Mercurial > hg > early-roguelike
view arogue5/rings.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 | f2951c4e28d9 |
children | 56e748983fa8 |
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/* * routines dealing specifically with rings * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include "rogue.h" #include <stdlib.h> #include <string.h> /* * how much food does this ring use up? */ ring_eat(hand) register int hand; { if (cur_ring[hand] == NULL) return 0; switch (cur_ring[hand]->o_which) { case R_VAMPREGEN: return 3; case R_REGEN: return 2; case R_HEALTH: case R_SUSABILITY: return 1; case R_SEARCH: case R_SEEINVIS: return (rnd(100) < 33); case R_DIGEST: if (cur_ring[hand]->o_ac >= 0) return (-(cur_ring[hand]->o_ac)-1); else return (-(cur_ring[hand]->o_ac)); } return 0; } ring_on(obj) register struct object *obj; { register int save_max; char buf[LINELEN]; /* * Calculate the effect it has on the poor guy. */ switch (obj->o_which) { case R_ADDSTR: save_max = max_stats.s_str; chg_str(obj->o_ac); max_stats.s_str = save_max; when R_ADDHIT: pstats.s_dext += obj->o_ac; when R_ADDINTEL: pstats.s_intel += obj->o_ac; when R_ADDWISDOM: pstats.s_wisdom += obj->o_ac; when R_SEEINVIS: turn_on(player, CANSEE); msg("Your eyes begin to tingle"); light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); when R_AGGR: aggravate(); when R_WARMTH: turn_on(player, NOCOLD); when R_FIRE: turn_on(player, NOFIRE); when R_LIGHT: { if(roomin(&hero) != NULL) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } } when R_SEARCH: start_daemon(ring_search, 0, AFTER); when R_TELEPORT: start_daemon(ring_teleport, 0, AFTER); } status(FALSE); if (r_know[obj->o_which] && r_guess[obj->o_which]) { free(r_guess[obj->o_which]); r_guess[obj->o_which] = NULL; } else if (!r_know[obj->o_which] && askme && (obj->o_flags & ISKNOW) == 0 && r_guess[obj->o_which] == NULL) { msg(terse ? "Call it: " : "What do you want to call it? "); if (get_str(buf, msgw) == NORM) { r_guess[obj->o_which] = new((unsigned int) strlen(buf) + 1); strcpy(r_guess[obj->o_which], buf); } msg(""); } } /* * print ring bonuses */ char * ring_num(obj) register struct object *obj; { static char buf[5]; if (!(obj->o_flags & ISKNOW)) return ""; switch (obj->o_which) { case R_PROTECT: case R_ADDSTR: case R_ADDDAM: case R_ADDHIT: case R_ADDINTEL: case R_ADDWISDOM: case R_DIGEST: buf[0] = ' '; strcpy(&buf[1], num(obj->o_ac, 0)); when R_AGGR: case R_LIGHT: case R_HEAVY: case R_TELEPORT: if (obj->o_flags & ISCURSED) return " cursed"; else return ""; otherwise: return ""; } return buf; } /* * Return the effect of the specified ring */ ring_value(type) { int result = 0; if (ISRING(LEFT_1, type)) result += cur_ring[LEFT_1]->o_ac; if (ISRING(LEFT_2, type)) result += cur_ring[LEFT_2]->o_ac; if (ISRING(LEFT_3, type)) result += cur_ring[LEFT_3]->o_ac; if (ISRING(LEFT_4, type)) result += cur_ring[LEFT_4]->o_ac; if (ISRING(RIGHT_1, type)) result += cur_ring[RIGHT_1]->o_ac; if (ISRING(RIGHT_2, type)) result += cur_ring[RIGHT_2]->o_ac; if (ISRING(RIGHT_3, type)) result += cur_ring[RIGHT_3]->o_ac; if (ISRING(RIGHT_4, type)) result += cur_ring[RIGHT_4]->o_ac; return(result); }