view rogue4/command.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents 1b73a8641b37
children e52a8a7ad4c5
line wrap: on
line source

/*
 * 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);
    }
}