28
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29 struct linked_list *
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30 summon_monster(int type, int familiar, int print_message)
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31 {
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32 struct linked_list *mp;
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33 struct thing *tp;
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34 int monster;
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35
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36 if (familiar && !is_wearing(R_WIZARD) && off(player, CANSUMMON))
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37 {
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38 msg("Only spellcasters can summon familiars!");
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39 return(NULL);
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40 }
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41
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42 if (type == 0) /* Random monster modified by level */
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43 {
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44 int ndice = min(pstats.s_lvl, (nummonst - NUMSUMMON) / 8);
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45
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46 monster = min(nummonst, roll(ndice, pstats.s_charisma));
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47
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48 /*
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49 * if a familiar exists, and it is higher in level, make it
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50 * again
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51 */
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52
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53 if (fam_ptr != NULL)
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54 {
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55 struct thing *fp = THINGPTR(fam_ptr);
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56
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57 monster = max(fp->t_index, monster);
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58 }
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59 }
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60 else
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61 monster = type;
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62
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63 turn_on(player, SUMMONING);
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64
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65 mp = creat_mons(&player, monster, NOMESSAGE);
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66
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67 if (!mp)
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68 {
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69 msg("Summon failed.");
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70 turn_off(player, SUMMONING);
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71 return(NULL);
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72 }
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73
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74 if (print_message == MESSAGE)
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75 {
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76 msg("A %s appears out of nowhere!", monsters[monster].m_name);
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77
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78 if (familiar)
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79 msg("I am here to serve %s.", whoami);
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80 else
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81 {
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82 msg("My goodness, are you Yendor?");
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83 ++mons_summoned;
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84 debug("%d monsters now summoned.", mons_summoned);
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85 }
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86 }
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87
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88 tp = THINGPTR(mp);
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89 turn_on(*tp, ISCHARMED); /* Summoned monsters are always charmed */
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90
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91 if (familiar)
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92 {
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