annotate arogue7/pack.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 * pack.c - Routines to deal with the pack.
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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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16 #include <ctype.h>
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b786053d2f37 arogue7: add missing header includes.
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17 #include <string.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 to deal with the pack
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25 */
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26
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27 /*
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28 * add_pack:
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29 * Pick up an object and add it to the pack. If the argument is non-null
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30 * use it as the linked_list pointer instead of gettting it off the ground.
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31 */
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32 bool
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33 add_pack(item, silent, packret)
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34 register struct linked_list *item, **packret;
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35 bool silent;
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36 {
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37 register struct linked_list *ip, *lp, *ap;
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38 register struct object *obj, *op;
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39 register bool exact, from_floor;
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40
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41 if (packret != NULL)
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42 *packret = NULL;
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43
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44 if (item == NULL)
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45 {
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46 from_floor = TRUE;
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47 if ((item = find_obj(hero.y, hero.x)) == NULL)
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48 return(FALSE);
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49 }
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50 else
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51 from_floor = FALSE;
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52 obj = OBJPTR(item);
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53 /*
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54 * If it is gold, just add its value to rogue's purse and get rid
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55 * of it.
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56 */
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57 if (obj->o_type == GOLD) {
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58 register struct linked_list *mitem;
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59 register struct thing *tp;
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60
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61 if (!silent) {
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62 if (!terse) addmsg("You found ");
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63 msg("%d gold pieces.", obj->o_count);
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64 }
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65
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66 /* First make sure no greedy monster is after this gold.
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67 * If so, make the monster run after the rogue instead.
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68 */
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69 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
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70 tp = THINGPTR(mitem);
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71 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero;
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72 }
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73
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74 purse += obj->o_count;
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75 if (from_floor) {
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76 detach(lvl_obj, item);
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77 if ((ap = find_obj(hero.y, hero.x)) == NULL)
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78 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
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79 else
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80 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
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81 }
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82 o_discard(item);
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83 return(TRUE);
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84 }
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85
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86 /*
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87 * see if he can carry any more weight
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88 */
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89 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) {
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90 msg("Too much for you to carry.");
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91 return FALSE;
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