Mercurial > hg > early-roguelike
annotate rogue5/chase.c @ 124:d10fc4a065ac
rogue5: ignore the file name stored in the save file.
state.c had put file_name into the save file. The saved value was used
to overwrite file_name on restore. If the save file had been renamed,
unlink(file_name) would then fail, because file_name held the old name.
To avoid breaking savefile compatibility, file_name is still saved, but
it is read back into a temporary buffer and then ignored.
I thought I fixed this already.
author | John "Elwin" Edwards |
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date | Fri, 16 Jan 2015 13:42:30 -0500 |
parents | f502bf60e6e4 |
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rev | line source |
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33
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1 /* |
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2 * Code for one creature to chase another |
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3 * |
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4 * @(#)chase.c 4.57 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <stdlib.h> |
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14 #include <curses.h> |
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15 #include "rogue.h" |
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16 |
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17 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ |
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18 |
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19 static coord ch_ret; /* Where chasing takes you */ |
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20 |
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21 /* |
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22 * runners: |
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23 * Make all the running monsters move. |
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24 */ |
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25 void |
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26 runners(void) |
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27 { |
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28 THING *tp; |
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29 THING *next; |
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30 int wastarget; |
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31 coord orig_pos; |
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32 |
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33 for (tp = mlist; tp != NULL; tp = next) |
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34 { |
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35 /* remember this in case the monster's "next" is changed */ |
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36 next = next(tp); |
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37 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) |
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38 { |
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39 orig_pos = tp->t_pos; |
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40 wastarget = on(*tp, ISTARGET); |
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41 if (move_monst(tp) == -1) |
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42 continue; |
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43 if (on(*tp, ISFLY) && dist_cp(&hero, &tp->t_pos) >= 3) |
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44 move_monst(tp); |
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45 if (wastarget && !ce(orig_pos, tp->t_pos)) |
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46 { |
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47 tp->t_flags &= ~ISTARGET; |
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48 to_death = FALSE; |
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49 } |
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50 } |
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51 } |
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52 if (has_hit) |
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53 { |
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54 endmsg(); |
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55 has_hit = FALSE; |
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56 } |
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57 } |
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58 |
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59 /* |
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60 * move_monst: |
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61 * Execute a single turn of running for a monster |
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62 */ |
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63 int |
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64 move_monst(THING *tp) |
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65 { |
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66 if (!on(*tp, ISSLOW) || tp->t_turn) |
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67 if (do_chase(tp) == -1) |
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68 return(-1); |
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69 if (on(*tp, ISHASTE)) |
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70 if (do_chase(tp) == -1) |
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71 return(-1); |
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72 tp->t_turn ^= TRUE; |
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73 return(0); |
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74 } |
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75 |
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76 /* |
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77 * relocate: |
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78 * Make the monster's new location be the specified one, updating |
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79 * all the relevant state. |
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80 */ |
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81 void |
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82 relocate(THING *th, const coord *new_loc) |
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83 { |
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84 struct room *oroom; |
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85 |
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86 if (!ce(*new_loc, th->t_pos)) |
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87 { |
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88 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch); |
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89 th->t_room = roomin(new_loc); |
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90 set_oldch(th, new_loc); |
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91 oroom = th->t_room; |
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92 moat(th->t_pos.y, th->t_pos.x) = NULL; |
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93 |
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94 if (oroom != th->t_room) |
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95 th->t_dest = find_dest(th); |
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96 th->t_pos = *new_loc; |
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97 moat(new_loc->y, new_loc->x) = th; |
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98 } |
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99 move(new_loc->y, new_loc->x); |
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100 if (see_monst(th)) |
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101 addch(th->t_disguise); |
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102 else if (on(player, SEEMONST)) |
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103 { |
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104 standout(); |
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105 addch(th->t_type); |
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106 standend(); |
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107 } |
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