Mercurial > hg > early-roguelike
view rogue3/wizard.c @ 104:fbc75509f4cd
Add config.h to the list of headers in the Makefiles.
Some .o files need to be rebuilt if config.h changes. Adding it to the
list of headers may still fail to solve the problem, because some of
the Makefiles use implicit rules or do not list dependencies properly.
author | John "Elwin" Edwards |
---|---|
date | Tue, 03 Sep 2013 14:14:48 -0700 |
parents | 527e2150eaf0 |
children | e7aab31362af |
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/* * Special wizard commands (some of which are also non-wizard commands * under strange circumstances) * * @(#)wizard.c 3.8 (Berkeley) 6/3/81 * * 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 <stdlib.h> #include "machdep.h" #include "rogue.h" /* * whatis: * What a certin object is */ void whatis() { struct object *obj; struct linked_list *item; if ((item = get_item("identify", 0)) == NULL) return; obj = (struct object *) ldata(item); switch (obj->o_type) { case SCROLL: s_know[obj->o_which] = TRUE; if (s_guess[obj->o_which]) { free(s_guess[obj->o_which]); s_guess[obj->o_which] = NULL; } when POTION: p_know[obj->o_which] = TRUE; if (p_guess[obj->o_which]) { free(p_guess[obj->o_which]); p_guess[obj->o_which] = NULL; } when STICK: ws_know[obj->o_which] = TRUE; obj->o_flags |= ISKNOW; if (ws_guess[obj->o_which]) { free(ws_guess[obj->o_which]); ws_guess[obj->o_which] = NULL; } when WEAPON: case ARMOR: obj->o_flags |= ISKNOW; when RING: r_know[obj->o_which] = TRUE; obj->o_flags |= ISKNOW; if (r_guess[obj->o_which]) { free(r_guess[obj->o_which]); r_guess[obj->o_which] = NULL; } } msg(inv_name(obj, FALSE)); } /* * create_obj: * Wizard command for getting anything he wants */ void create_obj() { struct linked_list *item; struct object *obj; int bless; int ch; item = new_item(sizeof *obj); obj = (struct object *) ldata(item); msg("Type of item: "); obj->o_type = readchar(cw); mpos = 0; msg("Which %c do you want? (0-f)", obj->o_type); obj->o_which = (isdigit((ch = readchar(cw))) ? 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(cw); mpos = 0; if (obj->o_type == WEAPON) { init_weapon(obj, obj->o_which); if (bless == '-') { obj->o_hplus -= rnd(3)+1; obj->o_flags |= ISCURSED; } if (bless == '+') obj->o_hplus += rnd(3)+1; } else { obj->o_ac = a_class[obj->o_which]; if (bless == '-') { obj->o_ac += rnd(3)+1; obj->o_flags |= ISCURSED; } if (bless == '+') obj->o_ac -= 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(cw); mpos = 0; if (bless == '-') obj->o_flags |= ISCURSED; obj->o_ac = (bless == '-' ? -1 : rnd(2) + 1); } else if (obj->o_type == STICK) fix_stick(obj); add_pack(item, FALSE); } /* * telport: * Bamf the hero someplace else */ int teleport() { int rm; coord c; c = hero; mvwaddch(cw, hero.y, hero.x, mvwinch(stdscr, hero.y, hero.x)); do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); } until(winat(hero.y, hero.x) == FLOOR); light(&c); light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); /* * turn off ISHELD in case teleportation was done while fighting * a Fungi */ if (on(player, ISHELD)) { player.t_flags &= ~ISHELD; fung_hit = 0; strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0"); } count = 0; running = FALSE; flush_type(); /* flush typeahead */ return rm; } /* * passwd: * see if user knows password */ int passwd() { char *sp, c; char buf[80]; msg("Wizard's Password:"); mpos = 0; sp = buf; while ((c = readchar(cw)) != '\n' && c != '\r' && c != '\033') if (c == md_killchar()) sp = buf; else if (c == md_erasechar() && sp > buf) sp--; else *sp++ = c; if (sp == buf) return FALSE; *sp = '\0'; return (strcmp(PASSWD, crypt(buf, "mT")) == 0); }