Mercurial > hg > early-roguelike
view rogue3/wizard.c @ 117:2c62bd925c17
rogue5: save the game when SIGHUP is received.
This vital feature was turned off by default, requiring DUMP to be
defined to turn it on. DUMP has the opposite effect in the other
games.
author | John "Elwin" Edwards |
---|---|
date | Sat, 26 Apr 2014 08:52:26 -0700 |
parents | 527e2150eaf0 |
children | e7aab31362af |
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/* * Special wizard commands (some of which are also non-wizard commands * under strange circumstances) * * @(#)wizard.c 3.8 (Berkeley) 6/3/81 * * 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 <string.h> #include <stdlib.h> #include "machdep.h" #include "rogue.h" /* * whatis: * What a certin object is */ void whatis() { struct object *obj; struct linked_list *item; if ((item = get_item("identify", 0)) == NULL) return; obj = (struct object *) ldata(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; obj->o_flags |= ISKNOW; if (ws_guess[obj->o_which]) { free(ws_guess[obj->o_which]); ws_guess[obj->o_which] = NULL; } when WEAPON: case ARMOR: obj->o_flags |= ISKNOW; when RING: r_know[obj->o_which] = TRUE; obj->o_flags |= ISKNOW; if (r_guess[obj->o_which]) { free(r_guess[obj->o_which]); r_guess[obj->o_which] = NULL; } } msg(inv_name(obj, FALSE)); } /* * create_obj: * Wizard command for getting anything he wants */ void create_obj() { struct linked_list *item; struct object *obj; int bless; int ch; item = new_item(sizeof *obj); obj = (struct object *) ldata(item); msg("Type of item: "); obj->o_type = readchar(cw); mpos = 0; msg("Which %c do you want? (0-f)", obj->o_type); obj->o_which = (isdigit((ch = readchar(cw))) ? 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(cw); mpos = 0; if (obj->o_type == WEAPON) { init_weapon(obj, obj->o_which); if (bless == '-') { obj->o_hplus -= rnd(3)+1; obj->o_flags |= ISCURSED; } if (bless == '+') obj->o_hplus += rnd(3)+1; } else { obj->o_ac = a_class[obj->o_which]; if (bless == '-') { obj->o_ac += rnd(3)+1; obj->o_flags |= ISCURSED; } if (bless == '+') obj->o_ac -= 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(cw); mpos = 0; if (bless == '-') obj->o_flags |= ISCURSED; obj->o_ac = (bless == '-' ? -1 : rnd(2) + 1); } else if (obj->o_type == STICK) fix_stick(obj); add_pack(item, FALSE); } /* * telport: * Bamf the hero someplace else */ int teleport() { 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); light(&c); light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); /* * turn off ISHELD in case teleportation was done while fighting * a Fungi */ if (on(player, ISHELD)) { player.t_flags &= ~ISHELD; fung_hit = 0; strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0"); } count = 0; running = FALSE; flush_type(); /* flush typeahead */ return rm; } /* * passwd: * see if user knows password */ int passwd() { char *sp, c; char buf[80]; msg("Wizard's Password:"); mpos = 0; sp = buf; while ((c = readchar(cw)) != '\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, crypt(buf, "mT")) == 0); }