Mercurial > hg > early-roguelike
diff rogue3/command.c @ 0:527e2150eaf0
Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author | edwarj4 |
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date | Tue, 13 Oct 2009 13:33:34 +0000 |
parents | |
children | e551d384f7c6 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue3/command.c Tue Oct 13 13:33:34 2009 +0000 @@ -0,0 +1,645 @@ +/* + * Read and execute the user commands + * + * @(#)command.c 3.45 (Berkeley) 6/15/81 + * + * 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 <stdlib.h> +#include <ctype.h> +#include <signal.h> +#include <string.h> +#include "curses.h" +#include "machdep.h" +#include "rogue.h" + +/* + * command: + * Process the user commands + */ + +void +command() +{ + int ch; + int ntimes = 1; /* Number of player moves */ + static int countch, direction, newcount = FALSE; + + + if (on(player, ISHASTE)) ntimes++; + /* + * Let the daemons start up + */ + do_daemons(BEFORE); + do_fuses(BEFORE); + while (ntimes--) + { + look(TRUE); + if (!running) + door_stop = FALSE; + status(); + lastscore = purse; + wmove(cw, hero.y, hero.x); + if (!((running || count) && jump)) + draw(cw); /* Draw screen */ + take = 0; + after = TRUE; + /* + * Read command or continue run + */ + if (wizard) + waswizard = TRUE; + if (!no_command) + { + if (running) ch = runch; + else if (count) ch = countch; + else + { + ch = readchar(cw); + if (mpos != 0 && !running) /* Erase message if its there */ + msg(""); + } + } + else ch = ' '; + if (no_command) + { + if (--no_command == 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(cw); + } + 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': + if (!on(player, ISBLIND)) + { + door_stop = TRUE; + firstmove = TRUE; + } + if (count && !newcount) + ch = direction; + else + ch = readchar(cw); + 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(); + 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(0); + when 'i' : after = FALSE; inventory(pack, 0); + when 'I' : after = FALSE; picky_inven(); + when 'd' : drop(); + 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(); + when 's' : search(); + when 'z' : do_zap(FALSE); + when 'p': + if (get_dir()) + do_zap(TRUE); + else + after = FALSE; + when 'v' : msg("Rogue version %s. (mctesq was here)", release); + when CTRL('L') : after = FALSE; clearok(curscr,TRUE);draw(curscr); + when CTRL('R') : after = FALSE; msg(huh); + when 'S' : + after = FALSE; + if (save_game()) + { + wmove(cw, LINES-1, 0); + wclrtoeol(cw); + draw(cw); + endwin(); + exit(0); + } + when ' ' : ; /* Rest command */ + when CTRL('P') : + after = FALSE; + if (wizard) + { + wizard = FALSE; + msg("Not wizard any more"); + } + else + { + if (wizard = passwd()) + { + msg("You are suddenly as smart as Ken Arnold in dungeon #%d", dnum); + wizard = TRUE; + waswizard = TRUE; + } + else + msg("Sorry"); + } + when ESCAPE : /* Escape */ + door_stop = FALSE; + count = 0; + after = FALSE; + otherwise : + after = FALSE; + if (wizard) switch (ch) + { + case '@' : msg("@ %d,%d", hero.y, hero.x); + when 'C' : create_obj(); + when CTRL('I') : inventory(lvl_obj, 0); + when CTRL('W') : whatis(); + when CTRL('D') : level++; new_level(); + when CTRL('U') : level--; new_level(); + when CTRL('F') : show_win(stdscr, "--More (level map)--"); + when CTRL('X') : show_win(mw, "--More (monsters)--"); + when CTRL('T') : teleport(); + when CTRL('E') : msg("food left: %d", food_left); + when CTRL('A') : msg("%d things in your pack", inpack); + when CTRL('C') : add_pass(); + when CTRL('N') : + { + struct linked_list *item; + + if ((item = get_item("charge", STICK)) != NULL) + ((struct object *) ldata(item))->o_charges = 10000; + } + when CTRL('H') : + { + int i; + struct linked_list *item; + struct object *obj; + + for (i = 0; i < 9; i++) + raise_level(); + /* + * Give the rogue a sword (+1,+1) + */ + item = new_item(sizeof *obj); + obj = (struct object *) ldata(item); + obj->o_type = WEAPON; + obj->o_which = TWOSWORD; + init_weapon(obj, SWORD); + obj->o_hplus = 1; + obj->o_dplus = 1; + add_pack(item, TRUE); + cur_weapon = obj; + /* + * And his suit of armor + */ + item = new_item(sizeof *obj); + obj = (struct object *) ldata(item); + obj->o_type = ARMOR; + obj->o_which = PLATE_MAIL; + obj->o_ac = -5; + obj->o_flags |= ISKNOW; + cur_armor = obj; + add_pack(item, TRUE); + } + otherwise : + msg("Illegal command '%s'.", unctrl(ch)); + count = 0; + } + else + { + msg("Illegal command '%s'.", unctrl(ch)); + count = 0; + } + } + /* + * turn off flags if no longer needed + */ + if (!running) + door_stop = FALSE; + } + /* + * If he ran into something to take, let him pick it up. + */ + if (take != 0) + pick_up(take); + if (!running) + door_stop = FALSE; + if (!after) + ntimes++; + } + /* + * Kick off the rest if the daemons and fuses + */ + if (after) + { + look(FALSE); + do_daemons(AFTER); + do_fuses(AFTER); + if (ISRING(LEFT, R_SEARCH)) + search(); + else if (ISRING(LEFT, R_TELEPORT) && rnd(100) < 2) + teleport(); + if (ISRING(RIGHT, R_SEARCH)) + search(); + else if (ISRING(RIGHT, R_TELEPORT) && rnd(100) < 2) + teleport(); + } +} + +/* + * quit: + * Have player make certain, then exit. + */ + +void +quit(int p) +{ + /* + * Reset the signal in case we got here via an interrupt + */ + if (signal(SIGINT, quit) != &quit) + mpos = 0; + msg("Really quit?"); + draw(cw); + if (readchar(cw) == 'y') + { + clear(); + move(LINES-1, 0); + draw(stdscr); + endwin(); + score(purse, 1, 0); + exit(0); + } + else + { + signal(SIGINT, quit); + wmove(cw, 0, 0); + wclrtoeol(cw); + status(); + draw(cw); + mpos = 0; + count = 0; + } +} + +/* + * search: + * Player gropes about him to find hidden things. + */ + +void +search() +{ + int x, y; + int 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 (on(player, 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); + switch (ch) + { + case SECRETDOOR: + if (rnd(100) < 20) { + mvaddch(y, x, DOOR); + count = 0; + } + break; + case TRAP: + { + struct trap *tp; + + if (mvwinch(cw, y, x) == TRAP) + break; + if (rnd(100) > 50) + break; + tp = trap_at(y, x); + tp->tr_flags |= ISFOUND; + mvwaddch(cw, y, x, TRAP); + count = 0; + running = FALSE; + msg(tr_name(tp->tr_type)); + } + } + } +} + +/* + * help: + * Give single character help, or the whole mess if he wants it + */ + +void +help() +{ + struct h_list *strp = helpstr; + int helpch; + int cnt; + + msg("Character you want help for (* for all): "); + helpch = readchar(cw); + 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, "--Press space to continue--"); + draw(hw); + wait_for(hw,' '); + wclear(hw); + draw(hw); + wmove(cw, 0, 0); + wclrtoeol(cw); + status(); + touchwin(cw); +} + +/* + * identify: + * Tell the player what a certain thing is. + */ + +void +identify() +{ + int ch; + char *str; + + msg("What do you want identified? "); + ch = readchar(cw); + mpos = 0; + if (ch == ESCAPE) + { + msg(""); + return; + } + if (isalpha(ch) && isupper(ch)) + str = monsters[ch-'A'].m_name; + else switch(ch) + { + case '|': + case '-': + str = "wall of a room"; + when GOLD: str = "gold"; + when STAIRS : str = "passage leading down"; + when DOOR: str = "door"; + when FLOOR: str = "room floor"; + when PLAYER: str = "you"; + when PASSAGE: str = "passage"; + when TRAP: str = "trap"; + 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: str = "unknown character"; + } + msg("'%s' : %s", unctrl(ch), str); +} + +/* + * d_level: + * He wants to go down a level + */ + +void +d_level() +{ + if (winat(hero.y, hero.x) != STAIRS) + msg("I see no way down."); + else + { + level++; + new_level(); + } +} + +/* + * u_level: + * He wants to go up a level + */ + +void +u_level() +{ + if (winat(hero.y, hero.x) == STAIRS) + { + if (amulet) + { + level--; + if (level == 0) + total_winner(); + new_level(); + msg("You feel a wrenching sensation in your gut."); + return; + } + } + msg("I see no way up."); +} + +/* + * Let him escape for a while + */ + +void +shell() +{ + /* + * Set the terminal back to original mode + */ + wclear(hw); + wmove(hw, LINES-1, 0); + draw(hw); + endwin(); + in_shell = TRUE; + fflush(stdout); + + md_shellescape(); + + printf("\n[Press return to continue]"); + fflush(stdout); + noecho(); + crmode(); + in_shell = FALSE; + wait_for(cw,'\n'); + clearok(cw, TRUE); + touchwin(cw); + draw(cw); +} + +/* + * allow a user to call a potion, scroll, or ring something + */ +void +call() +{ + struct object *obj; + struct linked_list *item; + char **guess, *elsewise; + int *know; + + item = get_item("call", CALLABLE); + /* + * Make certain that it is somethings that we want to wear + */ + if (item == NULL) + return; + obj = (struct object *) ldata(item); + switch (obj->o_type) + { + case RING: + guess = r_guess; + know = r_know; + elsewise = (r_guess[obj->o_which] != NULL ? + r_guess[obj->o_which] : r_stones[obj->o_which]); + when POTION: + guess = p_guess; + know = p_know; + elsewise = (p_guess[obj->o_which] != NULL ? + p_guess[obj->o_which] : p_colors[obj->o_which]); + when SCROLL: + guess = s_guess; + know = s_know; + elsewise = (s_guess[obj->o_which] != NULL ? + s_guess[obj->o_which] : s_names[obj->o_which]); + when STICK: + guess = ws_guess; + know = ws_know; + elsewise = (ws_guess[obj->o_which] != NULL ? + ws_guess[obj->o_which] : ws_made[obj->o_which]); + otherwise: + msg("You can't call that anything"); + return; + } + if (know[obj->o_which]) + { + msg("That has already been identified"); + return; + } + if (terse) + addmsg("C"); + else + addmsg("Was c"); + msg("alled \"%s\"", elsewise); + if (terse) + msg("Call it: "); + else + msg("What do you want to call it? "); + strcpy(prbuf, elsewise); + if (get_str(prbuf, cw) == NORM) + { + if (guess[obj->o_which] != NULL) + free(guess[obj->o_which]); + guess[obj->o_which] = malloc((unsigned int) strlen(prbuf) + 1); + if (guess[obj->o_which] != NULL) + strcpy(guess[obj->o_which], prbuf); + } +}