Mercurial > hg > early-roguelike
annotate arogue5/move.c @ 152:0c775afe0072
arogue7, xrogue: fix command repetition.
In both games, command() loops and calls the action function twice for
each command: once to schedule it by setting player.t_action and
player.t_no_move, and again, to actually do it, once player.t_no_move
has been reduced to 0. Each loop decremented count, so repeated
commands were only repeated half the number of times the player typed.
count is now decremented only when ch has been set to the repeated
command.
author | John "Elwin" Edwards |
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date | Thu, 28 May 2015 11:08:03 -0400 |
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rev | line source |
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63
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1 /* |
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2 * Hero movement commands |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Super-Rogue" |
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9 * Copyright (C) 1984 Robert D. Kindelberger |
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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 "curses.h" |
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20 #include <ctype.h> |
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21 #include "rogue.h" |
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22 |
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23 /* |
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24 * Used to hold the new hero position |
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25 */ |
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26 |
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27 static coord nh; |
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28 |
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29 static const char Moves[3][3] = { |
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30 { 'y', 'k', 'u' }, |
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31 { 'h', '\0', 'l' }, |
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32 { 'b', 'j', 'n' } |
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33 }; |
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34 |
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35 /* |
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36 * be_trapped: |
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37 * The guy stepped on a trap.... Make him pay. |
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38 */ |
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39 |
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40 be_trapped(th, tc) |
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41 register struct thing *th; |
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42 register coord *tc; |
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43 { |
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44 register struct trap *tp; |
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45 register char ch; |
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46 register const char *mname = NULL; |
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47 register bool is_player = (th == &player), |
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48 can_see; |
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49 register struct linked_list *mitem = NULL; |
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50 |
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51 |
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52 /* Can the player see the creature? */ |
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53 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th))); |
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54 |
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55 tp = trap_at(tc->y, tc->x); |
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56 /* |
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57 * if he's wearing boots of elvenkind, he won't set off the trap |
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58 * unless its a magic pool (they're not really traps) |
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59 */ |
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60 if (is_player && |
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61 cur_misc[WEAR_BOOTS] != NULL && |
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62 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS && |
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63 tp->tr_type != POOL) |
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64 return '\0'; |
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65 |
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66 /* |
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67 * if the creature is flying then it won't set off the trap |
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68 */ |
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69 if (on(*th, ISFLY)) |
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70 return '\0'; |
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71 |
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72 tp->tr_flags |= ISFOUND; |
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73 |
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74 if (!is_player) { |
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75 mitem = find_mons(th->t_pos.y, th->t_pos.x); |
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76 mname = monsters[th->t_index].m_name; |
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77 } |
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78 else { |
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79 count = running = FALSE; |
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80 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type); |
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81 } |
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82 switch (ch = tp->tr_type) { |
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83 case TRAPDOOR: |
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84 if (is_player) { |
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85 level++; |
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86 pstats.s_hpt -= roll(1, 10); |
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87 msg("You fell into a trap!"); |
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88 if (pstats.s_hpt <= 0) death(D_FALL); |
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89 new_level(NORMLEV); |
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90 } |
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91 else { |
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92 if (can_see) msg("The %s fell into a trap!", mname); |
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93 |
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94 /* See if the fall killed the monster */ |
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95 if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) { |
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96 killed(mitem, FALSE, FALSE); |
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97 } |
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98 else { /* Just move monster to next level */ |
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99 check_residue(th); |
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100 |
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101 /* Erase the monster from the old position */ |
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102 if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x))) |
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103 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); |
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104 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); |
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105 turn_on(*th, ISELSEWHERE); |