annotate urogue/passages.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 passages.c - Draw the connecting passages
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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 "rogue.h"
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21
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22 #define cmov(xy) move((xy).y, (xy).x)
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23
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24 /*
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25 do_passages()
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26 Draw all the passages on a level.
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27 */
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28
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29 void
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30 do_passages(void)
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31 {
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32 struct rdes *r1, *r2 = NULL;
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33 int i, j;
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34 int roomcount;
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35
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36 static struct rdes rdes[MAXROOMS] =
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37 {
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38 {{ 0, 1, 0, 1, 0, 0, 0, 0, 0},
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39 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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40 {{ 1, 0, 1, 0, 1, 0, 0, 0, 0},
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41 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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42 {{ 0, 1, 0, 0, 0, 1, 0, 0, 0},
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43 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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44 {{ 1, 0, 0, 0, 1, 0, 1, 0, 0},
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45 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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46 {{ 0, 1, 0, 1, 0, 1, 0, 1, 0},
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47 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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48 {{ 0, 0, 1, 0, 1, 0, 0, 0, 1},
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49 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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50 {{ 0, 0, 0, 1, 0, 0, 0, 1, 0},
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51 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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52 {{ 0, 0, 0, 0, 1, 0, 1, 0, 1},
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53 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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54 {{ 0, 0, 0, 0, 0, 1, 0, 1, 0},
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55 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}
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56 };
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57
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58 /* reinitialize room graph description */
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59
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60 for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++)
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61 {
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62 for (j = 0; j < MAXROOMS; j++)
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63 r1->isconn[j] = FALSE;
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64
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65 r1->ingraph = FALSE;
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66 }
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67
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68 /*
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69 * starting with one room, connect it to a random adjacent room and
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70 * then pick a new room to start with.
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71 */
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72
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73 roomcount = 1;
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74 r1 = &rdes[rnd(MAXROOMS)];
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75 r1->ingraph = TRUE;
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76
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77 do
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78 {
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79 j = 0;
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80
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81 for (i = 0; i < MAXROOMS; i++)
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82 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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83 r2 = &rdes[i];
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84
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85 /*
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86 * if no adjacent rooms are outside the graph, pick a new
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87 * room to look from
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88 */
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89
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90 if (j == 0)
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91 do
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92 {