annotate xrogue/misc.c @ 167:a0a57cf42810

ARogue family: don't hide messages caused by moving to a new level. new_level() redraws the whole screen, including the message line, so if msg() has just been called, the message will likely not last long enough to be noticed. These cases have been changed so that msg() is called after new_level(). If a fall through a trapdoor is fatal, "You fall into a trap!" is no longer printed, but the tombstone should make things clear.
author John "Elwin" Edwards
date Mon, 29 Jun 2015 20:37:32 -0400
parents cadff8f047a1
children f54901b9c39b
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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
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15 #include <stdlib.h>
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16 #include <curses.h>
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17 #include <ctype.h>
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18 #include <string.h>
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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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