Mercurial > hg > early-roguelike
view srogue/command.c @ 134:cfa9d1609b78
xrogue: fix definition of struct delayed_action.
Arrays of struct delayed_action were declared before the definition.
Also, daemon.c and state.c defined it differently. The state.c
definition, in which d_arg is a union, is now used everywhere.
This is the least bad option, but fuses and daemons are still a
disheartening morass that undoubtedly shelters more bugs.
author | John "Elwin" Edwards |
---|---|
date | Tue, 21 Apr 2015 10:11:02 -0400 |
parents | 458df24e973d |
children | 576cc8154521 |
line wrap: on
line source
/* * Read and execute the user commands * * @(#)command.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * 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 <ctype.h> #include <signal.h> #include <stdlib.h> #include <string.h> #include <limits.h> #include "rogue.h" #include "rogue.ext" #ifdef __DJGPP__ #include <process.h> #else #include <unistd.h> #endif /* * command: * Process the user commands */ command() { reg char ch; reg int ntimes = 1; /* Number of player moves */ static char countch, direction, newcount = FALSE; if (pl_on(ISHASTE)) ntimes++; /* * Let the daemons start up */ while (ntimes-- > 0) { do_daemons(BEFORE); look(TRUE); if (!running) door_stop = FALSE; lastscore = purse; wmove(cw, hero.y, hero.x); if (!(running || count)) draw(cw); /* Draw screen */ take = 0; after = TRUE; /* * Read command or continue run */ if (wizard) waswizard = TRUE; if (player.t_nocmd <= 0) { player.t_nocmd = 0; 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 (player.t_nocmd > 0) { if (--player.t_nocmd <= 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': case 'p': break; default: count = 0; } } switch (ch) { case 'f': case 'g': if (pl_off(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(); after = FALSE; 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(NULL); 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(); when 'c' : call(); when '>' : after = FALSE; d_level(); when '<' : after = FALSE; u_level(); when '?' : after = FALSE; help(); when '/' : after = FALSE; identify(0); when 's' : search(); when 'z' : do_zap(FALSE); when 'p': if (get_dir()) do_zap(TRUE); else after = FALSE; when 'v': after = FALSE; msg("Super Rogue version %s.",release); when 'D': dip_it(); when CTRL('L') : after = FALSE; restscr(cw); when CTRL('R') : after = FALSE; msg(huh); when 'a': after = FALSE; dispmax(); when '@' : if (author()) msg("Hero @ %d,%d : Stairs @ %d,%d",hero.y,hero.x,stairs.y,stairs.x); when 'S' : after = FALSE; if (save_game()) { wclear(cw); draw(cw); endwin(); byebye(0); } when '.' : ; /* Rest command */ when ' ' : after = FALSE; /* do nothing */ when '=' : if (author()) { activity(); after = FALSE; } #ifdef WIZARD when CTRL('P') : after = FALSE; if (wizard) { wizard = FALSE; msg("Not wizard any more"); } else { wizard = passwd(); if (wizard) { msg("Welcome back, Bob!!!!!"); 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; if (wizard) switch (ch) { case CTRL('A') : ; when 'C' : create_obj(FALSE); when CTRL('I') : inventory(lvl_obj, 1); when CTRL('W') : whatis(NULL); when CTRL('D') : level++; new_level(NORMLEV); when CTRL('U') : if (level > 1) level--; new_level(NORMLEV); when CTRL('F') : displevl(); when CTRL('X') : dispmons(); when CTRL('T') : teleport(rndspot,&player); when CTRL('E') : msg("food left: %d", food_left); when CTRL('O') : add_pass(); when 'M' : { int tlev, whichlev; prbuf[0] = '\0'; msg("Which level? "); if (get_str(prbuf,cw) == NORM) { whichlev = NORMLEV; tlev = atoi(prbuf); if (tlev < 1) level = 1; if (tlev >= 200) { tlev -= 199; whichlev = MAZELEV; } else if (tlev >= 100) { tlev -= 99; whichlev = POSTLEV; } level = tlev; new_level(whichlev); } } when CTRL('N') : { struct linked_list *item; item = get_item("charge", STICK); if (item != NULL) { (OBJPTR(item))->o_charges = 10000; msg(""); } } when CTRL('H') : { int i; struct linked_list *item; struct object *obj; him->s_exp = e_levels[him->s_lvl + 7] + 1; check_level(); /* * Give the rogue a very good sword */ item = new_thing(FALSE, WEAPON, TWOSWORD); obj = OBJPTR(item); obj->o_hplus = 3; obj->o_dplus = 3; obj->o_flags = ISKNOW; i = add_pack(item, TRUE); if (i) cur_weapon = obj; else discard(item); /* * And his suit of armor */ item = new_thing(FALSE, ARMOR, PLATEARMOR); obj = OBJPTR(item); obj->o_ac = -8; obj->o_flags = ISKNOW; i = add_pack(item, TRUE); if (i) cur_armor = obj; else discard(item); nochange = FALSE; } otherwise: msg(illegal, unctrl(ch)); count = 0; } else { msg(illegal, unctrl(ch)); count = 0; } } /* * turn off flags if no longer needed */ if (!running) door_stop = FALSE; } /* * If he ran into something to take, let the * hero pick it up if not in a trading post. */ if (take != 0 && levtype != POSTLEV) pick_up(take); if (!running) door_stop = FALSE; } /* * Kick off the rest if the daemons and fuses */ if (after) { int j; look(FALSE); do_daemons(AFTER); do_fuses(); if (pl_on(ISSLOW)) waste_time(); for (j = LEFT; j <= RIGHT; j++) { if (cur_ring[j] != NULL) { if (cur_ring[j]->o_which == R_SEARCH) search(); else if (cur_ring[j]->o_which == R_TELEPORT) if (rnd(100) < 5) teleport(rndspot, &player); } } } } /* * quit: * Have player make certain, then exit. */ void quit(int a) { reg char ch, good; /* * Reset the signal in case we got here via an interrupt */ #ifdef SIGINT if (signal(SIGINT, quit) != quit) mpos = 0; #endif msg("Really quit? [y/n/s]"); /* ch = tolower(readchar());*/ ch = readchar(); if (ch == 'y') { clear(); move(LINES-1, 0); refresh(); writelog(purse, CHICKEN, 0); score(purse, CHICKEN, 0); printf("[Press return to exit]\n"); fflush(NULL); getchar(); byebye(0); } else if (ch == 's') { good = save_game(); if (good) { wclear(cw); draw(cw); endwin(); byebye(0); } } else { #ifdef SIGINT signal(SIGINT, quit); #endif wmove(cw, 0, 0); wclrtoeol(cw); draw(cw); mpos = 0; count = 0; nochange = FALSE; } } /* * search: * Player gropes about him to find hidden things. */ search() { reg int x, y; reg char ch; /* * Look all around the hero, if there is something hidden there, * give him a chance to find it. If its found, display it. */ if (pl_on(ISBLIND)) return; for (x = hero.x - 1; x <= hero.x + 1; x++) { for (y = hero.y - 1; y <= hero.y + 1; y++) { ch = winat(y, x); if (isatrap(ch)) { /* see if its a trap */ reg struct trap *tp; if ((tp = trap_at(y, x)) == NULL) break; if (tp->tr_flags & ISFOUND) break; /* no message if its seen */ if (mvwinch(cw, y, x) == ch) break; if (rnd(100) > (him->s_lvl * 9 + herowis() * 5)) break; tp->tr_flags |= ISFOUND; mvwaddch(cw, y, x, tp->tr_type); count = 0; running = FALSE; msg(tr_name(tp->tr_type)); } else if(ch == SECRETDOOR) { if (rnd(100) < (him->s_lvl * 4 + herowis() * 5)) { mvaddch(y, x, DOOR); count = 0; } } } } } /* * help: * Give single character help, or the whole mess if he wants it */ help() { extern struct h_list helpstr[]; reg struct h_list *strp; reg char helpch; reg int cnt; strp = &helpstr[0]; 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) { msg("%s%s", unctrl(strp->h_ch), strp->h_desc); break; } strp++; } if (strp->h_ch != helpch) 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); cnt++; strp++; } wmove(hw, LINES-1, 0); wprintw(hw,spacemsg); draw(hw); wait_for(hw,' '); wclear(hw); draw(hw); wmove(cw, 0, 0); wclrtoeol(cw); touchwin(cw); nochange = FALSE; } /* * identify: * Tell the player what a certain thing is. */ char * identify(what) int what; { reg char ch, *str; if (what == 0) { msg("What do you want identified? "); ch = readchar(); mpos = 0; if (ch == ESCAPE) { msg(""); return NULL; } } else ch = what; if (isalpha(ch)) str = monsters[midx(ch)].m_name; else { switch(ch) { case '|': case '-': str = "the wall of a room"; when GOLD: str = "gold"; when STAIRS: str = "passage leading up/down"; when DOOR: str = "door"; when FLOOR: str = "room floor"; when PLAYER: str = "you"; when PASSAGE: str = "passage"; when POST: str = "trading post"; when MAZETRAP: str = "maze trap"; 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 POOL: str = "magic pool"; 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: if (what == 0) str = "unknown character"; else str = "a magical ghost"; } } if (what == 0) msg("'%s' : %s", unctrl(ch), str); return str; } /* * d_level: * He wants to go down a level */ d_level() { if (winat(hero.y, hero.x) != STAIRS) msg("I see no way down."); else { if (pl_on(ISHELD)) { msg("You are being held."); return; } level++; new_level(NORMLEV); } } /* * u_level: * He wants to go up a level */ u_level() { if (winat(hero.y, hero.x) == STAIRS) { if (pl_on(ISHELD)) { msg("You are being held."); return; } else { /* player not held here */ if (amulet) { level--; if (level == 0) total_winner(); new_level(NORMLEV); msg("You feel a wrenching sensation in your gut."); return; } } } msg("I see no way up."); } /* * Let him escape for a while */ shell() { reg int pid; reg char *sh; int ret_status; /* * Set the terminal back to original mode */ sh = getenv("SHELL"); wclear(hw); wmove(hw, LINES-1, 0); draw(hw); endwin(); in_shell = TRUE; fflush(stdout); /* * Fork and do a shell */ md_shellescape(); printf("\n%s", retstr); fflush(stdout); nonl(); noecho(); crmode(); in_shell = FALSE; wait_for(cw, '\n'); restscr(cw); } /* * call: * Allow a user to call a potion, scroll, or ring something */ call() { reg struct object *obj; reg struct linked_list *item; reg char **guess, *elsewise; int wh; if ((item = get_item("call", 0)) == NULL) return; obj = OBJPTR(item); wh = obj->o_which; switch (obj->o_type) { case RING: guess = r_guess; elsewise = (r_guess[wh] != NULL ? r_guess[wh] : r_stones[wh]); when POTION: guess = p_guess; elsewise = (p_guess[wh] != NULL ? p_guess[wh] : p_colors[wh]); when SCROLL: guess = s_guess; elsewise = (s_guess[wh] != NULL ? s_guess[wh] : s_names[wh]); when STICK: guess = ws_guess; elsewise =(ws_guess[wh] != NULL ? ws_guess[wh] : ws_stuff[wh].ws_made); otherwise: msg("You can't call %ss anything",obj->o_typname); return; } msg("Was called \"%s\"", elsewise); msg(callit); if (guess[wh] != NULL) free(guess[wh]); strcpy(prbuf, elsewise); if (get_str(prbuf, cw) == NORM) { guess[wh] = new(strlen(prbuf) + 1); strcpy(guess[wh], prbuf); } }