Mercurial > hg > early-roguelike
view xrogue/command.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | a0a57cf42810 |
children | f54901b9c39b |
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line source
/* command.c - Read and execute the user commands XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "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 <ctype.h> #include <signal.h> #include <stdlib.h> #include <string.h> #include "mach_dep.h" #include "rogue.h" /* * command: * Process the user commands */ command() { unsigned int ch; struct linked_list *item; unsigned int countch = 0, direction = 0, newcount = FALSE; int segment = 1; int monst_limit, monst_current; monst_limit = monst_current = 1; while (playing) { /* * Let the daemons start up, but only do them once a round * (round = 10 segments). */ if (segment >= 10) { do_daemons(BEFORE); do_fuses(BEFORE); } after = TRUE; do { /* One more tick of the clock. */ if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) { daytime ^= TRUE; if (levtype == OUTSIDE) { if (daytime) msg("A bright star flares above the horizon."); else msg("The bright star travels beyond the horizon."); } light(&hero); } /* * Don't bother with these updates unless the player's going * to do something. */ if (player.t_action == A_NIL && player.t_no_move <= 1) { look(after, FALSE); lastscore = purse; wmove(cw, hero.y, hero.x); if (!((running || count) && jump)) { status(FALSE); } } /* Draw the screen */ if (!((running || count) && jump)) { wmove(cw, hero.y, hero.x); draw(cw); } after = TRUE; /* * Read command or continue run */ if (--player.t_no_move <= 0) { take = 0; /* Nothing here to start with */ player.t_no_move = 0; /* Be sure we don't go too negative */ if (!running) door_stop = FALSE; /* Was the player being held? */ if (player.t_action == A_FREEZE) { player.t_action = A_NIL; msg("You can move again."); } if (player.t_action != A_NIL) ch = player.t_action; else if (running) { char scratch; /* If in a corridor or maze, if we are at a turn with * only one way to go, turn that way. */ scratch = winat(hero.y, hero.x); if ((scratch==PASSAGE||scratch==DOOR||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 = wgetch(cw); if (mpos != 0 && !running) /* Erase message if its there */ msg(""); } /* * check for prefixes */ if (isascii(ch) && isdigit(ch)) { count = 0; newcount = TRUE; while (isascii(ch) && isdigit(ch)) { count = count * 10 + (ch - '0'); ch = wgetch(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 C_SEARCH: case '.': 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 = wgetch(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 && player.t_action == A_NIL) count--; switch (ch) { case '!' : shell(); break; case KEY_LEFT : do_move(0, -1); when KEY_DOWN : do_move(1, 0); when KEY_UP : do_move(-1, 0); when KEY_RIGHT : do_move(0, 1); when KEY_HOME : do_move(-1, -1); when KEY_A1 : do_move(-1, -1); when KEY_PPAGE : do_move(-1, 1); when KEY_A3 : do_move(-1, 1); when KEY_END : do_move(1, -1); when KEY_C1 : do_move(1, -1); when KEY_NPAGE : do_move(1, 1); when KEY_C3 : do_move(1, 1); #ifdef CTL_RIGHT when CTL_RIGHT : do_run('l'); when CTL_LEFT : do_run('h'); when CTL_UP : do_run('k'); when CTL_DOWN : do_run('j'); when CTL_HOME : do_run('y'); when CTL_PGUP : do_run('u'); when CTL_END : do_run('b'); when CTL_PGDN : do_run('n'); #endif 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 A_ATTACK: /* Is our attackee still there? */ if (isalpha(winat(player.t_newpos.y, player.t_newpos.x))) { /* Our friend is still here */ player.t_action = A_NIL; fight(&player.t_newpos, cur_weapon, FALSE); } else { /* Our monster has moved */ player.t_action = A_NIL; } when A_PICKUP: player.t_action = A_NIL; if (add_pack((struct linked_list *)NULL, FALSE)) { char tch; tch = mvwinch(stdscr, hero.y, hero.x); if (tch != FLOOR && tch != PASSAGE) { player.t_action = A_PICKUP; /*get more */ player.t_no_move += 2 * movement(&player); } } when A_THROW: if (player.t_action == A_NIL) { item = get_item(pack, "throw", ALL, FALSE, FALSE); if (item != NULL && get_dir(&player.t_newpos)) { player.t_action = A_THROW; player.t_using = item; player.t_no_move = 2 * movement(&player); } else after = FALSE; } else { missile(player.t_newpos.y, player.t_newpos.x, player.t_using, &player); player.t_action = A_NIL; player.t_using = 0; } when 'a' : if (player.t_action == A_NIL) { if (get_dir(&player.t_newpos)) { player.t_action = 'a'; player.t_no_move = 1 + movement(&player); } else after = FALSE; } else { affect(); player.t_action = A_NIL; } when 'A' : choose_qst(); when 'F' : /* frighten a monster */ if (player.t_action == A_NIL) { player.t_action = 'F'; player.t_no_move = 2*movement(&player); } else { after = FALSE; player.t_action = A_NIL; fright(); } when 'g' : /* Give command: give slime-molds to monsters */ if (player.t_action == A_NIL) { player.t_action = 'g'; player.t_no_move = 2*movement(&player); } else { after = FALSE; player.t_action = A_NIL; give(); } when 'G' : if (player.t_action == A_NIL) { player.t_action = 'G'; player.t_no_move = movement(&player); } else { player.t_action = A_NIL; gsense(); } when 'i' : after = FALSE; inventory(pack, ALL); when 'I' : after = FALSE; picky_inven(); when 'm' : nameitem((struct linked_list *)NULL, TRUE); when 'o' : option(); when 'O' : msg("Charactor type: %s Quest item: %s", char_class[char_type].name, rel_magic[quest_item].mi_name); when ',' : case 'P' : if (levtype != POSTLEV) { /* We charge 2 movement units per item */ player.t_no_move = 2 * grab(hero.y, hero.x) * movement(&player); } else { /* Let's quote the wise guy a price */ buy_it(); after = FALSE; } when 'Q' : after = FALSE; quit(0); when 'S' : after = FALSE; if (save_game()) exit_game(EXIT_CLS | EXIT_ENDWIN); when 'v' : after = FALSE; msg("Advanced xrogue, Version %s ", release); when 'X' : /* trap sense */ after = FALSE; if (player.t_action == A_NIL) { player.t_action = 'X'; player.t_no_move = movement(&player); } else { xsense(); player.t_action = A_NIL; } when '.' : case KEY_B2 : player.t_no_move = movement(&player); /* Rest */ player.t_action = A_NIL; when ' ' : after = FALSE; /* Do Nothing */ when '>' : after = FALSE; d_level(); when '<' : after = FALSE; u_level(); when '=' : after = FALSE; display(); when '?' : after = FALSE; help(); /* no character descriptions yet until updated (help.c) */ /* when '\\' : after = FALSE; ident_hero(); */ when '\\' : msg("Charon (the Boatman) looks at you... "); when '/' : after = FALSE; identify(NULL); when C_COUNT : count_gold(); when C_DIP : dip_it(); when C_DROP : player.t_action = C_DROP; drop((struct linked_list *)NULL); when C_EAT : eat(); when C_QUAFF : quaff(-1, NULL, NULL, TRUE); when C_READ : read_scroll(-1, NULL, TRUE); when C_SETTRAP : set_trap(&player, hero.y, hero.x); when C_SEARCH : if (player.t_action == A_NIL) { player.t_action = C_SEARCH; player.t_no_move = 2 + movement(&player); } else { search(FALSE, FALSE); player.t_action = A_NIL; } when C_TAKEOFF : take_off(); when C_USE : use_mm(-1); when C_WEAR : wear(); when C_WIELD : wield(); when C_ZAP : if (!player_zap(NULL, FALSE)) after=FALSE; when C_CAST : cast(); when C_CHANT : chant(); when C_PRAY : pray(); when CTRL('B') : msg("Current score: %d", pstats.s_exp + (long) purse); when CTRL('E') : msg("Current food level: %d(2000)", food_left); when CTRL('L') : after = FALSE; clearok(curscr, TRUE); touchwin(cw); when CTRL('N') : nameit(); when CTRL('O') : after = FALSE; opt_player(); when CTRL('R') : after = FALSE; msg(huh); when CTRL('T') : if (player.t_action == A_NIL) { if (get_dir(&player.t_newpos)) { player.t_action = CTRL('T'); player.t_no_move = 2 * movement(&player); } else after = FALSE; } else { steal(); player.t_action = A_NIL; } when ESC : /* 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; when '+': /* instant karma! */ switch (rnd(100)) { case 0: msg("You waste some time. "); when 5: msg("An oak tree in the garden. "); when 10: msg("Character is what you become in the dark. "); when 15: msg("May you live all the days of your life. "); when 20: msg("A hero is no braver than an ordinary man, but he is brave five minutes longer. "); when 25: msg("Get down! "); when 30: msg("Go back to sleep. "); when 35: msg("Be here now. "); when 40: msg("Choose the rock that feels right to you. "); when 45: msg("Wait... "); when 50: msg("You take a break (yawn)... "); when 55: msg("Without danger there is no pleasure. "); when 60: msg("Define meaningless? "); when 65: msg("Don't push your luck! "); when 70: msg("Gung ho. "); when 75: msg("You are inside a computer. "); when 80: msg("Directive is now required... "); when 85: msg("Charon (the Boatman) awaits you... "); when 95: msg(nothing); otherwise: msg(""); } after = FALSE; when CTRL('P') : #ifdef WIZARD after = FALSE; if (wizard) { wizard = FALSE; trader = 0; msg("Not wizard any more"); } else { if (waswizard || passwd()) { msg("Welcome, O Mighty Wizard! "); wizard = waswizard = TRUE; } else msg("Sorry"); } #else msg("Sorry"); #endif otherwise : after = FALSE; if (wizard) switch (ch) { case 'M' : create_obj(TRUE, 0, 0); when 'V' : msg("vlevel = %d turns = %d", vlevel, turns); when CTRL('A') : activity(); when CTRL('C') : do_teleport(); when CTRL('D') : level++; take_with(); new_level(NORMLEV); when CTRL('F') : overlay(stdscr,cw); when CTRL('G') : { item=get_item(pack,"charge",STICK,FALSE,FALSE); if (item != NULL) { (OBJPTR(item))->o_charges=10000; } } when CTRL('H') : { register int i, j; register struct object *obj; for (i = 0; i < 9; i++) raise_level(); /* * Give the rogue a sword */ if (cur_weapon==NULL || cur_weapon->o_type != RELIC) { if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN || player.t_ctype == C_MONK) item = spec_item(WEAPON, BASWORD, 20, 20); else item = spec_item(WEAPON,TWOSWORD, 20, 20); if (add_pack(item, TRUE)) { cur_weapon = OBJPTR(item); (OBJPTR(item))->o_flags |= (ISKNOW|ISPROT); } else o_discard(item); /* * And his suit of armor */ if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN || player.t_ctype == C_MONK) j = PADDED_ARMOR; else j = PLATE_ARMOR; item = spec_item(ARMOR, j, 20, 0); obj = OBJPTR(item); obj->o_flags |= (ISKNOW | ISPROT); obj->o_weight = armors[j].a_wght; if (add_pack(item, TRUE)) cur_armor = obj; else o_discard(item); } purse += 20000; } when CTRL('I') : inventory(lvl_obj, ALL); when CTRL('J') : teleport(); when CTRL('K') : whatis((struct linked_list *)NULL); when CTRL('W') : wanderer(); when CTRL('X') : overlay(mw,cw); when CTRL('Y') : msg("food left: %d\tfood level: %d", food_left, foodlev); otherwise : msg("Illegal wizard command '%s'.", unctrl(ch)); count = 0; } else { msg("Illegal command '%s'.", unctrl(ch)); count = 0; after = FALSE; } } /* * If he ran into something to take, let him pick it up. * unless it's a trading post */ if (auto_pickup && take != 0 && levtype != POSTLEV) { /* get ready to pick it up */ player.t_action = A_PICKUP; player.t_no_move += 2 * movement(&player); } } /* If he was fighting, let's stop (for now) */ if (player.t_quiet < 0) player.t_quiet = 0; if (!running) door_stop = FALSE; if (after && segment >= 10) { /* * Kick off the rest if the daemons and fuses */ /* * If player is infested, take off a hit point */ if (on(player, HASINFEST)) { pstats.s_hpt -= infest_dam; if (pstats.s_hpt == 50 || pstats.s_hpt == 25) msg("You feel yourself withering away... "); if (pstats.s_hpt < 1) { msg("You die a festering mass. --More--"); wait_for(' '); pstats.s_hpt = -1; death(D_INFESTATION); } } /* * The eye of Vecna is a constant drain on the player */ if (cur_relic[EYE_VECNA]) { pstats.s_hpt -= 1; if (pstats.s_hpt == 50 || pstats.s_hpt == 25) msg("You feel Vecna's eye looking about. "); if (pstats.s_hpt <= 10 && pstats.s_hpt >= 3) msg("Vecna's eye moves about very quickly. "); if (pstats.s_hpt < 1) { msg("Vecna's curse is upon you! --More--"); wait_for(' '); pstats.s_hpt = -1; death(D_RELIC); } } /* * if player has body rot then take off three hits */ if (on(player, DOROT)) { pstats.s_hpt -= rnd(3)+1; if (pstats.s_hpt == 50 || pstats.s_hpt == 25) msg("Something really begins to stink and smell! "); if (pstats.s_hpt < 1) { msg("You keel over with rot. --More--"); wait_for(' '); pstats.s_hpt = -1; death(D_ROT); } } do_daemons(AFTER); do_fuses(AFTER); } } while (after == FALSE); /* Make the monsters go */ if (--monst_current <= 0) monst_current = monst_limit = runners(monst_limit); if (++segment > 10) segment = 1; reap(); /* bury all the dead monsters */ } } /* * display * tell the player what is at a certain coordinates assuming * it can be seen. */ display() { coord c; struct linked_list *item; struct thing *tp; int what; msg("What do you want to display (* for help)?"); c = get_coordinates(); mpos = 0; if (!cansee(c.y, c.x)) { msg("You can't see what is there."); return; } what = mvwinch(cw, c.y, c.x); if (isalpha(what)) { item = find_mons(c.y, c.x); tp = THINGPTR(item); msg("%s", monster_name(tp)); return; } if ((item = find_obj(c.y, c.x)) != NULL) { msg("%s", inv_name(OBJPTR(item), FALSE)); return; } identify(what); } /* * quit: * Have player make certain, then exit. */ /*UNUSED*/ void quit(sig) int sig; { register int oy, ox; NOOP(sig); /* * Reset the signal in case we got here via an interrupt */ if ((VOID(*)())signal(SIGINT, quit) != (VOID(*)())quit) mpos = 0; getyx(cw, oy, ox); if (level < 1) { /* if not down in the dungeon proper; exit the game */ wclear(hw); wmove(hw, lines-1, 0); draw(hw); wmove(hw, 12, 30); wprintw(hw, "Good-bye!"); draw(hw); exit_game(EXIT_ENDWIN); } msg("Really quit? <yes or no> "); /* otherwise ask about quitting */ draw(cw); prbuf[0] = '\0'; if ((get_str(prbuf, msgw) == NORM) && strcmp(prbuf, "yes") == 0) { clear(); move(lines-1, 0); draw(stdscr); writelog(pstats.s_exp + (long) purse, CHICKEN, 0); score(pstats.s_exp + (long) purse, CHICKEN, 0); exit_game(EXIT_ENDWIN); } else { signal(SIGINT, quit); wmove(msgw, 0, 0); wclrtoeol(msgw); draw(msgw); status(FALSE); wmove(cw, oy, ox); draw(cw); mpos = 0; count = 0; running = FALSE; } } /* * bugkill: * killed by a program bug instead of voluntarily.