Mercurial > hg > early-roguelike
annotate arogue7/command.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 | 1a64fd0bfea6 |
children | a0a57cf42810 |
rev | line source |
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125
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1 /* |
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2 * command.c - Read and execute the user commands |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 /* |
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16 * Read and execute the user commands |
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17 * |
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18 */ |
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19 |
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20 #include "curses.h" |
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21 #include <ctype.h> |
126 | 22 #include <string.h> |
23 #include <stdlib.h> | |
125
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24 #include <signal.h> |
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25 #include "mach_dep.h" |
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26 #include "rogue.h" |
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27 #ifdef PC7300 |
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28 #include "sys/window.h" |
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29 extern struct uwdata wdata; |
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30 #endif |
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31 |
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32 /* |
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33 * command: |
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34 * Process the user commands |
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35 */ |
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36 |
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37 command() |
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38 { |
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39 unsigned char ch; |
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40 struct linked_list *item; |
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41 unsigned char countch, direction, newcount = FALSE; |
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42 int segment = 1; |
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43 int monst_limit, monst_current; |
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44 |
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45 monst_limit = monst_current = 1; |
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46 while (playing) { |
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47 /* |
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48 * Let the daemons start up, but only do them once a round |
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49 * (round = 10 segments). |
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50 */ |
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51 if (segment >= 10) { |
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52 do_daemons(BEFORE); |
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53 do_fuses(BEFORE); |
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54 } |
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55 |
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56 after = TRUE; |
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57 do { |
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58 /* One more tick of the clock. */ |
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59 if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) { |
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60 daytime ^= TRUE; |
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61 if (levtype == OUTSIDE) { |
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62 if (daytime) msg("The sun rises above the horizon"); |
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63 else msg("The sun sinks below the horizon"); |
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64 } |
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65 light(&hero); |
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66 } |
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67 |
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68 /* |
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69 * Don't bother with these updates unless the player's going |
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70 * to do something. |
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71 */ |
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72 if (player.t_action == A_NIL && player.t_no_move <= 1) { |
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73 look(after, FALSE); |
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74 lastscore = purse; |
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75 wmove(cw, hero.y, hero.x); |
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76 if (!((running || count) && jump)) { |
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77 status(FALSE); |
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78 } |
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79 } |
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80 |
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81 /* Draw the screen */ |
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82 if (!((running || count) && jump)) { |
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83 wmove(cw, hero.y, hero.x); |
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84 draw(cw); |
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85 } |
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86 |
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87 after = TRUE; |
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88 |
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89 /* |
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90 * Read command or continue run |
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91 */ |
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