There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
704 lines
16 KiB
C
704 lines
16 KiB
C
/*
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* wizard.c - Special wizard commands
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985, 1986 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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/*
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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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#include "curses.h"
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#include "rogue.h"
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#ifdef PC7300
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#include "menu.h"
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#endif
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int getbless(void);
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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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void
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create_obj(bool prompt, int which_item, int 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, msz, *pt;
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signed char whc;
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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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/* make monster and be done with it */
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wh = makemonster(TRUE, "Creation", "create");
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if (wh > 0) {
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creat_mons (&player, wh, TRUE);
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light(&hero);
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}
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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: whc = TYP_FOOD; msz = MAXFOODS;
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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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newtype = 0;
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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 FOOD: wmi = &foods[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(11)) {
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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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when 9: obj->o_ac = P_SKILL;
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when 10:obj->o_ac = P_FFIND;
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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(NUM_CHARTYPES-1);
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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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if (wh == P_ABIL) obj->o_kind = rnd(NUMABILITIES);
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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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switch (obj->o_which) {
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case QUILL_NAGROM: obj->o_charges = QUILLCHARGES;
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when EMORI_CLOAK: obj->o_charges = 1;
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otherwise: break;
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}
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when FOOD:
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obj->o_weight = things[TYP_FOOD].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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int
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getbless(void)
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{
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reg char bless;
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msg("Blessing? (+,-,n)");
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bless = wgetch(msgw);
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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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int
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getdeath(void)
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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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#ifdef PC7300
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static menu_t Display; /* The menu structure */
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static mitem_t Dispitems[NUMMONST+1]; /* Info for each line */
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static char Displines[NUMMONST+1][LINELEN+1]; /* The lines themselves */
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#endif
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/*
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* make a monster for the wizard
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* showall -> show uniques and genocided creatures
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*/
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short
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makemonster(bool showall, char *label, char *action)
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{
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#ifdef PC7300
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register int nextmonst;
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#endif
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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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int max_monster;
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char monst_name[40];
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/* If we're not showing all, subtract out the UNIQUES and quartermaster */
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if (!showall) num_monst -= NUMUNIQUE + 1;
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max_monster = num_monst;
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#ifdef PC7300
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nextmonst = 0;
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for (i=1; i<=num_monst; i++) {
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/* Only display existing monsters if we're not showing them all */
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if (showall || monsters[i].m_normal) {
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strcpy(Displines[nextmonst], monsters[i]);
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Dispitems[nextmonst].mi_name = Displines[nextmonst];
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Dispitems[nextmonst].mi_flags = 0;
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Dispitems[nextmonst++].mi_val = i;
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}
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}
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/* Place an end marker for the items */
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Dispitems[nextmonst].mi_name = 0;
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/* Set up the main menu structure */
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Display.m_label = label;
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Display.m_title = "Monster Listing";
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Display.m_prompt = "Select a monster or press Cancl.";
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Display.m_curptr = '\0';
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Display.m_markptr = '\0';
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Display.m_flags = 0;
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Display.m_selcnt = 1;
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Display.m_items = Dispitems;
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Display.m_curi = 0;
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/*
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* Try to display the menu. If we don't have a local terminal,
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* the call will fail and we will just continue with the
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* normal mode.
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*/
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if (menu(&Display) >= 0) {
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restscr(cw);
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touchwin(cw);
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return(Display.m_selcnt == 1 ? Display.m_curi->mi_val : -1);
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}
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#endif
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/* Print out the monsters */
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while (num_monst > 0) {
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int 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] %c%s\n",
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pres_monst,
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(showall || monsters[pres_monst].m_normal)
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? ' '
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: '*',
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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<=max_monster; i++) {
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sprintf(monst_name, "[%d] %c%s",
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pres_monst,
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(showall || monsters[pres_monst].m_normal)
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? ' '
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: '*',
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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(' ');
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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) {
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waddstr(hw, " do you wish to ");
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waddstr(hw, action);
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}
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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 > max_monster)) {
|
||
mvwaddstr(hw, 0, 0, "Please enter a number in the displayed range -- ");
|
||
draw(hw);
|
||
goto get_monst;
|
||
}
|
||
restscr(cw);
|
||
touchwin(cw);
|
||
return(which_monst);
|
||
}
|
||
|
||
/*
|
||
* passwd:
|
||
* see if user knows password
|
||
*/
|
||
|
||
bool
|
||
passwd(void)
|
||
{
|
||
register char *sp, c;
|
||
char buf[LINELEN], *crypt();
|
||
|
||
msg("Wizard's Password:");
|
||
mpos = 0;
|
||
sp = buf;
|
||
while ((c = readchar()) != '\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, md_crypt(buf, "mT")) == 0);
|
||
}
|
||
|
||
|
||
/*
|
||
* teleport:
|
||
* Bamf the hero someplace else
|
||
*/
|
||
|
||
int
|
||
teleport(void)
|
||
{
|
||
register struct room *new_rp = NULL, *old_rp = roomin(&hero);
|
||
register int rm, which;
|
||
coord old;
|
||
bool got_position = FALSE;
|
||
|
||
/* Disrupt whatever the hero was doing */
|
||
dsrpt_player();
|
||
|
||
/*
|
||
* If the hero wasn't doing something disruptable, NULL out his
|
||
* action anyway and let him know about it. We don't want him
|
||
* swinging or moving into his old place.
|
||
*/
|
||
if (player.t_action != A_NIL) {
|
||
player.t_action = A_NIL;
|
||
msg("You feel momentarily disoriented.");
|
||
}
|
||
|
||
old = hero;
|
||
mvwaddch(cw, hero.y, hero.x, mvwinch(stdscr, hero.y, hero.x));
|
||
if (ISWEARING(R_TELCONTROL) || wizard) {
|
||
got_position = move_hero(H_TELEPORT);
|
||
if (!got_position)
|
||
msg("Your attempt fails.");
|
||
else {
|
||
new_rp = roomin(&hero);
|
||
msg("You teleport successfully.");
|
||
}
|
||
}
|
||
if (!got_position) {
|
||
do {
|
||
rm = rnd_room();
|
||
rnd_pos(&rooms[rm], &hero);
|
||
} until(winat(hero.y, hero.x) == FLOOR);
|
||
new_rp = &rooms[rm];
|
||
}
|
||
player.t_oldpos = old; /* Save last position */
|
||
|
||
/* If hero gets moved, darken old room */
|
||
if (old_rp && old_rp != new_rp) {
|
||
old_rp->r_flags |= FORCEDARK; /* Fake darkness */
|
||
light(&old);
|
||
old_rp->r_flags &= ~FORCEDARK; /* Restore light state */
|
||
}
|
||
|
||
/* Darken where we just came from */
|
||
else if (levtype == MAZELEV) light(&old);
|
||
|
||
light(&hero);
|
||
mvwaddch(cw, hero.y, hero.x, PLAYER);
|
||
/* if entering a treasure room, wake everyone up......Surprise! */
|
||
if (new_rp->r_flags & ISTREAS)
|
||
wake_room(new_rp);
|
||
|
||
/* Reset current room and position */
|
||
oldrp = new_rp; /* Used in look() */
|
||
player.t_oldpos = hero;
|
||
/*
|
||
* make sure we set/unset the ISINWALL on a teleport
|
||
*/
|
||
which = winat(hero.y, hero.x);
|
||
if (isrock(which)) turn_on(player, ISINWALL);
|
||
else turn_off(player, ISINWALL);
|
||
|
||
/*
|
||
* 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
|
||
*/
|
||
|
||
void
|
||
whatis(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, FALSE, FALSE))==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));
|
||
}
|
||
|