reset travel cache when changing levels

When travel fails to reach its destination, it remembers the target
spot to use as default next time.  But that spot is only meaningful
on the current level.  Discard last travel destination when moving
to a different level.

Also, discard unlocking context when changing level unless the
context is for a container being brought along (after having been
picked up since you can't unlock a carried box).  Previously, a
door pointer on the new level could happen to match the last one
being unlocked on the old level.

Discard trap setting context when changing level even if the trap
object is brought along.

Somehow the code for applying a touchstone got inserted in between
two sections of code for applying a trap (ages ago; probably since
touchstone was first introduced however many versions back), so
clean that up.
This commit is contained in:
PatR
2016-05-28 19:54:19 -07:00
parent ea9a95d463
commit 0c70b1bd06
5 changed files with 36 additions and 18 deletions

View File

@@ -75,7 +75,8 @@ STATIC_PTR int
picklock(VOID_ARGS)
{
if (xlock.box) {
if ((xlock.box->ox != u.ux) || (xlock.box->oy != u.uy)) {
if (xlock.box->where != OBJ_FLOOR
|| xlock.box->ox != u.ux || xlock.box->oy != u.uy) {
return ((xlock.usedtime = 0)); /* you or it moved */
}
} else { /* door */
@@ -228,6 +229,14 @@ reset_pick()
xlock.box = 0;
}
/* level change; don't reset if hero is carrying xlock.box with him/her */
void
maybe_reset_pick()
{
if (!xlock.box || !carried(xlock.box))
reset_pick();
}
/* for doapply(); if player gives a direction or resumes an interrupted
previous attempt then it costs hero a move even if nothing ultimately
happens; when told "can't do that" before being asked for direction