Files
rgoue/game/command.go
sneak aa57349c34 Decompose command.go; command keys become a handler table (step 7)
The ordinary command keys move into gameData.commandHandlers (method
expressions and small literals); dispatchKey keeps only re-dispatching
prefixes (runCommand/fightCommand/repeatCommand/moveOnCommand) and the
wizard fallthrough. command() splits into playTurn/turnUpkeep/
readCommand/executeCommand/countPrefix/ringTurnEffects; search gains
searchSpot/searchFloor; help gains helpOne/helpAll/helpLines; call
gains callTarget/callPrelude; wizardCommand splits in two plus
wizardKit; uLevel and current flatten to early returns. command.go is
complexity-clean. Behavior and RNG call order unchanged.
2026-07-07 03:15:27 +02:00

897 lines
17 KiB
Go

package game
// command.c — read and execute the user commands.
// command processes one player command, with its BEFORE/AFTER daemon
// bracketing (command.c command).
func (g *RogueGame) command() {
p := &g.Player
ntimes := 1 // number of player moves
if p.On(Hasted) {
ntimes++
}
// Let the daemons start up
g.DoDaemons(Before)
g.DoFuses(Before)
for ; ntimes > 0; ntimes-- {
g.playTurn()
if !g.After {
ntimes++
}
}
g.DoDaemons(After)
g.DoFuses(After)
g.ringTurnEffects(Left)
g.ringTurnEffects(Right)
}
// ringTurnEffects fires the per-turn ring powers on one hand: searching
// searches, teleportation teleports on 1 turn in 50 (the tail of
// command.c command).
func (g *RogueGame) ringTurnEffects(hand int) {
p := &g.Player
if p.IsRing(hand, RingSearching) {
g.search()
} else if p.IsRing(hand, RingTeleportation) && g.rnd(50) == 0 {
g.teleport()
}
}
// playTurn runs one full player turn: upkeep, one command, and pickup
// (the body of the command.c command loop).
func (g *RogueGame) playTurn() {
p := &g.Player
g.turnUpkeep()
var ch byte
if g.NoCommand == 0 {
ch = g.readCommand()
} else {
ch = '.'
}
if g.NoCommand != 0 {
if g.NoCommand--; g.NoCommand == 0 {
p.Flags.Set(Awake)
g.msg("you can move again")
}
} else {
g.executeCommand(ch)
}
// If he ran into something to take, let him pick it up.
if g.Take != 0 {
g.pickUp(g.Take)
}
if !g.Running {
g.DoorStop = false
}
}
// turnUpkeep redraws and resets per-turn state before a command is read
// (the top of the command.c command loop).
func (g *RogueGame) turnUpkeep() {
p := &g.Player
g.Again = false
if g.HasHit {
g.endmsg()
g.HasHit = false
}
// these are illegal things for the player to be, so if any are
// set, someone's been poking in memory
if p.On(Slowed | Greedy | Invisible | Regenerates | Targeted) {
panic("player flags corrupted")
}
g.look(true)
if !g.Running {
g.DoorStop = false
}
g.status()
g.LastScore = p.Purse
g.move(p.Pos.Y, p.Pos.X)
if (!g.Running && g.Count == 0) || !g.Options.Jump {
g.refresh() // draw screen
}
g.Take = 0
g.After = true
// Read command or continue run
if g.Wizard {
g.NoScore = true
}
}
// readCommand picks the next command character: run/count repeats or
// fresh input (the read block of command.c command).
func (g *RogueGame) readCommand() byte {
switch {
case g.Running || g.ToDeath:
return g.RunCh
case g.Count != 0:
return g.countCh
default:
ch := g.readchar()
g.MoveOn = false
if g.Msgs.Mpos != 0 { // erase message if its there
g.msg("")
}
return ch
}
}
// executeCommand runs one read command with the repeat-count prefix and
// the repeat-history bookkeeping (the execute block of command.c
// command).
func (g *RogueGame) executeCommand(ch byte) {
// check for prefixes
g.newCount = false
ch = g.countPrefix(ch)
// execute a command
if g.Count != 0 && !g.Running {
g.Count--
}
if ch != 'a' && ch != Escape &&
!g.Running && g.Count == 0 && !g.ToDeath {
g.LLastComm = g.LastComm
g.LLastDir = g.LastDir
g.LLastPick = g.LastPick
g.LastComm = ch
g.LastDir = 0
g.LastPick = nil
}
g.dispatch(ch)
// turn off flags if no longer needed
if !g.Running {
g.DoorStop = false
}
}
// countPrefix consumes a numeric repeat-count prefix and returns the
// command character that follows it (command.c).
func (g *RogueGame) countPrefix(ch byte) byte {
if !isDigit(ch) {
return ch
}
g.Count = 0
g.newCount = true
for isDigit(ch) {
g.Count = min(g.Count*10+int(ch-'0'), 255)
ch = g.readchar()
}
g.countCh = ch
// turn off count for commands which don't make sense to repeat
switch ch {
case CTRL('B'), CTRL('H'), CTRL('J'), CTRL('K'),
CTRL('L'), CTRL('N'), CTRL('U'), CTRL('Y'),
'.', 'a', 'b', 'h', 'j', 'k', 'l', 'm', 'n', 'q',
'r', 's', 't', 'u', 'y', 'z', 'B', 'C', 'H', 'I',
'J', 'K', 'L', 'N', 'U', 'Y',
CTRL('D'), CTRL('A'):
default:
g.Count = 0
}
return ch
}
// dispatch runs one command character, re-running dispatchKey when it
// asks (the C `goto over` re-dispatch in command.c).
func (g *RogueGame) dispatch(ch byte) {
for {
newCh, again := g.dispatchKey(ch)
if !again {
return
}
ch = newCh
}
}
// dispatchKey runs one command character (the big switch of command.c).
// A true second result asks dispatch to run once more with the returned
// key.
func (g *RogueGame) dispatchKey(ch byte) (byte, bool) {
if h, ok := g.data.commandHandlers[ch]; ok {
h(g)
return 0, false
}
switch ch {
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
return g.runCommand(ch)
case 'F', 'f':
return g.fightCommand(ch)
case 'a':
return g.repeatCommand()
case 'm':
return g.moveOnCommand()
default:
g.After = false
if g.Wizard {
g.wizardCommand(ch)
} else {
g.illcom(ch)
}
}
return 0, false
}
// runCommand handles the ctrl-direction run-until-adjacent prefix; the
// returned key re-dispatches as the matching run command (command.c).
func (g *RogueGame) runCommand(ch byte) (byte, bool) {
if !g.Player.On(Blind) {
g.DoorStop = true
g.Firstmove = true
}
if g.Count != 0 && !g.newCount {
ch = g.direction
} else {
ch += 'A' - CTRL('A')
g.direction = ch
}
return ch, true // the C goto over: re-dispatch as the run command
}
// repeatCommand handles 'a': replay the last command by re-dispatching
// it (command.c).
func (g *RogueGame) repeatCommand() (byte, bool) {
if g.LastComm == 0 {
g.msg("you haven't typed a command yet")
g.After = false
return 0, false
}
g.Again = true
return g.LastComm, true // the C goto over: replay the last command
}
// moveOnCommand handles 'm': move without picking up; the direction key
// re-dispatches (command.c).
func (g *RogueGame) moveOnCommand() (byte, bool) {
g.MoveOn = true
if !g.promptDirection() {
g.After = false
return 0, false
}
g.countCh = g.DirCh
return g.DirCh, true // the C goto over: move onto it without pickup
}
// pickupCommand handles ',': pick up whatever is here (command.c).
func (g *RogueGame) pickupCommand() {
p := &g.Player
var found *Object
for _, obj := range g.Level.Objects {
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
found = obj
break
}
}
if found != nil {
if !g.levitCheck() {
g.pickUp(found.Kind.Glyph())
}
return
}
if !g.Options.Terse {
g.addmsgf("there is ")
}
g.addmsgf("nothing here")
if !g.Options.Terse {
g.addmsgf(" to pick up")
}
g.endmsg()
}
// fightCommand handles the f/F fight prefix; a true again asks dispatch
// to rerun with the direction key (command.c).
func (g *RogueGame) fightCommand(ch byte) (byte, bool) {
p := &g.Player
if ch == 'F' {
g.Kamikaze = true
}
if !g.promptDirection() {
g.After = false
return 0, false
}
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
if !g.Options.Terse {
g.addmsgf("I see ")
}
g.msg("no monster there")
g.After = false
} else if g.diagOk(p.Pos, g.Delta) {
g.ToDeath = true
g.MaxHit = 0
mp.Flags.Set(Targeted)
g.RunCh = g.DirCh
return g.DirCh, true // the C goto over: fight by running at it
}
return 0, false
}
// identifyTrapCommand handles '^': name the trap in a direction
// (command.c).
func (g *RogueGame) identifyTrapCommand() {
p := &g.Player
g.After = false
if !g.promptDirection() {
return
}
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
if !g.Options.Terse {
g.addmsgf("You have found ")
}
switch {
case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap:
g.msg("no trap there")
case p.On(Hallucinating):
g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
default:
g.msg("%s", g.data.trName[*fp&FTrapMask])
fp.Set(FSeen)
}
}
// wizardCommand handles the MASTER debug commands (command.c).
func (g *RogueGame) wizardCommand(ch byte) {
p := &g.Player
switch ch {
case '|':
g.msg("@ %d,%d", p.Pos.Y, p.Pos.X)
case 'C':
g.createObj()
case '$':
g.msg("inpack = %d", p.Inpack)
case CTRL('G'):
g.inventory(g.Level.Objects, 0)
case CTRL('W'):
g.whatis(false, 0)
case CTRL('D'):
g.Depth++
g.NewLevel()
case CTRL('A'):
g.Depth--
g.NewLevel()
case CTRL('F'):
g.showMap()
default:
g.wizardDebugCommand(ch)
}
}
// wizardDebugCommand handles the rest of the MASTER debug commands
// (command.c).
func (g *RogueGame) wizardDebugCommand(ch byte) {
p := &g.Player
switch ch {
case CTRL('T'):
g.teleport()
case CTRL('E'):
g.msg("food left: %d", p.FoodLeft)
case CTRL('C'):
g.addPass()
case CTRL('X'):
g.turnSee(p.On(SenseMonsters))
case CTRL('~'):
if item, ok := g.promptPackItem("charge", KindWand); ok {
item.Charges = 10000
}
case CTRL('I'):
g.wizardKit()
case '*':
g.prList()
default:
g.illcom(ch)
}
}
// wizardKit levels the wizard up and equips him (the ^I case of the
// command.c wizard switch).
func (g *RogueGame) wizardKit() {
p := &g.Player
for range 9 {
g.raiseLevel()
}
// Give him a sword (+1,+1)
obj := newObject()
g.initWeapon(obj, WeaponTwoHandedSword)
obj.HPlus = 1
obj.DPlus = 1
g.addPack(obj, true)
p.CurWeapon = obj
// And his suit of armor
obj = newObject()
obj.Kind = KindArmor
obj.Which = int(ArmorPlateMail)
obj.ArmorClass = -5
obj.Flags.Set(Known)
obj.Count = 1
p.CurArmor = obj
g.addPack(obj, true)
}
// illcom reports an illegal command (command.c illcom).
func (g *RogueGame) illcom(ch byte) {
g.Msgs.SaveMsg = false
g.Count = 0
g.msg("illegal command '%s'", unctrl(ch))
g.Msgs.SaveMsg = true
}
// search gropes about to find hidden things (command.c search).
func (g *RogueGame) search() {
p := &g.Player
ey := p.Pos.Y + 1
ex := p.Pos.X + 1
probinc := 0
if p.On(Hallucinating) {
probinc = 3
}
if p.On(Blind) {
probinc += 2
}
found := false
for y := p.Pos.Y - 1; y <= ey; y++ {
for x := p.Pos.X - 1; x <= ex; x++ {
if y == p.Pos.Y && x == p.Pos.X {
continue
}
if g.searchSpot(y, x, probinc) {
found = true
}
}
}
if found {
g.look(false)
}
}
// searchSpot tries to reveal one hidden thing next to the hero: a
// secret door, a hidden trap, or a secret passage (the loop body of
// command.c search). It reports whether something was found.
func (g *RogueGame) searchSpot(y, x, probinc int) bool {
fp := g.Level.FlagsAt(y, x)
if fp.Has(FReal) {
return false
}
foundone := false
switch g.Level.Char(y, x) {
case '|', '-':
if g.rnd(5+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Door)
g.msg("a secret door")
foundone = true
case Floor:
foundone = g.searchFloor(fp, y, x, probinc)
case ' ':
if g.rnd(3+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Passage)
foundone = true
}
if foundone {
fp.Set(FReal)
g.Count = 0
g.Running = false
}
return foundone
}
// searchFloor reveals a hidden trap underfoot and names it (the FLOOR
// arm of command.c search).
func (g *RogueGame) searchFloor(fp *PlaceFlags, y, x, probinc int) bool {
if g.rnd(2+probinc) != 0 {
return false
}
g.Level.SetChar(y, x, Trap)
if !g.Options.Terse {
g.addmsgf("you found ")
}
if g.Player.On(Hallucinating) {
g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
} else {
g.msg("%s", g.data.trName[*fp&FTrapMask])
fp.Set(FSeen)
}
return true
}
// help gives single character help, or the whole mess if he wants it
// (command.c help).
func (g *RogueGame) help() {
g.msg("character you want help for (* for all): ")
helpch := g.readchar()
g.Msgs.Mpos = 0
// If it's not a *, print the right help string or an error if he
// typed a funny character.
if helpch != '*' {
g.helpOne(helpch)
return
}
g.helpAll()
}
// helpOne prints the help line for a single key, or an error for a
// funny character (command.c help).
func (g *RogueGame) helpOne(helpch byte) {
g.move(0, 0)
for _, strp := range g.data.helpStr {
if strp.Ch == helpch {
g.Msgs.LowerMsg = true
g.msg("%s%s", unctrl(strp.Ch), strp.Desc)
g.Msgs.LowerMsg = false
return
}
}
g.msg("unknown character '%s'", unctrl(helpch))
}
// helpAll prints help for everything in two columns, then waits before
// returning to command mode (command.c help).
func (g *RogueGame) helpAll() {
numprint := g.helpLines()
hw := g.scr.Hw
hw.Clear()
cnt := 0
for _, strp := range g.data.helpStr {
if !strp.Print {
continue
}
x := 0
if cnt >= numprint {
x = NumCols / 2
}
hw.Move(cnt%numprint, x)
if strp.Ch != 0 {
hw.AddStr(unctrl(strp.Ch))
}
hw.AddStr(strp.Desc)
if cnt++; cnt >= numprint*2 {
break
}
}
hw.MvAddStr(NumLines-1, 0, "--Press space to continue--")
g.scr.RefreshWin(hw)
g.waitFor(' ')
g.msg("")
g.refresh()
}
// helpLines counts how many rows the two-column help listing needs
// (command.c help).
func (g *RogueGame) helpLines() int {
numprint := 0
for _, strp := range g.data.helpStr {
if strp.Print {
numprint++
}
}
if numprint&1 == 1 { // round odd numbers up
numprint++
}
numprint /= 2
if numprint > NumLines-1 {
numprint = NumLines - 1
}
return numprint
}
// identify tells the player what a certain thing is (command.c identify).
func (g *RogueGame) identify() {
g.msg("what do you want identified? ")
ch := g.readchar()
g.Msgs.Mpos = 0
if ch == Escape {
g.msg("")
return
}
var str string
if isUpper(ch) {
str = g.Monsters[ch-'A'].Name
} else {
str = "unknown character"
for _, hp := range g.data.identList {
if hp.Ch == ch {
str = hp.Desc
break
}
}
}
g.msg("'%s': %s", unctrl(ch), str)
}
// dLevel: he wants to go down a level (command.c d_level).
func (g *RogueGame) dLevel() {
if g.levitCheck() {
return
}
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) != Stairs {
g.msg("I see no way down")
} else {
g.Depth++
g.SeenStairs = false
g.NewLevel()
}
}
// uLevel: he wants to go up a level (command.c u_level).
func (g *RogueGame) uLevel() {
if g.levitCheck() {
return
}
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) != Stairs {
g.msg("I see no way up")
return
}
if !g.HasAmulet {
g.msg("your way is magically blocked")
return
}
g.Depth--
if g.Depth == 0 {
g.totalWinner()
}
g.NewLevel()
g.msg("you feel a wrenching sensation in your gut")
}
// levitCheck checks whether she's levitating, and if she is, prints an
// appropriate message (command.c levit_check).
func (g *RogueGame) levitCheck() bool {
if !g.Player.On(Levitating) {
return false
}
g.msg("You can't. You're floating off the ground!")
return true
}
// call allows a user to call a potion, scroll, or ring something
// (command.c call).
func (g *RogueGame) call() {
obj, ok := g.promptPackItem("call", KindCallable)
// Make certain that it is something that we want to name
if !ok {
return
}
op, elsewise, guess, ok := g.callTarget(obj)
if !ok {
return
}
elsewise, guess, ok = g.callPrelude(op, elsewise, guess)
if !ok {
return
}
g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? "))
buf := elsewise
if g.getStr(&buf, g.scr.Std) == Norm {
*guess = buf
}
}
// callTarget picks what a call names: the lore record for identifiable
// kinds, the object's own label otherwise; ok is false for food (the
// switch of command.c call).
func (g *RogueGame) callTarget(obj *Object) (*ObjInfo, string, *string, bool) {
it := &g.Items
switch obj.Kind {
case KindRing:
return &it.Rings[obj.Which], it.RingStones[obj.Which], nil, true
case KindPotion:
return &it.Potions[obj.Which], it.PotColors[obj.Which], nil, true
case KindScroll:
return &it.Scrolls[obj.Which], it.ScrNames[obj.Which], nil, true
case KindWand:
return &it.Sticks[obj.Which], it.WandMade[obj.Which], nil, true
case KindFood:
g.msg("you can't call that anything")
return nil, "", nil, false
default:
return nil, obj.Label, &obj.Label, true
}
}
// callPrelude resolves the item's current name, reporting a previous
// guess; ok is false when the item is already identified (command.c
// call).
func (g *RogueGame) callPrelude(op *ObjInfo, elsewise string, guess *string) (string, *string, bool) {
fromGuess := false
if op != nil {
if op.Know {
g.msg("that has already been identified")
return "", nil, false
}
guess = &op.Guess
if *guess != "" {
elsewise = *guess
fromGuess = true
}
} else {
fromGuess = elsewise != "" && elsewise == *guess
}
if fromGuess {
if !g.Options.Terse {
g.addmsgf("Was ")
}
g.msg("called \"%s\"", elsewise)
}
return elsewise, guess, true
}
// current prints the current weapon/armor (command.c current).
func (g *RogueGame) current(cur *Object, how, where string) {
g.After = false
if cur == nil {
if !g.Options.Terse {
g.addmsgf("you are ")
}
g.addmsgf("%s nothing", how)
if where != "" {
g.addmsgf(" %s", where)
}
g.endmsg()
return
}
if !g.Options.Terse {
g.addmsgf("you are %s (", how)
}
g.InvDescribe = false
g.addmsgf("%c) %s", cur.PackCh, g.inventoryName(cur, true))
g.InvDescribe = true
if where != "" {
g.addmsgf(" %s", where)
}
g.endmsg()
}
// shell lets them escape for a while (main.c shell). The terminal decides
// how to actually suspend; headless terminals just decline.
func (g *RogueGame) shell() {
g.After = false
if se, ok := g.scr.term.(interface{ ShellEscape() }); ok {
g.InShell = true
se.ShellEscape()
g.InShell = false
g.refresh()
} else {
g.msg("shell escape is not available")
}
}