annotate xrogue/actions.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 e6179860cb76
children f54901b9c39b
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1 /*
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2 actions.c - functions for dealing with monster actions
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <ctype.h>
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20 #include <curses.h>
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21 #include <limits.h>
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22 #include "rogue.h"
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23
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24 int mf_count = 0; /* move_free counter - see actions.c(m_act()) */
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25 int mf_jmpcnt = 0; /* move_free counter for # of jumps */
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26
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27 /*
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28 * Did we disrupt a spell?
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29 */
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30 dsrpt_monster(tp, always, see_him)
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31 register struct thing *tp;
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32 bool always, see_him;
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33 {
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34 switch (tp->t_action) {
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35 case A_SUMMON:
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36 case A_MISSILE:
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37 case A_SLOW:
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38 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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39 tp->t_no_move = movement(tp);
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40 tp->t_using = NULL; /* Just to be on the safe side */
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41 turn_on(*tp, WASDISRUPTED);
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42 if (see_him)
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43 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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44 /*
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45 * maybe choose something else to do next time since player
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46 * is disrupting us
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47 */
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48 tp->t_summon *= 2;
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49 tp->t_cast /= 2;
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50 return;
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51 }
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52
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53 /* We may want to disrupt other actions, too */
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54 if (always) {
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55 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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56 tp->t_no_move = movement(tp);
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57 tp->t_using = NULL;/* Just to be on the safe side */
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58 }
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59 }
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60
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61 dsrpt_player()
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62 {
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63 int which, action;
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64 struct linked_list *item;
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65 struct object *obj;
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66
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67 action = player.t_action;
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68 which = player.t_selection;
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69
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70 switch (action) {
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71 case C_CAST: /* Did we disrupt a spell? */
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72 case C_PRAY:
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73 case C_CHANT:
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74 {
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75 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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76
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77 /* Charge him 1/4 anyway */
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78 if (action == C_CAST)
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79 spell_power += magic_spells[which].s_cost / 4;
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80 else if (action == C_PRAY)
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81 pray_time += cleric_spells[which].s_cost / 4;
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82 else if (action == C_CHANT)
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83 chant_time += druid_spells[which].s_cost / 4;
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84 }
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85 when C_COUNT: /* counting of gold? */
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86 {
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87 if (purse > 0) {
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88 msg("Your gold goes flying everywhere!");
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89 do {
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90 item = spec_item(GOLD, NULL, NULL, NULL);
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91 obj = OBJPTR(item);
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92 obj->o_count = min(purse, rnd(20)+1);