Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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47 changed files with 29836 additions and 0 deletions
585
arogue5/wizard.c
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585
arogue5/wizard.c
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/*
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* Special wizard commands (some of which are also non-wizard commands
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* under strange circumstances)
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "Rogue: Exploring the Dungeons of Doom"
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <ctype.h>
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#include "rogue.h"
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/*
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* create_obj:
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* Create any object for wizard, scroll, magician, or cleric
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*/
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create_obj(prompt, which_item, which_type)
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bool prompt;
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int which_item, which_type;
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{
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reg struct linked_list *item;
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reg struct object *obj;
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reg int wh;
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reg char ch, newitem, newtype = 0, whc, msz, *pt;
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WINDOW *thiswin;
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thiswin = cw;
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if (prompt) {
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bool nogood = TRUE;
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thiswin = hw;
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wclear(hw);
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wprintw(hw,"Item\t\t\tKey\n\n");
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wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_RING].mi_name,RING,
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things[TYP_STICK].mi_name,STICK);
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wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_POTION].mi_name,POTION,
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things[TYP_SCROLL].mi_name,SCROLL);
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wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_ARMOR].mi_name,ARMOR,
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things[TYP_WEAPON].mi_name,WEAPON);
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wprintw(hw,"%s\t%c\n",things[TYP_MM].mi_name,MM);
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wprintw(hw,"%s\t\t\t%c\n",things[TYP_FOOD].mi_name,FOOD);
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if (wizard) {
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wprintw(hw,"%s\t\t%c\n",things[TYP_RELIC].mi_name,RELIC);
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waddstr(hw,"monster\t\t\tm");
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}
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wprintw(hw,"\n\nWhat do you want to create? ");
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draw(hw);
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do {
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ch = wgetch(hw);
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if (ch == ESCAPE) {
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restscr(cw);
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return;
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}
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switch (ch) {
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case RING:
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case STICK:
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case POTION:
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case SCROLL:
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case ARMOR:
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case WEAPON:
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case FOOD:
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case MM:
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nogood = FALSE;
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break;
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case RELIC:
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case 'm':
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if (wizard)
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nogood = FALSE;
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break;
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default:
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nogood = TRUE;
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}
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} while (nogood);
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newitem = ch;
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}
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else
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newitem = which_item;
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pt = "those";
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msz = 0;
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if(newitem == 'm') {
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makemonster(TRUE); /* make monster and be done with it */
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return;
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}
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if(newitem == GOLD)
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pt = "gold";
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/* else if(isatrap(newitem))
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pt = "traps";
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*/
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switch(newitem) {
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case POTION: whc = TYP_POTION; msz = MAXPOTIONS;
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when SCROLL: whc = TYP_SCROLL; msz = MAXSCROLLS;
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when WEAPON: whc = TYP_WEAPON; msz = MAXWEAPONS;
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when ARMOR: whc = TYP_ARMOR; msz = MAXARMORS;
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when RING: whc = TYP_RING; msz = MAXRINGS;
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when STICK: whc = TYP_STICK; msz = MAXSTICKS;
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when MM: whc = TYP_MM; msz = MAXMM;
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when RELIC: whc = TYP_RELIC; msz = MAXRELIC;
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when FOOD:
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whc = TYP_FOOD;
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msz = MAXFOODS;
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if (thiswin == hw)
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restscr(cw);
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mpos = 0;
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otherwise:
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if (thiswin == hw)
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restscr(cw);
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mpos = 0;
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msg("Even wizards can't create %s !!",pt);
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return;
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}
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if(msz == 1) { /* if only one type of item */
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ch = 'a';
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}
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else if (prompt) {
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register struct magic_item *wmi;
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char wmn;
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register int ii;
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int old_prob;
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mpos = 0;
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wmi = NULL;
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wmn = 0;
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switch(newitem) {
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case POTION: wmi = &p_magic[0];
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when SCROLL: wmi = &s_magic[0];
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when RING: wmi = &r_magic[0];
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when STICK: wmi = &ws_magic[0];
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when MM: wmi = &m_magic[0];
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when RELIC: wmi = &rel_magic[0];
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when WEAPON: wmn = 1;
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when ARMOR: wmn = 2;
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}
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wclear(hw);
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thiswin = hw;
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if (wmi != NULL) {
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ii = old_prob = 0;
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while (ii < msz) {
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if(wmi->mi_prob == old_prob && wizard == FALSE) {
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msz--; /* can't make a unique item */
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}
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else {
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mvwaddch(hw,ii % 13,ii > 12 ? COLS/2 : 0, ii + 'a');
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waddstr(hw,") ");
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waddstr(hw,wmi->mi_name);
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ii++;
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}
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old_prob = wmi->mi_prob;
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wmi++;
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}
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}
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else if (wmn != 0) {
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for(ii = 0 ; ii < msz ; ii++) {
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mvwaddch(hw,ii % 13,ii > 12 ? COLS/2 : 0, ii + 'a');
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waddstr(hw,") ");
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if(wmn == 1)
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waddstr(hw,weaps[ii].w_name);
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else
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waddstr(hw,armors[ii].a_name);
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}
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}
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sprintf(prbuf,"Which %s? ",things[whc].mi_name);
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mvwaddstr(hw,LINES - 1, 0, prbuf);
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draw(hw);
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do {
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ch = wgetch(hw);
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if (ch == ESCAPE) {
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restscr(cw);
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msg("");
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return;
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}
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} until (isalpha(ch));
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if (thiswin == hw) /* restore screen if need be */
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restscr(cw);
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newtype = tolower(ch) - 'a';
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if(newtype < 0 || newtype >= msz) { /* if an illegal value */
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mpos = 0;
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msg("There is no such %s",things[whc].mi_name);
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return;
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}
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}
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else
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newtype = which_type;
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item = new_item(sizeof *obj); /* get some memory */
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obj = OBJPTR(item);
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obj->o_type = newitem; /* store the new items */
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obj->o_mark[0] = '\0';
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obj->o_which = newtype;
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obj->o_group = 0;
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obj->contents = NULL;
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obj->o_count = 1;
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obj->o_flags = 0;
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obj->o_dplus = obj->o_hplus = 0;
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obj->o_weight = 0;
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wh = obj->o_which;
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mpos = 0;
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if (!wizard) /* users get 0 to +3 */
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whc = rnd(4);
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else /* wizard gets to choose */
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whc = getbless();
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if (whc < 0)
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obj->o_flags |= ISCURSED;
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switch (obj->o_type) {
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case WEAPON:
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case ARMOR:
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if (obj->o_type == WEAPON) {
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init_weapon(obj, wh);
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obj->o_hplus += whc;
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obj->o_dplus += whc;
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}
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else { /* armor here */
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obj->o_weight = armors[wh].a_wght;
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obj->o_ac = armors[wh].a_class - whc;
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}
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when RING:
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if (whc > 1 && r_magic[wh].mi_bless != 0)
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obj->o_flags |= ISBLESSED;
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r_know[wh] = TRUE;
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switch(wh) {
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case R_ADDSTR:
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case R_ADDWISDOM:
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case R_ADDINTEL:
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case R_PROTECT:
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case R_ADDHIT:
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case R_ADDDAM:
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case R_DIGEST:
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obj->o_ac = whc + 1;
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break;
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default:
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obj->o_ac = 0;
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}
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obj->o_weight = things[TYP_RING].mi_wght;
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when MM:
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if (whc > 1 && m_magic[wh].mi_bless != 0)
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obj->o_flags |= ISBLESSED;
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m_know[wh] = TRUE;
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switch(wh) {
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case MM_JUG:
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switch(rnd(9)) {
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case 0: obj->o_ac = P_PHASE;
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when 1: obj->o_ac = P_CLEAR;
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when 2: obj->o_ac = P_SEEINVIS;
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when 3: obj->o_ac = P_HEALING;
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when 4: obj->o_ac = P_MFIND;
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when 5: obj->o_ac = P_TFIND;
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when 6: obj->o_ac = P_HASTE;
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when 7: obj->o_ac = P_RESTORE;
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when 8: obj->o_ac = P_FLY;
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}
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when MM_OPEN:
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case MM_HUNGER:
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case MM_DRUMS:
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case MM_DISAPPEAR:
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case MM_CHOKE:
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case MM_KEOGHTOM:
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if (whc < 0)
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whc = -whc; /* these cannot be negative */
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obj->o_ac = (whc + 1) * 5;
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break;
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when MM_BRACERS:
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obj->o_ac = whc * 2 + 1;
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when MM_DISP:
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obj->o_ac = 2;
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when MM_PROTECT:
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obj->o_ac = whc;
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when MM_SKILLS:
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if (wizard && whc != 0)
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obj->o_ac = rnd(4);
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else
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obj->o_ac = player.t_ctype;
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otherwise:
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obj->o_ac = 0;
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}
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obj->o_weight = things[TYP_MM].mi_wght;
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when STICK:
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if (whc > 1 && ws_magic[wh].mi_bless != 0)
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obj->o_flags |= ISBLESSED;
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ws_know[wh] = TRUE;
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fix_stick(obj);
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when SCROLL:
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if (whc > 1 && s_magic[wh].mi_bless != 0)
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obj->o_flags |= ISBLESSED;
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obj->o_weight = things[TYP_SCROLL].mi_wght;
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s_know[wh] = TRUE;
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when POTION:
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if (whc > 1 && p_magic[wh].mi_bless != 0)
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obj->o_flags |= ISBLESSED;
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obj->o_weight = things[TYP_POTION].mi_wght;
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p_know[wh] = TRUE;
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when RELIC:
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obj->o_weight = things[TYP_RELIC].mi_wght;
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}
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mpos = 0;
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obj->o_flags |= ISKNOW;
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if (add_pack(item, FALSE, NULL) == FALSE) {
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obj->o_pos = hero;
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fall(item, TRUE);
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}
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}
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/*
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* getbless:
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* Get a blessing for a wizards object
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*/
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getbless()
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{
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reg char bless;
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msg("Blessing? (+,-,n)");
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bless = readchar();
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if (bless == '+')
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return (rnd(3) + 2);
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else if (bless == '-')
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return (-rnd(3) - 1);
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else
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return (0);
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}
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/*
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* get a non-monster death type
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*/
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getdeath()
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{
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register int i;
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int which_death;
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char label[80];
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clear();
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for (i=0; i<DEATHNUM; i++) {
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sprintf(label, "[%d] %s", i+1, deaths[i].name);
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mvaddstr(i+2, 0, label);
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}
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mvaddstr(0, 0, "Which death? ");
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refresh();
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/* Get the death */
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for (;;) {
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get_str(label, stdscr);
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which_death = atoi(label);
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if ((which_death < 1 || which_death > DEATHNUM)) {
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mvaddstr(0, 0, "Please enter a number in the displayed range -- ");
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refresh();
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}
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else break;
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}
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return(deaths[which_death-1].reason);
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}
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/*
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* make a monster for the wizard
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*/
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makemonster(create)
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bool create;
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{
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register int i;
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register short which_monst;
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register int num_monst = NUMMONST, pres_monst=1, num_lines=2*(LINES-3);
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char monst_name[40];
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/* Print out the monsters */
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while (num_monst > 0) {
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register left_limit;
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if (num_monst < num_lines) left_limit = (num_monst+1)/2;
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else left_limit = num_lines/2;
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wclear(hw);
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touchwin(hw);
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/* Print left column */
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wmove(hw, 2, 0);
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for (i=0; i<left_limit; i++) {
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sprintf(monst_name, "[%d] %s\n",
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pres_monst, monsters[pres_monst].m_name);
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waddstr(hw, monst_name);
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pres_monst++;
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}
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/* Print right column */
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for (i=0; i<left_limit && pres_monst<=NUMMONST; i++) {
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sprintf(monst_name, "[%d] %s",
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pres_monst, monsters[pres_monst].m_name);
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wmove(hw, i+2, COLS/2);
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waddstr(hw, monst_name);
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pres_monst++;
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}
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if ((num_monst -= num_lines) > 0) {
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mvwaddstr(hw, LINES-1, 0, morestr);
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draw(hw);
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wait_for(hw,' ');
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}
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else {
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mvwaddstr(hw, 0, 0, "Which monster");
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if (!terse && create) waddstr(hw, " do you wish to create");
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waddstr(hw, "? ");
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draw(hw);
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}
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}
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get_monst:
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get_str(monst_name, hw);
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which_monst = atoi(monst_name);
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if ((which_monst < 1 || which_monst > NUMMONST)) {
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mvwaddstr(hw, 0, 0, "Please enter a number in the displayed range -- ");
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draw(hw);
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goto get_monst;
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}
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restscr(cw);
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if (create) {
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creat_mons (&player, which_monst, TRUE);
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light(&hero);
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}
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touchwin(cw);
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return(which_monst);
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}
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/*
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* passwd:
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* see if user knows password
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*/
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passwd()
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{
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register char *sp, c;
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char buf[LINELEN];
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msg("Wizard's Password:");
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mpos = 0;
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sp = buf;
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while ((c = readchar()) != '\n' && c != '\r' && c != '\033')
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if (c == md_killchar())
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sp = buf;
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else if (c == md_erasechar() && sp > buf)
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sp--;
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else
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*sp++ = c;
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if (sp == buf)
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return FALSE;
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*sp = '\0';
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return (strcmp(PASSWD, md_crypt(buf, "Si")) == 0);
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}
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/*
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* teleport:
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* Bamf the hero someplace else
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*/
|
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teleport()
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{
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register struct room *new_rp, *old_rp = roomin(&hero);
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register int rm;
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coord c;
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c = hero;
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mvwaddch(cw, hero.y, hero.x, mvwinch(stdscr, hero.y, hero.x));
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do
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{
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rm = rnd_room();
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rnd_pos(&rooms[rm], &hero);
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} until(winat(hero.y, hero.x) == FLOOR);
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player.t_oldpos = c; /* Save last position */
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||||
/* If hero gets moved, darken old room */
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new_rp = &rooms[rm];
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if (old_rp && old_rp != new_rp) {
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old_rp->r_flags |= FORCEDARK; /* Fake darkness */
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light(&c);
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||||
old_rp->r_flags &= ~FORCEDARK; /* Restore light state */
|
||||
}
|
||||
|
||||
/* Darken where we just came from */
|
||||
else if (levtype == MAZELEV) light(&c);
|
||||
|
||||
light(&hero);
|
||||
mvwaddch(cw, hero.y, hero.x, PLAYER);
|
||||
|
||||
/* Reset current room and position */
|
||||
oldrp = new_rp; /* Used in look() */
|
||||
player.t_oldpos = hero;
|
||||
|
||||
/*
|
||||
* turn off ISHELD in case teleportation was done while fighting
|
||||
* something that holds you
|
||||
*/
|
||||
if (on(player, ISHELD)) {
|
||||
register struct linked_list *ip, *nip;
|
||||
register struct thing *mp;
|
||||
|
||||
turn_off(player, ISHELD);
|
||||
hold_count = 0;
|
||||
for (ip = mlist; ip; ip = nip) {
|
||||
mp = THINGPTR(ip);
|
||||
nip = next(ip);
|
||||
if (on(*mp, DIDHOLD)) {
|
||||
turn_off(*mp, DIDHOLD);
|
||||
turn_on(*mp, CANHOLD);
|
||||
}
|
||||
turn_off(*mp, DIDSUFFOCATE); /* Suffocation -- see below */
|
||||
}
|
||||
}
|
||||
|
||||
/* Make sure player does not suffocate */
|
||||
extinguish(suffocate);
|
||||
|
||||
count = 0;
|
||||
running = FALSE;
|
||||
md_flushinp();
|
||||
return rm;
|
||||
}
|
||||
|
||||
/*
|
||||
* whatis:
|
||||
* What a certin object is
|
||||
*/
|
||||
|
||||
whatis(what)
|
||||
struct linked_list *what;
|
||||
{
|
||||
register struct object *obj;
|
||||
register struct linked_list *item;
|
||||
|
||||
if (what == NULL) { /* do we need to ask which one? */
|
||||
if ((item = get_item(pack, "identify", IDENTABLE)) == NULL)
|
||||
return;
|
||||
}
|
||||
else
|
||||
item = what;
|
||||
obj = OBJPTR(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;
|
||||
if (ws_guess[obj->o_which]) {
|
||||
free(ws_guess[obj->o_which]);
|
||||
ws_guess[obj->o_which] = NULL;
|
||||
}
|
||||
when RING:
|
||||
r_know[obj->o_which] = TRUE;
|
||||
if (r_guess[obj->o_which]) {
|
||||
free(r_guess[obj->o_which]);
|
||||
r_guess[obj->o_which] = NULL;
|
||||
}
|
||||
when MM:
|
||||
/* If it's an identified jug, identify its potion */
|
||||
if (obj->o_which == MM_JUG && (obj->o_flags & ISKNOW)) {
|
||||
if (obj->o_ac != JUG_EMPTY)
|
||||
p_know[obj->o_ac] = TRUE;
|
||||
break;
|
||||
}
|
||||
|
||||
m_know[obj->o_which] = TRUE;
|
||||
if (m_guess[obj->o_which]) {
|
||||
free(m_guess[obj->o_which]);
|
||||
m_guess[obj->o_which] = NULL;
|
||||
}
|
||||
otherwise:
|
||||
break;
|
||||
}
|
||||
obj->o_flags |= ISKNOW;
|
||||
if (what == NULL)
|
||||
msg(inv_name(obj, FALSE));
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue