view rogue3/command.c @ 170:0298a68cc179

Advanced Rogue family: fix messages from some scrolls. When scrolls of magic mapping or gold detection were read, their characteristic messages were displayed before overwriting the whole screen to show the newly discovered information. They are now shown after updating the screen, so they will be visible.
author John "Elwin" Edwards
date Thu, 02 Jul 2015 08:04:16 -0400
parents 47aeaccbb953
children e52a8a7ad4c5
line wrap: on
line source

/*
 * 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' : after = FALSE; 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();
			printf("See you soon, %s!\n", whoami);
			exit(0);
		    }
		when '.' : ;			/* Rest command */
#ifdef WIZARD
		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");
		    }
#endif
		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();
        writelog(purse, 1, 0);
	score(purse, 1, 0);
	printf("[Press return to exit]\n");
	fflush(NULL);
	getchar();
	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);
    }
}