Mercurial > hg > early-roguelike
annotate xrogue/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 | 9aa9b9a2e159 |
children | 23fff8f7b303 |
rev | line source |
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133
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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 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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21 #include <signal.h> |
135 | 22 #include <stdlib.h> |
23 #include <string.h> | |
133
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24 #include "mach_dep.h" |
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25 #include "rogue.h" |
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26 |
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27 /* |
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28 * command: |
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29 * Process the user commands |
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30 */ |
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31 |
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32 command() |
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33 { |
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34 unsigned int ch; |
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35 struct linked_list *item; |
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36 unsigned int countch = 0, direction = 0, newcount = FALSE; |
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37 int segment = 1; |
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38 int monst_limit, monst_current; |
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39 |
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40 monst_limit = monst_current = 1; |
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41 while (playing) { |
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42 /* |
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43 * Let the daemons start up, but only do them once a round |
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44 * (round = 10 segments). |
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45 */ |
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46 if (segment >= 10) { |
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47 do_daemons(BEFORE); |
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48 do_fuses(BEFORE); |
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49 } |
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50 |
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51 after = TRUE; |
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52 do { |
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53 /* One more tick of the clock. */ |
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54 if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) { |
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55 daytime ^= TRUE; |
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56 if (levtype == OUTSIDE) { |
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57 if (daytime) msg("A bright star flares above the horizon."); |
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58 else msg("The bright star travels beyond the horizon."); |
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59 } |
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60 light(&hero); |
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61 } |
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62 |
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63 /* |
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64 * Don't bother with these updates unless the player's going |
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65 * to do something. |
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66 */ |
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67 if (player.t_action == A_NIL && player.t_no_move <= 1) { |
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68 look(after, FALSE); |
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69 lastscore = purse; |
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70 wmove(cw, hero.y, hero.x); |
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71 if (!((running || count) && jump)) { |
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72 status(FALSE); |
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73 } |
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74 } |
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75 |
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76 /* Draw the screen */ |
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77 if (!((running || count) && jump)) { |
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78 wmove(cw, hero.y, hero.x); |
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79 draw(cw); |
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80 } |
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81 |
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82 after = TRUE; |
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83 |
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84 /* |
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85 * Read command or continue run |
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86 */ |
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87 if (--player.t_no_move <= 0) { |
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88 take = 0; /* Nothing here to start with */ |
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89 player.t_no_move = 0; /* Be sure we don't go too negative */ |
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90 if (!running) door_stop = FALSE; |
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91 |
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