Mercurial > hg > early-roguelike
view arogue5/command.c @ 173:78fa1d0e5d25
srogue: open the score and log files when the program starts.
Super-Rogue can now use the same privilege-dropping scheme as the other
games.
author | John "Elwin" Edwards |
---|---|
date | Sat, 01 Aug 2015 15:12:11 -0400 |
parents | a0a57cf42810 |
children | 56e748983fa8 |
line wrap: on
line source
/* * Read and execute the user commands * * Advanced Rogue * Copyright (C) 1984, 1985 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. */ #include "curses.h" #include <stdlib.h> #include <string.h> #include <limits.h> #include <ctype.h> #include <signal.h> #include "rogue.h" #include "mach_dep.h" /* * command: * Process the user commands */ command() { register char ch; register int ntimes = 1; /* Number of player moves */ static char countch, direction, newcount = FALSE; struct linked_list *item; bool an_after = FALSE; if (on(player, ISHASTE)) { ntimes++; turns--; /* correct for later */ } if (on(player, ISSLOW) || on(player, ISDANCE)) { if (player.t_turn != TRUE) { ntimes--; turns++; an_after = TRUE; } player.t_turn ^= TRUE; } /* * Let the daemons start up */ do_daemons(BEFORE); do_fuses(BEFORE); while (ntimes-- > 0) { /* One more tick of the clock. */ if ((++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); } look(after, FALSE); if (!running) door_stop = FALSE; lastscore = purse; wmove(cw, hero.y, hero.x); if (!((running || count) && jump)) { status(FALSE); wmove(cw, hero.y, hero.x); draw(cw); /* Draw screen */ } take = 0; after = TRUE; /* * Read command or continue run */ if (!no_command) { if (running) { /* If in a corridor or maze, if we are at a turn with only one * way to go, turn that way. */ if ((winat(hero.y, hero.x) == PASSAGE || 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(""); } } 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'); 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 'q': case 'r': case 's': case 'f': case 't': case 'C': case 'I': case '.': case 'z': case 'p': 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 't': if((item=get_item(pack,"throw", ALL)) != NULL && get_dir()) missile(delta.y, delta.x, item, &player); else after = FALSE; when 'Q' : after = FALSE; quit(-1); when 'i' : after = FALSE; inventory(pack, ALL); when 'I' : after = FALSE; picky_inven(); when 'd' : drop(NULL); when 'P' : grab(hero.y, hero.x); when 'q' : quaff(-1, NULL, TRUE); when 'r' : read_scroll(-1, NULL, TRUE); when 'e' : eat(); when 'w' : wield(); when 'W' : wear(); when 'T' : take_off(); when 'o' : option(); when 'c' : call(FALSE); when 'm' : call(TRUE); when '>' : after = FALSE; d_level(); when '<' : after = FALSE; u_level(); when '?' : after = FALSE; help(); when '/' : after = FALSE; identify(); when CTRL('U') : use_mm(-1); when CTRL('T') : if (get_dir()) steal(); else after = FALSE; when 'D' : dip_it(); when 'G' : gsense(); when '^' : set_trap(&player, hero.y, hero.x); when 's' : search(FALSE, FALSE); when 'z' : if (!do_zap(TRUE, NULL, FALSE)) after=FALSE; when 'p' : pray(); when 'C' : cast(); when 'a' : if (get_dir()) affect(); else after = FALSE; 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(); printf("\n"); exit(0); } when '.' : ; /* Rest command */ 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') : sprintf(outstring,"food left: %d\tfood level: %d", food_left, foodlev); msg(outstring); 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('N') : { if ((item=get_item(pack, "charge", STICK)) != NULL){ (OBJPTR(item))->o_charges=10000; } } when CTRL('H') : { register int i; register struct object *obj; for (i = 0; i < 9; i++) raise_level(TRUE); /* * 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); cur_weapon->o_flags |= (ISKNOW | ISPROT); } /* * And his suit of armor */ if (player.t_ctype == C_THIEF) item = spec_item(ARMOR, STUDDED_LEATHER, 10, 0); else item = spec_item(ARMOR, PLATE_ARMOR, 7, 0); obj = OBJPTR(item); 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; } } /* * turn off flags if no longer needed */ if (!running) door_stop = FALSE; } /* * If he ran into something to take, let him pick it up. * unless its a trading post */ if (auto_pickup && take != 0 && levtype != POSTLEV) pick_up(take); if (!running) door_stop = FALSE; /* If after is true, mark an_after as true so that if * we are hasted, the first "after" will be noted. * if after is FALSE then stay in this loop */ if (after) an_after = TRUE; else ntimes++; } /* * Kick off the rest if the daemons and fuses */ if (an_after) { /* * If player is infested, take off a hit point */ if (on(player, HASINFEST)) { if ((pstats.s_hpt -= infest_dam) <= 0) death(D_INFESTATION); } /* * 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); if (!((running || count) && jump)) look(FALSE, FALSE); } t_free_list(monst_dead); } /* * quit: * Have player make certain, then exit. */ void quit(int sig) { NOOP(sig); /* * 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() == 'y') { clear(); move(LINES-1, 0); draw(stdscr); writelog(pstats.s_exp + (long) purse, CHICKEN, 0); score(pstats.s_exp + (long) purse, CHICKEN, 0); 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); /* * if the thief set it then don't display it. * if its not a thief he has 50/50 shot */ if((tp->tr_flags&ISTHIEFSET) || (!is_thief && rnd(100)>50)) continue; /* give him chance for other traps */ tp->tr_flags |= ISFOUND; /* Let's update the screen */ if (mp != NULL && CCHAR(mvwinch(cw, y, x)) == mch) mp->t_oldch = ch; /* Will change when monst moves */ else mvwaddch(cw, y, x, ch); count = 0; running = FALSE; msg(tr_name(tp->tr_type)); } else if (ch == SECRETDOOR) { if (door_chime == TRUE || (!is_thief && rnd(100) < 20)) { /* Is there a monster on the door? */ if (mch != ch && (item = find_mons(y, x)) != NULL) { mp = THINGPTR(item); /* Screen will change when monster moves */ if (sch == mch) mp->t_oldch = ch; } mvaddch(y, x, DOOR); count = 0; } } } } /* * help: * Give single character help, or the whole mess if he wants it */ help() { register struct h_list *strp = helpstr; #ifdef WIZARD struct h_list *wizp = wiz_help; #endif 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 != '*') { wmove(cw, 0, 0); while (strp->h_ch) { if (strp->h_ch == helpch) { sprintf(outstring,"%s%s", unctrl(strp->h_ch), strp->h_desc); msg(outstring); return; } strp++; } #ifdef WIZARD if (wizard) { while (wizp->h_ch) { if (wizp->h_ch == helpch) { sprintf(outstring,"%s%s", unctrl(wizp->h_ch), wizp->h_desc); msg(outstring); return; } wizp++; } } #endif 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); strp++; if (++cnt >= 46 && strp->h_ch) { wmove(hw, LINES-1, 0); wprintw(hw, morestr); draw(hw); wait_for(hw,' '); wclear(hw); cnt = 0; } } #ifdef WIZARD if (wizard) { while (wizp->h_ch) { mvwaddstr(hw, cnt % 23, cnt > 22 ? 40 : 0, unctrl(wizp->h_ch)); waddstr(hw, wizp->h_desc); wizp++; if (++cnt >= 46 && wizp->h_ch) { wmove(hw, LINES-1, 0); wprintw(hw, morestr); draw(hw); wait_for(hw,' '); wclear(hw); cnt = 0; } } } #endif wmove(hw, LINES-1, 0); wprintw(hw, spacemsg); draw(hw); wait_for(hw,' '); wclear(hw); draw(hw); wmove(cw, 0, 0); wclrtoeol(cw); status(FALSE); touchwin(cw); } /* * identify: * Tell the player what a certain thing is. */ identify() { register char ch; const char *str; msg("What do you want identified? "); ch = readchar(); mpos = 0; if (ch == ESCAPE) { msg(""); return; } if (isalpha(ch)) str = monsters[id_monst(ch)].m_name; else switch(ch) { case '|': case '-': str = (levtype == OUTSIDE) ? "boundary of sector" : "wall of a room"; when GOLD: str = "gold"; when STAIRS : str = (levtype == OUTSIDE) ? "entrance to a dungeon" : "passage leading down"; when DOOR: str = "door"; when FLOOR: str = (levtype == OUTSIDE) ? "meadow" : "room floor"; when VPLAYER: str = "the hero of the game ---> you"; when IPLAYER: str = "you (but invisible)"; when PASSAGE: str = "passage"; when POST: str = "trading post"; when POOL: str = (levtype == OUTSIDE) ? "lake" : "a shimmering pool"; when TRAPDOOR: str = "trapdoor"; when ARROWTRAP: str = "arrow trap"; when SLEEPTRAP: str = "sleeping gas trap"; when BEARTRAP: str = "bear trap"; when TELTRAP: str = "teleport trap"; when DARTTRAP: str = "dart trap"; when MAZETRAP: str = "entrance to a maze"; when FOREST: str = "forest"; 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 MM: str = "miscellaneous magic"; when RING: str = "ring"; when STICK: str = "wand or staff"; when SECRETDOOR:str = "secret door"; when RELIC: str = "artifact"; otherwise: str = "unknown character"; } sprintf(outstring,"'%s' : %s", unctrl(ch), str); msg(outstring); } /* * d_level: * He wants to go down a level */ d_level() { bool no_phase=FALSE; /* If we are at a top-level trading post, we probably can't go down */ if (levtype == POSTLEV && level == 0 && rnd(100) < 80) { msg("I see no way down."); return; } if (winat(hero.y, hero.x) != STAIRS) { if (off(player, CANINWALL) || /* Must use stairs if can't phase */ (levtype == OUTSIDE && rnd(100) < 90)) { msg("I see no way down."); return; } /* Is there any dungeon left below? */ if (level >= nfloors) { msg("There is only solid rock below."); return; } extinguish(unphase); /* Using phase to go down gets rid of it */ no_phase = TRUE; } /* Is this the bottom? */ if (level >= nfloors) { msg("The stairway only goes up."); return; } level++; new_level(NORMLEV); if (no_phase) unphase(); } /* * u_level: * He wants to go up a level */ u_level() { bool no_phase = FALSE; register struct linked_list *item; struct thing *tp; struct object *obj; if (winat(hero.y, hero.x) != STAIRS) { if (off(player, CANINWALL)) { /* Must use stairs if can't phase */ msg("I see no way up."); return; } extinguish(unphase); no_phase = TRUE; } if (level == 0) { msg("The stairway only goes down."); return; } /* * does he have the item he was quested to get? */ if (level == 1) { for (item = pack; item != NULL; item = next(item)) { obj = OBJPTR(item); if (obj->o_type == RELIC && obj->o_which == quest_item) total_winner(); } } /* * check to see if he trapped a UNIQUE, If he did then put it back * in the monster table for next time */ for (item = tlist; item != NULL; item = next(item)) { tp = THINGPTR(item); if (on(*tp, ISUNIQUE)) monsters[tp->t_index].m_normal = TRUE; } t_free_list(tlist); /* Monsters that fell below are long gone! */ if (levtype != POSTLEV) level--; if (level > 0) new_level(NORMLEV); else { level = -1; /* Indicate that we are new to the outside */ new_level(OUTSIDE); /* Leaving the dungeon */ msg("You emerge into the %s", daytime ? "light" : "night"); } if (no_phase) unphase(); } /* * Let him escape for a while */ 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(retstr); fflush(stdout); nonl(); noecho(); raw(); keypad(cw,1); in_shell = FALSE; wait_for(hw,'\n'); clearok(cw, TRUE); touchwin(cw); wmove(cw,0,0); draw(cw); } /* * allow a user to call a potion, scroll, or ring something */ call(mark) bool mark; { register struct object *obj; register struct linked_list *item; register char **guess = NULL, *elsewise = NULL; register bool *know; if (mark) item = get_item(pack, "mark", ALL); else item = get_item(pack, "call", CALLABLE); /* * Make certain that it is somethings that we want to wear */ if (item == NULL) return; obj = OBJPTR(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]); when MM: guess = m_guess; know = m_know; elsewise = (m_guess[obj->o_which] != NULL ? m_guess[obj->o_which] : "nothing"); otherwise: if (!mark) { msg("You can't call that anything."); return; } else know = (bool *) 0; } if ((obj->o_flags & ISPOST) || (know && know[obj->o_which]) && !mark) {