Mercurial > hg > early-roguelike
view rogue4/wizard.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | 00e90f1bffd6 |
children | 1b73a8641b37 |
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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 */ whatis(insist) 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 */ create_obj() { 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 */ teleport() { 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 */ passwd() { 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 */ show_map() { 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