Mercurial > hg > early-roguelike
view rogue3/command.c @ 162:600873555ec0
Don't swap signal handlers in md_shellescape().
md_shellescape() sets SIGINT and SIGQUIT to be ignored, storing the
previous handlers, and restores them after the shell exits. But it
mixed up the two handlers.
Since the signals were usually handled by the same function, this fix
doesn't have much effect, but anything that makes signal code less
confusing is a good thing.
author | John "Elwin" Edwards |
---|---|
date | Mon, 08 Jun 2015 10:01:25 -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); } }