annotate arogue5/wizard.c @ 64:a98834ce7e04

arogue5: add the savedir feature.
author elwin
date Fri, 10 Aug 2012 05:16:08 +0000
parents 0ed67132cf10
children c49f7927b0fa
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0ed67132cf10 Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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1 /*
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2 * Special wizard commands (some of which are also non-wizard commands
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3 * under strange circumstances)
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4 *
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5 * Advanced Rogue
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6 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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7 * All rights reserved.
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8 *
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9 * Based on "Rogue: Exploring the Dungeons of Doom"
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10 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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11 * All rights reserved.
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12 *
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13 * See the file LICENSE.TXT for full copyright and licensing information.
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14 */
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15
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16 #include "curses.h"
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17 #include <ctype.h>
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18 #include "rogue.h"
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19
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20
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21 /*
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22 * create_obj:
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23 * Create any object for wizard, scroll, magician, or cleric
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24 */
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25 create_obj(prompt, which_item, which_type)
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26 bool prompt;
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27 int which_item, which_type;
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28 {
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29 reg struct linked_list *item;
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30 reg struct object *obj;
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31 reg int wh;
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32 reg char ch, newitem, newtype = 0, whc, msz, *pt;
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33 WINDOW *thiswin;
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34
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35 thiswin = cw;
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36 if (prompt) {
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37 bool nogood = TRUE;
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38
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39 thiswin = hw;
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40 wclear(hw);
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41 wprintw(hw,"Item\t\t\tKey\n\n");
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42 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_RING].mi_name,RING,
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43 things[TYP_STICK].mi_name,STICK);
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44 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_POTION].mi_name,POTION,
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45 things[TYP_SCROLL].mi_name,SCROLL);
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46 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_ARMOR].mi_name,ARMOR,
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47 things[TYP_WEAPON].mi_name,WEAPON);
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48 wprintw(hw,"%s\t%c\n",things[TYP_MM].mi_name,MM);
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49 wprintw(hw,"%s\t\t\t%c\n",things[TYP_FOOD].mi_name,FOOD);
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50 if (wizard) {
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51 wprintw(hw,"%s\t\t%c\n",things[TYP_RELIC].mi_name,RELIC);
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52 waddstr(hw,"monster\t\t\tm");
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53 }
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54 wprintw(hw,"\n\nWhat do you want to create? ");
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55 draw(hw);
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56 do {
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57 ch = wgetch(hw);
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58 if (ch == ESCAPE) {
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59 restscr(cw);
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60 return;
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61 }
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62 switch (ch) {
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63 case RING:
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64 case STICK:
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65 case POTION:
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66 case SCROLL:
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67 case ARMOR:
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68 case WEAPON:
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69 case FOOD:
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70 case MM:
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71 nogood = FALSE;
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72 break;
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73 case RELIC:
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74 case 'm':
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75 if (wizard)
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76 nogood = FALSE;
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77 break;
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78 default:
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79 nogood = TRUE;
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80 }
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81 } while (nogood);
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82 newitem = ch;
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83 }
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84 else
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85 newitem = which_item;
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86
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87 pt = "those";
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88 msz = 0;
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89 if(newitem == 'm') {
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90 makemonster(TRUE); /* make monster and be done with it */
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91 return;
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92 }
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93 if(newitem == GOLD)
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94 pt = "gold";
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95 /* else if(isatrap(newitem))
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96 pt = "traps";
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97 */
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98 switch(newitem) {
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99 case POTION: whc = TYP_POTION; msz = MAXPOTIONS;
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100 when SCROLL: whc = TYP_SCROLL; msz = MAXSCROLLS;
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101 when WEAPON: whc = TYP_WEAPON; msz = MAXWEAPONS;
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102 when ARMOR: whc = TYP_ARMOR; msz = MAXARMORS;
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103 when RING: whc = TYP_RING; msz = MAXRINGS;
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104 when STICK: whc = TYP_STICK; msz = MAXSTICKS;
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105 when MM: whc = TYP_MM; msz = MAXMM;