Пример #1
0
/* deal with a new player command in dungeon or city mode*/
void p_process(void)
{
    static int searchval=0;

    if (Player.status[BERSERK])
        if (goberserk()) {
            setgamestatus(SKIP_PLAYER);
            drawvision(Player.x,Player.y);
        }
    if (! gamestatusp(SKIP_PLAYER)) {
        if (searchval > 0) {
            searchval--;
            if (searchval == 0) resetgamestatus(FAST_MOVE);
        }
        drawvision(Player.x,Player.y);
        if (! gamestatusp(FAST_MOVE)) {
            searchval = 0;
            Cmd = mgetc();
            clear_if_necessary();
        }
        Command_Duration = 0;
        switch (Cmd) {
        case ' ':
        case 13:
            setgamestatus(SKIP_MONSTERS);
            break; /*no op on space or return*/
        case 6:
            abortshadowform();
            break; /* ^f */
        case 7:
            wizard();
            break; /* ^g */
        case 4:
            player_dump();
            break; /* ^d */
        case 9:
            display_pack();
            morewait();
            xredraw();
            break; /* ^i */
        case 11:
            if (gamestatusp(CHEATED)) frobgamestatus();
            break;
        case 12:
            xredraw();
            setgamestatus(SKIP_MONSTERS);
            break; /* ^l */
#if !defined(WIN32)
        case 16:
            bufferprint();
            setgamestatus(SKIP_MONSTERS);
            break; /* ^p */
#else
        case 15:
            bufferprint();
            setgamestatus(SKIP_MONSTERS);
            break; /* ^o */
#endif
        case 18:
            redraw();
            setgamestatus(SKIP_MONSTERS);
            break; /* ^r */
        case 23:
            if (gamestatusp(CHEATED)) drawscreen();
            break; /* ^w */
        case 24: /* ^x */
            if (gamestatusp(CHEATED) ||
                    Player.rank[ADEPT])
                wish(1);
            Command_Duration = 5;
            break;
        case 'a':
            zapwand();
            Command_Duration = Player.speed*8/5;
            break;
        case 'c':
            closedoor();
            Command_Duration = Player.speed*2/5;
            break;
        case 'd':
            drop();
            Command_Duration = Player.speed*5/5;
            break;
        case 'e':
            eat();
            Command_Duration = 30;
            break;
        case 'f':
            fire();
            Command_Duration = Player.speed*5/5;
            break;
        case 'g':
            pickup();
            Command_Duration = Player.speed*10/5;
            break;
        case 'i':
            do_inventory_control();
            break;
        case 'm':
            magic();
            Command_Duration = 12;
            break;
        case 'o':
            opendoor();
            Command_Duration = Player.speed*5/5;
            break;
        case 'p':
            pickpocket();
            Command_Duration = Player.speed*20/5;
            break;
        case 'q':
            quaff();
            Command_Duration = 10;
            break;
        case 'r':
            peruse();
            Command_Duration = 20;
            break;
        case 's':
            search(&searchval);
            Command_Duration = 20;
            break;
        case 't':
            talk();
            Command_Duration = 10;
            break;
        case 'v':
            vault();
            Command_Duration = Player.speed*10/5;
            break;
        case 'x':
            examine();
            Command_Duration = 1;
            break;
        case 'z':
            bash_location();
            Command_Duration = Player.speed*10/5;
            break;
        case 'A':
            activate();
            Command_Duration = 10;
            break;
        case 'C':
            callitem();
            break;
        case 'D':
            disarm();
            Command_Duration = 30;
            break;
        case 'E':
            dismount_steed();
            Command_Duration = Player.speed*10/5;
            break;
        case 'F':
            tacoptions();
            break;
        case 'G':
            give();
            Command_Duration = 10;
            break;
        case 'I':
            if (! optionp(TOPINV)) top_inventory_control();
            else {
                display_possessions();
                inventory_control();
            }
            break;
        case 'M':
            city_move();
            Command_Duration = 10;
            break;
        case 'O':
            setoptions();
#if defined(WIN32)
            show_screen();
            xredraw();
#endif
            break;
        case 'P':
            show_license();
            break; /* actually show_license is in file.c */
        case 'Q':
            quit();
            break;
        case 'R':
            rename_player();
            break;
        case 'S':
            save(FALSE);
            break;
        case 'T':
            tunnel();
            Command_Duration =  Player.speed*30/5;
            break;
        case 'V':
            version();
            break;
        case 'Z':
            bash_item();
            Command_Duration = Player.speed*10/5;
            break;
        case '.':
            rest();
            Command_Duration = 10;
            break;
        case ',':
            Command_Duration = 10;
            nap();
            break;
        case '>':
            downstairs();
            break;
        case '<':
            upstairs();
            break;
        case '@':
            p_movefunction(Level->site[Player.x][Player.y].p_locf);
            Command_Duration = 5;
            break;
        case '#':
            if (gamestatusp(CHEATED)) editstats();
            break; /* RAC - char editor */
        case '/':
            charid();
            setgamestatus(SKIP_MONSTERS);
            break;
        case '?':
            help();
            setgamestatus(SKIP_MONSTERS);
            break;
        case '4':
        case 'h':
            moveplayer(-1,0);
            Command_Duration = Player.speed*5/5;
            break;
        case '2':
        case 'j':
            moveplayer(0,1);
            Command_Duration = Player.speed*5/5;
            break;
        case '8':
        case 'k':
            moveplayer(0,-1);
            Command_Duration = Player.speed*5/5;
            break;
        case '6':
        case 'l':
            moveplayer(1,0);
            Command_Duration = Player.speed*5/5;
            break;
        case '1':
        case 'b':
            moveplayer(-1,1);
            Command_Duration = Player.speed*5/5;
            break;
        case '3':
        case 'n':
            moveplayer(1,1);
            Command_Duration = Player.speed*5/5;
            break;
        case '7':
        case 'y':
            moveplayer(-1,-1);
            Command_Duration = Player.speed*5/5;
            break;
        case '9':
        case 'u':
            moveplayer(1,-1);
            Command_Duration = Player.speed*5/5;
            break;
        case '5':
            setgamestatus(SKIP_MONSTERS); /* don't do anything; a dummy turn */
            Cmd = mgetc();
            while ((Cmd != ESCAPE) &&
                    ((Cmd < '1') || (Cmd > '9') || (Cmd=='5'))) {
                print3("Run in keypad direction [ESCAPE to abort]: ");
                Cmd = mgetc();
            }
            if (Cmd != ESCAPE) 
                setgamestatus(FAST_MOVE);
            else
                clearmsg3();
            break;
        case 'H':
            setgamestatus(FAST_MOVE);
            Cmd = 'h';
            moveplayer(-1,0);
            Command_Duration = Player.speed*4/5;
            break;
        case 'J':
            setgamestatus(FAST_MOVE);
            Cmd = 'j';
            moveplayer(0,1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'K':
            setgamestatus(FAST_MOVE);
            Cmd = 'k';
            moveplayer(0,-1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'L':
            setgamestatus(FAST_MOVE);
            Cmd = 'l';
            moveplayer(1,0);
            Command_Duration = Player.speed*4/5;
            break;
        case 'B':
            setgamestatus(FAST_MOVE);
            Cmd = 'b';
            moveplayer(-1,1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'N':
            setgamestatus(FAST_MOVE);
            Cmd = 'n';
            moveplayer(1,1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'Y':
            setgamestatus(FAST_MOVE);
            Cmd = 'y';
            moveplayer(-1,-1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'U':
            setgamestatus(FAST_MOVE);
            Cmd = 'u';
            moveplayer(1,-1);
            Command_Duration = Player.speed*4/5;
            break;
        default:
            commanderror();
            setgamestatus(SKIP_MONSTERS);
            break;
        }
    }
    if (Current_Environment != E_COUNTRYSIDE) roomcheck();
    screencheck(Player.x,Player.y);
}
Пример #2
0
/* deal with a new player command in countryside mode */
void p_country_process(void)
{
    int no_op;

    drawvision(Player.x,Player.y);
    do {
        no_op = FALSE;
        Cmd = mgetc();
        clear_if_necessary();
        switch (Cmd) {
        case ' ':
        case 13:
            no_op = TRUE;
            break;
        case 7:
            wizard();
            break; /* ^g */
        case 12:
            xredraw();
            no_op = TRUE;
            break; /* ^l */
#if !defined(WIN32)
        case 16:
            bufferprint();
            no_op = TRUE;
            break; /* ^p */
#else
        case 15:
            bufferprint();
            no_op = TRUE;
            break; /* ^o */
#endif
        case 18:
            redraw();
            no_op = TRUE;
            break; /* ^r */
        case 23:
            if (gamestatusp(CHEATED)) drawscreen();
            break; /* ^w */
        case 24:
            if (gamestatusp(CHEATED) ||
                    Player.rank[ADEPT]) wish(1);
            break; /* ^x */
        case 'd':
            drop();
            break;
        case 'e':
            eat();
            break;
        case 'i':
            do_inventory_control();
            break;
        case 's':
            countrysearch();
            break;
        case 'x':
            examine();
            break;
        case 'E':
            dismount_steed();
            break;
        case 'H':
            hunt(Country[Player.x][Player.y].current_terrain_type);
            break;
        case 'I':
            if (! optionp(TOPINV)) top_inventory_control();
            else {
                menuclear();
                display_possessions();
                inventory_control();
            }
            break;
        case 'O':
            setoptions();
            break;
        case 'P':
            show_license();
            break; /* actually show_license is in file.c */
        case 'Q':
            quit();
            break;
        case 'R':
            rename_player();
            break;
        case 'S':
            save(FALSE);
            break;
        case 'V':
            version();
            break;
        case '>':
            enter_site(Country[Player.x][Player.y].base_terrain_type);
            break;
        case '#':
            if (gamestatusp(CHEATED)) editstats();
            break; /* RAC - char editor */
        case '/':
            charid();
            no_op = TRUE;
            break;
        case '?':
            help();
            no_op = TRUE;
            break;
        case '4':
        case 'h':
            movepincountry(-1,0);
            break;
        case '2':
        case 'j':
            movepincountry(0,1);
            break;
        case '8':
        case 'k':
            movepincountry(0,-1);
            break;
        case '6':
        case 'l':
            movepincountry(1,0);
            break;
        case '1':
        case 'b':
            movepincountry(-1,1);
            break;
        case '3':
        case 'n':
            movepincountry(1,1);
            break;
        case '7':
        case 'y':
            movepincountry(-1,-1);
            break;
        case '9':
        case 'u':
            movepincountry(1,-1);
            break;
        default:
            commanderror();
            no_op = TRUE;
            break;
        }
    } while (no_op);
    screencheck(Player.x,Player.y);
}
Пример #3
0
Файл: game.c Проект: jdp/psionrl
/* The main game loop */
void play(void) {
	int playing = 1;
	int x, y, vpx, vpy;
	
	/* A messy way to do the map, works for now */
	map_t *map = map_new(50, 50);
	generate_cave(map);
	map_fov_build(map);
	
	/* Set up the offscreen consoles */
	map_layer = TCOD_console_new(ui_viewport_width, ui_viewport_height);
	psion_layer = TCOD_console_new(ui_viewport_width, ui_viewport_height);
	TCOD_console_set_key_color(psion_layer, C_KEY);
	bgcolor(psion_layer, C_KEY);
	
	/* Set up the player */
	init_player();
	rename_player("Gu the Cabeboy");
	blink_player(map);
	
	/* Initialize the inventory */
	
	
	/* Enter the main game loop! */
	while (playing) {
	
		/* Prepare the screen for drawing */
		clear(NULL);
		
		/* Calculate the position of the viewport */
		vpx = player->x - ui_viewport_width/2 > 0 ?
			  player->x - ui_viewport_width/2 : 0;
		vpy = player->y - ui_viewport_height/2 > 0 ?
			  player->y - ui_viewport_height/2 : 0;
		if ((vpx + ui_viewport_width) > map->width) {
			vpx = map->width - ui_viewport_width;
		}
		if ((vpy + ui_viewport_height) > map->height) {
			vpy = map->height - ui_viewport_height;
		}
		if (ui_viewport_width > map->width) {
			vpx = 0;
		}
		if (ui_viewport_height > map->height) {
			vpy = 0;
		}
			
		/* Calculate the field of view */
		map_fov_do(map, player->x, player->y);
		
		/* Only display the part of the map inside the viewport */
		for (y = 0; y < ui_viewport_height; y++) {
			for (x = 0; x < ui_viewport_width; x++) {
				if (((vpy+y) < map->height) && ((vpx+x) < map->width)) {
					tile_t *tile = tile_at(map, vpx+x, vpy+y);
					if (TCOD_map_is_in_fov(map->fov, vpx+x, vpy+y)) {
						fgcolor(map_layer, tile->fg_lit);
					}
					else {
						fgcolor(map_layer, tile->fg_dark);
					}
					putch(map_layer, x, y, tile->glyph);
				}
			}
		}
		
		TCOD_console_blit(map_layer, 0, 0, ui_viewport_width,
		                  ui_viewport_height, NULL, ui_viewport_x,
		                  ui_viewport_y, 255);
		
		/* Draw the player and status */
		fgcolor(NULL, C_WHITE);
		putch(NULL, ui_viewport_x+player->x-vpx, ui_viewport_y+player->y-vpy, '@');
		fgcolor(NULL, C_MSG);
		putstr(NULL, 1, 23, player->name);
		
		/* Redraw the screen */
		update();
		
		/* Handle keypress */
		TCOD_key_t k = getkey();
		if (k.c == 0) {
			switch (k.vk) {
				/* Move around */
				case TCODK_KP7: /* up left */
					attempt_move(map, player->x-1, player->y-1);
					break;
					
				case TCODK_KP8: /* up */
				case TCODK_UP:
					attempt_move(map, player->x, player->y-1);
					break;
					
				case TCODK_KP9: /* up right */
					attempt_move(map, player->x+1, player->y-1);
					break;
					
				case TCODK_KP1: /* down left */
					attempt_move(map, player->x-1, player->y+1);
					break;
				
				case TCODK_KP2: /* down */
				case TCODK_DOWN:
					attempt_move(map, player->x, player->y+1);
					break;
					
				case TCODK_KP3: /* down right */
					attempt_move(map, player->x+1, player->y+1);
					break;
				
				case TCODK_KP4: /* left */
				case TCODK_LEFT:
					attempt_move(map, player->x-1, player->y);
					break;
				
				case TCODK_KP6: /* right */
				case TCODK_RIGHT:
					attempt_move(map, player->x+1, player->y);
					break;
				
				/* View character summary */
				case TCODK_TAB:
					character();
					break;
				
				default:
					printf("%d %d\n", TCODK_TAB, k.vk);
					break;
			}
		}
		else {
			switch (k.c) {
				
				/* Quit the game */
				case 'Q':
					playing = quit();
					break;
				
				/* Open up the inventory */
				case 'i':
					inventory();
					break;
				
				/* View character summary */
				case 'c':
					character();
					break;
					
				/* Use scan ability */
				case 's':
					psion_scan(map);
					break;
				
				default:
					break;
			}
		}
	}
	
	/* Clean up, the game is over */
	map_destroy(map);
}