Mercurial > hg > early-roguelike
view srogue/wizard.c @ 87:f871cb0539d3
Don't set the player's ISRUN flag.
rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or
holding. This is apparently supposed to indicate that the player can
move again. What it actually does is make it harder for monsters to
hit the player, until the flag is reset.
As this behavior makes little sense and seems like a cheat, it has
been deemed a bug and removed.
author | John "Elwin" Edwards |
---|---|
date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | 3aa87373c908 |
children | 458df24e973d |
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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 <termios.h> #include <ctype.h> #include "rogue.h" #include <pwd.h> #include "rogue.ext" extern struct termios terminal; /* * 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 == terminal.c_cc[VKILL]) sp = buf; else if (c == terminal.c_cc[VERASE] && sp > buf) sp--; else *sp++ = c; if (sp == buf) passok = FALSE; else { *sp = '\0'; passok = (strcmp(PASSWD, xcrypt(buf, "mT")) == 0); } return passok; }