annotate xrogue/command.c @ 167:a0a57cf42810

ARogue family: don't hide messages caused by moving to a new level. new_level() redraws the whole screen, including the message line, so if msg() has just been called, the message will likely not last long enough to be noticed. These cases have been changed so that msg() is called after new_level(). If a fall through a trapdoor is fatal, "You fall into a trap!" is no longer printed, but the tombstone should make things clear.
author John "Elwin" Edwards
date Mon, 29 Jun 2015 20:37:32 -0400
parents 23fff8f7b303
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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