Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
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4662bbf65b
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204
rogue3/wizard.c
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204
rogue3/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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* @(#)wizard.c 3.8 (Berkeley) 6/3/81
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*
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* 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 <string.h>
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#include <stdlib.h>
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#include "machdep.h"
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#include "rogue.h"
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/*
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* whatis:
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* What a certin object is
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*/
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void
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whatis()
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{
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struct object *obj;
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struct linked_list *item;
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if ((item = get_item("identify", 0)) == NULL)
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return;
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obj = (struct object *) ldata(item);
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switch (obj->o_type)
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{
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case SCROLL:
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s_know[obj->o_which] = TRUE;
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if (s_guess[obj->o_which])
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{
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free(s_guess[obj->o_which]);
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s_guess[obj->o_which] = NULL;
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}
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when POTION:
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p_know[obj->o_which] = TRUE;
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if (p_guess[obj->o_which])
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{
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free(p_guess[obj->o_which]);
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p_guess[obj->o_which] = NULL;
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}
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when STICK:
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ws_know[obj->o_which] = TRUE;
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obj->o_flags |= ISKNOW;
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if (ws_guess[obj->o_which])
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{
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free(ws_guess[obj->o_which]);
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ws_guess[obj->o_which] = NULL;
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}
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when WEAPON:
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case ARMOR:
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obj->o_flags |= ISKNOW;
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when RING:
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r_know[obj->o_which] = TRUE;
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obj->o_flags |= ISKNOW;
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if (r_guess[obj->o_which])
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{
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free(r_guess[obj->o_which]);
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r_guess[obj->o_which] = NULL;
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}
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}
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msg(inv_name(obj, FALSE));
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}
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/*
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* create_obj:
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* Wizard command for getting anything he wants
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*/
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void
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create_obj()
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{
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struct linked_list *item;
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struct object *obj;
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int bless;
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int ch;
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item = new_item(sizeof *obj);
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obj = (struct object *) ldata(item);
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msg("Type of item: ");
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obj->o_type = readchar(cw);
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mpos = 0;
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msg("Which %c do you want? (0-f)", obj->o_type);
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obj->o_which = (isdigit((ch = readchar(cw))) ? ch - '0' : ch - 'a' + 10);
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obj->o_group = 0;
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obj->o_count = 1;
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mpos = 0;
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if (obj->o_type == WEAPON || obj->o_type == ARMOR)
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{
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msg("Blessing? (+,-,n)");
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bless = readchar(cw);
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mpos = 0;
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if (obj->o_type == WEAPON)
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{
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init_weapon(obj, obj->o_which);
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if (bless == '-') {
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obj->o_hplus -= rnd(3)+1;
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obj->o_flags |= ISCURSED;
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}
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if (bless == '+')
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obj->o_hplus += rnd(3)+1;
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}
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else
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{
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obj->o_ac = a_class[obj->o_which];
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if (bless == '-') {
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obj->o_ac += rnd(3)+1;
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obj->o_flags |= ISCURSED;
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}
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if (bless == '+')
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obj->o_ac -= rnd(3)+1;
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}
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}
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else if (obj->o_type == RING)
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switch (obj->o_which)
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{
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case R_PROTECT:
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case R_ADDSTR:
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case R_ADDHIT:
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case R_ADDDAM:
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msg("Blessing? (+,-,n)");
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bless = readchar(cw);
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mpos = 0;
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if (bless == '-')
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obj->o_flags |= ISCURSED;
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obj->o_ac = (bless == '-' ? -1 : rnd(2) + 1);
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}
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else if (obj->o_type == STICK)
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fix_stick(obj);
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add_pack(item, FALSE);
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}
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/*
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* telport:
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* Bamf the hero someplace else
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*/
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int
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teleport()
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{
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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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light(&c);
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light(&hero);
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mvwaddch(cw, hero.y, hero.x, PLAYER);
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/*
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* turn off ISHELD in case teleportation was done while fighting
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* a Fungi
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*/
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if (on(player, ISHELD)) {
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player.t_flags &= ~ISHELD;
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fung_hit = 0;
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strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0");
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}
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count = 0;
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running = FALSE;
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flush_type(); /* flush typeahead */
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return rm;
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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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int
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passwd()
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{
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char *sp, c;
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char buf[80];
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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(cw)) != '\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, crypt(buf, "mT")) == 0);
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}
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