This was fixed by adding "after = FALSE;" to the relevant cases in command(). Rogue V4 and V5 are not affected.
709 lines
14 KiB
C
709 lines
14 KiB
C
/*
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* Read and execute the user commands
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*
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* @(#)command.c 9.0 (rdk) 7/17/84
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*
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* Super-Rogue
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* Copyright (C) 1984 Robert D. Kindelberger
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* All rights reserved.
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*
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* Based on "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 <ctype.h>
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#include <signal.h>
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#include <stdlib.h>
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#include <string.h>
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#include <limits.h>
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#include "rogue.h"
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#include "rogue.ext"
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#ifdef __DJGPP__
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#include <process.h>
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#elif defined(_WIN32)
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#include <process.h>
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#else
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#include <unistd.h>
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#endif
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void search(void);
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void help(void);
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void d_level(void);
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void u_level(void);
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void shell(void);
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void call(void);
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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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reg char ch;
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reg int ntimes = 1; /* Number of player moves */
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static char countch, direction, newcount = FALSE;
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if (pl_on(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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while (ntimes-- > 0) {
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do_daemons(BEFORE);
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look(TRUE);
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if (!running)
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door_stop = FALSE;
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lastscore = purse;
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wmove(cw, hero.y, hero.x);
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if (!(running || count))
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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 (player.t_nocmd <= 0) {
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player.t_nocmd = 0;
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if (running)
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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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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 (player.t_nocmd > 0) {
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if (--player.t_nocmd <= 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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* check for prefixes
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*/
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if (isdigit(ch)) {
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count = 0;
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newcount = TRUE;
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while (isdigit(ch)) {
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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': 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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case 'f':
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case 'g':
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if (pl_off(ISBLIND)) {
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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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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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case '!' : shell(); after = FALSE;
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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(NULL);
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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(0);
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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("Super Rogue version %s.",release);
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when 'D': dip_it();
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when CTRL('L') : after = FALSE; restscr(cw);
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when CTRL('R') : after = FALSE; msg(huh);
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when 'a': after = FALSE; dispmax();
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when '@' : if (author())
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msg("Hero @ %d,%d : Stairs @ %d,%d",hero.y,hero.x,stairs.y,stairs.x);
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when 'S' :
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after = FALSE;
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if (save_game()) {
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wclear(cw);
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draw(cw);
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endwin();
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byebye(0);
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}
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when '.' : ; /* Rest command */
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when ' ' : after = FALSE; /* do nothing */
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when '=' :
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if (author()) {
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activity();
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after = FALSE;
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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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wizard = FALSE;
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msg("Not wizard any more");
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}
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else {
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wizard = passwd();
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if (wizard) {
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msg("Welcome back, Bob!!!!!");
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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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when '#':
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if (levtype == POSTLEV) /* buy something */
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buy_it();
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after = FALSE;
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when '$':
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if (levtype == POSTLEV) /* price something */
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price_it();
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after = FALSE;
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when '%':
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if (levtype == POSTLEV) /* sell something */
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sell_it();
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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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case CTRL('A') : ;
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when 'C' : create_obj(FALSE);
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when CTRL('I') : inventory(lvl_obj, 1);
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when CTRL('W') : whatis(NULL);
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when CTRL('D') : level++; new_level(NORMLEV);
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when CTRL('U') : if (level > 1) level--; new_level(NORMLEV);
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when CTRL('F') : displevl();
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when CTRL('X') : dispmons();
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when CTRL('T') : teleport(rndspot,&player);
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when CTRL('E') : msg("food left: %d", food_left);
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when CTRL('O') : add_pass();
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when 'M' : {
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int tlev, whichlev;
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prbuf[0] = '\0';
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msg("Which level? ");
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if (get_str(prbuf,cw) == NORM) {
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whichlev = NORMLEV;
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tlev = atoi(prbuf);
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if (tlev < 1)
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level = 1;
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if (tlev >= 200) {
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tlev -= 199;
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whichlev = MAZELEV;
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}
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else if (tlev >= 100) {
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tlev -= 99;
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whichlev = POSTLEV;
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}
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level = tlev;
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new_level(whichlev);
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}
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}
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when CTRL('N') : {
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struct linked_list *item;
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item = get_item("charge", STICK);
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if (item != NULL) {
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(OBJPTR(item))->o_charges = 10000;
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msg("");
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}
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}
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when CTRL('H') : {
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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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him->s_exp = e_levels[him->s_lvl + 7] + 1;
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check_level();
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/*
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* Give the rogue a very good sword
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*/
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item = new_thing(FALSE, WEAPON, TWOSWORD);
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obj = OBJPTR(item);
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obj->o_hplus = 3;
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obj->o_dplus = 3;
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obj->o_flags = ISKNOW;
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i = add_pack(item, TRUE);
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if (i)
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cur_weapon = obj;
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else
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discard(item);
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/*
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* And his suit of armor
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*/
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item = new_thing(FALSE, ARMOR, PLATEARMOR);
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obj = OBJPTR(item);
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obj->o_ac = -8;
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obj->o_flags = ISKNOW;
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i = add_pack(item, TRUE);
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if (i)
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cur_armor = obj;
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else
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discard(item);
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nochange = FALSE;
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}
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otherwise:
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msg(illegal, unctrl(ch));
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count = 0;
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}
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else {
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msg(illegal, 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 the
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* hero pick it up if not in a trading post.
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*/
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if (take != 0 && levtype != POSTLEV)
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pick_up(take);
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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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* Kick off the rest if the daemons and fuses
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*/
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if (after) {
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int j;
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look(FALSE);
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do_daemons(AFTER);
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do_fuses();
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if (pl_on(ISSLOW))
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waste_time();
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for (j = LEFT; j <= RIGHT; j++) {
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if (cur_ring[j] != NULL) {
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if (cur_ring[j]->o_which == R_SEARCH)
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search();
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else if (cur_ring[j]->o_which == R_TELEPORT)
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if (rnd(100) < 5)
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teleport(rndspot, &player);
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}
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}
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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 a)
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{
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reg char ch, good;
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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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#ifdef SIGINT
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if (signal(SIGINT, quit) != quit)
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mpos = 0;
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#endif
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msg("Really quit? [y/n/s]");
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/* ch = tolower(readchar());*/
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ch = readchar();
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if (ch == 'y') {
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clear();
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move(LINES-1, 0);
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refresh();
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writelog(purse, CHICKEN, 0);
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score(purse, CHICKEN, 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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byebye(0);
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}
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else if (ch == 's') {
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good = save_game();
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if (good) {
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wclear(cw);
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draw(cw);
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endwin();
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byebye(0);
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}
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}
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else {
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#ifdef SIGINT
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signal(SIGINT, quit);
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#endif
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wmove(cw, 0, 0);
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wclrtoeol(cw);
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draw(cw);
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mpos = 0;
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count = 0;
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nochange = FALSE;
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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(void)
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{
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reg int x, y;
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reg char 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 (pl_on(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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ch = winat(y, x);
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if (isatrap(ch)) { /* see if its a trap */
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reg struct trap *tp;
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if ((tp = trap_at(y, x)) == NULL)
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break;
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if (tp->tr_flags & ISFOUND)
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break; /* no message if its seen */
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if (mvwinch(cw, y, x) == ch)
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break;
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if (rnd(100) > (him->s_lvl * 9 + herowis() * 5))
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break;
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tp->tr_flags |= ISFOUND;
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mvwaddch(cw, y, x, tp->tr_type);
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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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else if(ch == SECRETDOOR) {
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if (rnd(100) < (him->s_lvl * 4 + herowis() * 5)) {
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mvaddch(y, x, DOOR);
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count = 0;
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}
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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(void)
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{
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extern struct h_list helpstr[];
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reg struct h_list *strp;
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reg char helpch;
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reg int cnt;
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strp = &helpstr[0];
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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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wmove(cw, 0, 0);
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while (strp->h_ch) {
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if (strp->h_ch == helpch) {
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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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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,spacemsg);
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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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touchwin(cw);
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nochange = FALSE;
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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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char *
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identify(int what)
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{
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reg char ch, *str;
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if (what == 0) {
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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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msg("");
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return NULL;
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}
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}
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else
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ch = what;
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if (isalpha(ch))
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str = monsters[midx(ch)].m_name;
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else {
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switch(ch) {
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case '|':
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case '-': str = "the wall of a room";
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when GOLD: str = "gold";
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when STAIRS: str = "passage leading up/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 POST: str = "trading post";
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when MAZETRAP: str = "maze trap";
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when TRAPDOOR: str = "trapdoor";
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when ARROWTRAP: str = "arrow trap";
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when SLEEPTRAP: str = "sleeping gas trap";
|
|
when BEARTRAP: str = "bear trap";
|
|
when TELTRAP: str = "teleport trap";
|
|
when DARTTRAP: str = "dart trap";
|
|
when POOL: str = "magic pool";
|
|
when POTION: str = "potion";
|
|
when SCROLL: str = "scroll";
|
|
when FOOD: str = "food";
|
|
when WEAPON: str = "weapon";
|
|
when ' ' : str = "solid rock";
|
|
when ARMOR: str = "armor";
|
|
when AMULET: str = "The Amulet of Yendor";
|
|
when RING: str = "ring";
|
|
when STICK: str = "wand or staff";
|
|
otherwise:
|
|
if (what == 0)
|
|
str = "unknown character";
|
|
else
|
|
str = "a magical ghost";
|
|
}
|
|
}
|
|
if (what == 0)
|
|
msg("'%s' : %s", unctrl(ch), str);
|
|
return str;
|
|
}
|
|
|
|
/*
|
|
* d_level:
|
|
* He wants to go down a level
|
|
*/
|
|
void
|
|
d_level(void)
|
|
{
|
|
if (winat(hero.y, hero.x) != STAIRS)
|
|
msg("I see no way down.");
|
|
else {
|
|
if (pl_on(ISHELD)) {
|
|
msg("You are being held.");
|
|
return;
|
|
}
|
|
level++;
|
|
new_level(NORMLEV);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* u_level:
|
|
* He wants to go up a level
|
|
*/
|
|
void
|
|
u_level(void)
|
|
{
|
|
if (winat(hero.y, hero.x) == STAIRS) {
|
|
if (pl_on(ISHELD)) {
|
|
msg("You are being held.");
|
|
return;
|
|
}
|
|
else { /* player not held here */
|
|
if (amulet) {
|
|
level--;
|
|
if (level == 0)
|
|
total_winner();
|
|
new_level(NORMLEV);
|
|
msg("You feel a wrenching sensation in your gut.");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
msg("I see no way up.");
|
|
}
|
|
|
|
|
|
/*
|
|
* Let him escape for a while
|
|
*/
|
|
void
|
|
shell(void)
|
|
{
|
|
|
|
/*
|
|
* Set the terminal back to original mode
|
|
*/
|
|
wclear(hw);
|
|
wmove(hw, LINES-1, 0);
|
|
draw(hw);
|
|
endwin();
|
|
in_shell = TRUE;
|
|
fflush(stdout);
|
|
/*
|
|
* Fork and do a shell
|
|
*/
|
|
md_shellescape();
|
|
printf("\n%s", retstr);
|
|
fflush(stdout);
|
|
nonl();
|
|
noecho();
|
|
crmode();
|
|
in_shell = FALSE;
|
|
wait_for(cw, '\n');
|
|
restscr(cw);
|
|
}
|
|
|
|
|
|
/*
|
|
* call:
|
|
* Allow a user to call a potion, scroll, or ring something
|
|
*/
|
|
void
|
|
call(void)
|
|
{
|
|
reg struct object *obj;
|
|
reg struct linked_list *item;
|
|
reg char **guess, *elsewise;
|
|
int wh;
|
|
|
|
if ((item = get_item("call", 0)) == NULL)
|
|
return;
|
|
obj = OBJPTR(item);
|
|
wh = obj->o_which;
|
|
switch (obj->o_type) {
|
|
case RING:
|
|
guess = r_guess;
|
|
elsewise = (r_guess[wh] != NULL ? r_guess[wh] : r_stones[wh]);
|
|
when POTION:
|
|
guess = p_guess;
|
|
elsewise = (p_guess[wh] != NULL ? p_guess[wh] : p_colors[wh]);
|
|
when SCROLL:
|
|
guess = s_guess;
|
|
elsewise = (s_guess[wh] != NULL ? s_guess[wh] : s_names[wh]);
|
|
when STICK:
|
|
guess = ws_guess;
|
|
elsewise =(ws_guess[wh] != NULL ?
|
|
ws_guess[wh] : ws_stuff[wh].ws_made);
|
|
otherwise:
|
|
msg("You can't call %ss anything",obj->o_typname);
|
|
return;
|
|
}
|
|
msg("Was called \"%s\"", elsewise);
|
|
msg(callit);
|
|
if (guess[wh] != NULL)
|
|
free(guess[wh]);
|
|
strcpy(prbuf, elsewise);
|
|
if (get_str(prbuf, cw) == NORM) {
|
|
guess[wh] = new(strlen(prbuf) + 1);
|
|
strcpy(guess[wh], prbuf);
|
|
}
|
|
}
|