diff rogue4/command.c @ 12:9535a08ddc39

Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
author edwarj4
date Sat, 24 Oct 2009 16:52:52 +0000
parents
children 4967c46f1320
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/rogue4/command.c	Sat Oct 24 16:52:52 2009 +0000
@@ -0,0 +1,600 @@
+/*
+ * Read and execute the user commands
+ *
+ * @(#)command.c	4.31 (Berkeley) 4/6/82
+ *
+ * Rogue: Exploring the Dungeons of Doom
+ * Copyright (C) 1980, 1981, 1982 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 <curses.h>
+#include <ctype.h>
+#include <stdlib.h>
+#include <string.h>
+#include "rogue.h"
+
+char countch, direction, newcount = FALSE;
+
+/*
+ * command:
+ *	Process the user commands
+ */
+command()
+{
+    register char ch;
+    register int ntimes = 1;			/* Number of player moves */
+    char *unctrol();
+
+    if (on(player, ISHASTE))
+	ntimes++;
+    /*
+     * Let the daemons start up
+     */
+    do_daemons(BEFORE);
+    do_fuses(BEFORE);
+    while (ntimes--)
+    {
+	/*
+	 * these are illegal things for the player to be, so if any are
+	 * set, someone's been poking in memeory
+	 */
+	if (on(player, ISSLOW|ISCANC|ISGREED|ISINVIS|ISMEAN|ISREGEN))
+	    auto_save(-1);
+
+	look(TRUE);
+	if (!running)
+	    door_stop = FALSE;
+	status();
+	lastscore = purse;
+	move(hero.y, hero.x);
+	if (!((running || count) && jump))
+	    refresh();			/* Draw screen */
+	take = 0;
+	after = TRUE;
+	/*
+	 * Read command or continue run
+	 */
+#ifdef WIZARD
+	if (wizard)
+	    noscore = TRUE;
+#endif
+	if (!no_command)
+	{
+	    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 (no_command)
+	{
+	    if (--no_command == 0)
+	    {
+		player.t_flags |= ISRUN;
+		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':
+#ifdef WIZARD
+		    case CTRL('D'): case CTRL('U'):
+#endif
+			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();
+		    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(-1);
+		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(); after = FALSE;
+		when 'c' : call(); after = FALSE;
+		when '>' : after = FALSE; d_level();
+		when '<' : after = FALSE; u_level();
+		when '?' : after = FALSE; help();
+		when '/' : after = FALSE; identify();
+		when 's' : search();
+		when 'z':
+		    if (get_dir())
+			do_zap();
+		    else
+			after = FALSE;
+		when 'D': after = FALSE; discovered();
+		when CTRL('R') : after = FALSE; msg(huh);
+		when CTRL('L') :
+		    after = FALSE;
+		    clearok(curscr,TRUE);
+		    wrefresh(curscr);
+		when 'v' :
+		    after = FALSE;
+		    msg("rogue version %s. (mctesq was here)", release);
+		when 'S' : 
+		    after = FALSE;
+		    if (save_game())
+		    {
+			move(LINES-1, 0); 
+			clrtoeol();
+			refresh();
+			endwin();
+			exit(0);
+		    }
+		when '.' : ;			/* Rest command */
+		when ' ' : after = FALSE;	/* "Legal" illegal command */
+		when '^' :
+		    after = FALSE;
+		    if (get_dir()) {
+			delta.y += hero.y;
+			delta.x += hero.x;
+			if (chat(delta.y, delta.x) != TRAP)
+			    msg("no trap there");
+			else
+			    msg(tr_name(flat(delta.y, delta.x) & F_TMASK));
+		    }
+#ifdef WIZARD
+		when CTRL('P') :
+		    after = FALSE;
+		    if (wizard)
+		    {
+			wizard = FALSE;
+			turn_see(TRUE);
+			msg("not wizard any more");
+		    }
+		    else
+		    {
+			if (wizard = passwd())
+			{
+			    noscore = TRUE;
+			    turn_see(FALSE);
+			    msg("you are suddenly as smart as Ken Arnold in dungeon #%d", dnum);
+			}
+			else
+			    msg("sorry");
+		    }
+#endif
+		when ESCAPE :	/* Escape */
+		    door_stop = FALSE;
+		    count = 0;
+		    after = FALSE;
+		otherwise :
+		    after = FALSE;
+#ifdef WIZARD
+		    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(FALSE);
+			when CTRL('D') : level++; new_level();
+			when CTRL('U') : if (level > 1) level--; new_level();
+			when CTRL('F') : show_map();
+			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('K') : add_pass();
+			when CTRL('X') : turn_see(on(player, SEEMONST));
+			when CTRL('N') :
+			{
+			    register THING *item;
+
+			    if ((item = get_item("charge", STICK)) != NULL)
+				item->o_charges = 10000;
+			}
+			when CTRL('H') :
+			{
+			    register int i;
+			    register THING *obj;
+
+			    for (i = 0; i < 9; i++)
+				raise_level();
+			    /*
+			     * Give the rogue a sword (+1,+1)
+			     */
+			    obj = new_item();
+			    obj->o_type = WEAPON;
+			    obj->o_which = TWOSWORD;
+			    init_weapon(obj, SWORD);
+			    obj->o_hplus = 1;
+			    obj->o_dplus = 1;
+			    obj->o_count = 1;
+			    obj->o_group = 0;
+			    add_pack(obj, TRUE);
+			    cur_weapon = obj;
+			    /*
+			     * And his suit of armor
+			     */
+			    obj = new_item();
+			    obj->o_type = ARMOR;
+			    obj->o_which = PLATE_MAIL;
+			    obj->o_ac = -5;
+			    obj->o_flags |= ISKNOW;
+			    obj->o_count = 1;
+			    obj->o_group = 0;
+			    cur_armor = obj;
+			    add_pack(obj, TRUE);
+			}
+			otherwise :
+			    illcom(ch);
+		    }
+		    else
+#endif
+			illcom(ch);
+	    }
+	    /*
+	     * 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++;
+    }
+    do_daemons(AFTER);
+    do_fuses(AFTER);
+    if (ISRING(LEFT, R_SEARCH))
+	search();
+    else if (ISRING(LEFT, R_TELEPORT) && rnd(50) == 0)
+	teleport();
+    if (ISRING(RIGHT, R_SEARCH))
+	search();
+    else if (ISRING(RIGHT, R_TELEPORT) && rnd(50) == 0)
+	teleport();
+}
+
+/*
+ * illcom:
+ *	What to do with an illegal command
+ */
+illcom(ch)
+char ch;
+{
+    save_msg = FALSE;
+    count = 0;
+    msg("illegal command '%s'", unctrol(ch));
+    save_msg = TRUE;
+}
+
+/*
+ * search:
+ *	Player gropes about him to find hidden things.
+ */
+search()
+{
+    register int y, x;
+    register char *fp;
+    register int ey, ex;
+
+    if (on(player, ISBLIND))
+	return;
+    ey = hero.y + 1;
+    ex = hero.x + 1;
+    for (y = hero.y - 1; y <= ey; y++) 
+	for (x = hero.x - 1; x <= ex; x++)
+	{
+	    if (y == hero.y && x == hero.x)
+		continue;
+	    fp = &flat(y, x);
+	    if (!(*fp & F_REAL))
+		switch (chat(y, x))
+		{
+		    case '|':
+		    case '-':
+			if (rnd(5) != 0)
+			    break;
+			chat(y, x) = DOOR;
+			*fp |= F_REAL;
+			count = running = FALSE;
+			break;
+		    case FLOOR:
+			if (rnd(2) != 0)
+			    break;
+			chat(y, x) = TRAP;
+			*fp |= F_REAL;
+			count = running = FALSE;
+			msg("%s%s", terse ? "" : "you found ", tr_name(*fp & F_TMASK));
+			break;
+		}
+	}
+}
+
+/*
+ * help:
+ *	Give single character help, or the whole mess if he wants it
+ */
+help()
+{
+    register const struct h_list *strp = helpstr;
+    register char helpch;
+    register int cnt;
+
+    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 != '*')
+    {
+	move(0, 0);
+	while (strp->h_ch)
+	{
+	    if (strp->h_ch == helpch)
+	    {
+		msg("%s%s", unctrol(strp->h_ch), strp->h_desc);
+		break;
+	    }
+	    strp++;
+	}
+	if (strp->h_ch != helpch)
+	    msg("unknown character '%s'", unctrol(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, unctrol(strp->h_ch));
+	waddstr(hw, strp->h_desc);
+	cnt++;
+	strp++;
+    }
+    wmove(hw, LINES-1, 0);
+    wprintw(hw, "--Press space to continue--");
+    wrefresh(hw);
+    w_wait_for(hw,' ');
+    wmove(stdscr, 0, 0);
+    wclrtoeol(stdscr);
+    touchwin(stdscr);
+    clearok(stdscr, TRUE);
+    refresh();
+}
+
+/*
+ * identify:
+ *	Tell the player what a certain thing is.
+ */
+identify()
+{
+    register char ch;
+    register const char *str;
+
+    msg("what do you want identified? ");
+    ch = readchar();
+    mpos = 0;
+    if (ch == ESCAPE)
+    {
+	msg("");
+	return;
+    }
+    if (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 = "a staircase";
+	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", unctrol(ch), str);
+}
+
+/*
+ * d_level:
+ *	He wants to go down a level
+ */
+d_level()
+{
+    if (chat(hero.y, hero.x) != STAIRS)
+	msg("I see no way down");
+    else
+    {
+	level++;
+	new_level();
+    }
+}
+
+/*
+ * u_level:
+ *	He wants to go up a level
+ */
+u_level()
+{
+    if (chat(hero.y, hero.x) == STAIRS)
+	if (amulet)
+	{
+	    level--;
+	    if (level == 0)
+		total_winner();
+	    new_level();
+	    msg("you feel a wrenching sensation in your gut");
+	}
+	else
+	    msg("your way is magically blocked");
+    else
+	msg("I see no way up");
+}
+
+/*
+ * call:
+ *	Allow a user to call a potion, scroll, or ring something
+ */
+call()
+{
+    register THING *obj;
+    register char **guess;
+    const char *elsewise;
+    register bool *know;
+
+    obj = get_item("call", CALLABLE);
+    /*
+     * Make certain that it is somethings that we want to wear
+     */
+    if (obj == NULL)
+	return;
+    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("Was ");
+    msg("called \"%s\"", elsewise);
+    if (terse)
+	msg("call it: ");
+    else
+	msg("what do you want to call it? ");
+    if (guess[obj->o_which] != NULL)
+	free(guess[obj->o_which]);
+    strcpy(prbuf, elsewise);
+    if (get_str(prbuf, stdscr) == NORM)
+    {
+	guess[obj->o_which] = malloc((unsigned int) strlen(prbuf) + 1);
+	strcpy(guess[obj->o_which], prbuf);
+    }
+}