view rogue5/wizard.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents f502bf60e6e4
children
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/*
 * Special wizard commands (some of which are also non-wizard commands
 * under strange circumstances)
 *
 * @(#)wizard.c	4.30 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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 <curses.h>
#include <string.h>
#include <ctype.h>
#include "rogue.h"

/*
 * whatis:
 *	What a certin object is
 */

void
whatis(int insist, int type)
{
    THING *obj;

    if (pack == NULL)
    {
	msg("you don't have anything in your pack to identify");
	return;
    }

    for (;;)
    {
	obj = get_item("identify", type);
	if (insist)
	{
	    if (n_objs == 0)
		return;
	    else if (obj == NULL)
		msg("you must identify something");
	    else if (type && obj->o_type != type &&
	       !(type == R_OR_S && (obj->o_type == RING || obj->o_type == STICK)) )
		    msg("you must identify a %s", type_name(type));
	    else
		break;
	}
	else
	    break;
    }

    if (obj == NULL)
	return;

    switch (obj->o_type)
    {
        case SCROLL:
	    set_know(obj, scr_info);
        when POTION:
	    set_know(obj, pot_info);
	when STICK:
	    set_know(obj, ws_info);
        when WEAPON:
        case ARMOR:
	    obj->o_flags |= ISKNOW;
        when RING:
	    set_know(obj, ring_info);
    }
    msg(inv_name(obj, FALSE));
}

/*
 * set_know:
 *	Set things up when we really know what a thing is
 */

void
set_know(THING *obj, struct obj_info *info)
{
    char **guess;

    info[obj->o_which].oi_know = TRUE;
    obj->o_flags |= ISKNOW;
    guess = &info[obj->o_which].oi_guess;
    if (*guess)
    {
	free(*guess);
	*guess = NULL;
    }
}

/*
 * type_name:
 *	Return a pointer to the name of the type
 */
const char *
type_name(int type)
{
    struct h_list *hp;
    struct h_list tlist[] = {
	{POTION, "potion",		FALSE},
	{SCROLL, "scroll",		FALSE},
	{FOOD,	 "food",		FALSE},
	{R_OR_S, "ring, wand or staff",	FALSE},
	{RING,	 "ring",		FALSE},
	{STICK,	 "wand or staff",	FALSE},
	{WEAPON, "weapon",		FALSE},
	{ARMOR,	 "suit of armor",	FALSE},
    };

    for (hp = tlist; hp->h_ch; hp++)
	if (type == hp->h_ch)
	    return hp->h_desc;
    /* NOTREACHED */
    return(0);
}

#ifdef MASTER
/*
 * create_obj:
 *	wizard command for getting anything he wants
 */

void
create_obj(void)
{
    THING *obj;
    int 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_arm = a_class[obj->o_which];
	    if (bless == '-')
		obj->o_arm += rnd(3)+1;
	    if (bless == '+')
		obj->o_arm -= 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_arm = (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
 */

void
teleport(void)
{
    coord c;

    mvaddch(hero.y, hero.x, floor_at());
    find_floor(NULL, &c, FALSE, TRUE);
    if (roomin(&c) != 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 Flytrap
     */
    if (on(player, ISHELD)) {
	THING *mp;

	player.t_flags &= ~ISHELD;
	vf_hit = 0;
	for (mp = mlist; mp != NULL; mp = next(mp)) {
	    if (mp->t_type == 'F')
		strcpy(mp->t_stats.s_dmg, "0x0");
	}
    }
    no_move = 0;
    count = 0;
    running = FALSE;
    flush_type();
}

#ifdef MASTER
/*
 * passwd:
 *	See if user knows password
 */
int
passwd(void)
{
    char *sp;
    int c;
    static char buf[MAXSTR];

    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++ = (char) c;
    if (sp == buf)
	return FALSE;
    *sp = '\0';
    return (strcmp(PASSWD, md_crypt(buf, "mT")) == 0);
}

/*
 * show_map:
 *	Print out the map for the wizard
 */

void
show_map(void)
{
    int y, x, real;

    wclear(hw);
    for (y = 1; y < NUMLINES - 1; y++)
	for (x = 0; x < NUMCOLS; x++)
	{
	    real = flat(y, x) & F_REAL;
	    if (!real)
		wstandout(hw);
	    wmove(hw, y, x);
	    waddch(hw, chat(y, x));
	    if (!(real & F_REAL))
		wstandend(hw);
	}
    show_win("---More (level map)---");
}
#endif