view rogue4/things.c @ 227:696277507a2e

Rogue V4, V5: disable a cheat granting permanent monster detection. In these two games, a potion of monster detection turns on the player's SEEMONST flag. A fuse is set to call turn_see() to turn the flag back off. But the save and restore functions do not recognize turn_see() and fail to set the fuse up again. When restoring, Rogue V4 merely sets the fuse's function to NULL and leaves it burning. When it goes off, a segfault results. Rogue V5 clears all the fuse's fields, and the player retains the ability to see all monsters on the level. The save and restore code can now handle the fuse. The function used is a new wrapper, turn_see_off(), which should lead to less problems with daemons being multiple incompatible types. Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon and fuse slots when restoring a saved game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 12:10:20 -0500
parents 1b73a8641b37
children 2dcf10d45d5b
line wrap: on
line source

/*
 * Contains functions for dealing with things like potions, scrolls,
 * and other items.
 *
 * @(#)things.c	4.26 (Berkeley) 5/18/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 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 "rogue.h"

int pick_one(struct magic_item *magic, int nitems);
void print_disc(char type);
void set_order(short *order, int numthings);
char *nothing(char type);

bool got_genocide = FALSE;

/*
 * inv_name:
 *	Return the name of something as it would appear in an
 *	inventory.
 */
char *
inv_name(THING *obj, bool drop)
{
    register char *pb;

    pb = prbuf;
    switch (obj->o_type)
    {
	case SCROLL:
	    if (obj->o_count == 1)
	    {
		strcpy(pb, "A scroll ");
		pb = &prbuf[9];
	    }
	    else
	    {
		sprintf(pb, "%d scrolls ", obj->o_count);
		pb = &prbuf[strlen(prbuf)];
	    }
	    if (s_know[obj->o_which])
		sprintf(pb, "of %s", s_magic[obj->o_which].mi_name);
	    else if (s_guess[obj->o_which])
		sprintf(pb, "called %s", s_guess[obj->o_which]);
	    else
		sprintf(pb, "titled '%s'", s_names[obj->o_which]);
        when POTION:
	    if (obj->o_count == 1)
	    {
		strcpy(pb, "A potion ");
		pb = &prbuf[9];
	    }
	    else
	    {
		sprintf(pb, "%d potions ", obj->o_count);
		pb = &pb[strlen(prbuf)];
	    }
	    if (p_know[obj->o_which])
		sprintf(pb, "of %s(%s)", p_magic[obj->o_which].mi_name,
		    p_colors[obj->o_which]);
	    else if (p_guess[obj->o_which])
		sprintf(pb, "called %s(%s)", p_guess[obj->o_which],
		    p_colors[obj->o_which]);
	    else if (obj->o_count == 1)
		sprintf(prbuf, "A%s %s potion", vowelstr(p_colors[obj->o_which]),
		    p_colors[obj->o_which]);
	    else
		sprintf(prbuf, "%d %s potions", obj->o_count,
		    p_colors[obj->o_which]);
	when FOOD:
	    if (obj->o_which == 1)
		if (obj->o_count == 1)
		    sprintf(pb, "A%s %s", vowelstr(fruit), fruit);
		else
		    sprintf(pb, "%d %ss", obj->o_count, fruit);
	    else
		if (obj->o_count == 1)
		    strcpy(pb, "Some food");
		else
		    sprintf(pb, "%d rations of food", obj->o_count);
	when WEAPON:
	    if (obj->o_count > 1)
		sprintf(pb, "%d ", obj->o_count);
	    else
		sprintf(pb, "A%s ", vowelstr(w_names[obj->o_which]));
	    pb = &prbuf[strlen(prbuf)];
	    if (obj->o_flags & ISKNOW)
		sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus, WEAPON),
		    w_names[obj->o_which]);
	    else
		sprintf(pb, "%s", w_names[obj->o_which]);
	    if (obj->o_count > 1)
		strcat(pb, "s");
	when ARMOR:
	    if (obj->o_flags & ISKNOW)
	    {
		sprintf(pb, "%s %s [",
		    num(a_class[obj->o_which] - obj->o_ac, 0, ARMOR),
		    a_names[obj->o_which]);
		if (!terse)
		    strcat(pb, "armor class ");
		pb = &prbuf[strlen(prbuf)];
		sprintf(pb, "%d]", obj->o_ac);
	    }
	    else
		sprintf(pb, "%s", a_names[obj->o_which]);
	when AMULET:
	    strcpy(pb, "The Amulet of Yendor");
	when STICK:
	    sprintf(pb, "A%s %s ", vowelstr(ws_type[obj->o_which]),
		ws_type[obj->o_which]);
	    pb = &prbuf[strlen(prbuf)];
	    if (ws_know[obj->o_which])
		sprintf(pb, "of %s%s(%s)", ws_magic[obj->o_which].mi_name,
		    charge_str(obj), ws_made[obj->o_which]);
	    else if (ws_guess[obj->o_which])
		sprintf(pb, "called %s(%s)", ws_guess[obj->o_which],
		    ws_made[obj->o_which]);
	    else
		sprintf(pb = &prbuf[1], "%s %s %s",
		    vowelstr(ws_made[obj->o_which]), ws_made[obj->o_which],
		    ws_type[obj->o_which]);
        when RING:
	    if (r_know[obj->o_which])
		sprintf(pb, "A%s ring of %s(%s)", ring_num(obj),
		    r_magic[obj->o_which].mi_name, r_stones[obj->o_which]);
	    else if (r_guess[obj->o_which])
		sprintf(pb, "A ring called %s(%s)",
		    r_guess[obj->o_which], r_stones[obj->o_which]);
	    else
		sprintf(pb, "A%s %s ring", vowelstr(r_stones[obj->o_which]),
		    r_stones[obj->o_which]);
	when GOLD:
		sprintf(pb, "%d pieces of gold", obj->o_goldval);
#ifdef WIZARD
	otherwise:
	    debug("Picked up something funny %s", unctrol(obj->o_type));
	    sprintf(pb, "Something bizarre %s", unctrol(obj->o_type));
#endif
    }
    if (obj == cur_armor)
	strcat(pb, " (being worn)");
    if (obj == cur_weapon)
	strcat(pb, " (weapon in hand)");
    if (obj == cur_ring[LEFT])
	strcat(pb, " (on left hand)");
    else if (obj == cur_ring[RIGHT])
	strcat(pb, " (on right hand)");
    if (drop && isupper(prbuf[0]))
	prbuf[0] = tolower(prbuf[0]);
    else if (!drop && islower(*prbuf))
	*prbuf = toupper(*prbuf);
    return prbuf;
}

/*
 * drop:
 *	Put something down
 */
void
drop(void)
{
    register char ch;
    register THING *nobj, *op;

    ch = chat(hero.y, hero.x);
    if (ch != FLOOR && ch != PASSAGE)
    {
	after = FALSE;
	msg("there is something there already");
	return;
    }
    if ((op = get_item("drop", 0)) == NULL)
	return;
    if (!dropcheck(op))
	return;
    /*
     * Take it out of the pack
     */
    if (op->o_count >= 2 && op->o_type != WEAPON)
    {
	op->o_count--;
	nobj = new_item();
	*nobj = *op;
	nobj->o_count = 1;
	op = nobj;
	if (op->o_group != 0)
		inpack++;
    }
    else
	detach(pack, op);
    inpack--;
    /*
     * Link it into the level object list
     */
    attach(lvl_obj, op);
    chat(hero.y, hero.x) = op->o_type;
    flat(hero.y, hero.x) |= F_DROPPED;
    op->o_pos = hero;
    if (op->o_type == AMULET)
	amulet = FALSE;
    msg("dropped %s", inv_name(op, TRUE));
}

/*
 * dropcheck:
 *	Do special checks for dropping or unweilding|unwearing|unringing
 */
bool
dropcheck(THING *op)
{
    if (op == NULL)
	return TRUE;
    if (op != cur_armor && op != cur_weapon
	&& op != cur_ring[LEFT] && op != cur_ring[RIGHT])
	    return TRUE;
    if (op->o_flags & ISCURSED)
    {
	msg("you can't.  It appears to be cursed");
	return FALSE;
    }
    if (op == cur_weapon)
	cur_weapon = NULL;
    else if (op == cur_armor)
    {
	waste_time();
	cur_armor = NULL;
    }
    else
    {
	cur_ring[op == cur_ring[LEFT] ? LEFT : RIGHT] = NULL;
	switch (op->o_which)
	{
	    case R_ADDSTR:
		chg_str(-op->o_ac);
		break;
	    case R_SEEINVIS:
		unsee();
		extinguish(unsee);
		break;
	}
    }
    return TRUE;
}

/*
 * new_thing:
 *	Return a new thing
 */
THING *
new_thing(void)
{
    register THING *cur;
    register int j, k;

    cur = new_item();
    cur->o_hplus = cur->o_dplus = 0;
    strcpy(cur->o_damage,"0d0");
    strcpy(cur->o_hurldmg,"0d0");
    cur->o_ac = 11;
    cur->o_count = 1;
    cur->o_group = 0;
    cur->o_flags = 0;
    /*
     * Decide what kind of object it will be
     * If we haven't had food for a while, let it be food.
     */
    switch (no_food > 3 ? 2 : pick_one(things, NUMTHINGS))
    {
	case 0:
	    cur->o_type = POTION;
	    cur->o_which = pick_one(p_magic, MAXPOTIONS);
	when 1:
	    cur->o_type = SCROLL;
	    cur->o_which = pick_one(s_magic, MAXSCROLLS);
	    /*
	     * Only one genocide scroll allowed per game, so if it's
	     * the second one, then turn it into a identify scroll
	     */
	    if (cur->o_which == S_GENOCIDE)
		if (got_genocide)
		    cur->o_which = S_IDENT;
		else
		    got_genocide = TRUE;
	when 2:
	    no_food = 0;
	    cur->o_type = FOOD;
	    if (rnd(10) != 0)
		cur->o_which = 0;
	    else
		cur->o_which = 1;
	when 3:
	    cur->o_type = WEAPON;
	    cur->o_which = rnd(MAXWEAPONS);
	    init_weapon(cur, cur->o_which);
	    if ((k = rnd(100)) < 10)
	    {
		cur->o_flags |= ISCURSED;
		cur->o_hplus -= rnd(3) + 1;
	    }
	    else if (k < 15)
		cur->o_hplus += rnd(3) + 1;
	when 4:
	    cur->o_type = ARMOR;
	    for (j = 0, k = rnd(100); j < MAXARMORS; j++)
		if (k < a_chances[j])
		    break;
#ifdef WIZARD
	    if (j == MAXARMORS)
	    {
		debug("Picked a bad armor %d", k);
		j = 0;
	    }
#endif
	    cur->o_which = j;
	    cur->o_ac = a_class[j];
	    if ((k = rnd(100)) < 20)
	    {
		cur->o_flags |= ISCURSED;
		cur->o_ac += rnd(3) + 1;
	    }
	    else if (k < 28)
		cur->o_ac -= rnd(3) + 1;
	when 5:
	    cur->o_type = RING;
	    cur->o_which = pick_one(r_magic, MAXRINGS);
	    switch (cur->o_which)
	    {
		case R_ADDSTR:
		case R_PROTECT:
		case R_ADDHIT:
		case R_ADDDAM:
		    if ((cur->o_ac = rnd(3)) == 0)
		    {
			cur->o_ac = -1;
			cur->o_flags |= ISCURSED;
		    }
		when R_AGGR:
		case R_TELEPORT:
		    cur->o_flags |= ISCURSED;
	    }
	when 6:
	    cur->o_type = STICK;
	    cur->o_which = pick_one(ws_magic, MAXSTICKS);
	    fix_stick(cur);
#ifdef WIZARD
	otherwise:
	    debug("Picked a bad kind of object");
	    wait_for(' ');
#endif
    }
    return cur;
}

/*
 * pick_one:
 *	Pick an item out of a list of nitems possible magic items
 */
int
pick_one(struct magic_item *magic, int nitems)
{
    register struct magic_item *end;
    register int i;
    register struct magic_item *start;

    start = magic;
    for (end = &magic[nitems], i = rnd(100); magic < end; magic++)
	if (i < magic->mi_prob)
	    break;
    if (magic == end)
    {
#ifdef WIZARD
	if (wizard)
	{
	    msg("bad pick_one: %d from %d items", i, nitems);
	    for (magic = start; magic < end; magic++)
		msg("%s: %d%%", magic->mi_name, magic->mi_prob);
	}
#endif
	magic = start;
    }
    return magic - start;
}

/*
 * discovered:
 *	list what the player has discovered in this game of a certain type
 */
static int line_cnt = 0;

static bool newpage = FALSE;

static char *lastfmt, *lastarg;

void
discovered(void)
{
    register char ch;
    register bool disc_list;

    do {
	disc_list = FALSE;
	if (!terse)
	    addmsg("for ");
	addmsg("what type");
	if (!terse)
	    addmsg(" of object do you want a list");
	msg("? (* for all)");
	ch = readchar();
	switch (ch)
	{
	    case ESCAPE:
		msg("");
		return;
	    case POTION:
	    case SCROLL:
	    case RING:
	    case STICK:
	    case '*':
		disc_list = TRUE;
		break;
	    default:
		if (terse)
		    msg("Not a type");
		else
		    msg("Please type one of %c%c%c%c (ESCAPE to quit)", POTION, SCROLL, RING, STICK);
	}
    } while (!disc_list);
    if (ch == '*')
    {
	print_disc(POTION);
	add_line("");
	print_disc(SCROLL);
	add_line("");
	print_disc(RING);
	add_line("");
	print_disc(STICK);
	end_line();
    }
    else
    {
	print_disc(ch);
	end_line();
    }
}

/*
 * print_disc:
 *	Print what we've discovered of type 'type'
 */

#define MAX(a,b,c,d)	(a > b ? (a > c ? (a > d ? a : d) : (c > d ? c : d)) : (b > c ? (b > d ? b : d) : (c > d ? c : d)))

void
print_disc(char type)
{
    register bool *know = NULL;
    register char **guess = NULL;
    register int i, maxnum = 0, num_found;
    static THING obj;
    static short order[MAX(MAXSCROLLS, MAXPOTIONS, MAXRINGS, MAXSTICKS)];

    switch (type)
    {
	case SCROLL:
	    maxnum = MAXSCROLLS;
	    know = s_know;
	    guess = s_guess;
	    break;
	case POTION:
	    maxnum = MAXPOTIONS;
	    know = p_know;
	    guess = p_guess;
	    break;
	case RING:
	    maxnum = MAXRINGS;
	    know = r_know;
	    guess = r_guess;
	    break;
	case STICK:
	    maxnum = MAXSTICKS;
	    know = ws_know;
	    guess = ws_guess;
	    break;
    }
    set_order(order, maxnum);
    obj.o_count = 1;
    obj.o_flags = 0;
    num_found = 0;
    for (i = 0; i < maxnum; i++)
	if (know[order[i]] || guess[order[i]])
	{
	    obj.o_type = type;
	    obj.o_which = order[i];
	    add_line("%s", inv_name(&obj, FALSE));
	    num_found++;
	}
    if (num_found == 0)
	add_line(nothing(type));
}

/*
 * set_order:
 *	Set up order for list
 */
void
set_order(short *order, int numthings)
{
    register int i, r, t;

    for (i = 0; i< numthings; i++)
	order[i] = i;

    for (i = numthings; i > 0; i--)
    {
	r = rnd(i);
	t = order[i - 1];
	order[i - 1] = order[r];
	order[r] = t;
    }
}

/*
 * add_line:
 *	Add a line to the list of discoveries
 */
/* VARARGS1 */
add_line(fmt, arg)
char *fmt, *arg;
{
    if (line_cnt == 0)
    {
	    wclear(hw);
	    if (slow_invent)
		mpos = 0;
    }
    if (slow_invent)
    {
	if (*fmt != '\0')
	    msg(fmt, arg);
	line_cnt++;
    }
    else
    {
	if (line_cnt >= LINES - 1 || fmt == NULL)
	{
	    mvwaddstr(hw, LINES - 1, 0, "--Press space to continue--");
	    wrefresh(hw);
	    w_wait_for(hw,' ');
	    clearok(curscr, TRUE);
	    wclear(hw);
            touchwin(stdscr);
	    newpage = TRUE;
	    line_cnt = 0;
	}
	if (fmt != NULL && !(line_cnt == 0 && *fmt == '\0'))
	{
	    mvwprintw(hw, line_cnt++, 0, fmt, arg);
	    lastfmt = fmt;
	    lastarg = arg;
	}
    }
}

/*
 * end_line:
 *	End the list of lines
 */
end_line()
{
    if (!slow_invent)
	if (line_cnt == 1 && !newpage)
	{
	    mpos = 0;
	    msg(lastfmt, lastarg);
	}
	else
	    add_line(NULL);
    line_cnt = 0;
    newpage = FALSE;
}

/*
 * nothing:
 *	Set up prbuf so that message for "nothing found" is there
 */
char *
nothing(char type)
{
    register char *sp, *tystr = NULL;

    if (terse)
	sprintf(prbuf, "Nothing");
    else
	sprintf(prbuf, "Haven't discovered anything");
    if (type != '*')
    {
	sp = &prbuf[strlen(prbuf)];
	switch (type)
	{
	    case POTION: tystr = "potion";
	    when SCROLL: tystr = "scroll";
	    when RING: tystr = "ring";
	    when STICK: tystr = "stick";
	}
	sprintf(sp, " about any %ss", tystr);
    }
    return prbuf;
}