Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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61 changed files with 32413 additions and 0 deletions
827
rogue5/command.c
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827
rogue5/command.c
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/*
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* Read and execute the user commands
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*
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* @(#)command.c 4.73 (Berkeley) 08/06/83
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <curses.h>
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#include <ctype.h>
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#include "rogue.h"
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/*
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* command:
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* Process the user commands
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*/
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void
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command(void)
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{
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int ch;
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int ntimes = 1; /* Number of player moves */
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int *fp;
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THING *mp;
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static int countch, direction, newcount = FALSE;
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if (on(player, ISHASTE))
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ntimes++;
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/*
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* Let the daemons start up
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*/
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do_daemons(BEFORE);
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do_fuses(BEFORE);
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while (ntimes--)
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{
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again = FALSE;
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if (has_hit)
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{
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endmsg();
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has_hit = FALSE;
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}
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/*
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* these are illegal things for the player to be, so if any are
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* set, someone's been poking in memeory
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*/
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if (on(player, ISSLOW|ISGREED|ISINVIS|ISREGEN|ISTARGET))
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exit(1);
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look(TRUE);
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if (!running)
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door_stop = FALSE;
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status();
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lastscore = purse;
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move(hero.y, hero.x);
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if (!((running || count) && jump))
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refresh(); /* Draw screen */
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take = 0;
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after = TRUE;
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/*
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* Read command or continue run
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*/
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#ifdef MASTER
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if (wizard)
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noscore = TRUE;
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#endif
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if (!no_command)
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{
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if (running || to_death)
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ch = runch;
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else if (count)
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ch = countch;
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else
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{
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ch = readchar();
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move_on = FALSE;
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if (mpos != 0) /* Erase message if its there */
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{
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if (ch != '.')
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msg("");
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}
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}
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}
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else
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ch = '.';
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if (no_command)
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{
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if (--no_command == 0)
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{
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player.t_flags |= ISRUN;
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msg("you can move again");
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}
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}
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else
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{
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/*
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* check for prefixes
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*/
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newcount = FALSE;
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if (isdigit(ch))
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{
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count = 0;
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newcount = TRUE;
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while (isdigit(ch))
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{
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count = count * 10 + (ch - '0');
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if (count > 255)
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count = 255;
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ch = readchar();
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}
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countch = ch;
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/*
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* turn off count for commands which don't make sense
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* to repeat
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*/
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switch (ch)
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{
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case CTRL('B'): case CTRL('H'): case CTRL('J'):
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case CTRL('K'): case CTRL('L'): case CTRL('N'):
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case CTRL('U'): case CTRL('Y'):
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case '.': case 'a': case 'b': case 'h': case 'j':
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case 'k': case 'l': case 'm': case 'n': case 'q':
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case 'r': case 's': case 't': case 'u': case 'y':
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case 'z': case 'B': case 'C': case 'H': case 'I':
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case 'J': case 'K': case 'L': case 'N': case 'U':
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case 'Y':
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#ifdef MASTER
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case CTRL('D'): case CTRL('A'):
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#endif
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break;
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default:
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count = 0;
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}
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}
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/*
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* execute a command
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*/
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if (count && !running)
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count--;
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if (ch != 'a' && ch != ESCAPE && !(running || count || to_death))
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{
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l_last_comm = last_comm;
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l_last_dir = last_dir;
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l_last_pick = last_pick;
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last_comm = ch;
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last_dir = '\0';
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last_pick = NULL;
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}
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over:
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switch (ch)
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{
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case ',': {
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THING *obj = NULL;
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int found = 0;
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for (obj = lvl_obj; obj != NULL; obj = next(obj))
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{
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if (obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)
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{
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found=1;
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break;
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}
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}
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if (found) {
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if (levit_check())
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;
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else
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pick_up(obj->o_type);
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}
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else {
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if (!terse)
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addmsg("there is ");
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addmsg("nothing here");
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if (!terse)
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addmsg(" to pick up");
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endmsg();
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}
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}
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when '!': shell();
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when 'h': do_move(0, -1);
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when 'j': do_move(1, 0);
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when 'k': do_move(-1, 0);
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when 'l': do_move(0, 1);
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when 'y': do_move(-1, -1);
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when 'u': do_move(-1, 1);
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when 'b': do_move(1, -1);
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when 'n': do_move(1, 1);
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when 'H': do_run('h');
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when 'J': do_run('j');
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when 'K': do_run('k');
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when 'L': do_run('l');
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when 'Y': do_run('y');
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when 'U': do_run('u');
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when 'B': do_run('b');
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when 'N': do_run('n');
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when CTRL('H'): case CTRL('J'): case CTRL('K'): case CTRL('L'):
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case CTRL('Y'): case CTRL('U'): case CTRL('B'): case CTRL('N'):
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{
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if (!on(player, ISBLIND))
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{
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door_stop = TRUE;
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firstmove = TRUE;
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}
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if (count && !newcount)
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ch = direction;
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else
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{
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ch += ('A' - CTRL('A'));
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direction = ch;
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}
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goto over;
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}
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when 'F':
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kamikaze = TRUE;
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/* FALLTHROUGH */
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case 'f':
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if (!get_dir())
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{
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after = FALSE;
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break;
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}
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delta.y += hero.y;
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delta.x += hero.x;
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if ( ((mp = moat(delta.y, delta.x)) == NULL)
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|| ((!see_monst(mp)) && !on(player, SEEMONST)))
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{
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if (!terse)
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addmsg("I see ");
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msg("no monster there");
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after = FALSE;
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}
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else if (diag_ok(&hero, &delta))
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{
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to_death = TRUE;
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max_hit = 0;
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mp->t_flags |= ISTARGET;
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runch = ch = dir_ch;
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goto over;
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}
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when 't':
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if (!get_dir())
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after = FALSE;
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else
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missile(delta.y, delta.x);
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when 'a':
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if (last_comm == '\0')
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{
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msg("you haven't typed a command yet");
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after = FALSE;
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}
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else
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{
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ch = last_comm;
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again = TRUE;
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goto over;
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}
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when 'q': quaff();
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when 'Q':
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after = FALSE;
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q_comm = TRUE;
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quit(0);
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q_comm = FALSE;
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when 'i': after = FALSE; inventory(pack, 0);
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when 'I': after = FALSE; picky_inven();
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when 'd': drop();
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when 'r': read_scroll();
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when 'e': eat();
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when 'w': wield();
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when 'W': wear();
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when 'T': take_off();
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when 'P': ring_on();
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when 'R': ring_off();
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when 'o': option(); after = FALSE;
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when 'c': call(); after = FALSE;
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when '>': after = FALSE; d_level();
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when '<': after = FALSE; u_level();
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when '?': after = FALSE; help();
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when '/': after = FALSE; identify();
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when 's': search();
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when 'z':
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if (get_dir())
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do_zap();
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else
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after = FALSE;
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when 'D': after = FALSE; discovered();
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when CTRL('P'): after = FALSE; msg(huh);
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when CTRL('R'):
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after = FALSE;
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clearok(curscr,TRUE);
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wrefresh(curscr);
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when 'v':
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after = FALSE;
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msg("version %s. (mctesq was here)", release);
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when 'S':
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after = FALSE;
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save_game();
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when '.': ; /* Rest command */
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when ' ': after = FALSE; /* "Legal" illegal command */
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when '^':
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after = FALSE;
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if (get_dir()) {
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delta.y += hero.y;
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delta.x += hero.x;
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fp = &flat(delta.y, delta.x);
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if (!terse)
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addmsg("You have found ");
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if (chat(delta.y, delta.x) != TRAP)
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msg("no trap there");
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else if (on(player, ISHALU))
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msg(tr_name[rnd(NTRAPS)]);
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else {
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msg(tr_name[*fp & F_TMASK]);
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*fp |= F_SEEN;
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}
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}
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#ifdef MASTER
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when '+':
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after = FALSE;
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if (wizard)
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{
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wizard = FALSE;
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turn_see(TRUE);
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msg("not wizard any more");
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}
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else
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{
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wizard = passwd();
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if (wizard)
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{
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noscore = TRUE;
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turn_see(FALSE);
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msg("you are suddenly as smart as Ken Arnold in dungeon #%d", dnum);
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}
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else
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msg("sorry");
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}
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#endif
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when ESCAPE: /* Escape */
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door_stop = FALSE;
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count = 0;
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after = FALSE;
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again = FALSE;
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when 'm':
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move_on = TRUE;
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if (!get_dir())
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after = FALSE;
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else
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{
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ch = dir_ch;
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countch = dir_ch;
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goto over;
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}
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when ')': current(cur_weapon, "wielding", NULL);
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when ']': current(cur_armor, "wearing", NULL);
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when '=':
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current(cur_ring[LEFT], "wearing",
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terse ? "(L)" : "on left hand");
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current(cur_ring[RIGHT], "wearing",
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terse ? "(R)" : "on right hand");
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when '@':
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stat_msg = TRUE;
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status();
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stat_msg = FALSE;
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after = FALSE;
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otherwise:
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after = FALSE;
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#ifdef MASTER
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if (wizard) switch (ch)
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{
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case '|': msg("@ %d,%d", hero.y, hero.x);
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when 'C': create_obj();
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when '$': msg("inpack = %d", inpack);
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when CTRL('G'): inventory(lvl_obj, 0);
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when CTRL('W'): whatis(FALSE, 0);
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when CTRL('D'): level++; new_level();
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when CTRL('A'): level--; new_level();
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when CTRL('F'): show_map();
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when CTRL('T'): teleport();
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when CTRL('E'): msg("food left: %d", food_left);
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when CTRL('Q'): add_pass();
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when CTRL('X'): turn_see(on(player, SEEMONST));
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when '~':
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{
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THING *item;
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if ((item = get_item("charge", STICK)) != NULL)
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item->o_charges = 10000;
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}
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when CTRL('I'):
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{
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int i;
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THING *obj;
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for (i = 0; i < 9; i++)
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raise_level();
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/*
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* Give him a sword (+1,+1)
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*/
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obj = new_item();
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init_weapon(obj, TWOSWORD);
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obj->o_hplus = 1;
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obj->o_dplus = 1;
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add_pack(obj, TRUE);
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cur_weapon = obj;
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/*
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* And his suit of armor
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*/
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obj = new_item();
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obj->o_type = ARMOR;
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obj->o_which = PLATE_MAIL;
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obj->o_arm = -5;
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obj->o_flags |= ISKNOW;
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obj->o_count = 1;
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obj->o_group = 0;
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cur_armor = obj;
|
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add_pack(obj, TRUE);
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}
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when '*' :
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pr_list();
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otherwise:
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illcom(ch);
|
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}
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else
|
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#endif
|
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illcom(ch);
|
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}
|
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/*
|
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* turn off flags if no longer needed
|
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*/
|
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if (!running)
|
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door_stop = FALSE;
|
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}
|
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/*
|
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* If he ran into something to take, let him pick it up.
|
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*/
|
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if (take != 0)
|
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pick_up(take);
|
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if (!running)
|
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door_stop = FALSE;
|
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if (!after)
|
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ntimes++;
|
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}
|
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do_daemons(AFTER);
|
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do_fuses(AFTER);
|
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if (ISRING(LEFT, R_SEARCH))
|
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search();
|
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else if (ISRING(LEFT, R_TELEPORT) && rnd(50) == 0)
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teleport();
|
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if (ISRING(RIGHT, R_SEARCH))
|
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search();
|
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else if (ISRING(RIGHT, R_TELEPORT) && rnd(50) == 0)
|
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teleport();
|
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}
|
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|
||||
/*
|
||||
* illcom:
|
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* What to do with an illegal command
|
||||
*/
|
||||
void
|
||||
illcom(int ch)
|
||||
{
|
||||
save_msg = FALSE;
|
||||
count = 0;
|
||||
msg("illegal command '%s'", unctrl(ch));
|
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save_msg = TRUE;
|
||||
}
|
||||
|
||||
/*
|
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* search:
|
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* player gropes about him to find hidden things.
|
||||
*/
|
||||
void
|
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search(void)
|
||||
{
|
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int y, x;
|
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int *fp;
|
||||
int ey, ex;
|
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int probinc;
|
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int found;
|
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|
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ey = hero.y + 1;
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ex = hero.x + 1;
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probinc = (on(player, ISHALU) ? 3 : 0);
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probinc += (on(player, ISBLIND) ? 2 : 0);
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found = FALSE;
|
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for (y = hero.y - 1; y <= ey; y++)
|
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for (x = hero.x - 1; x <= ex; x++)
|
||||
{
|
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if (y == hero.y && x == hero.x)
|
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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();
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue