view rogue5/command.c @ 111:7f8f43943b1f

Fix some terribly depressing corruption during restore. In rogue5/state.c, rs_read_daemons() zeroes out the argument and delay if the daemon slot is empty. Unfortunately that code ended up on the wrong side of the brace that closes the for loop, so instead of running after each daemon, it got run once after the loop exited, when the index was of course out of bounds. This tended to manifest, when compiled with -O2, by overwriting hw and setting it to NULL. When inventory() next ran, hw would be passed to wgetch(), which returns ERR when it gets a NULL argument. This made md_readchar() think something was wrong and autosave the game. Upon investigation, rogue3 was found to commit the same mistake. rogue4 and srogue don't zero the data. arogue5 already does it properly. Someday I am going to run all this through Valgrind. Someday when I am a kinder person who will not be driven to invoke hordes of trolls and centaurs upon the original authors.
author John "Elwin" Edwards
date Wed, 08 Jan 2014 16:44:16 -0500
parents f871cb0539d3
children
line wrap: on
line source

/*
 * Read and execute the user commands
 *
 * @(#)command.c	4.73 (Berkeley) 08/06/83
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h>
#include <curses.h>
#include <ctype.h>
#include "rogue.h"

/*
 * command:
 *	Process the user commands
 */
void
command(void)
{
    int ch;
    int ntimes = 1;			/* Number of player moves */
    int *fp;
    THING *mp;
    static int countch, direction, newcount = FALSE;

    if (on(player, ISHASTE))
	ntimes++;
    /*
     * Let the daemons start up
     */
    do_daemons(BEFORE);
    do_fuses(BEFORE);
    while (ntimes--)
    {
	again = FALSE;
	if (has_hit)
	{
	    endmsg();
	    has_hit = FALSE;
	}
	/*
	 * these are illegal things for the player to be, so if any are
	 * set, someone's been poking in memeory
	 */
	if (on(player, ISSLOW|ISGREED|ISINVIS|ISREGEN|ISTARGET))
	    exit(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 MASTER
	if (wizard)
	    noscore = TRUE;
#endif
	if (!no_command)
	{
	    if (running || to_death)
		ch = runch;
	    else if (count)
		ch = countch;
	    else
	    {
		ch = readchar();
		move_on = FALSE;
		if (mpos != 0)		/* Erase message if its there */
		{
		    if (ch != '.')
			msg("");
		}
	    }
	}
	else
	    ch = '.';
	if (no_command)
	{
	    if (--no_command == 0)
	    {
		msg("you can move again");
	    }
	}
	else
	{
	    /*
	     * check for prefixes
	     */
	    newcount = FALSE;
	    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 CTRL('B'): case CTRL('H'): case CTRL('J'):
		    case CTRL('K'): case CTRL('L'): case CTRL('N'):
		    case CTRL('U'): case CTRL('Y'):
		    case '.': case 'a': case 'b': case 'h': case 'j':
		    case 'k': case 'l': case 'm': case 'n': case 'q':
		    case 'r': case 's': case 't': case 'u': case 'y':
		    case 'z': case 'B': case 'C': case 'H': case 'I':
		    case 'J': case 'K': case 'L': case 'N': case 'U':
		    case 'Y':
#ifdef MASTER
		    case CTRL('D'): case CTRL('A'):
#endif
			break;
		    default:
			count = 0;
		}
	    }
	    /*
	     * execute a command
	     */
	    if (count && !running)
		count--;
	    if (ch != 'a' && ch != ESCAPE && !(running || count || to_death))
	    {
		l_last_comm = last_comm;
		l_last_dir = last_dir;
		l_last_pick = last_pick;
		last_comm = ch;
		last_dir = '\0';
		last_pick = NULL;
	    }
over:
	    switch (ch)
	    {
		case ',': {
		    THING *obj = NULL;
		    int found = 0;
		    for (obj = lvl_obj; obj != NULL; obj = next(obj))
    			{
			    if (obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)
			    {
				found=1;
				break;
			    }
    			}

		    if (found) {
			if (levit_check())
			    ;
			else
			    pick_up(obj->o_type);
		    }
		    else {
			if (!terse)
			    addmsg("there is ");
			addmsg("nothing here");
                        if (!terse)
                            addmsg(" to pick up");
                        endmsg();
		    }
		}
		when '!': 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 CTRL('H'): case CTRL('J'): case CTRL('K'): case CTRL('L'):
		case CTRL('Y'): case CTRL('U'): case CTRL('B'): case CTRL('N'):
		{
		    if (!on(player, ISBLIND))
		    {
			door_stop = TRUE;
			firstmove = TRUE;
		    }
		    if (count && !newcount)
			ch = direction;
		    else
		    {
			ch += ('A' - CTRL('A'));
			direction = ch;
		    }
		    goto over;
		}
		when 'F':
		    kamikaze = TRUE;
		    /* FALLTHROUGH */
		case 'f':
		    if (!get_dir())
		    {
			after = FALSE;
			break;
		    }
		    delta.y += hero.y;
		    delta.x += hero.x;
		    if ( ((mp = moat(delta.y, delta.x)) == NULL)
			|| ((!see_monst(mp)) && !on(player, SEEMONST)))
		    {
			if (!terse)
			    addmsg("I see ");
			msg("no monster there");
			after = FALSE;
		    }
		    else if (diag_ok(&hero, &delta))
		    {
			to_death = TRUE;
			max_hit = 0;
			mp->t_flags |= ISTARGET;
			runch = ch = dir_ch;
			goto over;
		    }
		when 't':
		    if (!get_dir())
			after = FALSE;
		    else
			missile(delta.y, delta.x);
		when 'a':
		    if (last_comm == '\0')
		    {
			msg("you haven't typed a command yet");
			after = FALSE;
		    }
		    else
		    {
			ch = last_comm;
			again = TRUE;
			goto over;
		    }
		when 'q': quaff();
		when 'Q':
		    after = FALSE;
		    q_comm = TRUE;
		    quit(0);
		    q_comm = FALSE;
		when 'i': after = FALSE; inventory(pack, 0);
		when 'I': after = FALSE; picky_inven();
		when 'd': drop();
		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('P'): after = FALSE; msg(huh);
		when CTRL('R'):
		    after = FALSE;
		    clearok(curscr,TRUE);
		    wrefresh(curscr);
		when 'v':
		    after = FALSE;
		    msg("version %s. (mctesq was here)", release);
		when 'S': 
		    after = FALSE;
		    save_game();
		when '.': ;			/* Rest command */
		when ' ': after = FALSE;	/* "Legal" illegal command */
		when '^':
		    after = FALSE;
		    if (get_dir()) {
			delta.y += hero.y;
			delta.x += hero.x;
			fp = &flat(delta.y, delta.x);
                        if (!terse)
                            addmsg("You have found ");
			if (chat(delta.y, delta.x) != TRAP)
			    msg("no trap there");
			else if (on(player, ISHALU))
			    msg(tr_name[rnd(NTRAPS)]);
			else {
			    msg(tr_name[*fp & F_TMASK]);
			    *fp |= F_SEEN;
			}
		    }
#ifdef MASTER
		when '+':
		    after = FALSE;
		    if (wizard)
		    {
			wizard = FALSE;
			turn_see(TRUE);
			msg("not wizard any more");
		    }
		    else
		    {
			wizard = passwd();
			if (wizard) 
			{
			    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;
		    again = FALSE;
		when 'm':
		    move_on = TRUE;
		    if (!get_dir())
			after = FALSE;
		    else
		    {
			ch = dir_ch;
			countch = dir_ch;
			goto over;
		    }
		when ')': current(cur_weapon, "wielding", NULL);
		when ']': current(cur_armor, "wearing", NULL);
		when '=':
		    current(cur_ring[LEFT], "wearing",
					    terse ? "(L)" : "on left hand");
		    current(cur_ring[RIGHT], "wearing",
					    terse ? "(R)" : "on right hand");
		when '@':
		    stat_msg = TRUE;
		    status();
		    stat_msg = FALSE;
		    after = FALSE;
		otherwise:
		    after = FALSE;
#ifdef MASTER
		    if (wizard) switch (ch)
		    {
			case '|': msg("@ %d,%d", hero.y, hero.x);
			when 'C': create_obj();
			when '$': msg("inpack = %d", inpack);
			when CTRL('G'): inventory(lvl_obj, 0);
			when CTRL('W'): whatis(FALSE, 0);
			when CTRL('D'): level++; new_level();
			when CTRL('A'): level--; new_level();
			when CTRL('F'): show_map();
			when CTRL('T'): teleport();
			when CTRL('E'): msg("food left: %d", food_left);
			when CTRL('Q'): add_pass();
			when CTRL('X'): turn_see(on(player, SEEMONST));
			when '~':
			{
			    THING *item;

			    if ((item = get_item("charge", STICK)) != NULL)
				item->o_charges = 10000;
			}
			when CTRL('I'):
			{
			    int i;
			    THING *obj;

			    for (i = 0; i < 9; i++)
				raise_level();
			    /*
			     * Give him a sword (+1,+1)
			     */
			    obj = new_item();
			    init_weapon(obj, TWOSWORD);
			    obj->o_hplus = 1;
			    obj->o_dplus = 1;
			    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_arm = -5;
			    obj->o_flags |= ISKNOW;
			    obj->o_count = 1;
			    obj->o_group = 0;
			    cur_armor = obj;
			    add_pack(obj, TRUE);
			}
			when '*' :
			    pr_list();
			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
 */
void
illcom(int ch)
{
    save_msg = FALSE;
    count = 0;
    msg("illegal command '%s'", unctrl(ch));
    save_msg = TRUE;
}

/*
 * search:
 *	player gropes about him to find hidden things.
 */
void
search(void)
{
    int y, x;
    int *fp;
    int ey, ex;
    int probinc;
    int found;

    ey = hero.y + 1;
    ex = hero.x + 1;
    probinc = (on(player, ISHALU) ? 3 : 0);
    probinc += (on(player, ISBLIND) ? 2 : 0);
    found = FALSE;
    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 + probinc) != 0)
			    break;
			chat(y, x) = DOOR;
                        msg("a secret door");
foundone:
			found = TRUE;
			*fp |= F_REAL;
			count = FALSE;
			running = FALSE;
			break;
		    case FLOOR:
			if (rnd(2 + probinc) != 0)
			    break;
			chat(y, x) = TRAP;
			if (!terse)
			    addmsg("you found ");
			if (on(player, ISHALU))
			    msg(tr_name[rnd(NTRAPS)]);
			else {
			    msg(tr_name[*fp & F_TMASK]);
			    *fp |= F_SEEN;
			}
			goto foundone;
			break;
		    case ' ':
			if (rnd(3 + probinc) != 0)
			    break;
			chat(y, x) = PASSAGE;
			goto foundone;
		}
	}
    if (found)
	look(FALSE);
}

/*
 * help:
 *	Give single character help, or the whole mess if he wants it
 */
void
help(void)
{
    const struct h_list *strp;
    int helpch;
    int numprint, 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);
	for (strp = helpstr; strp->h_desc != NULL; strp++)
	    if (strp->h_ch == helpch)
	    {
		lower_msg = TRUE;
		msg("%s%s", unctrl(strp->h_ch), strp->h_desc);
		lower_msg = FALSE;
		return;
	    }
	msg("unknown character '%s'", unctrl(helpch));
	return;
    }
    /*
     * Here we print help for everything.
     * Then wait before we return to command mode
     */
    numprint = 0;
    for (strp = helpstr; strp->h_desc != NULL; strp++)
	if (strp->h_print)
	    numprint++;
    if (numprint & 01)		/* round odd numbers up */
	numprint++;
    numprint /= 2;
    if (numprint > LINES - 1)
	numprint = LINES - 1;

    wclear(hw);
    cnt = 0;
    for (strp = helpstr; strp->h_desc != NULL; strp++)
	if (strp->h_print)
	{
	    wmove(hw, cnt % numprint, cnt >= numprint ? COLS / 2 : 0);
	    if (strp->h_ch)
		waddstr(hw, unctrl(strp->h_ch));
	    waddstr(hw, strp->h_desc);
	    if (++cnt >= numprint * 2)
		break;
	}
    wmove(hw, LINES - 1, 0);
    waddstr(hw, "--Press space to continue--");
    wrefresh(hw);
    wait_for(hw, ' ');
    clearok(stdscr, TRUE);
/*
    refresh();
*/
    msg("");
    touchwin(stdscr);
    wrefresh(stdscr);
}

/*
 * identify:
 *	Tell the player what a certain thing is.
 */
void
identify(void)
{
    int ch;
    const struct h_list *hp;
    const char *str;
    const struct h_list ident_list[] = {
	{'|',		"wall of a room",		FALSE},
	{'-',		"wall of a room",		FALSE},
	{GOLD,		"gold",				FALSE},
	{STAIRS,	"a staircase",			FALSE},
	{DOOR,		"door",				FALSE},
	{FLOOR,		"room floor",			FALSE},
	{PLAYER,	"you",				FALSE},
	{PASSAGE,	"passage",			FALSE},
	{TRAP,		"trap",				FALSE},
	{POTION,	"potion",			FALSE},
	{SCROLL,	"scroll",			FALSE},
	{FOOD,		"food",				FALSE},
	{WEAPON,	"weapon",			FALSE},
	{' ',		"solid rock",			FALSE},
	{ARMOR,		"armor",			FALSE},
	{AMULET,	"the Amulet of Yendor",		FALSE},
	{RING,		"ring",				FALSE},
	{STICK,		"wand or staff",		FALSE},
	{'\0'}
    };

    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
    {
	str = "unknown character";
	for (hp = ident_list; hp->h_ch != '\0'; hp++)
	    if (hp->h_ch == ch)
	    {
		str = hp->h_desc;
		break;
	    }
    }
    msg("'%s': %s", unctrl(ch), str);
}

/*
 * d_level:
 *	He wants to go down a level
 */
void
d_level(void)
{
    if (levit_check())
	return;
    if (chat(hero.y, hero.x) != STAIRS)
	msg("I see no way down");
    else
    {
	level++;
	seenstairs = FALSE;
	new_level();
    }
}

/*
 * u_level:
 *	He wants to go up a level
 */
void
u_level(void)
{
    if (levit_check())
	return;
    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");
}

/*
 * levit_check:
 *	Check to see if she's levitating, and if she is, print an
 *	appropriate message.
 */
int
levit_check(void)
{
    if (!on(player, ISLEVIT))
	return FALSE;
    msg("You can't.  You're floating off the ground!");
    return TRUE;
}

/*
 * call:
 *	Allow a user to call a potion, scroll, or ring something
 */
void
call(void)
{
    THING *obj;
    struct obj_info *op = NULL;
    char **guess;
    const char *elsewise = NULL;
    int *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:
	    op = &ring_info[obj->o_which];
	    elsewise = r_stones[obj->o_which];
	    goto norm;
	when POTION:
	    op = &pot_info[obj->o_which];
	    elsewise = p_colors[obj->o_which];
	    goto norm;
	when SCROLL:
	    op = &scr_info[obj->o_which];
	    elsewise = s_names[obj->o_which];
	    goto norm;
	when STICK:
	    op = &ws_info[obj->o_which];
	    elsewise = ws_made[obj->o_which];
norm:
	    know = &op->oi_know;
	    guess = &op->oi_guess;
	    if (*guess != NULL)
		elsewise = *guess;
	when FOOD:
	    msg("you can't call that anything");
	    return;
	otherwise:
	    guess = &obj->o_label;
	    know = NULL;
	    elsewise = obj->o_label;
    }
    if (know != NULL && *know)
    {
	msg("that has already been identified");
	return;
    }
    if (elsewise != NULL && elsewise == *guess)
    {
	if (!terse)
	    addmsg("Was ");
	msg("called \"%s\"", elsewise);
    }
    if (terse)
	msg("call it: ");
    else
	msg("what do you want to call it? ");

    if (elsewise == NULL)
	strcpy(prbuf, "");
    else
	strcpy(prbuf, elsewise);
    if (get_str(prbuf, stdscr) == NORM)
    {
	if (*guess != NULL)
	    free(*guess);
	*guess = malloc(strlen(prbuf) + 1);
	if (*guess != NULL)
		strcpy(*guess, prbuf);
    }

    msg("");
}

/*
 * current:
 *	Print the current weapon/armor
 */
void
current(const THING *cur, const char *how, const char *where)
{
    after = FALSE;
    if (cur != NULL)
    {
	if (!terse)
	    addmsg("you are %s (", how);
	inv_describe = FALSE;
	addmsg("%c) %s", cur->o_packch, inv_name(cur, TRUE));
	inv_describe = TRUE;
	if (where)
	    addmsg(" %s", where);
	endmsg();
    }
    else
    {
	if (!terse)
	    addmsg("you are ");
	addmsg("%s nothing", how);
	if (where)
	    addmsg(" %s", where);
	endmsg();
    }
}