annotate srogue/scrolls.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 3aa87373c908
children 382ff498acdd
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36
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1 /*
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2 * Read a scroll and let it happen
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3 *
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4 * @(#)scrolls.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <stdlib.h>
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18 #include <string.h>
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19 #include <ctype.h>
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20 #include "rogue.h"
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21 #include "rogue.ext"
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22
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23 /*
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24 * read_scroll:
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25 * Let the hero read a scroll
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26 */
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27 read_scroll()
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28 {
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29 reg struct object *obj;
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30 reg struct linked_list *item;
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31 reg int i, j, wh;
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32 reg char ch, nch;
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33 struct room *rp;
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34 struct linked_list *titem;
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35 char buf[LINLEN];
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36 bool bless, curse;
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37
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38 if ((item = get_item("read", SCROLL)) == NULL)
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39 return;
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40 obj = OBJPTR(item);
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41 if (obj->o_type != SCROLL) {
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42 msg("Nothing to read.");
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43 after = FALSE;
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44 return;
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45 }
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46 msg("As you read the scroll, it vanishes.");
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47 wh = obj->o_which;
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48 bless = o_on(obj, ISBLESS);
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49 curse = o_on(obj, ISCURSED);
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50 del_pack(item); /* Get rid of the thing */
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51
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52 /*
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53 * Calculate the effect it has on the hero
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54 */
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55 switch(wh) {
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56 case S_KNOWALL:
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57 if (!curse) {
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58 idenpack(); /* identify all the pack */
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59 msg("You feel more knowledgable.");
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60 chg_abil(WIS,1,TRUE);
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61 s_know[S_KNOWALL] = TRUE;
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62 }
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63 when S_CONFUSE:
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64 if (!curse) {
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65 /*
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66 * Scroll of monster confusion. Give him that power.
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67 */
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68 msg("Your hands begin to glow red.");
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69 player.t_flags |= CANHUH;
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70 s_know[S_CONFUSE] = TRUE;
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71 }
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72 when S_LIGHT:
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73 rp = player.t_room;
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74 if (!curse) {
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75 if (rp == NULL) {
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76 s_know[S_LIGHT] = TRUE;
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77 msg("The corridor glows and then fades.");
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78 }
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79 else {
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80 if (rf_on(rp,ISDARK)) {
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81 s_know[S_LIGHT] = TRUE;
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82 msg("The room is lit.");
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83 rp->r_flags &= ~ISDARK;
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84 }
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85 light(&hero);
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86 mvwaddch(cw, hero.y, hero.x, PLAYER);
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87 }
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88 }
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89 when S_ARMOR:
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90 if (!curse) {
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91 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) {
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92 s_know[S_ARMOR] = TRUE;
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93 msg("Your armor glows faintly for a moment.");
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94 if (o_on(cur_armor,ISCURSED))
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95 cur_armor->o_ac = armors[cur_armor->o_which].a_class;
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96 else
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97 cur_armor->o_ac--;
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98 resoflg(cur_armor,ISCURSED);
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99 }
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100 }
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101 when S_HOLD:
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102 if (!curse) {
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103 /*
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104 * Hold monster scroll. Stop all monsters within 3 spaces
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105 * from chasing after the hero.