Mercurial > hg > early-roguelike
annotate urogue/wizard.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 31 Jan 2017 19:56:04 -0500 |
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1 /* |
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2 wizard.c - Special wizard commands |
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3 |
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <string.h> |
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20 #include <stdlib.h> |
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21 #include "rogue.h" |
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22 |
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23 /* |
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24 whatis() |
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25 What a certain object is |
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26 */ |
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27 |
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28 void |
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29 whatis(struct linked_list *what) |
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30 { |
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31 struct object *obj; |
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32 int kludge; |
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33 int print_message = FALSE; |
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34 |
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35 if (what == NULL) |
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36 { |
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37 print_message = TRUE; |
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38 |
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39 while ((what = get_item("identify", 0)) == NULL) |
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40 ; |
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41 } |
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42 |
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43 obj = OBJPTR(what); |
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44 obj->o_flags |= ISKNOW; |
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45 |
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46 switch (obj->o_type) |
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47 { |
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48 case SCROLL: kludge = TYP_SCROLL; break; |
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49 case POTION: kludge = TYP_POTION; break; |
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50 case STICK: kludge = TYP_STICK; break; |
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51 case RING: kludge = TYP_RING; break; |
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52 case WEAPON: |
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53 case ARMOR: |
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54 default: kludge = -1; break; |
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55 } |
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56 |
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57 if (kludge != -1) |
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58 { |
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59 know_items[kludge][obj->o_which] = TRUE; |
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60 |
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61 if (guess_items[kludge][obj->o_which]) |
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62 { |
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63 ur_free(guess_items[kludge][obj->o_which]); |
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64 guess_items[kludge][obj->o_which] = NULL; |
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65 } |
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66 } |
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67 |
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68 if (print_message) |
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69 msg(inv_name(obj, UPPERCASE)); |
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70 } |
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71 |
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72 /* |
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73 teleport() |
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74 Bamf the hero someplace else |
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75 */ |
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76 |
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77 void |
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78 teleport(void) |
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79 { |
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80 struct room *new_rp = NULL, *old_rp = roomin(hero); |
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81 |
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82 int rm, which; |
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83 coord c; |
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84 int is_lit = FALSE; /* For saving room light state */ |
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85 int rand_position = TRUE; |
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86 |
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87 c = hero; |
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88 |
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89 mvwaddch(cw, hero.y, hero.x, mvwinch(stdscr, hero.y, hero.x)); |
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90 |
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91 if (is_wearing(R_TELCONTROL)) |
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92 { |
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93 msg("Where do you wish to teleport to? (* for help)"); |
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94 wmove(cw, hero.y, hero.x); |
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95 wrefresh(cw); |
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96 |
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97 which = (short) (readchar() & 0177); |
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98 |
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99 while (which != (short) ESCAPE && which != (short) LINEFEED |
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100 && which != (short) CARRIAGE_RETURN) |
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101 { |
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102 switch(which) |
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103 { |
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104 case 'h': c.x--; break; |
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105 case 'j': c.y++; break; |
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106 case 'k': c.y--; break; |
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107 case 'l': c.x++; break; |
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108 case 'y': c.x--; |
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109 c.y--; break; |
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110 case 'u': c.x++; |
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111 c.y--; break; |
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112 case 'b': c.x--; |
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113 c.y++; break; |
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114 case 'n': c.x++; |
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115 c.y++; break; |
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116 case '*': |
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117 msg("Use h,j,k,l,y,u,b,n to position cursor, then hit" |
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118 "return."); |
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119 } |
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120 |
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121 c.y = max(c.y, 1); |
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122 c.y = min(c.y, LINES - 3); |
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123 c.x = max(c.x, 1); |
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124 c.x = min(c.x, COLS - 1); |
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125 wmove(cw, c.y, c.x); |
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126 wrefresh(cw); |
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127 which = (short) (readchar() & 0177); |
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128 } |
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129 |
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130 which = winat(c.y, c.x); |
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131 |
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132 if ((which == FLOOR || which == PASSAGE || which == DOOR) && |
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133 ((ring_value(R_TELCONTROL) == 0 && rnd(10) < 6) |
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134 || (ring_value(R_TELCONTROL) > 0 && rnd(10) < 9))) |
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135 { |
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136 rand_position = FALSE; |
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137 msg("You attempt succeeds."); |
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138 hero = c; |
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139 new_rp = roomin(hero); |
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140 } |
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141 else |
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142 msg("Your attempt fails."); |
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143 } |
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144 |
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145 if (rand_position) |
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146 { |
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147 do |
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148 { |
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149 rm = rnd_room(); |
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150 rnd_pos(&rooms[rm], &hero); |
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151 } |
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152 while (winat(hero.y, hero.x) != FLOOR); |
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153 |
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154 new_rp = &rooms[rm]; |
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155 } |
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156 |
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157 /* If hero gets moved, darken old room */ |
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158 |
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159 if (old_rp && old_rp != new_rp) |
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160 { |
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161 if (!(old_rp->r_flags & ISDARK)) |
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162 is_lit = TRUE; |
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163 |
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164 old_rp->r_flags |= ISDARK; /* Fake darkness */ |
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165 light(&c); |
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166 |
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167 if (is_lit) |
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168 old_rp->r_flags &= ~ISDARK; /* Restore light state */ |
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169 } |
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170 |
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171 light(&hero); |
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172 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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173 |
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174 /* turn off ISHELD in case teleportation was done while fighting */ |
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175 |
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176 if (on(player, ISHELD)) |
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177 { |
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178 struct linked_list *ip, *nip; |
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179 struct thing *mp; |
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180 |
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181 turn_off(player, ISHELD); |
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182 hold_count = 0; |
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183 |
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184 for (ip = mlist; ip; ip = nip) |
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185 { |
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186 mp = THINGPTR(ip); |
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187 nip = next(ip); |
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188 |
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189 if (on(*mp, DIDHOLD)) |
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190 { |
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191 turn_off(*mp, DIDHOLD); |
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192 turn_on(*mp, CANHOLD); |
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193 } |
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194 |
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195 turn_off(*mp, DIDSUFFOCATE); |
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196 } |
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197 } |
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198 |
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199 extinguish_fuse(FUSE_SUFFOCATE); |
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200 player.t_no_move = 0; /* not trapped anymore */ |
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201 count = 0; |
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202 running = FALSE; |
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203 |
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204 return; |
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205 } |
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206 |
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207 /* |
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208 passwd() |
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209 see if user knows password |
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210 */ |
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211 |
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212 int |
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213 passwd(void) |
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214 { |
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215 char *sp, c; |
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216 char buf[2 * LINELEN]; |
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217 |
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218 msg("Wizard's Password:"); |
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219 mpos = 0; |
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220 sp = buf; |
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221 |
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222 while ((c = (readchar() & 0177)) != '\n' && c != '\r' && c != '\033') |
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223 { |
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224 if (c == '\0') |
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225 sp = buf; |
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226 else if (c == '\b' && sp > buf) |
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227 sp--; |
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228 else |
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229 *sp++ = c; |
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230 } |
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231 |
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232 if (sp == buf) |
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233 return(FALSE); |
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234 |
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235 *sp = '\0'; |
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236 |
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237 return(TRUE); |
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238 } |