Mercurial > hg > early-roguelike
view rogue4/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 | f871cb0539d3 |
children | 1b73a8641b37 |
line wrap: on
line source
/* * 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) { 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(); printf("See you soon, %s!\n", whoami); 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", 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); } }