diff srogue/command.c @ 36:2128c7dc8a40

Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 25 Nov 2010 12:21:41 +0000
parents
children 5ea4a4d8f961
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/srogue/command.c	Thu Nov 25 12:21:41 2010 +0000
@@ -0,0 +1,714 @@
+/*
+ * Read and execute the user commands
+ *
+ * @(#)command.c	9.0	(rdk)	 7/17/84
+ *
+ * Super-Rogue
+ * Copyright (C) 1984 Robert D. Kindelberger
+ * All rights reserved.
+ *
+ * Based on "Rogue: Exploring the Dungeons of Doom"
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include <ctype.h>
+#include <signal.h>
+#include <limits.h>
+#include "rogue.h"
+#include "rogue.ext"
+#ifdef __DJGPP__
+#include <process.h>
+#endif
+
+/*
+ * command:
+ *	Process the user commands
+ */
+command()
+{
+	reg char ch;
+	reg int ntimes = 1;		/* Number of player moves */
+	static char countch, direction, newcount = FALSE;
+
+	if (pl_on(ISHASTE))
+		ntimes++;
+	/*
+	 * Let the daemons start up
+	 */
+	while (ntimes-- > 0) {
+		do_daemons(BEFORE);
+		look(TRUE);
+		if (!running)
+			door_stop = FALSE;
+		lastscore = purse;
+		wmove(cw, hero.y, hero.x);
+		if (!(running || count))
+			draw(cw);			/* Draw screen */
+		take = 0;
+		after = TRUE;
+		/*
+		 * Read command or continue run
+		 */
+		if (wizard)
+			waswizard = TRUE;
+		if (player.t_nocmd <= 0) {
+			player.t_nocmd = 0;
+			if (running)
+				ch = runch;
+			else if (count)
+				ch = countch;
+			else {
+				ch = readchar();
+				if (mpos != 0 && !running) /* Erase message if its there */
+					msg("");
+			}
+		}
+		else
+			ch = '.';
+		if (player.t_nocmd > 0) {
+			if (--player.t_nocmd <= 0)
+				msg("You can move again.");	
+		}
+		else {
+			/*
+			 * check for prefixes
+			 */
+			if (isdigit(ch)) {
+				count = 0;
+				newcount = TRUE;
+				while (isdigit(ch)) {
+					count = count * 10 + (ch - '0');
+					ch = readchar();
+				}
+				countch = ch;
+				/*
+				 * turn off count for commands which don't make sense
+				 * to repeat
+				 */
+				switch (ch) {
+					case 'h': case 'j': case 'k': case 'l':
+					case 'y': case 'u': case 'b': case 'n':
+					case 'H': case 'J': case 'K': case 'L':
+					case 'Y': case 'U': case 'B': case 'N':
+					case 'q': case 'r': case 's': case 'f':
+					case 't': case 'C': case 'I': case '.':
+					case 'z': case 'p':
+						break;
+					default:
+						count = 0;
+				}
+			}
+			switch (ch) {
+			case 'f':
+			case 'g':
+				if (pl_off(ISBLIND)) {
+					door_stop = TRUE;
+					firstmove = TRUE;
+				}
+				if (count && !newcount)
+					ch = direction;
+				else
+					ch = readchar();
+				switch (ch) {
+					case 'h': case 'j': case 'k': case 'l':
+					case 'y': case 'u': case 'b': case 'n':
+						ch = toupper(ch);
+				}
+				direction = ch;
+			}
+			newcount = FALSE;
+			/*
+			 * execute a command
+			 */
+			if (count && !running)
+				count--;
+			switch (ch) {
+				case '!' : shell(); after = FALSE;
+				when 'h' : do_move(0, -1);
+				when 'j' : do_move(1, 0);
+				when 'k' : do_move(-1, 0);
+				when 'l' : do_move(0, 1);
+				when 'y' : do_move(-1, -1);
+				when 'u' : do_move(-1, 1);
+				when 'b' : do_move(1, -1);
+				when 'n' : do_move(1, 1);
+				when 'H' : do_run('h');
+				when 'J' : do_run('j');
+				when 'K' : do_run('k');
+				when 'L' : do_run('l');
+				when 'Y' : do_run('y');
+				when 'U' : do_run('u');
+				when 'B' : do_run('b');
+				when 'N' : do_run('n');
+				when 't':
+					if (!get_dir())
+						after = FALSE;
+					else
+						missile(delta.y, delta.x);
+				when 'Q' : after = FALSE; quit(-1);
+				when 'i' : after = FALSE; inventory(pack, 0);
+				when 'I' : after = FALSE; picky_inven();
+				when 'd' : drop(NULL);
+				when 'q' : quaff();
+				when 'r' : read_scroll();
+				when 'e' : eat();
+				when 'w' : wield();
+				when 'W' : wear();
+				when 'T' : take_off();
+				when 'P' : ring_on();
+				when 'R' : ring_off();
+				when 'O' : option();
+				when 'c' : call();
+				when '>' : after = FALSE; d_level();
+				when '<' : after = FALSE; u_level();
+				when '?' : after = FALSE; help();
+				when '/' : after = FALSE; identify(0);
+				when 's' : search();
+				when 'z' : do_zap(FALSE);
+				when 'p':
+					if (get_dir())
+						do_zap(TRUE);
+					else
+						after = FALSE;
+				when 'v': msg("Super Rogue version %s.",release);
+				when 'D': dip_it();
+				when CTRL('L') : after = FALSE; restscr(cw);
+				when CTRL('R') : after = FALSE; msg(huh);
+				when 'a': after = FALSE; dispmax();
+				when '@' : if (author())
+					msg("Hero @ %d,%d : Stairs @ %d,%d",hero.y,hero.x,stairs.y,stairs.x);
+				when 'S' : 
+					after = FALSE;
+					if (save_game()) {
+						wclear(cw);
+						draw(cw);
+						endwin();
+						byebye(0);
+					}
+				when '.' : ;				/* Rest command */
+				when ' ' : after = FALSE;	/* do nothing */
+				when '=' :
+					if (author()) {
+						activity();
+						after = FALSE;
+					}
+				when CTRL('P') :
+					after = FALSE;
+					if (wizard) {
+						wizard = FALSE;
+						msg("Not wizard any more");
+					}
+					else {
+						wizard = passwd();
+						if (wizard) {
+							msg("Welcome back, Bob!!!!!");
+							waswizard = TRUE;
+						}
+						else
+							msg("Sorry");
+					}
+				when ESCAPE :	/* Escape */
+					door_stop = FALSE;
+					count = 0;
+					after = FALSE;
+				when '#':
+					if (levtype == POSTLEV)		/* buy something */
+						buy_it();
+					after = FALSE;
+				when '$':
+					if (levtype == POSTLEV)		/* price something */
+						price_it();
+					after = FALSE;
+				when '%':
+					if (levtype == POSTLEV)		/* sell something */
+						sell_it();
+					after = FALSE;
+				otherwise :
+					after = FALSE;
+					if (wizard) switch (ch) {
+					case CTRL('A') : ;
+					when 'C'     :	create_obj(FALSE);
+					when CTRL('I') :	inventory(lvl_obj, 1);
+					when CTRL('W') :	whatis(NULL);
+					when CTRL('D') :	level++; new_level(NORMLEV);
+					when CTRL('U') :	if (level > 1) level--; new_level(NORMLEV);
+					when CTRL('F') :	displevl();
+					when CTRL('X') :	dispmons();
+					when CTRL('T') :	teleport(rndspot,&player);
+					when CTRL('E') :	msg("food left: %d", food_left);
+					when CTRL('O') :	add_pass();
+					when 'M' : {
+						int tlev, whichlev;
+						prbuf[0] = '\0';
+						msg("Which level? ");
+						if (get_str(prbuf,cw) == NORM) {
+							whichlev = NORMLEV;
+							tlev = atoi(prbuf);
+							if (tlev < 1)
+								level = 1;
+							if (tlev >= 200) {
+								tlev -= 199;
+								whichlev = MAZELEV;
+							}
+							else if (tlev >= 100) {
+								tlev -= 99;
+								whichlev = POSTLEV;
+							}
+							level = tlev;
+							new_level(whichlev);
+						}
+					}
+					when CTRL('N') : {
+						struct linked_list *item;
+
+						item = get_item("charge", STICK);
+						if (item != NULL) {
+							(OBJPTR(item))->o_charges = 10000;
+							msg("");
+						}
+					}
+					when CTRL('H') : {
+						int i;
+						struct linked_list *item;
+						struct object *obj;
+
+						him->s_exp = e_levels[him->s_lvl + 7] + 1;
+						check_level();
+						/*
+						 * Give the rogue a very good sword
+						 */
+						item = new_thing(FALSE, WEAPON, TWOSWORD);
+						obj = OBJPTR(item);
+						obj->o_hplus = 3;
+						obj->o_dplus = 3;
+						obj->o_flags = ISKNOW;
+						i = add_pack(item, TRUE);
+						if (i)
+							cur_weapon = obj;
+						else
+							discard(item);
+						/*
+						 * And his suit of armor
+						 */
+						item = new_thing(FALSE, ARMOR, PLATEARMOR);
+						obj = OBJPTR(item);
+						obj->o_ac = -8;
+						obj->o_flags = ISKNOW;
+						i = add_pack(item, TRUE);
+						if (i)
+							cur_armor = obj;
+						else
+							discard(item);
+						nochange = FALSE;
+					}
+					otherwise:
+						msg(illegal, unctrl(ch));
+						count = 0;
+				}
+				else {
+					msg(illegal, unctrl(ch));
+					count = 0;
+				}
+			}
+			/*
+			 * turn off flags if no longer needed
+			 */
+			if (!running)
+				door_stop = FALSE;
+		}
+		/*
+		 * If he ran into something to take, let the
+		 * hero pick it up if not in a trading post.
+		 */
+		if (take != 0 && levtype != POSTLEV)
+			pick_up(take);
+		if (!running)
+			door_stop = FALSE;
+	}
+	/*
+	 * Kick off the rest if the daemons and fuses
+	 */
+	if (after) {
+		int  j;
+
+		look(FALSE);
+		do_daemons(AFTER);
+		do_fuses();
+		if (pl_on(ISSLOW))
+			waste_time();
+		for (j = LEFT; j <= RIGHT; j++) {
+			if (cur_ring[j] != NULL) {
+				if (cur_ring[j]->o_which == R_SEARCH)
+					search();
+				else if (cur_ring[j]->o_which == R_TELEPORT)
+					if (rnd(100) < 5)
+						teleport(rndspot, &player);
+	 		}
+		}
+	}
+}
+
+
+/*
+ * quit:
+ *	Have player make certain, then exit.
+ */
+void
+quit(int a)
+{
+	reg char ch, good;
+	/*
+	 * Reset the signal in case we got here via an interrupt
+	 */
+	if (signal(SIGINT, quit) != quit)
+		mpos = 0;
+	msg("Really quit? [y/n/s]");
+/*	ch = tolower(readchar());*/
+	ch = readchar();
+	if (ch == 'y') {
+		clear();
+		move(LINES-1, 0);
+		refresh();
+		score(purse, CHICKEN, 0);
+		byebye(0);
+	}
+	else if (ch == 's') {
+		good = save_game();
+		if (good) {
+			wclear(cw);
+			draw(cw);
+			endwin();
+			byebye(0);
+		}
+	}
+	else {
+		signal(SIGINT, quit);
+		wmove(cw, 0, 0);
+		wclrtoeol(cw);
+		draw(cw);
+		mpos = 0;
+		count = 0;
+		nochange = FALSE;
+	}
+}
+
+/*
+ * search:
+ *	Player gropes about him to find hidden things.
+ */
+
+search()
+{
+	reg int x, y;
+	reg char ch;
+
+	/*
+	 * Look all around the hero, if there is something hidden there,
+	 * give him a chance to find it.  If its found, display it.
+	 */
+	if (pl_on(ISBLIND))
+		return;
+	for (x = hero.x - 1; x <= hero.x + 1; x++) {
+		for (y = hero.y - 1; y <= hero.y + 1; y++) {
+			ch = winat(y, x);
+			if (isatrap(ch)) {		/* see if its a trap */
+				reg struct trap *tp;
+
+				if ((tp = trap_at(y, x)) == NULL)
+					break;
+				if (tp->tr_flags & ISFOUND)
+					break;		/* no message if its seen */
+				if (mvwinch(cw, y, x) == ch)
+					break;
+				if (rnd(100) > (him->s_lvl * 9 + herowis() * 5))
+					 break;
+				tp->tr_flags |= ISFOUND;
+				mvwaddch(cw, y, x, tp->tr_type);
+				count = 0;
+				running = FALSE;
+				msg(tr_name(tp->tr_type));
+			}
+			else if(ch == SECRETDOOR) {
+				if (rnd(100) < (him->s_lvl * 4 + herowis() * 5)) {
+					mvaddch(y, x, DOOR);
+					count = 0;
+				}
+			}
+		}
+	}
+}
+
+/*
+ * help:
+ *	Give single character help, or the whole mess if he wants it
+ */
+help()
+{
+	extern struct h_list helpstr[];
+	reg struct h_list *strp;
+	reg char helpch;
+	reg int cnt;
+
+	strp = &helpstr[0];
+	msg("Character you want help for (* for all): ");
+	helpch = readchar();
+	mpos = 0;
+	/*
+	 * If its not a *, print the right help string
+	 * or an error if he typed a funny character.
+	 */
+	if (helpch != '*') {
+		wmove(cw, 0, 0);
+		while (strp->h_ch) {
+			if (strp->h_ch == helpch) {
+				msg("%s%s", unctrl(strp->h_ch), strp->h_desc);
+				break;
+			}
+			strp++;
+		}
+		if (strp->h_ch != helpch)
+			msg("Unknown character '%s'", unctrl(helpch));
+		return;
+	}
+	/*
+	 * Here we print help for everything.
+	 * Then wait before we return to command mode
+	 */
+	wclear(hw);
+	cnt = 0;
+	while (strp->h_ch) {
+		mvwaddstr(hw, cnt % 23, cnt > 22 ? 40 : 0, unctrl(strp->h_ch));
+		waddstr(hw, strp->h_desc);
+		cnt++;
+		strp++;
+	}
+	wmove(hw, LINES-1, 0);
+	wprintw(hw,spacemsg);
+	draw(hw);
+	wait_for(hw,' ');
+	wclear(hw);
+	draw(hw);
+	wmove(cw, 0, 0);
+	wclrtoeol(cw);
+	touchwin(cw);
+	nochange = FALSE;
+}
+
+
+/*
+ * identify:
+ *	Tell the player what a certain thing is.
+ */
+char *
+identify(what)
+int what;
+{
+	reg char ch, *str;
+
+	if (what == 0) {
+		msg("What do you want identified? ");
+		ch = readchar();
+		mpos = 0;
+		if (ch == ESCAPE) {
+			msg("");
+			return NULL;
+		}
+	}
+	else
+		ch = what;
+	if (isalpha(ch))
+		str = monsters[midx(ch)].m_name;
+	else {
+		switch(ch) {
+			case '|':
+			case '-':	str = "the wall of a room";
+			when GOLD:	str = "gold";
+			when STAIRS:	str = "passage leading up/down";
+			when DOOR:	str = "door";
+			when FLOOR:	str = "room floor";
+			when PLAYER:	str = "you";
+			when PASSAGE:	str = "passage";
+			when POST:	str = "trading post";
+			when MAZETRAP:	str = "maze trap";
+			when TRAPDOOR:	str = "trapdoor";
+			when ARROWTRAP:	str = "arrow trap";
+			when SLEEPTRAP:	str = "sleeping gas trap";
+			when BEARTRAP:	str = "bear trap";
+			when TELTRAP:	str = "teleport trap";
+			when DARTTRAP:	str = "dart trap";
+			when POOL:	str = "magic pool";
+			when POTION:	str = "potion";
+			when SCROLL:	str = "scroll";
+			when FOOD:	str = "food";
+			when WEAPON:	str = "weapon";
+			when ' ' :	str = "solid rock";
+			when ARMOR:	str = "armor";
+			when AMULET:	str = "The Amulet of Yendor";
+			when RING:	str = "ring";
+			when STICK:	str = "wand or staff";
+			otherwise:
+				if (what == 0)
+					str = "unknown character";
+				else
+					str = "a magical ghost";
+		}
+	}
+	if (what == 0)
+		msg("'%s' : %s", unctrl(ch), str);
+	return str;
+}
+
+/*
+ * d_level:
+ *	He wants to go down a level
+ */
+d_level()
+{
+	if (winat(hero.y, hero.x) != STAIRS)
+		msg("I see no way down.");
+	else {
+		if (pl_on(ISHELD)) {
+			msg("You are being held.");
+			return;
+		}
+		level++;
+		new_level(NORMLEV);
+	}
+}
+
+/*
+ * u_level:
+ *	He wants to go up a level
+ */
+u_level()
+{
+	if (winat(hero.y, hero.x) == STAIRS)  {
+		if (pl_on(ISHELD)) {
+			msg("You are being held.");
+			return;
+		}
+		else {				/* player not held here */
+			if (amulet) {
+				level--;
+				if (level == 0)
+					total_winner();
+				new_level(NORMLEV);
+				msg("You feel a wrenching sensation in your gut.");
+				return;
+			}
+		}
+	}
+	msg("I see no way up.");
+}
+
+
+/*
+ * Let him escape for a while
+ */
+shell()
+{
+	reg int pid;
+	reg char *sh;
+	int ret_status;
+
+	/*
+	 * Set the terminal back to original mode
+	 */
+	sh = getenv("SHELL");
+	wclear(hw);
+	wmove(hw, LINES-1, 0);
+	draw(hw);
+	endwin();
+	in_shell = TRUE;
+	fflush(stdout);
+	/*
+	 * Fork and do a shell
+	 */
+#ifndef __DJGPP__
+	while((pid = fork()) < 0)
+		sleep(1);
+	if (pid == 0) {
+		setuid(playuid);	/* Set back to original user */
+		setgid(playgid);
+		execl(sh == NULL ? "/bin/sh" : sh, "shell", "-i", 0);
+		perror("No shelly");
+		byebye(-1);
+	}
+	else {
+		signal(SIGINT, SIG_IGN);
+		signal(SIGQUIT, SIG_IGN);
+		while (wait(&ret_status) != pid)
+			continue;
+		signal(SIGINT, quit);
+		signal(SIGQUIT, endit);
+
+#else
+	{
+		char shell[PATH_MAX];
+
+		if (sh && *sh)
+			strncpy(shell,sh,PATH_MAX);
+		else
+			sprintf(shell, "%s\\bin\\sh.exe", getenv("DJDIR"));
+
+		if (spawnl(P_WAIT,shell, "shell", "-i", 0) == -1)
+			msg("No shelly: %s", shell);
+
+#endif
+		printf("\n%s", retstr);
+		fflush(stdout);
+		noecho();
+		crmode();
+		in_shell = FALSE;
+		wait_for(cw, '\n');
+		restscr(cw);
+	}
+}
+
+
+/*
+ * call:
+ *	Allow a user to call a potion, scroll, or ring something
+ */
+call()
+{
+	reg struct object *obj;
+	reg struct linked_list *item;
+	reg char **guess, *elsewise;
+	int wh;
+
+	if ((item = get_item("call", 0)) == NULL)
+		return;
+	obj = OBJPTR(item);
+	wh = obj->o_which;
+	switch (obj->o_type) {
+	case RING:
+		guess = r_guess;
+		elsewise = (r_guess[wh] != NULL ? r_guess[wh] : r_stones[wh]);
+	when POTION:
+		guess = p_guess;
+		elsewise = (p_guess[wh] != NULL ? p_guess[wh] : p_colors[wh]);
+	when SCROLL:
+		guess = s_guess;
+		elsewise = (s_guess[wh] != NULL ? s_guess[wh] : s_names[wh]);
+	when STICK:
+		guess = ws_guess;
+		elsewise =(ws_guess[wh] != NULL ?
+			ws_guess[wh] : ws_stuff[wh].ws_made);
+	otherwise:
+		msg("You can't call %ss anything",obj->o_typname);
+		return;
+	}