annotate arogue7/command.c @ 222:a666e4a034ed

Fix curses library detection. A custom autoconf macro searched for the curses library, and provided an option to use ncurses instead of a (presumably deficient) curses implementation. Unfortunately, some of the Makefiles ignored the search's results. Now that this is fixed, building against pdcurses should be easier too.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 15:12:37 -0500
parents 1cd604c827a3
children f9ef86cf22b2
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adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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 /*
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33 * command:
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34 * Process the user commands
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35 */
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36
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37 command()
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38 {
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39 unsigned char ch;
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40 struct linked_list *item;
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41 unsigned char countch, direction, newcount = FALSE;
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42 int segment = 1;
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43 int monst_limit, monst_current;
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44
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45 monst_limit = monst_current = 1;
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46 while (playing) {
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47 /*
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48 * Let the daemons start up, but only do them once a round
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49 * (round = 10 segments).
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50 */
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51 if (segment >= 10) {
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52 do_daemons(BEFORE);
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53 do_fuses(BEFORE);
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54 }
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55
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56 after = TRUE;
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57 do {
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58 /* One more tick of the clock. */
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59 if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) {
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60 daytime ^= TRUE;
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61 if (levtype == OUTSIDE) {
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62 if (daytime) msg("The sun rises above the horizon");
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63 else msg("The sun sinks below the horizon");
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64 }
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65 light(&hero);
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66 }
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67
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68 /*
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69 * Don't bother with these updates unless the player's going
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70 * to do something.
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71 */
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72 if (player.t_action == A_NIL && player.t_no_move <= 1) {
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73 look(after, FALSE);
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74 lastscore = purse;
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75 wmove(cw, hero.y, hero.x);
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76 if (!((running || count) && jump)) {
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77 status(FALSE);
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78 }
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79 }
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80
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81 /* Draw the screen */
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82 if (!((running || count) && jump)) {
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83 wmove(cw, hero.y, hero.x);
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84 draw(cw);
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85 }
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86
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87 after = TRUE;
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88
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89 /*
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90 * Read command or continue run
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91 */
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