Mercurial > hg > early-roguelike
annotate xrogue/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 | f54901b9c39b |
children | e52a8a7ad4c5 |
rev | line source |
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133
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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 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <ctype.h> |
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20 #include <curses.h> |
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21 #include <limits.h> |
220
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22 #include <stdlib.h> |
133
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23 #include "rogue.h" |
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24 |
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25 bool straight_shot(int ery, int erx, int eey, int eex, coord *shooting); |
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26 |
133
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27 /* |
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28 * Canblink checks if the monster can teleport (blink). If so, it will |
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29 * try to blink the monster next to the player. |
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30 */ |
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31 |
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32 bool |
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33 can_blink(struct thing *tp) |
133
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34 { |
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35 register int y, x, index=9; |
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36 coord tryp; /* To hold the coordinates for use in diag_ok */ |
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37 bool spots[9], found_one=FALSE; |
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38 |
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39 /* |
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40 * First, can the monster even blink? And if so, there is only a 50% |
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41 * chance that it will do so. And it won't blink if it is running or |
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42 * held. |
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43 */ |
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44 if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) || |
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45 on(*tp, ISFLEE) || |
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46 tp->t_action == A_FREEZE || |
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47 (rnd(12) < 6)) return(FALSE); |
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48 |
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49 |
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50 /* Initialize the spots as illegal */ |
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51 do { |
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52 spots[--index] = FALSE; |
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53 } while (index > 0); |
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54 |
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55 /* Find a suitable spot next to the player */ |
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56 for (y=hero.y-1; y<hero.y+2; y++) |
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57 for (x=hero.x-1; x<hero.x+2; x++, index++) { |
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58 /* Make sure x coordinate is in range and that we are |
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59 * not at the player's position |
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60 */ |
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61 if (x<0 || x >= cols || index == 4) continue; |
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62 |
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63 /* Is it OK to move there? */ |
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64 if (step_ok(y, x, NOMONST, tp) && |
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65 (!isatrap(mvwinch(cw, y, x)) || |
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66 rnd(10) >= tp->t_stats.s_intel || |
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67 on(*tp, ISFLY))) { |
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68 /* OK, we can go here. But don't go there if |
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69 * monster can't get at player from there |
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70 */ |
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71 tryp.y = y; |
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72 tryp.x = x; |
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73 if (diag_ok(&tryp, &hero, tp)) { |
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74 spots[index] = TRUE; |
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75 found_one = TRUE; |
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76 } |
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77 } |
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78 } |
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79 |
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80 /* If we found one, go to it */ |
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81 if (found_one) { |
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82 unsigned char rch; /* What's really where the creatures moves to */ |
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83 |
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84 /* Find a legal spot */ |
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85 while (spots[index=rnd(9)] == FALSE) continue; |
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86 |
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87 /* Get the coordinates */ |
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88 y = hero.y + (index/3) - 1; |
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89 x = hero.x + (index % 3) - 1; |
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90 |
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91 /* Move the monster from the old space */ |