view srogue/wizard.c @ 179:ca876944b196

Advanced Rogue 7: rename magic users to magicians. Class names with spaces in them confuse anything that parses the logfile. The documentation does refer mostly to magicians.
author John "Elwin" Edwards
date Sat, 22 Aug 2015 10:55:53 -0400
parents 458df24e973d
children 94a0d9dd5ce1
line wrap: on
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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 "rogue.h"
#include "rogue.ext"

/*
 * whatis:
 *	What a certain object is
 */
whatis(what)
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)
 */
create_obj(fscr)
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
 */
getbless()
{
	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
 */
makemons(what)
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
 */
teleport(spot, th)
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
 */
passwd()
{
	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;
}