view rogue4/misc.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 0990adf580ee
children 0250220d8cdd
line wrap: on
line source

/*
 * All sorts of miscellaneous routines
 *
 * @(#)misc.c	4.30 (Berkeley) 4/6/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <stdlib.h>
#include <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"

/*
 * tr_name:
 *	Print the name of a trap
 */
char *
tr_name(char type)
{
    switch (type)
    {
	case T_DOOR:
	    return terse ? "a trapdoor" : "you found a trapdoor";
	case T_BEAR:
	    return terse ? "a beartrap" : "you found a beartrap";
	case T_SLEEP:
	    return terse ? "a sleeping gas trap":"you found a sleeping gas trap";
	case T_ARROW:
	    return terse ? "an arrow trap" : "you found an arrow trap";
	case T_TELEP:
	    return terse ? "a teleport trap" : "you found a teleport trap";
	case T_DART:
	    return terse ? "a dart trap" : "you found a poison dart trap";
    }
    msg("wierd trap: %d", type);
    return NULL;
}

/*
 * look:
 *	A quick glance all around the player
 */
void
look(bool wakeup)
{
    register int x, y;
    register unsigned char ch;
    register int index;
    register THING *tp;
    register struct room *rp;
    register int ey, ex;
    register int passcount = 0;
    register char pfl, *fp, pch;
    register int sy, sx, sumhero = 0, diffhero = 0;
    register int oldx, oldy;

    getyx(stdscr, oldy, oldx);
    rp = proom;
    if (!ce(oldpos, hero))
    {
	if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND))
	{
	    ey = oldpos.y + 1;
	    ex = oldpos.x + 1;
	    sy = oldpos.y - 1;
	    for (x = oldpos.x - 1; x <= ex; x++)
		for (y = sy; y <= ey; y++)
		{
		    if (y == hero.y && x == hero.x)
			continue;
		    move(y, x);
		    if (inch() == FLOOR)
			addch(' ');
		}
	}
	oldpos = hero;
	oldrp = rp;
    }
    ey = hero.y + 1;
    ex = hero.x + 1;
    sx = hero.x - 1;
    sy = hero.y - 1;
    if (door_stop && !firstmove && running)
    {
	sumhero = hero.y + hero.x;
	diffhero = hero.y - hero.x;
    }
    index = INDEX(hero.y, hero.x);
    pfl = _flags[index];
    pch = _level[index];
    for (y = sy; y <= ey; y++)
	if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++)
	{
	    if (x <= 0 || x >= COLS)
		continue;
	    if (!on(player, ISBLIND))
	    {
		if (y == hero.y && x == hero.x)
		    continue;
	    }
	    else if (y != hero.y || x != hero.x)
		continue;

	    index = INDEX(y, x);
	    /*
	     * THIS REPLICATES THE moat() MACRO.  IF MOAT IS CHANGED,
	     * THIS MUST BE CHANGED ALSO
	     */
	    fp = &_flags[index];
	    ch = _level[index];
	    if (pch != DOOR && ch != DOOR)
		if ((pfl & F_PASS) != (*fp & F_PASS))
		    continue;
		else if ((*fp & F_PASS) && (*fp & F_PNUM) != (pfl & F_PNUM))
		    continue;

	    if ((tp = _monst[index]) != NULL)
		if (on(player, SEEMONST) && on(*tp, ISINVIS))
		{
		    if (door_stop && !firstmove)
			running = FALSE;
		    continue;
		}
		else
		{
		    if (wakeup)
			wake_monster(y, x);
		    if (tp->t_oldch != ' ' ||
			(!(rp->r_flags & ISDARK) && !on(player, ISBLIND)))
			    tp->t_oldch = _level[index];
		    if (see_monst(tp))
			ch = tp->t_disguise;
		}

	    move(y, x);
	    if (ch != inch())
		addch(ch);

	    if (door_stop && !firstmove && running)
	    {
		switch (runch)
		{
		    case 'h':
			if (x == ex)
			    continue;
		    when 'j':
			if (y == sy)
			    continue;
		    when 'k':
			if (y == ey)
			    continue;
		    when 'l':
			if (x == sx)
			    continue;
		    when 'y':
			if ((y + x) - sumhero >= 1)
			    continue;
		    when 'u':
			if ((y - x) - diffhero >= 1)
			    continue;
		    when 'n':
			if ((y + x) - sumhero <= -1)
			    continue;
		    when 'b':
			if ((y - x) - diffhero <= -1)
			    continue;
		}
		switch (ch)
		{
		    case DOOR:
			if (x == hero.x || y == hero.y)
			    running = FALSE;
			break;
		    case PASSAGE:
			if (x == hero.x || y == hero.y)
			    passcount++;
			break;
		    case FLOOR:
		    case '|':
		    case '-':
		    case ' ':
			break;
		    default:
			running = FALSE;
			break;
		}
	    }
	}
    if (door_stop && !firstmove && passcount > 1)
	running = FALSE;
    move(hero.y, hero.x);
    addch(PLAYER);
}

/*
 * find_obj:
 *	Find the unclaimed object at y, x
 */
THING *
find_obj(int y, int x)
{
    register THING *op;

    for (op = lvl_obj; op != NULL; op = next(op))
    {
	if (op->o_pos.y == y && op->o_pos.x == x)
		return op;
    }
#ifdef WIZARD
    sprintf(prbuf, "Non-object %d,%d", y, x);
    debug(prbuf);
#endif
    return NULL;
}

/*
 * eat:
 *	She wants to eat something, so let her try
 */
void
eat(void)
{
    register THING *obj;

    if ((obj = get_item("eat", FOOD)) == NULL)
	return;
    if (obj->o_type != FOOD)
    {
	if (!terse)
	    msg("ugh, you would get ill if you ate that");
	else
	    msg("that's Inedible!");
	return;
    }
    inpack--;
    
    if (food_left < 0)
	food_left = 0;
    if ((food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE)
	food_left = STOMACHSIZE;
    hungry_state = 0;
    if (obj == cur_weapon)
	cur_weapon = NULL;
    if (obj->o_which == 1)
	msg("my, that was a yummy %s", fruit);
    else
	if (rnd(100) > 70)
	{
	    pstats.s_exp++;
	    msg("yuk, this food tastes awful");
	    check_level();
	}
	else
	    msg("yum, that tasted good");

	if (--obj->o_count < 1)
    {
	detach(pack, obj);
	discard(obj);
    }
}

/*
 * chg_str:
 *	Used to modify the playes strength.  It keeps track of the
 *	highest it has been, just in case
 */
void
chg_str(int amt)
{
    str_t comp;

    if (amt == 0)
	return;
    add_str(&pstats.s_str, amt);
    comp = pstats.s_str;
    if (ISRING(LEFT, R_ADDSTR))
	add_str(&comp, -cur_ring[LEFT]->o_ac);
    if (ISRING(RIGHT, R_ADDSTR))
	add_str(&comp, -cur_ring[RIGHT]->o_ac);
    if (comp > max_stats.s_str)
	max_stats.s_str = comp;
}

/*
 * add_str:
 *	Perform the actual add, checking upper and lower bound limits
 */
void
add_str(str_t *sp, int amt)
{
    if ((*sp += amt) < 3)
	*sp = 3;
    else if (*sp > 31)
	*sp = 31;
}

/*
 * add_haste:
 *	Add a haste to the player
 */
bool
add_haste(bool potion)
{
    if (on(player, ISHASTE))
    {
	no_command += rnd(8);
	player.t_flags &= ~ISRUN;
	extinguish(nohaste);
	player.t_flags &= ~ISHASTE;
	msg("you faint from exhaustion");
	return FALSE;
    }
    else
    {
	player.t_flags |= ISHASTE;
	if (potion)
	    fuse(nohaste, 0, rnd(4)+4, AFTER);
	return TRUE;
    }
}

/*
 * aggravate:
 *	Aggravate all the monsters on this level
 */
void
aggravate(void)
{
    register THING *mi;

    for (mi = mlist; mi != NULL; mi = next(mi))
	runto(&mi->t_pos, &hero);
}

/*
 * vowelstr:
 *      For printfs: if string starts with a vowel, return "n" for an
 *	"an".
 */
char *
vowelstr(const char *str)
{
    switch (*str)
    {
	case 'a': case 'A':
	case 'e': case 'E':
	case 'i': case 'I':
	case 'o': case 'O':
	case 'u': case 'U':
	    return "n";
	default:
	    return "";
    }
}

/* 
 * is_current:
 *	See if the object is one of the currently used items
 */
bool
is_current(THING *obj)
{
    if (obj == NULL)
	return FALSE;
    if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
	|| obj == cur_ring[RIGHT])
    {
	if (!terse)
	    addmsg("That's already ");
	msg("in use");
	return TRUE;
    }
    return FALSE;
}

/*
 * get_dir:
 *      Set up the direction co_ordinate for use in varios "prefix"
 *	commands
 */
bool
get_dir(void)
{
    register char *prompt;
    register bool gotit;

    if (!terse)
	msg(prompt = "which direction? ");
    else
	prompt = "direction: ";
    do
    {
	gotit = TRUE;
	switch (readchar())
	{
	    case 'h': case'H': delta.y =  0; delta.x = -1;
	    when 'j': case'J': delta.y =  1; delta.x =  0;
	    when 'k': case'K': delta.y = -1; delta.x =  0;
	    when 'l': case'L': delta.y =  0; delta.x =  1;
	    when 'y': case'Y': delta.y = -1; delta.x = -1;
	    when 'u': case'U': delta.y = -1; delta.x =  1;
	    when 'b': case'B': delta.y =  1; delta.x = -1;
	    when 'n': case'N': delta.y =  1; delta.x =  1;
	    when ESCAPE: return FALSE;
	    otherwise:
		mpos = 0;
		msg(prompt);
		gotit = FALSE;
	}
    } until (gotit);
    if (on(player, ISHUH) && rnd(5) == 0)
	do
	{
	    delta.y = rnd(3) - 1;
	    delta.x = rnd(3) - 1;
	} while (delta.y == 0 && delta.x == 0);
    mpos = 0;
    return TRUE;
}

/*
 * sign:
 *	Return the sign of the number
 */
int
sign(int nm)
{
    if (nm < 0)
	return -1;
    else
	return (nm > 0);
}

/*
 * spread:
 *	Give a spread around a given number (+/- 10%)
 */
int
spread(int nm)
{
    return nm - nm / 10 + rnd(nm / 5);
}

/*
 * call_it:
 *	Call an object something after use.
 */
void
call_it(bool know, char **guess)
{
    if (know && *guess)
    {
	free(*guess);
	*guess = NULL;
    }
    else if (!know && askme && *guess == NULL)
    {
	msg(terse ? "call it: " : "what do you want to call it? ");
	if (get_str(prbuf, stdscr) == NORM)
	{
	    *guess = malloc((unsigned int) strlen(prbuf) + 1);
	    strcpy(*guess, prbuf);
	}
    }
}