Mercurial > hg > early-roguelike
diff arogue7/command.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | b786053d2f37 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/command.c Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,1220 @@ +/* + * command.c - Read and execute the user commands + * + * Advanced Rogue + * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T + * 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. + */ + +/* + * Read and execute the user commands + * + */ + +#include "curses.h" +#include <ctype.h> +#include <signal.h> +#include "mach_dep.h" +#include "rogue.h" +#ifdef PC7300 +#include "sys/window.h" +extern struct uwdata wdata; +#endif + +/* + * command: + * Process the user commands + */ + +command() +{ + unsigned char ch; + struct linked_list *item; + unsigned char countch, direction, newcount = FALSE; + int segment = 1; + int monst_limit, monst_current; + + monst_limit = monst_current = 1; + while (playing) { + /* + * Let the daemons start up, but only do them once a round + * (round = 10 segments). + */ + if (segment >= 10) { + do_daemons(BEFORE); + do_fuses(BEFORE); + } + + after = TRUE; + do { + /* One more tick of the clock. */ + if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) { + daytime ^= TRUE; + if (levtype == OUTSIDE) { + if (daytime) msg("The sun rises above the horizon"); + else msg("The sun sinks below the horizon"); + } + light(&hero); + } + + /* + * Don't bother with these updates unless the player's going + * to do something. + */ + if (player.t_action == A_NIL && player.t_no_move <= 1) { + look(after, FALSE); + lastscore = purse; + wmove(cw, hero.y, hero.x); + if (!((running || count) && jump)) { + status(FALSE); + } + } + + /* Draw the screen */ + if (!((running || count) && jump)) { + wmove(cw, hero.y, hero.x); + draw(cw); + } + + after = TRUE; + + /* + * Read command or continue run + */ + if (--player.t_no_move <= 0) { + take = 0; /* Nothing here to start with */ + player.t_no_move = 0; /* Be sure we don't go too negative */ + if (!running) door_stop = FALSE; + + /* Was the player being held? */ + if (player.t_action == A_FREEZE) { + player.t_action = A_NIL; + msg("You can move again."); + } + + if (player.t_action != A_NIL) ch = (char) player.t_action; + else if (running) { + char scratch; + + /* If in a corridor or maze, if we are at a turn with + * only one way to go, turn that way. + */ + scratch = CCHAR( winat(hero.y, hero.x) ); + if ((scratch==PASSAGE||scratch==DOOR||levtype==MAZELEV) && + off(player, ISHUH) && + off(player, ISBLIND)) { + int y, x; + if (getdelta(runch, &y, &x) == TRUE) { + corr_move(y, x); + } + } + ch = runch; + } + else if (count) ch = countch; + else { + ch = readchar(); + if (mpos != 0 && !running) /* Erase message if its there */ + msg(""); + } + + /* + * check for prefixes + */ + if (isdigit(ch)) + { + count = 0; + newcount = TRUE; + while (isdigit(ch)) + { + count = count * 10 + (ch - '0'); + if (count > 255) + count = 255; + 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 C_SEARCH: case '.': + break; + default: + count = 0; + } + } + + /* Save current direction */ + if (!running) { /* If running, it is already saved */ + 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': + runch = tolower(ch); + } + } + + /* Perform the action */ + 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 A_PICKUP: + player.t_action = A_NIL; + if (add_pack(NULL, FALSE, NULL)) { + char tch; + + tch = CCHAR( mvwinch(stdscr, hero.y, hero.x) ); + if (tch != FLOOR && tch != PASSAGE) { + player.t_action = A_PICKUP; /*get more */ + player.t_no_move += 2 * movement(&player); + } + } + when A_ATTACK: + /* Is our attackee still there? */ + if (isalpha(winat(player.t_newpos.y, + player.t_newpos.x))) { + /* Our friend is still here */ + player.t_action = A_NIL; + fight(&player.t_newpos, cur_weapon, FALSE); + } + else { /* Our monster has moved */ + player.t_action = A_NIL; + } + when A_THROW: + if (player.t_action == A_NIL) { + item = get_item(pack, "throw", ALL, FALSE, FALSE); + if (item != NULL && get_dir(&player.t_newpos)) { + player.t_action = A_THROW; + player.t_using = item; + player.t_no_move = 2 * movement(&player); + } + else + after = FALSE; + } + else { + missile(player.t_newpos.y, player.t_newpos.x, + player.t_using, &player); + player.t_action = A_NIL; + player.t_using = 0; + } + when 'Q' : after = FALSE; quit(0); + when 'i' : after = FALSE; inventory(pack, ALL); + when 'I' : after = FALSE; picky_inven(); + when C_DROP : player.t_action = C_DROP; drop(NULL); + when 'P' : + if (levtype != POSTLEV) { + /* We charge 2 movement units per item */ + player.t_no_move = + 2 * grab(hero.y, hero.x) * movement(&player); + } + else { + /* Let's quote the wise guy a price */ + buy_it(); + after = FALSE; + } + when C_COUNT : count_gold(); + when C_QUAFF : quaff(-1, NULL, NULL, TRUE); + when C_READ : read_scroll(-1, NULL, TRUE); + when C_EAT : eat(); + when C_WIELD : wield(); + when C_WEAR : wear(); + when C_TAKEOFF : take_off(); + when 'o' : option(); + when CTRL('N') : nameit(); + when '=' : after = FALSE; display(); + when 'm' : nameitem(NULL, TRUE); + when '>' : after = FALSE; d_level(); + when '<' : after = FALSE; u_level(); + when '?' : after = FALSE; help(); + when '/' : after = FALSE; identify(NULL); + when C_USE : use_mm(-1); + when CTRL('T') : + if (player.t_action == A_NIL) { + if (get_dir(&player.t_newpos)) { + player.t_action = CTRL('T'); + player.t_no_move = 2 * movement(&player); + } + else + after = FALSE; + } + else { + steal(); + player.t_action = A_NIL; + } + when C_DIP : dip_it(); + when 'G' : + if (player.t_action == A_NIL) { + player.t_action = 'G'; + player.t_no_move = movement(&player); + } + else { + gsense(); + player.t_action = A_NIL; + } + when C_SETTRAP : set_trap(&player, hero.y, hero.x); + when C_SEARCH : + if (player.t_action == A_NIL) { + player.t_action = C_SEARCH; + player.t_no_move = 5 * movement(&player); + } + else { + search(FALSE, FALSE); + player.t_action = A_NIL; + } + when C_ZAP : if (!player_zap(NULL, FALSE)) + after=FALSE; + when C_PRAY : pray(); + when C_CHANT : chant(); + when C_CAST : cast(); + when 'a' : + if (player.t_action == A_NIL) { + if (get_dir(&player.t_newpos)) { + player.t_action = 'a'; + player.t_no_move = 2 * movement(&player); + } + else + after = FALSE; + } + else { + affect(); + player.t_action = A_NIL; + } + when 'v' : after = FALSE; + msg("Advanced Rogue Version %s.", + release); + when CTRL('L') : after = FALSE; clearok(curscr, TRUE); + touchwin(cw); /* MMMMMMMMMM */ + when CTRL('R') : after = FALSE; msg(huh); + when 'S' : + after = FALSE; + if (save_game()) + { + wclear(cw); + draw(cw); + endwin(); +#ifdef PC7300 + endhardwin(); +#endif + exit(0); + } + when '.' : + player.t_no_move = movement(&player); /* Rest */ + player.t_action = A_NIL; + when ' ' : after = FALSE; /* Do Nothing */ +#ifdef WIZARD + when CTRL('P') : + after = FALSE; + if (wizard) + { + wizard = FALSE; + trader = 0; + msg("Not wizard any more"); + } + else + { + if (waswizard || passwd()) + { + msg("Welcome, oh mighty wizard."); + wizard = waswizard = TRUE; + } + else + msg("Sorry"); + } +#endif + 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; +#ifdef WIZARD + if (wizard) switch (ch) + { + case 'M' : create_obj(TRUE, 0, 0); + when CTRL('W') : wanderer(); + when CTRL('I') : inventory(lvl_obj, ALL); + when CTRL('Z') : whatis(NULL); + when CTRL('D') : level++; new_level(NORMLEV); + when CTRL('F') : overlay(stdscr,cw); + when CTRL('X') : overlay(mw,cw); + when CTRL('J') : teleport(); + when CTRL('E') : msg("food left: %d\tfood level: %d", + food_left, foodlev); + when CTRL('A') : activity(); + when CTRL('C') : + { + int tlev; + prbuf[0] = 0; + msg("Which level? "); + if(get_str(prbuf,msgw) == NORM) { + tlev = atoi(prbuf); + if(tlev < 1) { + mpos = 0; + msg("Illegal level."); + } + else if (tlev > 199) { + levtype = MAZELEV; + level = tlev - 200 + 1; + } + else if (tlev > 99) { + levtype = POSTLEV; + level = tlev - 100 + 1; + } + else { + levtype = NORMLEV; + level = tlev; + } + new_level(levtype); + } + } + when CTRL('G') : + { + item=get_item(pack,"charge",STICK,FALSE,FALSE); + if (item != NULL) { + (OBJPTR(item))->o_charges=10000; + } + } + when CTRL('H') : + { + register int i; + register struct object *obj; + + for (i = 0; i < 9; i++) + raise_level(); + /* + * Give the rogue a sword + */ + if (cur_weapon==NULL || cur_weapon->o_type != + RELIC) { + item = spec_item(WEAPON, TWOSWORD, 5, 5); + add_pack(item, TRUE, NULL); + cur_weapon = OBJPTR(item); + (OBJPTR(item))->o_flags |= (ISKNOW|ISPROT); + } + /* + * And his suit of armor + */ + if (player.t_ctype != C_MONK) { + item = spec_item(ARMOR, PLATE_ARMOR, 10, 0); + obj = OBJPTR(item); + if (player.t_ctype == C_THIEF) + obj->o_which = STUDDED_LEATHER; + obj->o_flags |= (ISKNOW | ISPROT); + obj->o_weight = armors[PLATE_ARMOR].a_wght; + cur_armor = obj; + add_pack(item, TRUE, NULL); + } + purse += 20000; + } + otherwise : + msg("Illegal command '%s'.", unctrl(ch)); + count = 0; + } + else +#endif + { + msg("Illegal command '%s'.", unctrl(ch)); + count = 0; + after = FALSE; + } + } + + /* + * If he ran into something to take, let him pick it up. + * unless it's a trading post + */ + if (auto_pickup && take != 0 && levtype != POSTLEV) { + /* get ready to pick it up */ + player.t_action = A_PICKUP; + player.t_no_move += 2 * movement(&player); + } + } + + /* If he was fighting, let's stop (for now) */ + if (player.t_quiet < 0) player.t_quiet = 0; + + if (!running) + door_stop = FALSE; + + if (after && segment >= 10) { + /* + * Kick off the rest if the daemons and fuses + */ + + /* + * If player is infested, take off a hit point + */ + if (on(player, HASINFEST)) { + if ((pstats.s_hpt -= infest_dam) <= 0) death(D_INFESTATION); + } + + /* + * The eye of Vecna is a constant drain on the player + */ + if (cur_relic[EYE_VECNA]) { + if ((--pstats.s_hpt) <= 0) death(D_RELIC); + } + + /* + * if player has body rot then take off five hits + */ + if (on(player, DOROT)) { + if ((pstats.s_hpt -= 5) <= 0) death(D_ROT); + } + do_daemons(AFTER); + do_fuses(AFTER); + } + } while (after == FALSE); + + /* Make the monsters go */ + if (--monst_current <= 0) + monst_current = monst_limit = runners(monst_limit); + +#ifdef NEEDLOOK + /* Shall we take a look? */ + if (player.t_no_move <= 1 && + !((running || count) && jump)) + look(FALSE, FALSE); +#endif + + if (++segment > 10) segment = 1; + t_free_list(monst_dead); + } +} + +/* + * display + * tell the player what is at a certain coordinates assuming + * it can be seen. + */ +display() +{ + coord c; + struct linked_list *item; + struct thing *tp; + int what; + + msg("What do you want to display (* for help)?"); + c = get_coordinates(); + mpos = 0; + if (!cansee(c.y, c.x)) { + msg("You can't see what is there."); + return; + } + what = mvwinch(cw, c.y, c.x); + if (isalpha(what)) { + item = find_mons(c.y, c.x); + tp = THINGPTR(item); + msg("%s", monster_name(tp)); + return; + } + if ((item = find_obj(c.y, c.x)) != NULL) { + msg("%s", inv_name(OBJPTR(item), FALSE)); + return; + } + identify(what); +} + +/* + * quit: + * Have player make certain, then exit. + */ + +void +quit(sig) +int sig; +{ + /* + * Reset the signal in case we got here via an interrupt + */ + if (signal(SIGINT, quit) != quit) + mpos = 0; + msg("Really quit? <yes or no> "); + draw(cw); + prbuf[0] = '\0'; + if ((get_str(prbuf, msgw) == NORM) && strcmp(prbuf, "yes") == 0) { + clear(); + move(lines-1, 0); + draw(stdscr); + score(pstats.s_exp + (long) purse, CHICKEN, 0); +#ifdef PC7300 + endhardwin(); +#endif + exit(0); + } + else + { + signal(SIGINT, quit); + wmove(cw, 0, 0); + wclrtoeol(cw); + status(FALSE); + draw(cw); + mpos = 0; + count = 0; + running = FALSE; + } +} + +/* + * bugkill: + * killed by a program bug instead of voluntarily. + */ + +void +bugkill(sig) +int sig; +{ + signal(sig, quit); /* If we get it again, give up */ + death(D_SIGNAL); /* Killed by a bug */ +} + + +/* + * search: + * Player gropes about him to find hidden things. + */ + +search(is_thief, door_chime) +register bool is_thief, door_chime; +{ + register int x, y; + register char ch, /* The trap or door character */ + sch, /* Trap or door character (as seen on screen) */ + mch; /* Monster, if a monster is on the trap or door */ + register struct linked_list *item; + register struct thing *mp; /* Status on surrounding monster */ + + /* + * 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++) + { + if (y==hero.y && x==hero.x) + continue; + + /* Mch and ch will be the same unless there is a monster here */ + mch = CCHAR( winat(y, x) ); + ch = CCHAR( mvwinch(stdscr, y, x) ); + sch = CCHAR( mvwinch(cw, y, x) ); /* What's on the screen */ + + if (door_chime == FALSE && isatrap(ch)) { + register struct trap *tp; + + /* Is there a monster on the trap? */ + if (mch != ch && (item = find_mons(y, x)) != NULL) { + mp = THINGPTR(item); + if (sch == mch) sch = mp->t_oldch; + } + else mp = NULL; + + /* + * is this one found already? + */ + if (isatrap(sch)) + continue; /* give him chance for other traps */ + tp = trap_at(y, x); + /*