annotate arogue7/chase.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 f9ef86cf22b2
children e52a8a7ad4c5
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1 /*
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2 * chase.c - Code for one object to chase another
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Code for one object to chase another
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17 *
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18 */
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19
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20 #include <ctype.h>
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21 #include <limits.h>
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22 #include <stdlib.h>
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23 #include "curses.h"
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24 #include "rogue.h"
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25 #define MAXINT INT_MAX
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26 #define MININT INT_MIN
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27
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28 bool straight_shot(int ery, int erx, int eey, int eex, coord *shooting);
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29
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30 /*
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31 * Canblink checks if the monster can teleport (blink). If so, it will
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32 * try to blink the monster next to the player.
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33 */
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34
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35 bool
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36 can_blink(struct thing *tp)
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37 {
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38 register int y, x, index=9;
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39 coord tryp; /* To hold the coordinates for use in diag_ok */
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40 bool spots[9], found_one=FALSE;
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41
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42 /*
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43 * First, can the monster even blink? And if so, there is only a 50%
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44 * chance that it will do so. And it won't blink if it is running or
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45 * held.
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46 */
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47 if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) ||
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48 on(*tp, ISFLEE) ||
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49 tp->t_action == A_FREEZE ||
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50 (rnd(12) < 6)) return(FALSE);
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51
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52
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53 /* Initialize the spots as illegal */
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54 do {
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55 spots[--index] = FALSE;
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56 } while (index > 0);
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57
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58 /* Find a suitable spot next to the player */
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59 for (y=hero.y-1; y<hero.y+2; y++)
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60 for (x=hero.x-1; x<hero.x+2; x++, index++) {
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61 /* Make sure x coordinate is in range and that we are
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62 * not at the player's position
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63 */
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64 if (x<0 || x >= cols || index == 4) continue;
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65
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66 /* Is it OK to move there? */
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67 if (step_ok(y, x, NOMONST, tp) &&
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68 (!isatrap(mvwinch(cw, y, x)) ||
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69 rnd(10) >= tp->t_stats.s_intel ||
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70 on(*tp, ISFLY))) {
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71 /* OK, we can go here. But don't go there if
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72 * monster can't get at player from there
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73 */
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74 tryp.y = y;
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75 tryp.x = x;
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76 if (diag_ok(&tryp, &hero, tp)) {
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77 spots[index] = TRUE;
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78 found_one = TRUE;
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79 }
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80 }
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81 }
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82
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83 /* If we found one, go to it */
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84 if (found_one) {
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85 char rch; /* What's really where the creatures moves to */
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86
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87 /* Find a legal spot */
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88 while (spots[index=rnd(9)] == FALSE) continue;
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89
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90 /* Get the coordinates */
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