Mercurial > hg > early-roguelike
annotate arogue5/command.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
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date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | a0a57cf42810 |
children | 56e748983fa8 |
rev | line source |
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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" |
67 | 16 #include <stdlib.h> |
17 #include <string.h> | |
63
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18 #include <limits.h> |
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19 #include <ctype.h> |
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20 #include <signal.h> |
99 | 21 #include "rogue.h" |
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22 #include "mach_dep.h" |
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23 |
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24 /* |
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25 * command: |
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26 * Process the user commands |
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27 */ |
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28 |
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29 command() |
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30 { |
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31 register char ch; |
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32 register int ntimes = 1; /* Number of player moves */ |
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33 static char countch, direction, newcount = FALSE; |
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34 struct linked_list *item; |
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35 bool an_after = FALSE; |
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36 |
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37 if (on(player, ISHASTE)) { |
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38 ntimes++; |
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39 turns--; /* correct for later */ |
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40 } |
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41 if (on(player, ISSLOW) || on(player, ISDANCE)) { |
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42 if (player.t_turn != TRUE) { |
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43 ntimes--; |
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44 turns++; |
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45 an_after = TRUE; |
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46 } |
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47 player.t_turn ^= TRUE; |
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48 } |
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49 |
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50 /* |
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51 * Let the daemons start up |
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52 */ |
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53 do_daemons(BEFORE); |
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54 do_fuses(BEFORE); |
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55 while (ntimes-- > 0) |
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56 { |
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57 /* One more tick of the clock. */ |
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58 if ((++turns % DAYLENGTH) == 0) { |
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59 daytime ^= TRUE; |
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60 if (levtype == OUTSIDE) { |
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61 if (daytime) msg("The sun rises above the horizon"); |
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62 else msg("The sun sinks below the horizon"); |
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63 } |
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64 light(&hero); |
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65 } |
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66 |
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67 look(after, FALSE); |
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68 if (!running) door_stop = 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 wmove(cw, hero.y, hero.x); |
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74 draw(cw); /* Draw screen */ |
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75 } |
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76 take = 0; |
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77 after = TRUE; |
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78 /* |
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79 * Read command or continue run |
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80 */ |
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81 if (!no_command) |
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82 { |
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83 if (running) { |
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84 /* If in a corridor or maze, if we are at a turn with only one |
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85 * way to go, turn that way. |
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86 */ |
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87 if ((winat(hero.y, hero.x) == PASSAGE || levtype == MAZELEV) && |
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88 off(player, ISHUH) && (off(player, ISBLIND))) { |
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89 int y, x; |
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90 if (getdelta(runch, &y, &x) == TRUE) { |
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91 corr_move(y, x); |
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92 } |
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93 } |
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94 ch = runch; |
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95 } |
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96 else if (count) ch = countch; |
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97 else |
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98 { |
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99 ch = readchar(); |
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100 if (mpos != 0 && !running) /* Erase message if its there */ |
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101 msg(""); |
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102 } |
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103 } |
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104 else ch = '.'; |