annotate urogue/rings.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 rings.c - Routines dealing specificaly with rings
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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
c495a4f288c6 Import UltraRogue from the Roguelike Restoration Project (r1490)
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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 <string.h>
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20 #include <stdlib.h>
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21 #include "rogue.h"
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22
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23 void
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24 ring_on(void)
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25 {
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26 struct object *obj;
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27 struct linked_list *item;
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28 int ring;
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29 char buf[2 * LINELEN];
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30
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31 if ((item = get_item("put on", RING)) == NULL)
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32 return;
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33
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34 obj = OBJPTR(item);
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35
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36 if (obj->o_type != RING)
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37 {
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38 msg("You can't put that on!");
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39 return;
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40 }
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41
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42 /* find out which hand to put it on */
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43
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44 if (is_current(obj))
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45 {
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46 msg("Already wearing that!");
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47 return;
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48 }
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49
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50 if (cur_ring[LEFT_1] == NULL)
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51 ring = LEFT_1;
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52 else if (cur_ring[LEFT_2] == NULL)
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53 ring = LEFT_2;
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54 else if (cur_ring[LEFT_3] == NULL)
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55 ring = LEFT_3;
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56 else if (cur_ring[LEFT_4] == NULL)
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57 ring = LEFT_4;
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58 else if (cur_ring[LEFT_5] == NULL)
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59 ring = LEFT_5;
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60 else if (cur_ring[RIGHT_1] == NULL)
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61 ring = RIGHT_1;
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62 else if (cur_ring[RIGHT_2] == NULL)
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63 ring = RIGHT_2;
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64 else if (cur_ring[RIGHT_3] == NULL)
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65 ring = RIGHT_3;
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66 else if (cur_ring[RIGHT_4] == NULL)
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67 ring = RIGHT_4;
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68 else if (cur_ring[RIGHT_5] == NULL)
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69 ring = RIGHT_5;
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70 else
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71 {
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72 msg("You already have on ten rings.");
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73 return;
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74 }
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75
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76 cur_ring[ring] = obj;
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77
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78 /* Calculate the effect it has on the poor guy. */
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79
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80 switch (obj->o_which)
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81 {
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82 case R_ADDSTR:
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83 pstats.s_str += obj->o_ac;
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84 break;
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85 case R_ADDHIT:
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86 pstats.s_dext += obj->o_ac;
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87 break;
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88 case R_ADDINTEL:
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89 pstats.s_intel += obj->o_ac;
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90 break;
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91 case R_ADDWISDOM:
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92 pstats.s_wisdom += obj->o_ac;
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93 break;
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