Mercurial > hg > early-roguelike
annotate rogue4/init.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 |
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date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * global variable initializaton |
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3 * |
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4 * @(#)init.c 4.16 (Berkeley) 3/30/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include <ctype.h> |
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15 #include <stdlib.h> |
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16 #include <string.h> |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * init_player: |
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21 * Roll up the rogue |
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22 */ |
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23 init_player() |
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24 { |
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25 register THING *obj; |
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26 |
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27 pstats = max_stats; |
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28 food_left = HUNGERTIME; |
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29 /* |
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30 * Give the rogue his weaponry. First a mace. |
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31 */ |
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32 obj = new_item(); |
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33 obj->o_type = WEAPON; |
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34 obj->o_which = MACE; |
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35 init_weapon(obj, MACE); |
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36 obj->o_hplus = 1; |
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37 obj->o_dplus = 1; |
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38 obj->o_flags |= ISKNOW; |
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39 obj->o_count = 1; |
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40 obj->o_group = 0; |
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41 add_pack(obj, TRUE); |
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42 cur_weapon = obj; |
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43 /* |
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44 * Now a +1 bow |
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45 */ |
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46 obj = new_item(); |
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47 obj->o_type = WEAPON; |
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48 obj->o_which = BOW; |
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49 init_weapon(obj, BOW); |
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50 obj->o_hplus = 1; |
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51 obj->o_dplus = 0; |
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52 obj->o_count = 1; |
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53 obj->o_group = 0; |
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54 obj->o_flags |= ISKNOW; |
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55 add_pack(obj, TRUE); |
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56 /* |
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57 * Now some arrows |
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58 */ |
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59 obj = new_item(); |
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60 obj->o_type = WEAPON; |
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61 obj->o_which = ARROW; |
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62 init_weapon(obj, ARROW); |
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63 obj->o_count = rnd(15) + 25; |
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64 obj->o_hplus = obj->o_dplus = 0; |
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65 obj->o_flags |= ISKNOW; |
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66 add_pack(obj, TRUE); |
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67 /* |
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68 * And his suit of armor |
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69 */ |
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70 obj = new_item(); |
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71 obj->o_type = ARMOR; |
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72 obj->o_which = RING_MAIL; |
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73 obj->o_ac = a_class[RING_MAIL] - 1; |
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74 obj->o_flags |= ISKNOW; |
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75 obj->o_count = 1; |
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76 obj->o_group = 0; |
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77 cur_armor = obj; |
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78 add_pack(obj, TRUE); |
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79 /* |
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80 * Give him some food too |
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81 */ |
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82 obj = new_item(); |
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83 obj->o_type = FOOD; |
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84 obj->o_count = 1; |
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85 obj->o_which = 0; |
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86 obj->o_group = 0; |
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87 add_pack(obj, TRUE); |
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88 } |
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89 |
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90 /* |
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91 * Contains defintions and functions for dealing with things like |
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92 * potions and scrolls |
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93 */ |
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94 |
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95 const char *rainbow[NCOLORS] = { |
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96 "amber", |
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97 "aquamarine", |
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98 "black", |
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99 "blue", |
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100 "brown", |
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101 "clear", |
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102 "crimson", |
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103 "cyan", |
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104 "ecru", |
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105 "gold", |
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106 "green", |