Mercurial > hg > early-roguelike
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 |
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date | Sun, 07 Feb 2016 14:39:21 -0500 |
parents | a0a57cf42810 |
children | f54901b9c39b |
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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92 /* Was the player being held? */ |