Mercurial > hg > early-roguelike
view arogue5/wizard.c @ 223:0e99eade579c
Generate text documentation from the troff source files.
This is done by make, in the 'docs' target, which is now part of the
normal build process.
Unfortunately, not all the games include troff sources. Getting decent
HTML output from groff is still a difficult process which will not be
attempted at this time. There are a few bugs in the 'install' and
'uninstall' rules.
Not to mention that the documentation is sometimes inaccurate.
author | John "Elwin" Edwards |
---|---|
date | Sun, 21 Feb 2016 20:47:12 -0500 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
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/* * Special wizard commands (some of which are also non-wizard commands * under strange circumstances) * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include <ctype.h> #include <stdlib.h> #include "rogue.h" /* * create_obj: * Create any object for wizard, scroll, magician, or cleric */ create_obj(prompt, which_item, which_type) bool prompt; int which_item, which_type; { reg struct linked_list *item; reg struct object *obj; reg int wh; reg char ch, newitem, newtype = 0, whc, msz, *pt; WINDOW *thiswin; thiswin = cw; if (prompt) { bool nogood = TRUE; thiswin = hw; wclear(hw); wprintw(hw,"Item\t\t\tKey\n\n"); wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_RING].mi_name,RING, things[TYP_STICK].mi_name,STICK); wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_POTION].mi_name,POTION, things[TYP_SCROLL].mi_name,SCROLL); wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_ARMOR].mi_name,ARMOR, things[TYP_WEAPON].mi_name,WEAPON); wprintw(hw,"%s\t%c\n",things[TYP_MM].mi_name,MM); wprintw(hw,"%s\t\t\t%c\n",things[TYP_FOOD].mi_name,FOOD); if (wizard) { wprintw(hw,"%s\t\t%c\n",things[TYP_RELIC].mi_name,RELIC); waddstr(hw,"monster\t\t\tm"); } wprintw(hw,"\n\nWhat do you want to create? "); draw(hw); do { ch = wgetch(hw); if (ch == ESCAPE) { restscr(cw); return; } switch (ch) { case RING: case STICK: case POTION: case SCROLL: case ARMOR: case WEAPON: case FOOD: case MM: nogood = FALSE; break; case RELIC: case 'm': if (wizard) nogood = FALSE; break; default: nogood = TRUE; } } while (nogood); newitem = ch; } else newitem = which_item; pt = "those"; msz = 0; if(newitem == 'm') { makemonster(TRUE); /* make monster and be done with it */ return; } if(newitem == GOLD) pt = "gold"; /* else if(isatrap(newitem)) pt = "traps"; */ switch(newitem) { case POTION: whc = TYP_POTION; msz = MAXPOTIONS; when SCROLL: whc = TYP_SCROLL; msz = MAXSCROLLS; when WEAPON: whc = TYP_WEAPON; msz = MAXWEAPONS; when ARMOR: whc = TYP_ARMOR; msz = MAXARMORS; when RING: whc = TYP_RING; msz = MAXRINGS; when STICK: whc = TYP_STICK; msz = MAXSTICKS; when MM: whc = TYP_MM; msz = MAXMM; when RELIC: whc = TYP_RELIC; msz = MAXRELIC; when FOOD: whc = TYP_FOOD; msz = MAXFOODS; if (thiswin == hw) restscr(cw); mpos = 0; otherwise: if (thiswin == hw) restscr(cw); mpos = 0; msg("Even wizards can't create %s !!",pt); return; } if(msz == 1) { /* if only one type of item */ ch = 'a'; } else if (prompt) { register struct magic_item *wmi; char wmn; register int ii; int old_prob; mpos = 0; wmi = NULL; wmn = 0; switch(newitem) { case POTION: wmi = &p_magic[0]; when SCROLL: wmi = &s_magic[0]; when RING: wmi = &r_magic[0]; when STICK: wmi = &ws_magic[0]; when MM: wmi = &m_magic[0]; when RELIC: wmi = &rel_magic[0]; when WEAPON: wmn = 1; when ARMOR: wmn = 2; } wclear(hw); thiswin = hw; if (wmi != NULL) { ii = old_prob = 0; while (ii < msz) { if(wmi->mi_prob == old_prob && wizard == FALSE) { msz--; /* can't make a unique item */ } else { mvwaddch(hw,ii % 13,ii > 12 ? COLS/2 : 0, ii + 'a'); waddstr(hw,") "); waddstr(hw,wmi->mi_name); ii++; } old_prob = wmi->mi_prob; wmi++; } } else if (wmn != 0) { for(ii = 0 ; ii < msz ; ii++) { mvwaddch(hw,ii % 13,ii > 12 ? COLS/2 : 0, ii + 'a'); waddstr(hw,") "); if(wmn == 1) waddstr(hw,weaps[ii].w_name); else waddstr(hw,armors[ii].a_name); } } sprintf(prbuf,"Which %s? ",things[whc].mi_name); mvwaddstr(hw,LINES - 1, 0, prbuf); draw(hw); do { ch = wgetch(hw); if (ch == ESCAPE) { restscr(cw); msg(""); return; } } until (isalpha(ch)); if (thiswin == hw) /* restore screen if need be */ restscr(cw); newtype = tolower(ch) - 'a'; if(newtype < 0 || newtype >= msz) { /* if an illegal value */ mpos = 0; msg("There is no such %s",things[whc].mi_name); return; } } else newtype = which_type; item = new_item(sizeof *obj); /* get some memory */ obj = OBJPTR(item); obj->o_type = newitem; /* store the new items */ obj->o_mark[0] = '\0'; obj->o_which = newtype; obj->o_group = 0; obj->contents = NULL; obj->o_count = 1; obj->o_flags = 0; obj->o_dplus = obj->o_hplus = 0; obj->o_weight = 0; wh = obj->o_which; mpos = 0; if (!wizard) /* users get 0 to +3 */ whc = rnd(4); else /* wizard gets to choose */ whc = getbless(); if (whc < 0) obj->o_flags |= ISCURSED; switch (obj->o_type) { case WEAPON: case ARMOR: if (obj->o_type == WEAPON) { init_weapon(obj, wh); obj->o_hplus += whc; obj->o_dplus += whc; } else { /* armor here */ obj->o_weight = armors[wh].a_wght; obj->o_ac = armors[wh].a_class - whc; } when RING: if (whc > 1 && r_magic[wh].mi_bless != 0) obj->o_flags |= ISBLESSED; r_know[wh] = TRUE; switch(wh) { case R_ADDSTR: case R_ADDWISDOM: case R_ADDINTEL: case R_PROTECT: case R_ADDHIT: case R_ADDDAM: case R_DIGEST: obj->o_ac = whc + 1; break; default: obj->o_ac = 0; } obj->o_weight = things[TYP_RING].mi_wght; when MM: if (whc > 1 && m_magic[wh].mi_bless != 0) obj->o_flags |= ISBLESSED; m_know[wh] = TRUE; switch(wh) { case MM_JUG: switch(rnd(9)) { case 0: obj->o_ac = P_PHASE; when 1: obj->o_ac = P_CLEAR; when 2: obj->o_ac = P_SEEINVIS; when 3: obj->o_ac = P_HEALING; when 4: obj->o_ac = P_MFIND; when 5: obj->o_ac = P_TFIND; when 6: obj->o_ac = P_HASTE; when 7: obj->o_ac = P_RESTORE; when 8: obj->o_ac = P_FLY; } when MM_OPEN: case MM_HUNGER: case MM_DRUMS: case MM_DISAPPEAR: case MM_CHOKE: case MM_KEOGHTOM: if (whc < 0) whc = -whc; /* these cannot be negative */ obj->o_ac = (whc + 1) * 5; break; when MM_BRACERS: obj->o_ac = whc * 2 + 1; when MM_DISP: obj->o_ac = 2; when MM_PROTECT: obj->o_ac = whc; when MM_SKILLS: if (wizard && whc != 0) obj->o_ac = rnd(4); else obj->o_ac = player.t_ctype; otherwise: obj->o_ac = 0; } obj->o_weight = things[TYP_MM].mi_wght; when STICK: if (whc > 1 && ws_magic[wh].mi_bless != 0) obj->o_flags |= ISBLESSED; ws_know[wh] = TRUE; fix_stick(obj); when SCROLL: if (whc > 1 && s_magic[wh].mi_bless != 0) obj->o_flags |= ISBLESSED; obj->o_weight = things[TYP_SCROLL].mi_wght; s_know[wh] = TRUE; when POTION: if (whc > 1 && p_magic[wh].mi_bless != 0) obj->o_flags |= ISBLESSED; obj->o_weight = things[TYP_POTION].mi_wght; p_know[wh] = TRUE; when RELIC: obj->o_weight = things[TYP_RELIC].mi_wght; } mpos = 0; obj->o_flags |= ISKNOW; if (add_pack(item, FALSE, NULL) == FALSE) { obj->o_pos = hero; fall(item, TRUE); } } /* * getbless: * Get a blessing for a wizards object */ getbless() { reg char bless; msg("Blessing? (+,-,n)"); bless = readchar(); if (bless == '+') return (rnd(3) + 2); else if (bless == '-') return (-rnd(3) - 1); else return (0); } /* * get a non-monster death type */ getdeath() { register int i; int which_death; char label[80]; clear(); for (i=0; i<DEATHNUM; i++) { sprintf(label, "[%d] %s", i+1, deaths[i].name); mvaddstr(i+2, 0, label); } mvaddstr(0, 0, "Which death? "); refresh(); /* Get the death */ for (;;) { get_str(label, stdscr); which_death = atoi(label); if ((which_death < 1 || which_death > DEATHNUM)) { mvaddstr(0, 0, "Please enter a number in the displayed range -- "); refresh(); } else break; } return(deaths[which_death-1].reason); } /* * make a monster for the wizard */ makemonster(create) bool create; { register int i; register short which_monst; register int num_monst = NUMMONST, pres_monst=1, num_lines=2*(LINES-3); char monst_name[40]; /* Print out the monsters */ while (num_monst > 0) { register left_limit; if (num_monst < num_lines) left_limit = (num_monst+1)/2; else left_limit = num_lines/2; wclear(hw); touchwin(hw); /* Print left column */ wmove(hw, 2, 0); for (i=0; i<left_limit; i++) { sprintf(monst_name, "[%d] %s\n", pres_monst, monsters[pres_monst].m_name); waddstr(hw, monst_name); pres_monst++; } /* Print right column */ for (i=0; i<left_limit && pres_monst<=NUMMONST; i++) { sprintf(monst_name, "[%d] %s", pres_monst, monsters[pres_monst].m_name); wmove(hw, i+2, COLS/2); waddstr(hw, monst_name); pres_monst++; } if ((num_monst -= num_lines) > 0) { mvwaddstr(hw, LINES-1, 0, morestr); draw(hw); wait_for(hw,' '); } else { mvwaddstr(hw, 0, 0, "Which monster"); if (!terse && create) waddstr(hw, " do you wish to create"); waddstr(hw, "? "); draw(hw); } } get_monst: get_str(monst_name, hw); which_monst = atoi(monst_name); if ((which_monst < 1 || which_monst > NUMMONST)) { mvwaddstr(hw, 0, 0, "Please enter a number in the displayed range -- "); draw(hw); goto get_monst; } restscr(cw); if (create) { creat_mons (&player, which_monst, TRUE); light(&hero); } touchwin(cw); return(which_monst); } /* * passwd: * see if user knows password */ passwd() { register char *sp, c; char buf[LINELEN]; msg("Wizard's Password:"); mpos = 0; sp = buf; while ((c = readchar()) != '\n' && c != '\r' && c != '\033') if (c == md_killchar()) sp = buf; else if (c == md_erasechar() && sp > buf) sp--; else *sp++ = c; if (sp == buf) return FALSE; *sp = '\0'; return (strcmp(PASSWD, md_crypt(buf, "Si")) == 0); } /* * teleport: * Bamf the hero someplace else */ teleport() { register struct room *new_rp, *old_rp = roomin(&hero); register int rm; coord c; c = hero; mvwaddch(cw, hero.y, hero.x, mvwinch(stdscr, hero.y, hero.x)); do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); } until(winat(hero.y, hero.x) == FLOOR); player.t_oldpos = c; /* Save last position */ /* If hero gets moved, darken old room */ new_rp = &rooms[rm]; if (old_rp && old_rp != new_rp) { old_rp->r_flags |= FORCEDARK; /* Fake darkness */ light(&c); old_rp->r_flags &= ~FORCEDARK; /* Restore light state */ } /* Darken where we just came from */ else if (levtype == MAZELEV) light(&c); light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); /* Reset current room and position */ oldrp = new_rp; /* Used in look() */ player.t_oldpos = hero; /* * turn off ISHELD in case teleportation was done while fighting * something that holds you */ if (on(player, ISHELD)) { register struct linked_list *ip, *nip; register struct thing *mp; turn_off(player, ISHELD); hold_count = 0; for (ip = mlist; ip; ip = nip) { mp = THINGPTR(ip); nip = next(ip); if (on(*mp, DIDHOLD)) { turn_off(*mp, DIDHOLD); turn_on(*mp, CANHOLD); } turn_off(*mp, DIDSUFFOCATE); /* Suffocation -- see below */ } } /* Make sure player does not suffocate */ extinguish(suffocate); count = 0; running = FALSE; md_flushinp(); return rm; } /* * whatis: * What a certin object is */ whatis(what) struct linked_list *what; { register struct object *obj; register struct linked_list *item; if (what == NULL) { /* do we need to ask which one? */ if ((item = get_item(pack, "identify", IDENTABLE)) == NULL) return; } else item = what; obj = OBJPTR(item); switch (obj->o_type) { case SCROLL: s_know[obj->o_which] = TRUE; if (s_guess[obj->o_which]) { free(s_guess[obj->o_which]); s_guess[obj->o_which] = NULL; } when POTION: p_know[obj->o_which] = TRUE; if (p_guess[obj->o_which]) { free(p_guess[obj->o_which]); p_guess[obj->o_which] = NULL; } when STICK: ws_know[obj->o_which] = TRUE; if (ws_guess[obj->o_which]) { free(ws_guess[obj->o_which]); ws_guess[obj->o_which] = NULL; } when RING: r_know[obj->o_which] = TRUE; if (r_guess[obj->o_which]) { free(r_guess[obj->o_which]); r_guess[obj->o_which] = NULL; } when MM: /* If it's an identified jug, identify its potion */ if (obj->o_which == MM_JUG && (obj->o_flags & ISKNOW)) { if (obj->o_ac != JUG_EMPTY) p_know[obj->o_ac] = TRUE; break; } m_know[obj->o_which] = TRUE; if (m_guess[obj->o_which]) { free(m_guess[obj->o_which]); m_guess[obj->o_which] = NULL; } otherwise: break; } obj->o_flags |= ISKNOW; if (what == NULL) msg(inv_name(obj, FALSE)); }