annotate xrogue/command.c @ 179:ca876944b196

Advanced Rogue 7: rename magic users to magicians. Class names with spaces in them confuse anything that parses the logfile. The documentation does refer mostly to magicians.
author John "Elwin" Edwards
date Sat, 22 Aug 2015 10:55:53 -0400
parents a0a57cf42810
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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92 /* Was the player being held? */