Mercurial > hg > early-roguelike
view rogue4/wizard.c @ 229:50b89f165a34
Use uniform return types for functions related to options.
Functions for printing options now return void. Functions for setting
options now return int. Argument types still vary, though converting
all the option pointers to void* would be possible.
author | John "Elwin" Edwards |
---|---|
date | Sun, 06 Mar 2016 14:45:18 -0500 |
parents | 1b73a8641b37 |
children | e7aab31362af |
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/* * Special wizard commands (some of which are also non-wizard commands * under strange circumstances) * * @(#)wizard.c 4.14 (Berkeley) 1/26/82 */ #include <curses.h> #include <ctype.h> #include <stdlib.h> #include <string.h> #include "rogue.h" /* * whatis: * What a certin object is */ void whatis(bool insist) { register THING *obj; if (pack == NULL) { msg("You don't have anything in your pack to identify"); return; } for (;;) if ((obj = get_item("identify", 0)) == NULL && insist) msg("You must identify something"); else break; if (!insist && obj == NULL) return; 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)); } #ifdef WIZARD /* * create_obj: * Wizard command for getting anything he wants */ void create_obj(void) { register THING *obj; register char 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_ac = a_class[obj->o_which]; if (bless == '-') obj->o_ac += rnd(3)+1; 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(); mpos = 0; if (bless == '-') obj->o_flags |= ISCURSED; obj->o_ac = (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 */ int teleport(void) { register int rm; coord c; mvaddch(hero.y, hero.x, chat(hero.y, hero.x)); do { rm = rnd_room(); rnd_pos(&rooms[rm], &c); } until (step_ok(winat(c.y, c.x))); if (&rooms[rm] != 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 Fungi */ if (on(player, ISHELD)) { player.t_flags &= ~ISHELD; fung_hit = 0; strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0"); } no_move = 0; count = 0; running = FALSE; flush_type(); return rm; } #ifdef WIZARD /* * passwd: * See if user knows password */ bool passwd(void) { register char *sp, c; char buf[MAXSTR], *xcrypt(); 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++ = c; if (sp == buf) return FALSE; *sp = '\0'; return (strcmp(PASSWD, xcrypt(buf, "mT")) == 0); } /* * show_map: * Print out the map for the wizard */ void show_map(void) { register int y, x, real; wclear(hw); for (y = 1; y < LINES - 1; y++) for (x = 0; x < COLS; x++) { if (!(real = flat(y, x) & F_REAL)) wstandout(hw); wmove(hw, y, x); waddch(hw, chat(y, x)); if (!real) wstandend(hw); } show_win(hw, "---More (level map)---"); } #endif