annotate arogue7/util.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 b786053d2f37
children 1cd604c827a3
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1 /*
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2 * util.c - all sorts of miscellaneous routines
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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 "rogue.h"
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17 #include <ctype.h>
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18 #include <string.h>
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19 #ifdef PC7300
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20 #include <track.h>
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21 #include <kcodes.h>
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22 #include <sys/window.h>
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23 extern struct uwdata wdata;
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24 #endif
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25
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26 /*
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27 * all sorts of miscellaneous routines
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28 *
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29 */
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30
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31
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32
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33
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34 /*
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35 * this routine computes the players current AC without dex bonus's
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36 */
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37 int
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38 ac_compute(ignoremetal)
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39 bool ignoremetal;
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40 {
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41 register int ac;
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42
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43 ac = pstats.s_arm; /* base armor of "skin" */
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44 if (cur_armor) {
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45 if (!ignoremetal ||
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46 (cur_armor->o_which != LEATHER &&
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47 cur_armor->o_which != STUDDED_LEATHER &&
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48 cur_armor->o_which != PADDED_ARMOR))
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49 ac -= (10 - cur_armor->o_ac);
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50 }
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51 if (player.t_ctype == C_MONK)
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52 ac -= pstats.s_lvl * 2 / 3;
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53 ac -= ring_value(R_PROTECT);
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54 if (cur_misc[WEAR_BRACERS] != NULL)
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55 ac -= cur_misc[WEAR_BRACERS]->o_ac;
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56 if (cur_misc[WEAR_CLOAK] != NULL)
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57 ac -= cur_misc[WEAR_CLOAK]->o_ac;
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58
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59 /* If player has the cloak, must be wearing it */
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60 if (cur_relic[EMORI_CLOAK]) ac -= 5;
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61
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62 if (ac > 10)
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63 ac = 10;
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64 return(ac);
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65 }
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66
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67 /*
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68 * aggravate:
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69 * aggravate all the monsters on this level
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70 */
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71
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72 aggravate(do_uniques, do_good)
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73 bool do_uniques, do_good;
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74 {
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75 register struct linked_list *mi;
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76 register struct thing *thingptr;
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77
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78 for (mi = mlist; mi != NULL; mi = next(mi)) {
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79 thingptr = THINGPTR(mi);
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80 if (do_good == FALSE && off(*thingptr, ISMEAN)) continue;
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81 if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero);
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82 }
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83 }
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84
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85 /*
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86 * cansee:
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87 * returns true if the hero can see a certain coordinate.
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88 */
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89
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90 cansee(y, x)
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91 register int y, x;
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92 {