Mercurial > hg > early-roguelike
annotate xrogue/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 | 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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