rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or holding. This is apparently supposed to indicate that the player can move again. What it actually does is make it harder for monsters to hit the player, until the flag is reset. As this behavior makes little sense and seems like a cheat, it has been deemed a bug and removed.
600 lines
12 KiB
C
600 lines
12 KiB
C
/*
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* Read and execute the user commands
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*
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* @(#)command.c 4.31 (Berkeley) 4/6/82
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981, 1982 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 <curses.h>
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#include <ctype.h>
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#include <stdlib.h>
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#include <string.h>
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#include "rogue.h"
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char countch, direction, newcount = FALSE;
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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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command()
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{
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register char ch;
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register int ntimes = 1; /* Number of player moves */
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char *unctrol();
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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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/*
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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|ISCANC|ISGREED|ISINVIS|ISMEAN|ISREGEN))
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auto_save(-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 WIZARD
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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) 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();
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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
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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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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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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();
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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':
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#ifdef WIZARD
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case CTRL('D'): case CTRL('U'):
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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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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();
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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(-1);
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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(); 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('R') : after = FALSE; msg(huh);
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when CTRL('L') :
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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("rogue version %s. (mctesq was here)", release);
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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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move(LINES-1, 0);
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clrtoeol();
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refresh();
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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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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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if (chat(delta.y, delta.x) != TRAP)
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msg("no trap there");
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else
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msg(tr_name(flat(delta.y, delta.x) & F_TMASK));
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}
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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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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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if (wizard = passwd())
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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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otherwise :
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after = FALSE;
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#ifdef WIZARD
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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(FALSE);
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when CTRL('D') : level++; new_level();
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when CTRL('U') : if (level > 1) 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('A') : msg("%d things in your pack", inpack);
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when CTRL('K') : add_pass();
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when CTRL('X') : turn_see(on(player, SEEMONST));
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when CTRL('N') :
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{
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register 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('H') :
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{
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register int i;
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register 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 the rogue a sword (+1,+1)
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*/
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obj = new_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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obj->o_count = 1;
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obj->o_group = 0;
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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_ac = -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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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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/*
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* illcom:
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* What to do with an illegal command
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*/
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illcom(ch)
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char ch;
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{
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save_msg = FALSE;
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count = 0;
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msg("illegal command '%s'", unctrol(ch));
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save_msg = TRUE;
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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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search()
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{
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register int y, x;
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register char *fp;
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register int ey, ex;
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if (on(player, ISBLIND))
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return;
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ey = hero.y + 1;
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ex = hero.x + 1;
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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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{
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if (y == hero.y && x == hero.x)
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continue;
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fp = &flat(y, x);
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if (!(*fp & F_REAL))
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switch (chat(y, x))
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{
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case '|':
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case '-':
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if (rnd(5) != 0)
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break;
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chat(y, x) = DOOR;
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*fp |= F_REAL;
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count = running = FALSE;
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break;
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case FLOOR:
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if (rnd(2) != 0)
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break;
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chat(y, x) = TRAP;
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*fp |= F_REAL;
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count = running = FALSE;
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msg("%s", tr_name(*fp & F_TMASK));
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break;
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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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help()
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{
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register const struct h_list *strp = helpstr;
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register char helpch;
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register int cnt;
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msg("character you want help for (* for all): ");
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helpch = readchar();
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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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move(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", unctrol(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'", unctrol(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, unctrol(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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wrefresh(hw);
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w_wait_for(hw,' ');
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wmove(stdscr, 0, 0);
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wclrtoeol(stdscr);
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touchwin(stdscr);
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clearok(stdscr, TRUE);
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refresh();
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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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identify()
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{
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register char ch;
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register const char *str;
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msg("what do you want identified? ");
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ch = readchar();
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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 (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 = "a staircase";
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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", unctrol(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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d_level()
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{
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if (chat(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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u_level()
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{
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if (chat(hero.y, hero.x) == STAIRS)
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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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}
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else
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msg("your way is magically blocked");
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else
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msg("I see no way up");
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}
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/*
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* call:
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* Allow a user to call a potion, scroll, or ring something
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*/
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call()
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{
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register THING *obj;
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register char **guess;
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const char *elsewise;
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register bool *know;
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obj = 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 (obj == NULL)
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return;
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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]);
|
|
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);
|
|
}
|
|
}
|