view srogue/disply.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 94a0d9dd5ce1
children e52a8a7ad4c5
line wrap: on
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/*
 * various display routines and flag checking functions
 *
 * @(#)disply.c		9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "rogue.h"
#include <ctype.h>
#include "rogue.ext"

/*
 * displevl:
 *	Display detailed level for wizard and scroll
 */
void
displevl(void)
{
	reg char ch, mch;
	reg int i,j;
	reg struct room *rp;

	for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
		rp->r_flags &= ~ISDARK;

	for (i = 0; i < LINES - 2; i++) {
		for (j = 0; j < COLS - 1; j++) {
			ch = mvinch(i,j);
			if (isatrap(ch)) {
				struct trap *what;

				what = trap_at(i, j);
				if (what != NULL)
					what->tr_flags |= ISFOUND;
			}
			else if (ch == SECRETDOOR) {
				ch = DOOR;
				mvaddch(i, j, ch);
			}
			else if (illeg_ch(ch)) {
				ch = FLOOR;
				mvaddch(i, j, ch);
			}
			if (mvwinch(mw, i, j) != ' ') {
				struct linked_list *what;
				struct thing *it;

				what = find_mons(i, j);
				if (what == NULL) {
					ch = FLOOR;
					mvaddch(i, j, ch);
				}
				else {
					it = THINGPTR(what);
					it->t_oldch = ch;
				}
			}
			mch = mvwinch(cw, i, j);
			if (isalpha(mch))
				ch = mch;
			mvwaddch(cw, i, j, ch);
		}
	}
	nochange = FALSE;	/* display status again */
	draw(cw);
}

/*
 * dispmons:
 *	Show monsters for wizard and potion
 */
void
dispmons(void)
{
	reg int ch, y, x;
	reg struct thing *it;
	reg struct linked_list *item;

	for (item = mlist; item != NULL; item = next(item)) {
		it = THINGPTR(item);
		y = it->t_pos.y;
		x = it->t_pos.x;
		mvwaddch(cw, y, x, it->t_type);
		it->t_flags |= ISFOUND;
		if (it->t_type == 'M')			/* if a mimic */
			it->t_disguise = 'M';		/* give it away */
	}
	draw(cw);
}

/*
 * winat:
 *	Get whatever character is at a location on the screen
 */
char
winat(int y, int x)
{
	reg char ch;

	if (mvwinch(mw,y,x) == ' ')
		ch = mvinch(y, x);			/* non-monsters */
	else
		ch = winch(mw);				/* monsters */
	return ch;
}

/*
 * cordok:
 *	Returns TRUE if coordinate is on usable screen
 */
bool
cordok(int y, int x)
{
	if (x < 0 || y < 0 || x >= COLS || y >= LINES - 1)
		return FALSE;
	return TRUE;
}

/*
 * pl_on:
 *	Returns TRUE if the player's flag is set
 */
bool
pl_on(long what)
{
	return (player.t_flags & what);
}


/*
 * pl_off:
 *	Returns TRUE when player's flag is reset
 */
bool
pl_off(long what)
{
	return (!(player.t_flags & what));
}


/*
 * o_on:
 *	Returns TRUE in the objects flag is set
 */
bool
o_on(struct object *what, long bit)
{
	reg int flag;

	flag = FALSE;
	if (what != NULL)
		flag = (what->o_flags & bit);
	return flag;
}


/*
 * o_off:
 *	Returns TRUE is the objects flag is reset
 */
bool
o_off(struct object *what, long bit)
{
	reg int flag;

	flag = FALSE;
	if (what != NULL)
		flag = !(what->o_flags & bit);
	return flag;
}


/*
 * setoflg:
 *	Set the specified flag for the object
 */
void
setoflg(struct object *what, long bit)
{
	what->o_flags |= bit;
}


/*
 * resoflg:
 *	Reset the specified flag for the object
 */
void
resoflg(struct object *what, long bit)
{
	what->o_flags &= ~bit;
}