view rogue5/wizard.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents e7aab31362af
children
line wrap: on
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/*
 * Special wizard commands (some of which are also non-wizard commands
 * under strange circumstances)
 *
 * @(#)wizard.c	4.30 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <stdlib.h>
#include <curses.h>
#include <string.h>
#include <ctype.h>
#include "rogue.h"

/*
 * whatis:
 *	What a certin object is
 */

void
whatis(int insist, int type)
{
    THING *obj;

    if (pack == NULL)
    {
	msg("you don't have anything in your pack to identify");
	return;
    }

    for (;;)
    {
	obj = get_item("identify", type);
	if (insist)
	{
	    if (n_objs == 0)
		return;
	    else if (obj == NULL)
		msg("you must identify something");
	    else if (type && obj->o_type != type &&
	       !(type == R_OR_S && (obj->o_type == RING || obj->o_type == STICK)) )
		    msg("you must identify a %s", type_name(type));
	    else
		break;
	}
	else
	    break;
    }

    if (obj == NULL)
	return;

    switch (obj->o_type)
    {
        case SCROLL:
	    set_know(obj, scr_info);
        when POTION:
	    set_know(obj, pot_info);
	when STICK:
	    set_know(obj, ws_info);
        when WEAPON:
        case ARMOR:
	    obj->o_flags |= ISKNOW;
        when RING:
	    set_know(obj, ring_info);
    }
    msg(inv_name(obj, FALSE));
}

/*
 * set_know:
 *	Set things up when we really know what a thing is
 */

void
set_know(THING *obj, struct obj_info *info)
{
    char **guess;

    info[obj->o_which].oi_know = TRUE;
    obj->o_flags |= ISKNOW;
    guess = &info[obj->o_which].oi_guess;
    if (*guess)
    {
	free(*guess);
	*guess = NULL;
    }
}

/*
 * type_name:
 *	Return a pointer to the name of the type
 */
const char *
type_name(int type)
{
    struct h_list *hp;
    struct h_list tlist[] = {
	{POTION, "potion",		FALSE},
	{SCROLL, "scroll",		FALSE},
	{FOOD,	 "food",		FALSE},
	{R_OR_S, "ring, wand or staff",	FALSE},
	{RING,	 "ring",		FALSE},
	{STICK,	 "wand or staff",	FALSE},
	{WEAPON, "weapon",		FALSE},
	{ARMOR,	 "suit of armor",	FALSE},
    };

    for (hp = tlist; hp->h_ch; hp++)
	if (type == hp->h_ch)
	    return hp->h_desc;
    /* NOTREACHED */
    return(0);
}

#ifdef MASTER
/*
 * create_obj:
 *	wizard command for getting anything he wants
 */

void
create_obj(void)
{
    THING *obj;
    int 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_arm = a_class[obj->o_which];
	    if (bless == '-')
		obj->o_arm += rnd(3)+1;
	    if (bless == '+')
		obj->o_arm -= 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_arm = (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
 */

void
teleport(void)
{
    coord c;

    mvaddch(hero.y, hero.x, floor_at());
    find_floor(NULL, &c, FALSE, TRUE);
    if (roomin(&c) != 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 Flytrap
     */
    if (on(player, ISHELD)) {
	THING *mp;

	player.t_flags &= ~ISHELD;
	vf_hit = 0;
	for (mp = mlist; mp != NULL; mp = next(mp)) {
	    if (mp->t_type == 'F')
		strcpy(mp->t_stats.s_dmg, "0x0");
	}
    }
    no_move = 0;
    count = 0;
    running = FALSE;
    flush_type();
}

#ifdef MASTER
/*
 * passwd:
 *	See if user knows password
 */
int
passwd(void)
{
    char *sp;
    int c;
    static char buf[MAXSTR];

    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++ = (char) c;
    if (sp == buf)
	return FALSE;
    *sp = '\0';
    return (strcmp(PASSWD, md_crypt(buf, "mT")) == 0);
}

/*
 * show_map:
 *	Print out the map for the wizard
 */

void
show_map(void)
{
    int y, x, real;

    wclear(hw);
    for (y = 1; y < NUMLINES - 1; y++)
	for (x = 0; x < NUMCOLS; x++)
	{
	    real = flat(y, x) & F_REAL;
	    if (!real)
		wstandout(hw);
	    wmove(hw, y, x);
	    waddch(hw, chat(y, x));
	    if (!(real & F_REAL))
		wstandend(hw);
	}
    show_win("---More (level map)---");
}
#endif