annotate xrogue/command.c @ 218:56e748983fa8

Advanced Rogue 5: convert to ANSI function declarations. This still leaves over a thousand lines of warning messages, mostly related to the return types of daemons and fuses.
author John "Elwin" Edwards
date Sun, 07 Feb 2016 14:39:21 -0500
parents a0a57cf42810
children f54901b9c39b
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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 /*
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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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92 /* Was the player being held? */