view rogue5/wizard.c @ 306:057c5114e244

Super-Rogue: fix some out-of-range constants. Constants K_ARROW etc., for causes of death other than monsters, are in the 240-255 range. They were often passed to functions taking char, which is usually signed, making the values out of range. The function declarations have been changed to unsigned char, which is also the type used by the scoreboard code.
author John "Elwin" Edwards
date Sat, 17 Apr 2021 15:41:12 -0400
parents e7aab31362af
children
line wrap: on
line source

/*
 * Special wizard commands (some of which are also non-wizard commands
 * under strange circumstances)
 *
 * @(#)wizard.c	4.30 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <stdlib.h>
#include <curses.h>
#include <string.h>
#include <ctype.h>
#include "rogue.h"

/*
 * whatis:
 *	What a certin object is
 */

void
whatis(int insist, int type)
{
    THING *obj;

    if (pack == NULL)
    {
	msg("you don't have anything in your pack to identify");
	return;
    }

    for (;;)
    {
	obj = get_item("identify", type);
	if (insist)
	{
	    if (n_objs == 0)
		return;
	    else if (obj == NULL)
		msg("you must identify something");
	    else if (type && obj->o_type != type &&
	       !(type == R_OR_S && (obj->o_type == RING || obj->o_type == STICK)) )
		    msg("you must identify a %s", type_name(type));
	    else
		break;
	}
	else
	    break;
    }

    if (obj == NULL)
	return;

    switch (obj->o_type)
    {
        case SCROLL:
	    set_know(obj, scr_info);
        when POTION:
	    set_know(obj, pot_info);
	when STICK:
	    set_know(obj, ws_info);
        when WEAPON:
        case ARMOR:
	    obj->o_flags |= ISKNOW;
        when RING:
	    set_know(obj, ring_info);
    }
    msg(inv_name(obj, FALSE));
}

/*
 * set_know:
 *	Set things up when we really know what a thing is
 */

void
set_know(THING *obj, struct obj_info *info)
{
    char **guess;

    info[obj->o_which].oi_know = TRUE;
    obj->o_flags |= ISKNOW;
    guess = &info[obj->o_which].oi_guess;
    if (*guess)
    {
	free(*guess);
	*guess = NULL;
    }
}

/*
 * type_name:
 *	Return a pointer to the name of the type
 */
const char *
type_name(int type)
{
    struct h_list *hp;
    struct h_list tlist[] = {
	{POTION, "potion",		FALSE},
	{SCROLL, "scroll",		FALSE},
	{FOOD,	 "food",		FALSE},
	{R_OR_S, "ring, wand or staff",	FALSE},
	{RING,	 "ring",		FALSE},
	{STICK,	 "wand or staff",	FALSE},
	{WEAPON, "weapon",		FALSE},
	{ARMOR,	 "suit of armor",	FALSE},
    };

    for (hp = tlist; hp->h_ch; hp++)
	if (type == hp->h_ch)
	    return hp->h_desc;
    /* NOTREACHED */
    return(0);
}

#ifdef MASTER
/*
 * create_obj:
 *	wizard command for getting anything he wants
 */

void
create_obj(void)
{
    THING *obj;
    int ch, bless;

    obj = new_item();
    msg("type of item: ");
    obj->o_type = readchar();
    mpos = 0;
    msg("which %c do you want? (0-f)", obj->o_type);
    obj->o_which = (isdigit((ch = readchar())) ? ch - '0' : ch - 'a' + 10);
    obj->o_group = 0;
    obj->o_count = 1;
    mpos = 0;
    if (obj->o_type == WEAPON || obj->o_type == ARMOR)
    {
	msg("blessing? (+,-,n)");
	bless = readchar();
	mpos = 0;
	if (bless == '-')
	    obj->o_flags |= ISCURSED;
	if (obj->o_type == WEAPON)
	{
	    init_weapon(obj, obj->o_which);
	    if (bless == '-')
		obj->o_hplus -= rnd(3)+1;
	    if (bless == '+')
		obj->o_hplus += rnd(3)+1;
	}
	else
	{
	    obj->o_arm = a_class[obj->o_which];
	    if (bless == '-')
		obj->o_arm += rnd(3)+1;
	    if (bless == '+')
		obj->o_arm -= rnd(3)+1;
	}
    }
    else if (obj->o_type == RING)
	switch (obj->o_which)
	{
	    case R_PROTECT:
	    case R_ADDSTR:
	    case R_ADDHIT:
	    case R_ADDDAM:
		msg("blessing? (+,-,n)");
		bless = readchar();
		mpos = 0;
		if (bless == '-')
		    obj->o_flags |= ISCURSED;
		obj->o_arm = (bless == '-' ? -1 : rnd(2) + 1);
	    when R_AGGR:
	    case R_TELEPORT:
		obj->o_flags |= ISCURSED;
	}
    else if (obj->o_type == STICK)
	fix_stick(obj);
    else if (obj->o_type == GOLD)
    {
	msg("how much?");
	get_num(&obj->o_goldval, stdscr);
    }
    add_pack(obj, FALSE);
}
#endif

/*
 * telport:
 *	Bamf the hero someplace else
 */

void
teleport(void)
{
    coord c;

    mvaddch(hero.y, hero.x, floor_at());
    find_floor(NULL, &c, FALSE, TRUE);
    if (roomin(&c) != proom)
    {
	leave_room(&hero);
	hero = c;
	enter_room(&hero);
    }
    else
    {
	hero = c;
	look(TRUE);
    }
    mvaddch(hero.y, hero.x, PLAYER);
    /*
     * turn off ISHELD in case teleportation was done while fighting
     * a Flytrap
     */
    if (on(player, ISHELD)) {
	THING *mp;

	player.t_flags &= ~ISHELD;
	vf_hit = 0;
	for (mp = mlist; mp != NULL; mp = next(mp)) {
	    if (mp->t_type == 'F')
		strcpy(mp->t_stats.s_dmg, "0x0");
	}
    }
    no_move = 0;
    count = 0;
    running = FALSE;
    flush_type();
}

#ifdef MASTER
/*
 * passwd:
 *	See if user knows password
 */
int
passwd(void)
{
    char *sp;
    int c;
    static char buf[MAXSTR];

    msg("wizard's Password:");
    mpos = 0;
    sp = buf;
    while ((c = readchar()) != '\n' && c != '\r' && c != ESCAPE)
	if (c == md_killchar())
	    sp = buf;
	else if (c == md_erasechar() && sp > buf)
	    sp--;
	else
	    *sp++ = (char) c;
    if (sp == buf)
	return FALSE;
    *sp = '\0';
    return (strcmp(PASSWD, md_crypt(buf, "mT")) == 0);
}

/*
 * show_map:
 *	Print out the map for the wizard
 */

void
show_map(void)
{
    int y, x, real;

    wclear(hw);
    for (y = 1; y < NUMLINES - 1; y++)
	for (x = 0; x < NUMCOLS; x++)
	{
	    real = flat(y, x) & F_REAL;
	    if (!real)
		wstandout(hw);
	    wmove(hw, y, x);
	    waddch(hw, chat(y, x));
	    if (!(real & F_REAL))
		wstandend(hw);
	}
    show_win("---More (level map)---");
}
#endif