Mercurial > hg > early-roguelike
annotate arogue5/command.c @ 315:ad2570b5b21f
Advanced Rogue 5, 7: fix some trading post messages.
When attempting to buy an unaffordable object, messages were often of
the form "You can't afford that a scroll of hold monster !", because
the object description (stored in curpurch) was the same text used in
inventory displays.
This has been worked around by inspecting the contents of curpurch and
using different message templates.
author | John "Elwin" Edwards |
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date | Sun, 24 Oct 2021 20:26:21 -0400 |
parents | 32bc72dcbf4f |
children | c03d0b87211c |
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 void help(void); |
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25 void identify(void); |
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26 void d_level(void); |
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27 void u_level(void); |
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28 void shell(void); |
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29 void call(bool mark); |
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30 |
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31 /* |
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32 * command: |
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33 * Process the user commands |
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34 */ |
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35 |
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36 void |
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37 command(void) |
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38 { |
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39 register char ch; |
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40 register int ntimes = 1; /* Number of player moves */ |
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41 static char countch, direction, newcount = FALSE; |
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42 struct linked_list *item; |
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43 bool an_after = FALSE; |
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44 |
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45 if (on(player, ISHASTE)) { |
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46 ntimes++; |
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47 turns--; /* correct for later */ |
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48 } |
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49 if (on(player, ISSLOW) || on(player, ISDANCE)) { |
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50 if (player.t_turn != TRUE) { |
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51 ntimes--; |
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52 turns++; |
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53 an_after = TRUE; |
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54 } |
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55 player.t_turn ^= TRUE; |
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56 } |
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57 |
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58 /* |
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59 * Let the daemons start up |
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60 */ |
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61 do_daemons(BEFORE); |
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62 do_fuses(BEFORE); |
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63 while (ntimes-- > 0) |
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64 { |
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65 /* One more tick of the clock. */ |
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66 if ((++turns % DAYLENGTH) == 0) { |
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67 daytime ^= TRUE; |
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68 if (levtype == OUTSIDE) { |
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69 if (daytime) msg("The sun rises above the horizon"); |
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70 else msg("The sun sinks below the horizon"); |
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71 } |
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72 light(&hero); |
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73 } |
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74 |
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75 look(after, FALSE); |
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76 if (!running) door_stop = FALSE; |
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77 lastscore = purse; |
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78 wmove(cw, hero.y, hero.x); |
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79 if (!((running || count) && jump)) { |
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80 status(FALSE); |
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81 wmove(cw, hero.y, hero.x); |
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82 draw(cw); /* Draw screen */ |
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83 } |
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84 take = 0; |
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85 after = TRUE; |
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86 /* |
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87 * Read command or continue run |
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88 */ |
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89 if (!no_command) |
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90 { |
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91 if (running) { |
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92 /* If in a corridor or maze, if we are at a turn with only one |
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93 * way to go, turn that way. |
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94 */ |
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95 if ((winat(hero.y, hero.x) == PASSAGE || levtype == MAZELEV) && |
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96 off(player, ISHUH) && (off(player, ISBLIND))) { |
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97 int y, x; |
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98 if (getdelta(runch, &y, &x) == TRUE) { |
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99 corr_move(y, x); |
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100 } |
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101 } |