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annotate xrogue/effects.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 |
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date | Thu, 28 May 2015 11:08:03 -0400 |
parents | ce0cf824c192 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 effects.c - functions for dealing with appllying effects to monsters |
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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 |
135 | 19 #include <string.h> |
133
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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 * effect: |
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25 * Check for effects of one thing hitting another thing. Return |
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26 * the reason code if the defender is killed. Otherwise return 0. |
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27 */ |
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28 |
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29 effect(att, def, weap, thrown, see_att, see_def) |
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30 register struct thing *att, *def; |
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31 struct object *weap; |
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32 bool thrown; |
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33 register bool see_att, see_def; |
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34 { |
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35 register bool att_player, def_player; |
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36 char attname[LINELEN+1], defname[LINELEN+1]; |
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37 |
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38 /* See if the attacker or defender is the player */ |
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39 att_player = (att == &player); |
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40 def_player = (def == &player); |
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41 |
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42 /* |
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43 * If the player could see the attacker or defender, they can't |
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44 * surprise anymore (don't bother checking if they could). |
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45 */ |
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46 if (see_att) turn_off(*att, CANSURPRISE); |
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47 if (see_def) turn_off(*def, CANSURPRISE); |
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48 |
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49 /* What are the attacker and defender names? */ |
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50 if (att_player) strcpy(attname, "you"); |
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51 else { |
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52 if (see_att) strcpy(attname, monster_name(att)); |
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53 else strcpy(attname, "something"); |
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54 } |
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55 |
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56 if (def_player) strcpy(defname, "you"); |
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57 else { |
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58 if (see_def) strcpy(defname, monster_name(def)); |
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59 else strcpy(defname, "something"); |
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60 } |
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61 |
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62 /* |
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63 * See what happens to the attacker first. We can skip this |
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64 * whole section, however, if the defender is the player. |
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65 * Nothing happens (yet) to anyone just for hitting the player. |
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66 */ |
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67 if (!def_player) { |
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68 if (!thrown) { /* Some things require a direct hit. */ |
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69 /* |
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70 * If the attacker hits a rusting monster, The weapon |
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71 * may be damaged |
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72 */ |
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73 if (on(*def, CANRUST) && weap && |
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74 weap->o_type != RELIC && (weap->o_flags & ISMETAL) && |
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75 !(weap->o_flags & ISPROT)) { |
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76 if ((weap->o_hplus < 1 && weap->o_dplus < 1) || |
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77 roll(1,20) < weap->o_hplus+weap->o_dplus+10) { |
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78 if (rnd(100) < 50) weap->o_hplus--; |
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79 else weap->o_dplus--; |
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80 if (att_player) |
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81 msg(terse ? "Your %s weakens!" |
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82 : "Your %s gets weaker!", |
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83 weaps[weap->o_which].w_name); |
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84 } |
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85 } |
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86 } |
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87 |
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88 /* If the attacker hit something that shrieks, wake the dungeon */ |
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89 if (on(*def, CANSHRIEK)) { |
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90 if (see_def) |
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