Converting all function definitions to ANSI style accounts for most of the change. This has exposed other problems, such as daemons not actually being their stated type, that will require more careful solutions.
243 lines
4.5 KiB
C
243 lines
4.5 KiB
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 4.14 (Berkeley) 1/26/82
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*/
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#include <curses.h>
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#include <ctype.h>
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#include <stdlib.h>
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#include <string.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(bool insist)
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{
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register THING *obj;
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if (pack == NULL)
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{
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msg("You don't have anything in your pack to identify");
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return;
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}
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for (;;)
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if ((obj = get_item("identify", 0)) == NULL && insist)
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msg("You must identify something");
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else
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break;
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if (!insist && obj == NULL)
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return;
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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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#ifdef WIZARD
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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(void)
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{
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register THING *obj;
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register char ch, bless;
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obj = new_item();
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msg("type of item: ");
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obj->o_type = readchar();
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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())) ? 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();
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mpos = 0;
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if (bless == '-')
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obj->o_flags |= ISCURSED;
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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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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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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();
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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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when R_AGGR:
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case R_TELEPORT:
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obj->o_flags |= ISCURSED;
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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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else if (obj->o_type == GOLD)
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{
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msg("how much?");
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get_num(&obj->o_goldval, stdscr);
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}
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add_pack(obj, FALSE);
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}
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#endif
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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(void)
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{
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register int rm;
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coord c;
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mvaddch(hero.y, hero.x, chat(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], &c);
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} until (step_ok(winat(c.y, c.x)));
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if (&rooms[rm] != proom)
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{
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leave_room(&hero);
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hero = c;
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enter_room(&hero);
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}
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else
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{
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hero = c;
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look(TRUE);
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}
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mvaddch(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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no_move = 0;
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count = 0;
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running = FALSE;
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flush_type();
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return rm;
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}
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#ifdef WIZARD
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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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bool
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passwd(void)
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{
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register char *sp, c;
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char buf[MAXSTR], *xcrypt();
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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 != ESCAPE)
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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, xcrypt(buf, "mT")) == 0);
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}
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/*
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* show_map:
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* Print out the map for the wizard
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*/
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void
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show_map(void)
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{
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register int y, x, real;
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wclear(hw);
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for (y = 1; y < LINES - 1; y++)
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for (x = 0; x < COLS; x++)
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{
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if (!(real = flat(y, x) & F_REAL))
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wstandout(hw);
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wmove(hw, y, x);
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waddch(hw, chat(y, x));
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if (!real)
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wstandend(hw);
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}
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show_win(hw, "---More (level map)---");
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}
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#endif
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