mirror of https://github.com/nealey/rogue
267 lines
4.8 KiB
C
267 lines
4.8 KiB
C
/*
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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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* @(#)ctlmod.c 4.30 (Berkeley) 02/05/99
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*/
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#include <curses.h>
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#include <ctype.h>
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#include "netprot.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, int type)
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{
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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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{
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obj = get_item("identify", type);
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if (insist)
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{
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if (N_objs == 0)
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return;
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else if (obj == NULL)
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msg("you must identify something");
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else if (type && obj->o_type != type &&
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!(type == R_OR_S && obj->o_type == RING || obj->o_type == STICK))
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msg("you must identify a %s", type_name(type));
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else
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break;
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}
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else
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break;
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}
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if (obj == NULL)
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return;
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switch (obj->o_type)
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{
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when SCROLL:
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set_know(obj, Scr_info);
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when POTION:
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set_know(obj, Pot_info);
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when STICK:
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set_know(obj, Ws_info);
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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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set_know(obj, Ring_info);
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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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* set_know:
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* Set things up when we really know what a thing is
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*/
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void
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set_know(THING *obj, struct obj_info *info)
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{
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char **guess;
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info[obj->o_which].oi_know = TRUE;
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obj->o_flags |= ISKNOW;
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guess = &info[obj->o_which].oi_guess;
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if (*guess)
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{
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free(*guess);
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*guess = NULL;
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}
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}
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/*
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* type_name:
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* Return a pointer to the name of the type
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*/
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char *
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type_name(int type)
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{
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struct h_list *hp;
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static struct h_list tlist[] = {
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POTION, "potion", FALSE,
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SCROLL, "scroll", FALSE,
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FOOD, "food", FALSE,
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R_OR_S, "ring, wand or staff", FALSE,
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RING, "ring", FALSE,
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STICK, "wand or staff", FALSE,
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WEAPON, "weapon", FALSE,
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ARMOR, "suit of armor", FALSE,
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};
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for (hp = tlist; hp->h_ch; hp++)
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if (type == hp->h_ch)
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return hp->h_desc;
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/* NOTREACHED */
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}
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#ifdef MASTER
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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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THING *obj;
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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_arm = A_class[obj->o_which];
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if (bless == '-')
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obj->o_arm += rnd(3)+1;
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if (bless == '+')
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obj->o_arm -= 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_arm = (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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void
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teleport(void)
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{
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int rm;
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static coord c;
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mvaddch(Hero.y, Hero.x, floor_at());
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find_floor((struct room *) NULL, &c, FALSE, TRUE);
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if (roomin(&c) != 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 Flytrap
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*/
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if (on(Player, ISHELD)) {
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Player.t_flags &= ~ISHELD;
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Vf_hit = 0;
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strcpy(Monsters['F'-'A'].m_stats.s_dmg, "000x0");
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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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}
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#ifdef MASTER
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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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char *sp, c;
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static char buf[MAXSTR];
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char *crypt();
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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 = getchar()) != '\n' && c != '\r' && c != ESCAPE)
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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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/*
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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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int y, x, real;
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wclear(Hw);
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for (y = 1; y < NUMLINES - 1; y++)
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for (x = 0; x < NUMCOLS; 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("---More (level map)---");
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}
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#endif
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