view rogue3/things.c @ 114:a5433ba4cabf

arogue5: fix some daemon-related pointer/int casting. Daemons and fuses take a single argument, nominally an int but either ignored or unsafely cast to a pointer. Its type has now been changed to void*. The save/restore code no longer tries to store this argument in the savefile. For doctor(), this is not a problem, because player is the only argument it is ever given as a daemon. However, alchemy() will fail to do anything when passed NULL. Fixing this would be complicated but possible. Summary: the code is slightly safer, but alchemy jugs are guaranteed to stop working after save and restore, instead of just extremely likely.
author John "Elwin" Edwards
date Fri, 28 Mar 2014 10:57:03 -0700
parents 527e2150eaf0
children 0250220d8cdd
line wrap: on
line source

/*
 * Contains functions for dealing with things like
 * potions and scrolls
 *
 * @(#)things.c	3.37 (Berkeley) 6/15/81
 *
 * 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 "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"

/*
 * inv_name:
 *	return the name of something as it would appear in an
 *	inventory.
 */
char *
inv_name(struct object *obj, int drop)
{
    char *pb;

    switch(obj->o_type)
    {
	case SCROLL:
	    if (obj->o_count == 1)
		strcpy(prbuf, "A scroll ");
	    else
		sprintf(prbuf, "%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(prbuf, "A potion ");
	    else
		sprintf(prbuf, "%d potions ", obj->o_count);
	    pb = &prbuf[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(prbuf, "A%s %s", vowelstr(fruit), fruit);
		else
		    sprintf(prbuf, "%d %ss", obj->o_count, fruit);
	    else
		if (obj->o_count == 1)
		    strcpy(prbuf, "Some food");
		else
		    sprintf(prbuf, "%d rations of food", obj->o_count);
	when WEAPON:
	    if (obj->o_count > 1)
		sprintf(prbuf, "%d ", obj->o_count);
	    else
		strcpy(prbuf, "A ");
	    pb = &prbuf[strlen(prbuf)];
	    if (obj->o_flags & ISKNOW)
		sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus),
		    w_names[obj->o_which]);
	    else
		sprintf(pb, "%s", w_names[obj->o_which]);
	    if (obj->o_count > 1)
		strcat(prbuf, "s");
	when ARMOR:
	    if (obj->o_flags & ISKNOW)
		sprintf(prbuf, "%s %s",
		    num(a_class[obj->o_which] - obj->o_ac, 0),
		    a_names[obj->o_which]);
	    else
		sprintf(prbuf, "%s", a_names[obj->o_which]);
	when AMULET:
	    strcpy(prbuf, "The Amulet of Yendor");
	when STICK:
	    sprintf(prbuf, "A %s ", 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(&prbuf[2], "%s %s", ws_made[obj->o_which],
		    ws_type[obj->o_which]);
        when RING:
	    if (r_know[obj->o_which])
		sprintf(prbuf, "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(prbuf, "A ring called %s(%s)",
		    r_guess[obj->o_which], r_stones[obj->o_which]);
	    else
		sprintf(prbuf, "A%s %s ring", vowelstr(r_stones[obj->o_which]),
		    r_stones[obj->o_which]);
	otherwise:
	    debug("Picked up something funny");
	    sprintf(prbuf, "Something bizarre %s", unctrl(obj->o_type));
    }
    if (obj == cur_armor)
	strcat(prbuf, " (being worn)");
    if (obj == cur_weapon)
	strcat(prbuf, " (weapon in hand)");
    if (obj == cur_ring[LEFT])
	strcat(prbuf, " (on left hand)");
    else if (obj == cur_ring[RIGHT])
	strcat(prbuf, " (on right hand)");
    if (drop && isupper(prbuf[0]))
	prbuf[0] = tolower(prbuf[0]);
    else if (!drop && islower(*prbuf))
	*prbuf = toupper(*prbuf);
    if (!drop)
	strcat(prbuf, ".");
    return prbuf;
}

/*
 * money:
 *	Add to characters purse
 */
void
money()
{
    struct room *rp;

    for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++)
	if (ce(hero, rp->r_gold))
	{
	    if (notify)
	    {
		if (!terse)
		    addmsg("You found ");
		msg("%d gold pieces.", rp->r_goldval);
	    }
	    purse += rp->r_goldval;
	    rp->r_goldval = 0;
	    cmov(rp->r_gold);
	    addch(FLOOR);
	    return;
	}
    msg("That gold must have been counterfeit");
}

/*
 * drop:
 *	put something down
 */
void
drop()
{
    int ch;
    struct linked_list *obj, *nobj;
    struct object *op;

    ch = mvwinch(stdscr, hero.y, hero.x);
    if (ch != FLOOR && ch != PASSAGE)
    {
	msg("There is something there already");
	return;
    }
    if ((obj = get_item("drop", 0)) == NULL)
	return;
    op = (struct object *) ldata(obj);
    if (!dropcheck(op))
	return;
    /*
     * Take it out of the pack
     */
    if (op->o_count >= 2 && op->o_type != WEAPON)
    {
	nobj = new_item(sizeof *op);
	op->o_count--;
	op = (struct object *) ldata(nobj);
	*op = *((struct object *) ldata(obj));
	op->o_count = 1;
	obj = nobj;
	if (op->o_group != 0)
		inpack++;
    }
    else
	detach(pack, obj);
    inpack--;
    /*
     * Link it into the level object list
     */
    attach(lvl_obj, obj);
    mvaddch(hero.y, hero.x, op->o_type);
    op->o_pos = hero;
    msg("Dropped %s", inv_name(op, TRUE));
}

/*
 * do special checks for dropping or unweilding|unwearing|unringing
 */
int
dropcheck(struct object *op)
{
    str_t save_max;

    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 if (op == cur_ring[LEFT] || op == cur_ring[RIGHT])
    {
	switch (op->o_which)
	{
	    case R_ADDSTR:
		save_max = max_stats.s_str;
		chg_str(-op->o_ac);
		max_stats.s_str = save_max;
		break;
	    case R_SEEINVIS:
		player.t_flags &= ~CANSEE;
		extinguish(unsee);
		light(&hero);
		mvwaddch(cw, hero.y, hero.x, PLAYER);
		break;
	}
	cur_ring[op == cur_ring[LEFT] ? LEFT : RIGHT] = NULL;
    }
    return TRUE;
}

/*
 * return a new thing
 */
struct linked_list *
new_thing()
{
    struct linked_list *item;
    struct object *cur;
    int j, k;

    item = new_item(sizeof *cur);
    cur = (struct object *) ldata(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);
	when 2:
	    no_food = 0;
	    cur->o_type = FOOD;
	    if (rnd(100) > 10)
		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;
	    if (j == MAXARMORS)
	    {
		debug("Picked a bad armor %d", k);
		j = 0;
	    }
	    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);
	otherwise:
	    debug("Picked a bad kind of object");
	    wait_for(stdscr, ' ');
    }
    return item;
}

/*
 * pick an item out of a list of nitems possible magic items
 */
int
pick_one(struct magic_item *magic, int nitems)
{
    struct magic_item *end;
    int i;
    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)
    {
	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);
	}
	magic = start;
    }
    return (int) (magic - start);
}