annotate arogue7/wear.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 f9ef86cf22b2
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1 /*
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2 * wear.c - functions for dealing with armor
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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 /*
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16 * This file contains misc functions for dealing with armor
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17 */
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18
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b786053d2f37 arogue7: add missing header includes.
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19 #include <stdlib.h>
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20 #include "curses.h"
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21 #include "rogue.h"
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22
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23
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24 /*
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25 * take_off:
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26 * Get the armor off of the players back
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27 */
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28
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29 take_off()
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30 {
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31 register struct object *obj;
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32 register struct linked_list *item;
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33
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34 /* It takes time to take things off */
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35 if (player.t_action != C_TAKEOFF) {
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36 /* What does player want to take off? */
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37 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL)
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38 return;
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39
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40 obj = OBJPTR(item);
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41 if (!is_current(obj)) {
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42 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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43 return;
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44 }
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45
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46 player.t_using = item; /* Remember what it is */
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47 player.t_action = C_TAKEOFF; /* We are taking something off */
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48
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49 /* Cursed items take almost no time */
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50 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player);
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51 else player.t_no_move = dress_units(item) * movement(&player);
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52 return;
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53 }
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54
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55 /* We have waited our time, let's take off our item */
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56 item = player.t_using;
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57 player.t_using = NULL;
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58 player.t_action = A_NIL;
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59
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60 obj = OBJPTR(item);
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61 if (!is_current(obj)) { /* Just to be on the safe side */
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62 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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63 return;
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64 }
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65
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66 /* Can the player remove the item? */
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67 if (!dropcheck(obj)) return;
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68 updpack(TRUE, &player);
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69
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70 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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71 }
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72
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73 /*
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74 * wear:
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75 * The player wants to wear something, so let him/her put it on.
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76 */
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77
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78 wear()
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79 {
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80 register struct linked_list *item;
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81 register struct object *obj;
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82 register int i;
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83
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84 /* It takes time to put things on */
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85 if (player.t_action != C_WEAR) {
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86 /* What does player want to wear? */
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87 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL)
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88 return;
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89
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90 obj = OBJPTR(item);
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91
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