annotate xrogue/weapons.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 ce0cf824c192
children f54901b9c39b
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1 /*
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2 weapons.c - Functions for dealing with problems brought about by weapons
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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 <curses.h>
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20 #include <ctype.h>
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ce0cf824c192 xrogue: add missing includes.
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21 #include <string.h>
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22 #include "rogue.h"
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23
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24 boomerang(ydelta, xdelta, item, tp)
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25 int ydelta, xdelta;
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26 register struct linked_list *item;
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27 register struct thing *tp;
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28 {
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29 register struct object *obj;
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30 struct thing midpoint;
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31 coord oldpos;
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32
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33 obj = OBJPTR(item);
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34 oldpos = obj->o_pos;
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35
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36 /*
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37 * make it appear to fly at the target
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38 */
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39 do_motion(obj, ydelta, xdelta, tp);
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40 hit_monster(unc(obj->o_pos), obj, tp);
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41
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42 /*
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43 * Now let's make it fly back to the wielder. We need to
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44 * use midpoint to fool do_motion into thinking the action
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45 * starts there. Do_motion only looks at the t_pos field.
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46 */
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47 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */
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48 do_motion(obj, -ydelta, -xdelta, &midpoint);
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49
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50 obj->o_pos = oldpos;
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51 }
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52
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53 /*
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54 * do the actual motion on the screen done by an object traveling
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55 * across the room. Note that we should not look at any field in
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56 * tp other than t_pos unless we change boomerang().
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57 */
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58
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59 do_motion(obj, ydelta, xdelta, tp)
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60 register struct object *obj;
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61 register int ydelta, xdelta;
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62 register struct thing *tp;
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63 {
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64
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65 /*
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66 * Come fly with us ...
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67 */
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68 obj->o_pos = tp->t_pos;
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69 for (;;) {
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70 register int ch;
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71 /*
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72 * Erase the old one
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73 */
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74 if (!ce(obj->o_pos, tp->t_pos) &&
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75 cansee(unc(obj->o_pos)) &&
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76 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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77 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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78 }
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79 /*
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80 * Get the new position
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81 */
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82 obj->o_pos.y += ydelta;
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83 obj->o_pos.x += xdelta;
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84 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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85 /*
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86 * It hasn't hit anything yet, so display it
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87 * If it alright.
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88 */
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89 if (cansee(unc(obj->o_pos)) &&
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90 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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91 if (obj->o_type == MISSILE) nofont(cw);
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