Mercurial > hg > early-roguelike
view srogue/wizard.c @ 249:9e35b2f9c2ea
Added tag rel2016.06 for changeset 182e26224f92
author | John "Elwin" Edwards |
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date | Wed, 01 Jun 2016 20:16:23 -0400 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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/* * Mostly wizard commands. Sometimes used by players. * * @(#)wizard.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "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 <stdlib.h> #include <ctype.h> #include <string.h> #include "rogue.h" #include "rogue.ext" /* * whatis: * What a certain object is */ void whatis(struct linked_list *what) { reg struct object *obj; reg struct linked_list *item; reg int wh; if (what == NULL) { /* we need to ask */ if ((item = get_item("identify", 0)) == NULL) return; } else /* no need to ask */ item = what; obj = OBJPTR(item); setoflg(obj, ISKNOW); wh = obj->o_which; switch (obj->o_type) { case SCROLL: s_know[wh] = TRUE; if (s_guess[wh]) { free(s_guess[wh]); s_guess[wh] = NULL; } when POTION: p_know[wh] = TRUE; if (p_guess[wh]) { free(p_guess[wh]); p_guess[wh] = NULL; } when STICK: ws_know[wh] = TRUE; if (ws_guess[wh]) { free(ws_guess[wh]); ws_guess[wh] = NULL; } when RING: r_know[wh] = TRUE; if (r_guess[wh]) { free(r_guess[wh]); r_guess[wh] = NULL; } } if (what == NULL) msg(inv_name(obj, FALSE)); } /* * create_obj: * Create any object for wizard or scroll (almost) */ void create_obj(bool fscr) { reg struct linked_list *item; reg struct object *obj; reg int wh, ch, otype; char newitem, newtype, msz, *oname; struct magic_info *mf; bool nogood = TRUE, inhw = FALSE; if (fscr) msg(" "); else if (wizard) { msg("Create what?%s: ", starlist); ch = readchar(); mpos = 0; if (ch == ESCAPE) return; else if (ch != '*') nogood = FALSE; } if (nogood) { inhw = TRUE; wclear(hw); wprintw(hw,"Item\tKey\n\n"); for (otype = 0; otype < NUMTHINGS; otype++) { if (otype != TYP_AMULET || wizard) { mf = &thnginfo[otype]; wprintw(hw,"%s\t %c\n",things[otype].mi_name,mf->mf_show); } } if (wizard) waddstr(hw,"monster\t (A-z)"); wprintw(hw,"\n\nWhat do you want to create? "); draw(hw); do { ch = readchar(); if (ch == ESCAPE) { after = FALSE; restscr(cw); return; } switch (ch) { case RING: case STICK: case POTION: case SCROLL: case ARMOR: case WEAPON: case FOOD: case AMULET: nogood = FALSE; break; default: if (isalpha(ch)) nogood = FALSE; } } while (nogood); } if (isalpha(ch)) { if (inhw) restscr(cw); makemons(ch); /* make monster & be done with it */ return; } otype = getindex(ch); if (otype == -1 || (otype == AMULET && !wizard)) { if (inhw) restscr(cw); mpos = 0; msg("You can't create that !!"); return; } newitem = ch; mf = &thnginfo[otype]; oname = things[otype].mi_name; msz = mf->mf_max; nogood = TRUE; if (msz == 1) { /* if only one type of item */ ch = 'a'; nogood = FALSE; } else if (!fscr && wizard) { if (!inhw) { msg("Which %s?%s: ", oname, starlist); ch = readchar(); if (ch == ESCAPE) return; if (ch != '*') nogood = FALSE; } } if (nogood) { struct magic_item *wmi; int ii; mpos = 0; inhw = TRUE; switch(newitem) { case POTION: wmi = &p_magic[0]; when SCROLL: wmi = &s_magic[0]; when RING: wmi = &r_magic[0]; when STICK: wmi = &ws_magic[0]; when WEAPON: wmi = &w_magic[0]; otherwise: wmi = &a_magic[0]; } wclear(hw); for (ii = 0 ; ii < msz ; ii++) { mvwaddch(hw,ii % 13,ii > 12 ? COLS/2 : 0, ii + 'a'); waddstr(hw,") "); waddstr(hw,wmi->mi_name); wmi++; } sprintf(prbuf,"Which %s? ", oname); mvwaddstr(hw,LINES - 1, 0, prbuf); draw(hw); do { ch = readchar(); if (ch == ESCAPE) { restscr(cw); msg(""); return; } } while (!isalpha(ch)); } if (inhw) /* restore screen if need be */ restscr(cw); newtype = tolower(ch) - 'a'; if (newtype < 0 || newtype >= msz) { /* if an illegal value */ mpos = 0; after = FALSE; if (inhw) restscr(cw); msg("There is no such %s", oname); return; } mpos = 0; item = new_thing(FALSE, newitem, newtype); obj = OBJPTR(item); wh = obj->o_type; if (wh == WEAPON || wh == ARMOR || wh == RING) { if (fscr) /* users get +3 to -3 */ ch = rnd(7) - 3; else { /* wizard gets to choose */ if (wh == RING) init_ring(obj, TRUE); else ch = getbless(); } if (wh == WEAPON) obj->o_hplus = obj->o_dplus = ch; else if (wh == ARMOR) obj->o_ac = armors[obj->o_which].a_class - ch; if (ch < 0) setoflg(obj, ISCURSED); else resoflg(obj, ISCURSED); } /* Don't let scrolls of aquirement give multiple scrolls of * aquirement, or you will be able to scum for ANYTHING. */ if (!wizard && wh == SCROLL && obj->o_which == S_MAKEIT) obj->o_count = 1; mpos = 0; if (fscr) whatis(item); /* identify for aquirement scroll */ wh = add_pack(item, FALSE); if (wh == FALSE) /* won't fit in pack */ discard(item); } /* * getbless: * Get a blessing for a wizards object */ int getbless(void) { int bless; msg("Blessing: "); prbuf[0] = '\0'; bless = get_str(prbuf, cw); if (bless == NORM) bless = atoi(prbuf); else bless = 0; return bless; } /* * makemons: * Make a monster */ bool makemons(int what) { reg int x, y, oktomake = FALSE, appear = 1; struct coord mp; oktomake = FALSE; for (x = hero.x - 1 ; x <= hero.x + 1 ; x++) { for (y = hero.y - 1 ; y <= hero.y + 1 ; y++) { if (x != hero.x || y != hero.y) { if (step_ok(winat(y, x)) && rnd(++appear) == 0) { mp.x = x; mp.y = y; oktomake = TRUE; break; } } } } if (oktomake) { new_monster(midx(what), &mp, FALSE); look(FALSE); } return oktomake; } /* * telport: * Bamf the thing someplace else */ int teleport(struct coord spot, struct thing *th) { reg int rm, y, x; struct coord oldspot; struct room *rp; bool ishero; ishero = (th == &player); oldspot = th->t_pos; y = th->t_pos.y; x = th->t_pos.x; mvwaddch(cw, y, x, th->t_oldch); if (!ishero) mvwaddch(mw, y, x, ' '); rp = roomin(&spot); if (spot.y < 0 || !step_ok(winat(spot.y, spot.x))) { rp = &rooms[rnd_room()]; th->t_pos = *rnd_pos(rp); } else th->t_pos = spot; rm = rp - &rooms[0]; th->t_room = rp; th->t_oldch = mvwinch(cw, th->t_pos.y, th->t_pos.x); if (ishero) light(&oldspot); th->t_nomove = 0; if (ishero) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); /* * turn off ISHELD in case teleportation was done * while fighting a Fungi or Bone Devil. */ if (pl_on(ISHELD)) unhold('F'); count = 0; running = FALSE; flushinp(); /* flush typeahead */ nochange = FALSE; } else mvwaddch(mw, th->t_pos.y, th->t_pos.x, th->t_type); return rm; } /* * passwd: * See if user knows password */ bool passwd(void) { reg char *sp, c; bool passok; char buf[LINLEN], *xcrypt(); msg(wizstr); mpos = 0; sp = buf; while ((c = getchar()) != '\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) passok = FALSE; else { *sp = '\0'; passok = (strcmp(PASSWD, xcrypt(buf, "mT")) == 0); } return passok; }