Mercurial > hg > early-roguelike
view rogue4/command.c @ 262:c7c6c5a7d840
UltraRogue: fix a segfault related to restoring monsters.
The functions for restoring saved games failed to properly correct the
t_chasee pointer of monsters chasing the player. Such monsters would
attempt to chase NULL instead, with predictable results.
author | John "Elwin" Edwards |
---|---|
date | Tue, 14 Feb 2017 20:42:33 -0500 |
parents | 1b73a8641b37 |
children | e52a8a7ad4c5 |
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/* * 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; void call(void); void d_level(void); void help(void); void identify(void); void illcom(char ch); void search(void); void u_level(void); #ifdef WIZARD extern void add_pass(void); extern void create_obj(void); extern bool passwd(void); extern void show_map(void); #endif /* * command: * Process the user commands */ void command(void) { register char ch; register int ntimes = 1; /* Number of player moves */ 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 */ void illcom(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. */ void search(void) { 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 */ void help(void) { 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. */ void identify(void) { 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 */ void d_level(void) { 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 */ void u_level(void) { 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 */ void call(void) { 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); } }