Mercurial > hg > early-roguelike
annotate srogue/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 |
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date | Mon, 15 Jan 2018 20:20:35 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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1 /* |
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2 * Code for one object to chase another |
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3 * |
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4 * @(#)chase.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include <stdlib.h> |
36
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 #define FARAWAY 32767 |
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22 #define RDIST(a, b) (DISTANCE((a)->y, (a)->x, (b).y, (b).x)) |
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23 |
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24 int do_chase(struct linked_list *mon); |
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25 int chase(struct thing *tp, struct coord *ee, bool runaway, bool dofight); |
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26 |
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27 struct coord ch_ret; /* Where chasing takes you */ |
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28 |
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29 /* |
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30 * runners: |
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31 * Make all the running monsters move. |
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32 */ |
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33 void |
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34 runners(void) |
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35 { |
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36 reg struct thing *tp; |
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37 reg struct linked_list *mon,*nextmon; |
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38 |
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39 for (mon = mlist; mon != NULL; mon = nextmon) { |
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40 tp = THINGPTR(mon); |
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41 nextmon = next(mon); |
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42 if (off(*tp, ISHELD) && on(*tp, ISRUN)) { |
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43 if (tp->t_nomove > 0) |
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44 if (--tp->t_nomove > 0) |
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45 continue; |
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46 if (on(*tp, ISHASTE)) |
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47 if (do_chase(mon) == -1) |
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48 continue; |
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49 if (off(*tp, ISSLOW) || tp->t_turn) |
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50 if (do_chase(mon) == -1) |
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51 continue; |
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52 tp->t_turn ^= TRUE; |
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53 } |
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54 } |
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55 } |
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56 |
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57 |
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58 /* |
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59 * do_chase: |
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60 * Make one thing chase another. |
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61 */ |
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62 int |
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63 do_chase(struct linked_list *mon) |
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64 { |
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65 reg struct thing *th; |
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66 reg struct room *rer, *ree, *rxx; |
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67 reg int mindist, i, dist; |
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68 struct stats *st; |
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69 bool stoprun = FALSE, ondoor = FALSE, link = FALSE; |
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70 char runaway, dofight, wound, sch, ch; |
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71 struct coord this; |
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72 struct trap *trp; |
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73 |
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74 th = THINGPTR(mon); |
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75 wound = th->t_flags & ISWOUND; |
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76 if (wound) |
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77 mindist = 0; |
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78 else |
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79 mindist = FARAWAY; |
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80 runaway = wound; |
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81 dofight = !runaway; |
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82 rer = th->t_room; |
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83 if (th->t_type == 'V') { |
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84 if (rer != NULL && !rf_on(rer, ISDARK)) { |
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85 /* |
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86 * Vampires can't stand the light |
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87 */ |
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88 if (cansee(th->t_pos.y, th->t_pos.x)) |
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89 msg("The vampire vaporizes into thin air !"); |
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90 killed(mon, FALSE); |
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91 return(-1); |
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92 } |
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93 } |
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94 ree = roomin(th->t_dest); /* room of chasee */ |
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95 this = *th->t_dest; |
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96 /* |
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97 * If the object of our desire is in a different |
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98 * room, then run to the door nearest to our goal. |
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99 */ |
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100 if (mvinch(th->t_pos.y, th->t_pos.x) == DOOR) |
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101 ondoor = TRUE; |
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102 rxx = NULL; |
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103 if (rer != NULL || ree != NULL) { |