annotate xrogue/command.c @ 237:2236ef808bcb

XRogue: fix some uses of entire structs instead of their members. Some calls to runto() were given a pointer to the player struct instead of to the player's coordinates. A call to death() was passed a pointer to a monster instead of the monster's type number.
author John "Elwin" Edwards
date Tue, 08 Mar 2016 20:47:57 -0500
parents 7c1cb43f346e
children e52a8a7ad4c5
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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>
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22 #include <stdlib.h>
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23 #include <string.h>
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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 void display(void);
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28 void d_level(void);
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29 void u_level(void);
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30 void shell(void);
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31 void nameit(void);
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32 void namemonst(void);
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33 void count_gold(void);
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34
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35 /*
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36 * command:
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37 * Process the user commands
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38 */
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39
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40 void
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41 command(void)
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42 {
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43 unsigned int ch;
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44 struct linked_list *item;
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45 unsigned int countch = 0, direction = 0, newcount = FALSE;
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46 int segment = 1;
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47 int monst_limit, monst_current;
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48
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49 monst_limit = monst_current = 1;
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50 while (playing) {
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51 /*
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52 * Let the daemons start up, but only do them once a round
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53 * (round = 10 segments).
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54 */
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55 if (segment >= 10) {
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56 do_daemons(BEFORE);
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57 do_fuses(BEFORE);
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58 }
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59
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60 after = TRUE;
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61 do {
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62 /* One more tick of the clock. */
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63 if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) {
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64 daytime ^= TRUE;
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65 if (levtype == OUTSIDE) {
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66 if (daytime) msg("A bright star flares above the horizon.");
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67 else msg("The bright star travels beyond the horizon.");
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68 }
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69 light(&hero);
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70 }
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71
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72 /*
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73 * Don't bother with these updates unless the player's going
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74 * to do something.
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75 */
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76 if (player.t_action == A_NIL && player.t_no_move <= 1) {
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77 look(after, FALSE);
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78 lastscore = purse;
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79 wmove(cw, hero.y, hero.x);
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80 if (!((running || count) && jump)) {
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81 status(FALSE);
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82 }
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83 }
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84
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85 /* Draw the screen */
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86 if (!((running || count) && jump)) {
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87 wmove(cw, hero.y, hero.x);
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88 draw(cw);
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89 }
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90
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