Mercurial > hg > early-roguelike
annotate rogue4/wizard.c @ 251:e7862a021609
Fix the perpetual haste cheat.
Rogue V3 allowed the player to gain perpetual haste by quaffing a
potion of haste while already hasted. This is supposed to remove the
haste effect and cause temporary paralysis.
Super-Rogue removed haste correctly, but gave confusing messages.
author | John "Elwin" Edwards |
---|---|
date | Sat, 28 Jan 2017 11:45:36 -0500 |
parents | e7aab31362af |
children |
rev | line source |
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12
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1 |
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2 /* |
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3 * Special wizard commands (some of which are also non-wizard commands |
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4 * under strange circumstances) |
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5 * |
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6 * @(#)wizard.c 4.14 (Berkeley) 1/26/82 |
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7 */ |
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8 |
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9 #include <curses.h> |
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10 #include <ctype.h> |
25 | 11 #include <stdlib.h> |
12
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12 #include <string.h> |
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13 #include "rogue.h" |
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14 |
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15 /* |
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16 * whatis: |
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17 * What a certin object is |
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18 */ |
215 | 19 void |
20 whatis(bool insist) | |
12
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21 { |
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22 register THING *obj; |
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23 |
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24 if (pack == NULL) |
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25 { |
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26 msg("You don't have anything in your pack to identify"); |
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27 return; |
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28 } |
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29 |
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30 for (;;) |
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31 if ((obj = get_item("identify", 0)) == NULL && insist) |
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32 msg("You must identify something"); |
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33 else |
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34 break; |
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35 |
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36 if (!insist && obj == NULL) |
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37 return; |
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38 |
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39 switch (obj->o_type) |
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40 { |
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41 case SCROLL: |
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42 s_know[obj->o_which] = TRUE; |
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43 if (s_guess[obj->o_which]) |
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44 { |
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45 free(s_guess[obj->o_which]); |
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46 s_guess[obj->o_which] = NULL; |
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47 } |
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48 when POTION: |
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49 p_know[obj->o_which] = TRUE; |
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50 if (p_guess[obj->o_which]) |
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51 { |
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52 free(p_guess[obj->o_which]); |
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53 p_guess[obj->o_which] = NULL; |
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54 } |
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55 when STICK: |
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56 ws_know[obj->o_which] = TRUE; |
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57 obj->o_flags |= ISKNOW; |
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58 if (ws_guess[obj->o_which]) |
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59 { |
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60 free(ws_guess[obj->o_which]); |
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61 ws_guess[obj->o_which] = NULL; |
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62 } |
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63 when WEAPON: |
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64 case ARMOR: |
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65 obj->o_flags |= ISKNOW; |
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66 when RING: |
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67 r_know[obj->o_which] = TRUE; |
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68 obj->o_flags |= ISKNOW; |
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69 if (r_guess[obj->o_which]) |
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70 { |
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71 free(r_guess[obj->o_which]); |
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72 r_guess[obj->o_which] = NULL; |
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73 } |
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74 } |
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75 msg(inv_name(obj, FALSE)); |
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76 } |
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77 |
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78 #ifdef WIZARD |
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79 /* |
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80 * create_obj: |
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81 * Wizard command for getting anything he wants |
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82 */ |
215 | 83 void |
84 create_obj(void) | |
12
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85 { |
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86 register THING *obj; |
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87 register char ch, bless; |
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88 |
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89 obj = new_item(); |
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90 msg("type of item: "); |
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91 obj->o_type = readchar(); |
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92 mpos = 0; |
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93 msg("which %c do you want? (0-f)", obj->o_type); |
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94 obj->o_which = (isdigit((ch = readchar())) ? ch - '0' : ch - 'a' + 10); |
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95 obj->o_group = 0; |
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96 obj->o_count = 1; |
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97 mpos = 0; |
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98 if (obj->o_type == WEAPON || obj->o_type == ARMOR) |
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99 { |
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100 msg("blessing? (+,-,n)"); |
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101 bless = readchar(); |
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102 mpos = 0; |
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103 if (bless == '-') |
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104 obj->o_flags |= ISCURSED; |
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105 if (obj->o_type == WEAPON) |
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106 { |
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107 init_weapon(obj, obj->o_which); |
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108 if (bless == '-') |
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109 obj->o_hplus -= rnd(3)+1; |
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110 if (bless == '+') |
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111 obj->o_hplus += rnd(3)+1; |
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112 } |
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113 else |
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114 { |
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115 obj->o_ac = a_class[obj->o_which]; |
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116 if (bless == '-') |
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117 obj->o_ac += rnd(3)+1; |
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118 if (bless == '+') |
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119 obj->o_ac -= rnd(3)+1; |
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120 } |
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121 } |
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122 else if (obj->o_type == RING) |
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123 switch (obj->o_which) |
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124 { |
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125 case R_PROTECT: |
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126 case R_ADDSTR: |
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127 case R_ADDHIT: |
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128 case R_ADDDAM: |
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129 msg("blessing? (+,-,n)"); |
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130 bless = readchar(); |
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131 mpos = 0; |
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132 if (bless == '-') |
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133 obj->o_flags |= ISCURSED; |
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134 obj->o_ac = (bless == '-' ? -1 : rnd(2) + 1); |
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135 when R_AGGR: |
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136 case R_TELEPORT: |
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137 obj->o_flags |= ISCURSED; |
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138 } |
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139 else if (obj->o_type == STICK) |
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140 fix_stick(obj); |
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141 else if (obj->o_type == GOLD) |
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142 { |
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143 msg("how much?"); |
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144 get_num(&obj->o_goldval, stdscr); |
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145 } |
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146 add_pack(obj, FALSE); |
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147 } |
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148 #endif |
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149 |
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150 /* |
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151 * telport: |
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152 * Bamf the hero someplace else |
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153 */ |
215 | 154 int |
155 teleport(void) | |
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156 { |
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157 register int rm; |
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158 coord c; |
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159 |
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160 mvaddch(hero.y, hero.x, chat(hero.y, hero.x)); |
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161 do |
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162 { |
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163 rm = rnd_room(); |
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164 rnd_pos(&rooms[rm], &c); |
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165 } until (step_ok(winat(c.y, c.x))); |
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166 if (&rooms[rm] != proom) |
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167 { |
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168 leave_room(&hero); |
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169 hero = c; |
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170 enter_room(&hero); |
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171 } |
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172 else |
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173 { |
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174 hero = c; |
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175 look(TRUE); |
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176 } |
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177 mvaddch(hero.y, hero.x, PLAYER); |
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178 /* |
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179 * turn off ISHELD in case teleportation was done while fighting |
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180 * a Fungi |
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181 */ |
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182 if (on(player, ISHELD)) { |
245
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183 THING *mon; |
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184 |
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185 player.t_flags &= ~ISHELD; |
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186 fung_hit = 0; |
245
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187 for (mon = mlist; mon != NULL; mon = next(mon)) { |
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188 if (mon->t_type == 'F') |
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189 strcpy(mon->t_stats.s_dmg, "0d0"); |
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190 } |
12
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191 } |
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192 no_move = 0; |
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193 count = 0; |
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194 running = FALSE; |
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195 flush_type(); |
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196 return rm; |
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197 } |
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198 |
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199 #ifdef WIZARD |
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200 /* |
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201 * passwd: |
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202 * See if user knows password |
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203 */ |
215 | 204 bool |
205 passwd(void) | |
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206 { |
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207 register char *sp, c; |
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208 char buf[MAXSTR], *xcrypt(); |
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209 |
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210 msg("wizard's Password:"); |
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211 mpos = 0; |
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212 sp = buf; |
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213 while ((c = readchar()) != '\n' && c != '\r' && c != ESCAPE) |
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214 if (c == md_killchar()) |
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215 sp = buf; |
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216 else if (c == md_erasechar() && sp > buf) |
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217 sp--; |
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218 else |
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219 *sp++ = c; |
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220 if (sp == buf) |
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221 return FALSE; |
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222 *sp = '\0'; |
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223 return (strcmp(PASSWD, xcrypt(buf, "mT")) == 0); |
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224 } |
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225 |
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226 /* |
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227 * show_map: |
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228 * Print out the map for the wizard |
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229 */ |
215 | 230 void |
231 show_map(void) | |
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232 { |
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233 register int y, x, real; |
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234 |
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235 wclear(hw); |
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236 for (y = 1; y < LINES - 1; y++) |
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237 for (x = 0; x < COLS; x++) |
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238 { |
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239 if (!(real = flat(y, x) & F_REAL)) |
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240 wstandout(hw); |
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241 wmove(hw, y, x); |
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242 waddch(hw, chat(y, x)); |
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243 if (!real) |
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244 wstandend(hw); |
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245 } |
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246 show_win(hw, "---More (level map)---"); |
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247 } |
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248 #endif |