Mercurial > hg > early-roguelike
annotate xrogue/misc.c @ 170:0298a68cc179
Advanced Rogue family: fix messages from some scrolls.
When scrolls of magic mapping or gold detection were read, their
characteristic messages were displayed before overwriting the whole
screen to show the newly discovered information. They are now shown
after updating the screen, so they will be visible.
author | John "Elwin" Edwards |
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date | Thu, 02 Jul 2015 08:04:16 -0400 |
parents | cadff8f047a1 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 misc.c - routines dealing specifically with miscellaneous magic |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
135 | 15 #include <stdlib.h> |
133
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16 #include <curses.h> |
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17 #include <ctype.h> |
135 | 18 #include <string.h> |
133
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19 #include "rogue.h" |
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20 |
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21 /* |
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22 * changeclass: |
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23 * Change the player's class to the specified one. |
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24 */ |
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25 |
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26 changeclass(newclass) |
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27 long *newclass; |
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28 { |
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29 if (*newclass == player.t_ctype) { |
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30 msg("You feel more skillful."); |
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31 raise_level(); |
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32 } |
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33 else { |
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34 /* |
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35 * reset his class and then use check_level to reset hit |
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36 * points and the right level for his exp pts |
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37 * drop exp pts by 10% |
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38 */ |
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39 long save; |
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40 |
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41 msg("You are transformed into a %s! ", char_class[*newclass].name); |
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42 |
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43 /* |
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44 * if he becomes a thief or an assassin give him studded leather armor |
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45 */ |
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46 if ((*newclass == C_THIEF || *newclass == C_ASSASSIN) && |
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47 cur_armor != NULL && cur_armor->o_which != STUDDED_LEATHER) |
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48 cur_armor->o_which = STUDDED_LEATHER; |
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49 /* |
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50 * if he becomes a monk he can't wear any armor |
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51 * so give him a cloak of protection |
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52 */ |
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53 if (*newclass == C_MONK && cur_armor != NULL) { |
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54 cur_armor->o_ac = armors[cur_armor->o_which].a_class - |
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55 cur_armor->o_ac; |
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56 cur_armor->o_type = MM; |
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57 cur_armor->o_which = MM_PROTECT; |
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58 cur_armor->o_flags &= ~(ISPROT | ISKNOW); |
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59 cur_misc[WEAR_CLOAK] = cur_armor; |
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60 cur_armor = NULL; |
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61 } |
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62 /* |
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63 * otherwise give him plate armor |
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64 */ |
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65 if ((*newclass != C_THIEF || |
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66 *newclass != C_ASSASSIN || *newclass != C_MONK) && |
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67 cur_armor != NULL && cur_armor->o_which != PLATE_ARMOR) |
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68 cur_armor->o_which = PLATE_ARMOR; |
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69 |
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70 /* |
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71 * if he used to be a spell caster of some sort, kill the fuse |
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72 */ |
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73 if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER) |
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74 extinguish(spell_recovery); |
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75 if (player.t_ctype == C_DRUID || player.t_ctype == C_MONK) |
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76 extinguish(chant_recovery); |
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77 if ((player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN) && |
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78 !cur_relic[HEIL_ANKH]) |
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79 extinguish(prayer_recovery); |
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80 |
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81 /* |
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82 * if he becomes a spell caster of some kind, give him a fuse |
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83 */ |
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84 if (*newclass == C_MAGICIAN || *newclass == C_RANGER) |
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85 fuse(spell_recovery, (VOID *)NULL, SPELLTIME, AFTER); |
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86 if (*newclass == C_DRUID || *newclass == C_MONK) |
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87 fuse(chant_recovery, (VOID *)NULL, SPELLTIME, AFTER); |
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88 if ((*newclass==C_CLERIC || *newclass==C_PALADIN) && !cur_misc[HEIL_ANKH]) |
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89 fuse(prayer_recovery, (VOID *)NULL, SPELLTIME, AFTER); |
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90 /* |
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91 * if he's changing from a fighter, ranger, or paladin then we |
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