annotate arogue5/command.c @ 305:3900f3cfe07d

Rogue V4: fix arithmetic operations on boolean variables. Monsters created by scrolls should now have their placement randomized correctly again.
author John "Elwin" Edwards
date Thu, 15 Apr 2021 20:55:34 -0400
parents e52a8a7ad4c5
children 32bc72dcbf4f
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1 /*
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2 * 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 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 #include "curses.h"
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16 #include <stdlib.h>
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17 #include <string.h>
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18 #include <limits.h>
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19 #include <ctype.h>
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20 #include <signal.h>
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21 #include "rogue.h"
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22 #include "mach_dep.h"
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23
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24 void help(void);
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25 void identify(void);
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26 void d_level(void);
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27 void u_level(void);
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28 void shell(void);
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29 void call(bool mark);
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30
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31 /*
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32 * command:
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33 * Process the user commands
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34 */
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35
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36 void
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37 command(void)
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38 {
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39 register char ch;
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40 register int ntimes = 1; /* Number of player moves */
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41 static char countch, direction, newcount = FALSE;
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42 struct linked_list *item;
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43 bool an_after = FALSE;
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44
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45 if (on(player, ISHASTE)) {
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46 ntimes++;
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47 turns--; /* correct for later */
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48 }
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49 if (on(player, ISSLOW) || on(player, ISDANCE)) {
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50 if (player.t_turn != TRUE) {
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51 ntimes--;
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52 turns++;
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53 an_after = TRUE;
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54 }
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55 player.t_turn ^= TRUE;
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56 }
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57
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58 /*
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59 * Let the daemons start up
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60 */
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61 do_daemons(BEFORE);
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62 do_fuses(BEFORE);
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63 while (ntimes-- > 0)
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64 {
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65 /* One more tick of the clock. */
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66 if ((++turns % DAYLENGTH) == 0) {
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67 daytime ^= TRUE;
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68 if (levtype == OUTSIDE) {
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69 if (daytime) msg("The sun rises above the horizon");
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70 else msg("The sun sinks below the horizon");
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71 }
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72 light(&hero);
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73 }
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74
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75 look(after, FALSE);
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76 if (!running) door_stop = FALSE;
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77 lastscore = purse;
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78 wmove(cw, hero.y, hero.x);
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79 if (!((running || count) && jump)) {
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80 status(FALSE);
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81 wmove(cw, hero.y, hero.x);
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82 draw(cw); /* Draw screen */
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83 }
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84 take = 0;
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85 after = TRUE;
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86 /*
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87 * Read command or continue run
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88 */
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89 if (!no_command)
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90 {
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91 if (running) {
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92 /* If in a corridor or maze, if we are at a turn with only one
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93 * way to go, turn that way.
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94 */
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95 if ((winat(hero.y, hero.x) == PASSAGE || levtype == MAZELEV) &&
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96 off(player, ISHUH) && (off(player, ISBLIND))) {
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97 int y, x;
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98 if (getdelta(runch, &y, &x) == TRUE) {
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99 corr_move(y, x);
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100 }
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101 }
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