annotate arogue7/command.c @ 291:5b6855d5d089

Fix a portability issue with md_hasclreol(). Some games' implementation of md_hasclreol() poked around in ncurses internals, which does not work for some ncurses build configuration. Most games did not actually call md_hasclreol(), so it was removed. There is a standard terminfo function which can retrieve the value of the clr_eol capability, so this was used for rogue5.
author John "Elwin" Edwards
date Wed, 27 Dec 2017 10:26:06 -0500
parents f9ef86cf22b2
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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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 /*
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16 * Read and execute the user commands
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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22 #include <string.h>
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23 #include <stdlib.h>
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24 #include <signal.h>
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25 #include "mach_dep.h"
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26 #include "rogue.h"
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27 #ifdef PC7300
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28 #include "sys/window.h"
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29 extern struct uwdata wdata;
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30 #endif
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31
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32 void display(void);
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33 void help(void);
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34 void identify(char ch);
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35 void d_level(void);
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36 void u_level(void);
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37 void shell(void);
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38 void nameit(void);
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39 void namemonst(void);
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40 void count_gold(void);
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41
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42 /*
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43 * command:
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44 * Process the user commands
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45 */
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46
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47 void
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48 command(void)
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49 {
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50 unsigned char ch;
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51 struct linked_list *item;
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52 unsigned char countch, direction, newcount = FALSE;
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53 int segment = 1;
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54 int monst_limit, monst_current;
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55
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56 monst_limit = monst_current = 1;
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57 while (playing) {
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58 /*
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59 * Let the daemons start up, but only do them once a round
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60 * (round = 10 segments).
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61 */
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62 if (segment >= 10) {
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63 do_daemons(BEFORE);
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64 do_fuses(BEFORE);
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65 }
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66
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67 after = TRUE;
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68 do {
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69 /* One more tick of the clock. */
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70 if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) {
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71 daytime ^= TRUE;
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72 if (levtype == OUTSIDE) {
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73 if (daytime) msg("The sun rises above the horizon");
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74 else msg("The sun sinks below the horizon");
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75 }
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76 light(&hero);
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77 }
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78
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79 /*
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80 * Don't bother with these updates unless the player's going
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81 * to do something.
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82 */
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83 if (player.t_action == A_NIL && player.t_no_move <= 1) {
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84 look(after, FALSE);
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85 lastscore = purse;
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86 wmove(cw, hero.y, hero.x);
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87 if (!((running || count) && jump)) {
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88 status(FALSE);
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89 }
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