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
date Mon, 15 Jan 2018 20:20:35 -0500
parents 94a0d9dd5ce1
children e52a8a7ad4c5
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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>
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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) {