annotate arogue7/misc.c @ 238:e1cd27c5464f

arogue7, xrogue: improve the handling of the arguments to fuses. fuse() now expects a pointer as the argument to a fuse function. If this is one of the functions that takes int, fuse() follows the pointer and stores that value in the f_list slot, in the integer field of the argument union. When the fuse goes off, do_fuses() recognizes the function and passes it the integer field instead of the pointer. This has the disadvantage of hard-coding the functions that require int in daemon.c, but since the int is copied into f_list, it no longer has to be in static or global memory, which simplifies several files.
author John "Elwin" Edwards
date Fri, 11 Mar 2016 17:40:00 -0500
parents f9ef86cf22b2
children e52a8a7ad4c5
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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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
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15 #include "curses.h"
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16 #include <stdlib.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 #ifdef PC7300
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21 #include "menu.h"
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22 #endif
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23
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24 /*
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25 * routines dealing specifically with miscellaneous magic
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26 */
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27
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28 /*
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29 * changeclass:
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30 * Change the player's class to the specified one.
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31 */
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32
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33 void
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34 changeclass(int newclass)
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35 {
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36 if (newclass == player.t_ctype) {
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37 msg("You feel more skillful.");
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38 raise_level();
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39 }
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40 else {
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41 /*
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42 * reset his class and then use check_level to reset hit
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43 * points and the right level for his exp pts
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44 * drop exp pts by 10%
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45 */
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46 long save;
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47
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48 msg("You feel like a whole new person!");
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49
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50 /*
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51 * if he becomes a thief he has to have leather armor
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52 */
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53 if ((newclass == C_THIEF || newclass == C_ASSASIN) &&
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54 cur_armor != NULL &&
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55 cur_armor->o_which != LEATHER &&
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56 cur_armor->o_which != STUDDED_LEATHER )
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57 cur_armor->o_which = STUDDED_LEATHER;
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58 /*
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59 * if he becomes a monk he can't wear armor
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60 */
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61 if (newclass == C_MONK && cur_armor != NULL) {
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62 cur_armor->o_ac = armors[cur_armor->o_which].a_class -
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63 cur_armor->o_ac;
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64 cur_armor->o_type = MM;
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65 cur_armor->o_which = MM_PROTECT;
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66 cur_armor->o_flags &= ~(ISPROT | ISKNOW | ISMETAL);
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67 cur_misc[WEAR_CLOAK] = cur_armor;
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68 cur_armor = NULL;
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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_RANGER)
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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 * if he becomes a spell caster of some kind, give him a fuse
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82 */
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83 if (newclass == C_MAGICIAN || newclass == C_RANGER)
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84 fuse(spell_recovery, NULL, SPELLTIME, AFTER);
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85 if (newclass == C_DRUID || newclass == C_RANGER)
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86 fuse(chant_recovery, NULL, SPELLTIME, AFTER);
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87 if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
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88 fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
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89 /*
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