view arogue7/wizard.c @ 215:1b73a8641b37

rogue4: fix most GCC5 warnings. Converting all function definitions to ANSI style accounts for most of the change. This has exposed other problems, such as daemons not actually being their stated type, that will require more careful solutions.
author John "Elwin" Edwards
date Wed, 27 Jan 2016 19:41:05 -0500
parents 1cd604c827a3
children f9ef86cf22b2
line wrap: on
line source

/* 
 * wizard.c - Special wizard commands
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 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.
 */

/*
 * Special wizard commands (some of which are also non-wizard commands
 * under strange circumstances)
 */

#include "curses.h"
#include <stdlib.h>
#include <ctype.h>
#include "rogue.h"
#ifdef PC7300
#include "menu.h"
#endif


/*
 * 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, 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') {
	/* make monster and be done with it */
	wh = makemonster(TRUE, "Creation", "create");
	if (wh > 0) {
	    creat_mons (&player, wh, TRUE);
	    light(&hero);
	}
	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;
	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 FOOD:	wmi = &foods[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(11)) {
			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 9: obj->o_ac = P_SKILL;
			when 10:obj->o_ac = P_FFIND;
		    }
		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(NUM_CHARTYPES-1);
		    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;
	    if (wh == P_ABIL) obj->o_kind = rnd(NUMABILITIES);
	    p_know[wh] = TRUE;
	when RELIC:
	    obj->o_weight = things[TYP_RELIC].mi_wght;
	    switch (obj->o_which) {
	        case QUILL_NAGROM: obj->o_charges = QUILLCHARGES;
	        when EMORI_CLOAK:  obj->o_charges = 1;
	        otherwise: break;
	    }
	when FOOD:
	    obj->o_weight = things[TYP_FOOD].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 = wgetch(msgw);
	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);
}

#ifdef PC7300
static menu_t Display;				/* The menu structure */
static mitem_t Dispitems[NUMMONST+1];		/* Info for each line */
static char Displines[NUMMONST+1][LINELEN+1];	/* The lines themselves */
#endif

/*
 * make a monster for the wizard
 */
makemonster(showall, label, action) 
bool showall;	/* showall -> show uniques and genocided creatures */
char *label, *action;
{
#ifdef PC7300
    register int nextmonst;
#endif
    register int i;
    register short which_monst;
    register int num_monst = NUMMONST, pres_monst=1, num_lines=2*(lines-3);
    int max_monster;
    char monst_name[40];

    /* If we're not showing all, subtract out the UNIQUES and quartermaster */
    if (!showall) num_monst -= NUMUNIQUE + 1;
    max_monster = num_monst;

#ifdef PC7300
    nextmonst = 0;
    for (i=1; i<=num_monst; i++) {
	/* Only display existing monsters if we're not showing them all */
	if (showall || monsters[i].m_normal) {
	    strcpy(Displines[nextmonst], monsters[i]);
	    Dispitems[nextmonst].mi_name = Displines[nextmonst];
	    Dispitems[nextmonst].mi_flags = 0;
	    Dispitems[nextmonst++].mi_val = i;
	}
    }

    /* Place an end marker for the items */
    Dispitems[nextmonst].mi_name = 0;

    /* Set up the main menu structure */
    Display.m_label = label;
    Display.m_title = "Monster Listing";
    Display.m_prompt = "Select a monster or press Cancl.";
    Display.m_curptr = '\0';
    Display.m_markptr = '\0';
    Display.m_flags = 0;
    Display.m_selcnt = 1;
    Display.m_items = Dispitems;
    Display.m_curi = 0;

    /*
     * Try to display the menu.  If we don't have a local terminal,
     * the call will fail and we will just continue with the
     * normal mode.
     */
    if (menu(&Display) >= 0) {
	restscr(cw);
	touchwin(cw);
	return(Display.m_selcnt == 1 ? Display.m_curi->mi_val : -1);
    }
#endif

    /* 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] %c%s\n",
				pres_monst,
				(showall || monsters[pres_monst].m_normal)
				    ? ' '
				    : '*',
				monsters[pres_monst].m_name);
	    waddstr(hw, monst_name);
	    pres_monst++;
	}

	/* Print right column */
	for (i=0; i<left_limit && pres_monst<=max_monster; i++) {
	    sprintf(monst_name, "[%d] %c%s",
				pres_monst,
				(showall || monsters[pres_monst].m_normal)
				    ? ' '
				    : '*',
				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(' ');
	}

	else {
	    mvwaddstr(hw, 0, 0, "Which monster");
	    if (!terse) {
		waddstr(hw, " do you wish to ");
		waddstr(hw, action);
	    }
	    waddstr(hw, "? ");
	    draw(hw);
	}
    }

get_monst:
    get_str(monst_name, hw);
    which_monst = atoi(monst_name);
    if ((which_monst < 1 || which_monst > max_monster)) {
	mvwaddstr(hw, 0, 0, "Please enter a number in the displayed range -- ");
	draw(hw);
	goto get_monst;
    }
    restscr(cw);
    touchwin(cw);
    return(which_monst);
}

/*
 * passwd:
 *	see if user knows password
 */

passwd()
{
    register char *sp, c;
    char buf[LINELEN], *crypt();

    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, "mT")) == 0);
}

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

teleport()
{
    register struct room *new_rp = NULL, *old_rp = roomin(&hero);
    register int rm, which;
    coord old;
    bool got_position = FALSE;

    /* Disrupt whatever the hero was doing */
    dsrpt_player();

    /*
     * If the hero wasn't doing something disruptable, NULL out his
     * action anyway and let him know about it.  We don't want him
     * swinging or moving into his old place.
     */
    if (player.t_action != A_NIL) {
	player.t_action = A_NIL;
	msg("You feel momentarily disoriented.");
    }

    old = hero;
    mvwaddch(cw, hero.y, hero.x, mvwinch(stdscr, hero.y, hero.x));
    if (ISWEARING(R_TELCONTROL) || wizard) {
	got_position = move_hero(H_TELEPORT);
	if (!got_position)
	    msg("Your attempt fails.");
	else {
	    new_rp = roomin(&hero);
	    msg("You teleport successfully.");
	}
    }
    if (!got_position) {
	do {
	    rm = rnd_room();
	    rnd_pos(&rooms[rm], &hero);
	} until(winat(hero.y, hero.x) == FLOOR);
	new_rp = &rooms[rm];
    }
    player.t_oldpos = old;	/* Save last position */

    /* If hero gets moved, darken old room */
    if (old_rp && old_rp != new_rp) {
	old_rp->r_flags |= FORCEDARK;	/* Fake darkness */
	light(&old);
	old_rp->r_flags &= ~FORCEDARK; /* Restore light state */
    }

    /* Darken where we just came from */
    else if (levtype == MAZELEV) light(&old);

    light(&hero);
    mvwaddch(cw, hero.y, hero.x, PLAYER);
    /* if entering a treasure room, wake everyone up......Surprise! */
    if (new_rp->r_flags & ISTREAS)
	wake_room(new_rp);

    /* Reset current room and position */
    oldrp = new_rp;	/* Used in look() */
    player.t_oldpos = hero;
    /*
     * make sure we set/unset the ISINWALL on a teleport
     */
    which = winat(hero.y, hero.x);
    if (isrock(which)) turn_on(player, ISINWALL);
    else turn_off(player, ISINWALL);

    /*
     * 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, FALSE, FALSE))==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));
}