This was fixed by adding "after = FALSE;" to the relevant cases in command(). Rogue V4 and V5 are not affected.
652 lines
13 KiB
C
652 lines
13 KiB
C
/*
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* Read and execute the user commands
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*
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* @(#)command.c 3.45 (Berkeley) 6/15/81
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981 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 <ctype.h>
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#include <signal.h>
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#include <string.h>
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#include "curses.h"
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#include "machdep.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()
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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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static int countch, direction, newcount = FALSE;
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if (on(player, ISHASTE)) 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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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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wmove(cw, hero.y, hero.x);
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if (!((running || count) && jump))
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draw(cw); /* 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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if (wizard)
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waswizard = TRUE;
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if (!no_command)
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{
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if (running) ch = runch;
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else if (count) ch = countch;
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else
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{
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ch = readchar(cw);
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if (mpos != 0 && !running) /* Erase message if its there */
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msg("");
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}
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}
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else ch = ' ';
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if (no_command)
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{
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if (--no_command == 0)
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msg("You can move again.");
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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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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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ch = readchar(cw);
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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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case 'h': case 'j': case 'k': case 'l':
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case 'y': case 'u': case 'b': case 'n':
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case 'H': case 'J': case 'K': case 'L':
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case 'Y': case 'U': case 'B': case 'N':
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case 'q': case 'r': case 's': case 'f':
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case 't': case 'C': case 'I': case '.':
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case 'z': case 'p':
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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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switch (ch)
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{
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case 'f':
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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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ch = readchar(cw);
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switch (ch)
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{
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case 'h': case 'j': case 'k': case 'l':
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case 'y': case 'u': case 'b': case 'n':
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ch = toupper(ch);
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}
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direction = ch;
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}
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newcount = FALSE;
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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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switch (ch)
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{
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case '!' : 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 '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 'Q' : after = FALSE; quit(0);
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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 'q' : quaff();
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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();
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when 'c' : after = FALSE; call();
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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' : do_zap(FALSE);
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when 'p':
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if (get_dir())
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do_zap(TRUE);
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else
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after = FALSE;
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when 'v' : after = FALSE; msg("Rogue version %s. (mctesq was here)", release);
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when CTRL('L') : after = FALSE; clearok(curscr,TRUE);draw(curscr);
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when CTRL('R') : after = FALSE; msg(huh);
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when 'S' :
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after = FALSE;
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if (save_game())
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{
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wmove(cw, LINES-1, 0);
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wclrtoeol(cw);
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draw(cw);
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endwin();
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printf("See you soon, %s!\n", whoami);
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exit(0);
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}
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when '.' : ; /* Rest command */
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#ifdef WIZARD
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when CTRL('P') :
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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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msg("Not wizard any more");
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}
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else
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{
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if ( (wizard = passwd()) )
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{
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msg("You are suddenly as smart as Ken Arnold in dungeon #%d", dnum);
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wizard = TRUE;
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waswizard = TRUE;
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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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otherwise :
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after = FALSE;
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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 CTRL('I') : inventory(lvl_obj, 0);
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when CTRL('W') : whatis();
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when CTRL('D') : level++; new_level();
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when CTRL('U') : level--; new_level();
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when CTRL('F') : show_win(stdscr, "--More (level map)--");
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when CTRL('X') : show_win(mw, "--More (monsters)--");
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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('A') : msg("%d things in your pack", inpack);
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when CTRL('C') : add_pass();
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when CTRL('N') :
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{
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struct linked_list *item;
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if ((item = get_item("charge", STICK)) != NULL)
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((struct object *) ldata(item))->o_charges = 10000;
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}
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when CTRL('H') :
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{
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int i;
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struct linked_list *item;
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struct object *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 the rogue a sword (+1,+1)
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*/
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item = new_item(sizeof *obj);
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obj = (struct object *) ldata(item);
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obj->o_type = WEAPON;
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obj->o_which = TWOSWORD;
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init_weapon(obj, SWORD);
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obj->o_hplus = 1;
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obj->o_dplus = 1;
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add_pack(item, 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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item = new_item(sizeof *obj);
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obj = (struct object *) ldata(item);
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obj->o_type = ARMOR;
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obj->o_which = PLATE_MAIL;
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obj->o_ac = -5;
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obj->o_flags |= ISKNOW;
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cur_armor = obj;
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add_pack(item, TRUE);
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}
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otherwise :
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msg("Illegal command '%s'.", unctrl(ch));
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count = 0;
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}
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else
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{
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msg("Illegal command '%s'.", unctrl(ch));
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count = 0;
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}
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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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/*
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* Kick off the rest if the daemons and fuses
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*/
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if (after)
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{
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look(FALSE);
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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(100) < 2)
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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(100) < 2)
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teleport();
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}
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}
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/*
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* quit:
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* Have player make certain, then exit.
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*/
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void
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quit(int p)
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{
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/*
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* Reset the signal in case we got here via an interrupt
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*/
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if (signal(SIGINT, quit) != &quit)
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mpos = 0;
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msg("Really quit?");
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draw(cw);
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if (readchar(cw) == 'y')
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{
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clear();
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move(LINES-1, 0);
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draw(stdscr);
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endwin();
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writelog(purse, 1, 0);
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score(purse, 1, 0);
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printf("[Press return to exit]\n");
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fflush(NULL);
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getchar();
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exit(0);
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}
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else
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{
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signal(SIGINT, quit);
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wmove(cw, 0, 0);
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wclrtoeol(cw);
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status();
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draw(cw);
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mpos = 0;
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count = 0;
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}
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}
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/*
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* search:
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* Player gropes about him to find hidden things.
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*/
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void
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search()
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{
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int x, y;
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int ch;
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/*
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* Look all around the hero, if there is something hidden there,
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* give him a chance to find it. If its found, display it.
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*/
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if (on(player, ISBLIND))
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return;
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for (x = hero.x - 1; x <= hero.x + 1; x++)
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for (y = hero.y - 1; y <= hero.y + 1; y++)
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{
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ch = winat(y, x);
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switch (ch)
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{
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case SECRETDOOR:
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if (rnd(100) < 20) {
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mvaddch(y, x, DOOR);
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count = 0;
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}
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break;
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case TRAP:
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{
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struct trap *tp;
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if (mvwinch(cw, y, x) == TRAP)
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break;
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if (rnd(100) > 50)
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break;
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tp = trap_at(y, x);
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tp->tr_flags |= ISFOUND;
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mvwaddch(cw, y, x, TRAP);
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count = 0;
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running = FALSE;
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msg(tr_name(tp->tr_type));
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}
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}
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}
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}
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/*
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* help:
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* Give single character help, or the whole mess if he wants it
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*/
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void
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help()
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{
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struct h_list *strp = helpstr;
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int helpch;
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int cnt;
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msg("Character you want help for (* for all): ");
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helpch = readchar(cw);
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mpos = 0;
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/*
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* If its not a *, print the right help string
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* or an error if he typed a funny character.
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*/
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if (helpch != '*')
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{
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wmove(cw, 0, 0);
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while (strp->h_ch)
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{
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if (strp->h_ch == helpch)
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{
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msg("%s%s", unctrl(strp->h_ch), strp->h_desc);
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break;
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}
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strp++;
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}
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if (strp->h_ch != helpch)
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msg("Unknown character '%s'", unctrl(helpch));
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return;
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}
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/*
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* Here we print help for everything.
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* Then wait before we return to command mode
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*/
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wclear(hw);
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cnt = 0;
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while (strp->h_ch)
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{
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mvwaddstr(hw, cnt % 23, cnt > 22 ? 40 : 0, unctrl(strp->h_ch));
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waddstr(hw, strp->h_desc);
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cnt++;
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strp++;
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}
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wmove(hw, LINES-1, 0);
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wprintw(hw, "--Press space to continue--");
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draw(hw);
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wait_for(hw,' ');
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wclear(hw);
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draw(hw);
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wmove(cw, 0, 0);
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wclrtoeol(cw);
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status();
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touchwin(cw);
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}
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/*
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* identify:
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* Tell the player what a certain thing is.
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*/
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void
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identify()
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{
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int ch;
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char *str;
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msg("What do you want identified? ");
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ch = readchar(cw);
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mpos = 0;
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if (ch == ESCAPE)
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{
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msg("");
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return;
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}
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if (isalpha(ch) && isupper(ch))
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str = monsters[ch-'A'].m_name;
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else switch(ch)
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{
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case '|':
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case '-':
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str = "wall of a room";
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when GOLD: str = "gold";
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when STAIRS : str = "passage leading down";
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when DOOR: str = "door";
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when FLOOR: str = "room floor";
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when PLAYER: str = "you";
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when PASSAGE: str = "passage";
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when TRAP: str = "trap";
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when POTION: str = "potion";
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when SCROLL: str = "scroll";
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when FOOD: str = "food";
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when WEAPON: str = "weapon";
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when ' ' : str = "solid rock";
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when ARMOR: str = "armor";
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when AMULET: str = "The Amulet of Yendor";
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when RING: str = "ring";
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when STICK: str = "wand or staff";
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otherwise: str = "unknown character";
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}
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msg("'%s' : %s", unctrl(ch), str);
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}
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/*
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* d_level:
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* He wants to go down a level
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*/
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void
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d_level()
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{
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if (winat(hero.y, hero.x) != STAIRS)
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msg("I see no way down.");
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else
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{
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level++;
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new_level();
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}
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}
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/*
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* u_level:
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* He wants to go up a level
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*/
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void
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u_level()
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{
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if (winat(hero.y, hero.x) == STAIRS)
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{
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if (amulet)
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{
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level--;
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if (level == 0)
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total_winner();
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new_level();
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msg("You feel a wrenching sensation in your gut.");
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return;
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}
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}
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msg("I see no way up.");
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}
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/*
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* Let him escape for a while
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*/
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void
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shell()
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{
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/*
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* Set the terminal back to original mode
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*/
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wclear(hw);
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wmove(hw, LINES-1, 0);
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draw(hw);
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endwin();
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in_shell = TRUE;
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fflush(stdout);
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md_shellescape();
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printf("\n[Press return to continue]");
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fflush(stdout);
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noecho();
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crmode();
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in_shell = FALSE;
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wait_for(cw,'\n');
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clearok(cw, TRUE);
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touchwin(cw);
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draw(cw);
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}
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/*
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* allow a user to call a potion, scroll, or ring something
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*/
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void
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call()
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{
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struct object *obj;
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struct linked_list *item;
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char **guess, *elsewise;
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int *know;
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item = get_item("call", CALLABLE);
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/*
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* Make certain that it is somethings that we want to wear
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*/
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if (item == NULL)
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return;
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obj = (struct object *) ldata(item);
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switch (obj->o_type)
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{
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case RING:
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guess = r_guess;
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know = r_know;
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elsewise = (r_guess[obj->o_which] != NULL ?
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r_guess[obj->o_which] : r_stones[obj->o_which]);
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when POTION:
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guess = p_guess;
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know = p_know;
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elsewise = (p_guess[obj->o_which] != NULL ?
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p_guess[obj->o_which] : p_colors[obj->o_which]);
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when SCROLL:
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guess = s_guess;
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know = s_know;
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elsewise = (s_guess[obj->o_which] != NULL ?
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s_guess[obj->o_which] : s_names[obj->o_which]);
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when STICK:
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guess = ws_guess;
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know = ws_know;
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elsewise = (ws_guess[obj->o_which] != NULL ?
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ws_guess[obj->o_which] : ws_made[obj->o_which]);
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otherwise:
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msg("You can't call that anything");
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return;
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}
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if (know[obj->o_which])
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{
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msg("That has already been identified");
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return;
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}
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if (terse)
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addmsg("C");
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else
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addmsg("Was c");
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msg("alled \"%s\"", elsewise);
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if (terse)
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msg("Call it: ");
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else
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msg("What do you want to call it? ");
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strcpy(prbuf, elsewise);
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if (get_str(prbuf, cw) == NORM)
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{
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if (guess[obj->o_which] != NULL)
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free(guess[obj->o_which]);
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guess[obj->o_which] = malloc((unsigned int) strlen(prbuf) + 1);
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if (guess[obj->o_which] != NULL)
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strcpy(guess[obj->o_which], prbuf);
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}
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}
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