annotate xrogue/command.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 7c1cb43f346e
children e52a8a7ad4c5
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1 /*
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2 command.c - Read and execute the user commands
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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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 and AT&T
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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 <curses.h>
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20 #include <ctype.h>
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21 #include <signal.h>
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22 #include <stdlib.h>
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23 #include <string.h>
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24 #include "mach_dep.h"
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25 #include "rogue.h"
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26
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27 void display(void);
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28 void d_level(void);
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29 void u_level(void);
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30 void shell(void);
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31 void nameit(void);
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32 void namemonst(void);
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33 void count_gold(void);
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34
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35 /*
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36 * command:
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37 * Process the user commands
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38 */
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39
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40 void
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41 command(void)
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42 {
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43 unsigned int ch;
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44 struct linked_list *item;
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45 unsigned int countch = 0, direction = 0, newcount = FALSE;
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46 int segment = 1;
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47 int monst_limit, monst_current;
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48
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49 monst_limit = monst_current = 1;
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50 while (playing) {
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51 /*
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52 * Let the daemons start up, but only do them once a round
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53 * (round = 10 segments).
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54 */
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55 if (segment >= 10) {
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56 do_daemons(BEFORE);
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57 do_fuses(BEFORE);
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58 }
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59
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60 after = TRUE;
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61 do {
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62 /* One more tick of the clock. */
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63 if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) {
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64 daytime ^= TRUE;
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65 if (levtype == OUTSIDE) {
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66 if (daytime) msg("A bright star flares above the horizon.");
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67 else msg("The bright star travels beyond the horizon.");
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68 }
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69 light(&hero);
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70 }
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71
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72 /*
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73 * Don't bother with these updates unless the player's going
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74 * to do something.
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75 */
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76 if (player.t_action == A_NIL && player.t_no_move <= 1) {
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77 look(after, FALSE);
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78 lastscore = purse;
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79 wmove(cw, hero.y, hero.x);
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80 if (!((running || count) && jump)) {
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81 status(FALSE);
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82 }
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83 }
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84
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85 /* Draw the screen */
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86 if (!((running || count) && jump)) {
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87 wmove(cw, hero.y, hero.x);
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88 draw(cw);
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89 }
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90