Mercurial > hg > early-roguelike
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 |
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date | Mon, 15 Jan 2018 20:20:35 -0500 |
parents | c495a4f288c6 |
children | 0250220d8cdd |
rev | line source |
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256
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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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