view urogue/wizard.c @ 269:a413bc97d3ea

UltraRogue: fix the arrow keys. The startup sequence now calls keypad() to turn on curses recognition of special keys.
author John "Elwin" Edwards
date Tue, 28 Feb 2017 21:14:53 -0500
parents c495a4f288c6
children
line wrap: on
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/*
    wizard.c - Special wizard commands
    
    UltraRogue: The Ultimate Adventure in the Dungeons of Doom
    Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
    All rights reserved.

    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
    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 <string.h>
#include <stdlib.h>
#include "rogue.h"

/*
    whatis()
        What a certain object is
*/

void
whatis(struct linked_list *what)
{
    struct object *obj;
    int kludge;
    int print_message = FALSE;

    if (what == NULL)
    {
        print_message = TRUE;

        while ((what = get_item("identify", 0)) == NULL)
            ;
    }

    obj = OBJPTR(what);
    obj->o_flags |= ISKNOW;

    switch (obj->o_type)
    {
        case SCROLL: kludge = TYP_SCROLL; break;
        case POTION: kludge = TYP_POTION; break;
        case STICK:  kludge = TYP_STICK;  break;
        case RING:   kludge = TYP_RING;   break;
        case WEAPON:
        case ARMOR:
        default:     kludge = -1;         break;
    }

    if (kludge != -1)
    {
        know_items[kludge][obj->o_which] = TRUE;

        if (guess_items[kludge][obj->o_which])
        {
            ur_free(guess_items[kludge][obj->o_which]);
            guess_items[kludge][obj->o_which] = NULL;
        }
    }

    if (print_message)
        msg(inv_name(obj, UPPERCASE));
}

/*
    teleport()
        Bamf the hero someplace else
*/

void
teleport(void)
{
    struct room *new_rp = NULL, *old_rp = roomin(hero);

    int rm, which;
    coord c;
    int is_lit = FALSE; /* For saving room light state */
    int rand_position = TRUE;

    c = hero;

    mvwaddch(cw, hero.y, hero.x, mvwinch(stdscr, hero.y, hero.x));

    if (is_wearing(R_TELCONTROL))
    {
        msg("Where do you wish to teleport to? (* for help)");
        wmove(cw, hero.y, hero.x);
        wrefresh(cw);

        which = (short) (readchar() & 0177);

        while (which != (short) ESCAPE && which != (short) LINEFEED
            && which != (short) CARRIAGE_RETURN)
        {
            switch(which)
            {
                case 'h':   c.x--; break;
                case 'j':   c.y++; break;
                case 'k':   c.y--; break;
                case 'l':   c.x++; break;
                case 'y':   c.x--;
                            c.y--; break;
                case 'u':   c.x++;
                            c.y--; break;
                case 'b':   c.x--;
                            c.y++; break;
                case 'n':   c.x++;
                            c.y++; break;
                case '*':
                    msg("Use h,j,k,l,y,u,b,n to position cursor, then hit"
                        "return.");
            }

            c.y = max(c.y, 1);
            c.y = min(c.y, LINES - 3);
            c.x = max(c.x, 1);
            c.x = min(c.x, COLS - 1);
            wmove(cw, c.y, c.x);
            wrefresh(cw);
            which = (short) (readchar() & 0177);
        }

        which = winat(c.y, c.x);

        if ((which == FLOOR || which == PASSAGE || which == DOOR) &&
            ((ring_value(R_TELCONTROL) == 0 && rnd(10) < 6)
             || (ring_value(R_TELCONTROL) > 0 && rnd(10) < 9)))
        {
            rand_position = FALSE;
            msg("You attempt succeeds.");
            hero = c;
            new_rp = roomin(hero);
        }
        else
            msg("Your attempt fails.");
    }

    if (rand_position)
    {
        do
        {
            rm = rnd_room();
            rnd_pos(&rooms[rm], &hero);
        }
        while (winat(hero.y, hero.x) != FLOOR);

        new_rp = &rooms[rm];
    }

    /* If hero gets moved, darken old room */

    if (old_rp && old_rp != new_rp)
    {
        if (!(old_rp->r_flags & ISDARK))
            is_lit = TRUE;

        old_rp->r_flags |= ISDARK;  /* Fake darkness */
        light(&c);

        if (is_lit)
            old_rp->r_flags &= ~ISDARK; /* Restore light state */
    }

    light(&hero);
    mvwaddch(cw, hero.y, hero.x, PLAYER);

    /* turn off ISHELD in case teleportation was done while fighting */

    if (on(player, ISHELD))
    {
        struct linked_list  *ip, *nip;
        struct thing    *mp;

        turn_off(player, ISHELD);
        hold_count = 0;

        for (ip = mlist; ip; ip = nip)
        {
            mp = THINGPTR(ip);
            nip = next(ip);

            if (on(*mp, DIDHOLD))
            {
                turn_off(*mp, DIDHOLD);
                turn_on(*mp, CANHOLD);
            }

            turn_off(*mp, DIDSUFFOCATE);
        }
    }

    extinguish_fuse(FUSE_SUFFOCATE);
    player.t_no_move = 0;   /* not trapped anymore */
    count = 0;
    running = FALSE;

    return;
}

/*
    passwd()
        see if user knows password
*/

int
passwd(void)
{
    char *sp, c;
    char buf[2 * LINELEN];

    msg("Wizard's Password:");
    mpos = 0;
    sp = buf;

    while ((c = (readchar() & 0177)) != '\n' && c != '\r' && c != '\033')
    {
        if (c == '\0')
            sp = buf;
        else if (c == '\b' && sp > buf)
            sp--;
        else
            *sp++ = c;
    }

    if (sp == buf)
        return(FALSE);

    *sp = '\0';

    return(TRUE);
}