annotate arogue7/misc.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
date Thu, 28 May 2015 11:08:03 -0400
parents cadff8f047a1
children 1cd604c827a3
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1 /*
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2 * misc.c - routines dealing specifically with miscellaneous magic
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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 "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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b786053d2f37 arogue7: add missing header includes.
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16 #include <stdlib.h>
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17 #include <ctype.h>
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18 #include "rogue.h"
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19 #ifdef PC7300
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20 #include "menu.h"
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21 #endif
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22
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23 /*
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24 * routines dealing specifically with miscellaneous magic
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25 */
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26
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27 /*
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28 * changeclass:
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29 * Change the player's class to the specified one.
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30 */
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31
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32 changeclass(newclass)
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33 int newclass;
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34 {
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35 if (newclass == player.t_ctype) {
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36 msg("You feel more skillful.");
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37 raise_level();
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38 }
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39 else {
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40 /*
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41 * reset his class and then use check_level to reset hit
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42 * points and the right level for his exp pts
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43 * drop exp pts by 10%
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44 */
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45 long save;
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46
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47 msg("You feel like a whole new person!");
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48
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49 /*
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50 * if he becomes a thief he has to have leather armor
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51 */
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52 if ((newclass == C_THIEF || newclass == C_ASSASIN) &&
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53 cur_armor != NULL &&
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54 cur_armor->o_which != LEATHER &&
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55 cur_armor->o_which != STUDDED_LEATHER )
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56 cur_armor->o_which = STUDDED_LEATHER;
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57 /*
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58 * if he becomes a monk he can't wear armor
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59 */
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60 if (newclass == C_MONK && cur_armor != NULL) {
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61 cur_armor->o_ac = armors[cur_armor->o_which].a_class -
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62 cur_armor->o_ac;
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63 cur_armor->o_type = MM;
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64 cur_armor->o_which = MM_PROTECT;
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65 cur_armor->o_flags &= ~(ISPROT | ISKNOW | ISMETAL);
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66 cur_misc[WEAR_CLOAK] = cur_armor;
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67 cur_armor = NULL;
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68 }
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69 /*
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70 * if he used to be a spell caster of some sort, kill the fuse
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71 */
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72 if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER)
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73 extinguish(spell_recovery);
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74 if (player.t_ctype == C_DRUID || player.t_ctype == C_RANGER)
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75 extinguish(chant_recovery);
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76 if ((player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN) &&
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77 !cur_relic[HEIL_ANKH])
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78 extinguish(prayer_recovery);
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79 /*
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80 * if he becomes a spell caster of some kind, give him a fuse
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81 */
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82 if (newclass == C_MAGICIAN || newclass == C_RANGER)
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83 fuse(spell_recovery, 0, SPELLTIME, AFTER);
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84 if (newclass == C_DRUID || newclass == C_RANGER)
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85 fuse(chant_recovery, 0, SPELLTIME, AFTER);
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86 if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
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87 fuse(prayer_recovery, 0, SPELLTIME, AFTER);
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88 /*
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89 * if he's changing from a fighter then may have to change
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90 * his sword since only fighter can use two-handed
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91 * and bastard swords
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