Mercurial > hg > early-roguelike
annotate xrogue/help.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 | e6179860cb76 |
children | f54901b9c39b |
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1 /* |
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2 help.c - Routines having to do with help |
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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 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include <ctype.h> |
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21 #include "mach_dep.h" |
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22 #include "rogue.h" |
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23 |
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24 /* |
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25 * Give character descripts |
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26 */ |
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27 |
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28 static char *game_fighter = "Strength is the main attribute of the Fighter. \ |
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29 He can wield any weapon and the two-handed sword is his weapon of choice. He \ |
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30 can also wear any type of armor. Plate armor being the best choice and \ |
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31 leather armor the worst. The Fighter is able to sense both traps and gold \ |
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32 at higher experience levels. His natural quest item is the Axe of Aklad. \ |
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33 Due to his superior form, the Fighter usually receives more hit-points per \ |
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34 new experience level than the other characters. The Fighter is neither good \ |
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35 or evil; he is a neutral character. The default attribute values of the \ |
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36 Fighter are: Int=7, Str=16, Wis=7, Dxt=16, Con=17, and Chr=11. Default gold \ |
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37 amount is 2000 pieces and default hit-points are 24."; |
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38 |
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39 static char *game_thief = "Dexterity is the main attribute of the Thief. His \ |
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40 stealth allows him to move quietly, thus disturbing less monsters. He can \ |
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41 sense traps and gold and can take (steal) things from the monsters. The \ |
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42 Thief can not wield the two-handed sword so the bastard sword is his weapon \ |
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43 of choice. He can only wear studded leather armor. The Thief's natural \ |
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44 quest item is the Daggers of Musty Doit. With higher dexterity the Thief \ |
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45 is able to \"backstab\" monsters, thereby killing them with a single blow. \ |
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46 His character type fluctuates between that of good, neutral, and evil. The \ |
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47 default attribute values of the Thief are: Int=7, Str=14, Wis=7, Dxt=18, \ |
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48 Con=17, and Chr=11. Default gold amount is 2000 pieces and default \ |
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49 hit-points are 23."; |
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50 |
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51 static char *game_assassin = "Dexterity is the main attribute of the \ |
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52 Assassin. Like the Thief, he moves with an extra degree of stealth. He can \ |
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53 sense gold and steal things from monsters. The ability to sense traps comes \ |
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54 at higher experience levels. The Assassin can not wield the two-handed sword \ |
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55 and he can only wear studded leather armor. The natural quest item of the \ |
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56 Assassin is the Eye of Vecna. He is also skilled in the use of poison. \ |
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57 Higher dexterity enables him to \"assassinate\" monsters with a single blow. \ |
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58 The Assassin is aligned with the powers of evil. The default attribute \ |
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59 values of the Assassin are: Int=7, Str=14, Wis=7, Dxt=18, Con=17, and \ |
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60 Chr=11. Default gold amount is 2000 pieces and default hit-points are 23."; |
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61 |
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62 static char *game_ranger = "Charisma is the main attribute of the Ranger who \ |
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63 also has a secondary attribute of Intelligence. Like the Magician, this \ |
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64 gives him the ability to cast spells which increases as he attains higher \ |
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65 experience levels. Like the Fighter, he can wield any weapon and wear any \ |
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66 armor. The Ranger's natural quest item is the Mandolin of Brian. He is \ |
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67 aligned with the powers of good. Therefore, he can be made to suffer and \ |
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68 even become cursed by the very powers that allow him to cast spells if he \ |
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69 happens to cause the demise of a likewise good creature. The default \ |
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70 attribute values of the Ranger are: Int=11, Str=11, Wis=7, Dxt=16, Con=16, \ |
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71 and Chr=13. Default gold amount is 2000 pieces and default hit-points \ |
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72 are 22."; |
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73 |
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74 static char *game_paladin = "Charisma is the main attribute of the Paladin \ |
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75 who has a secondary attribute of Wisdom. Like the Cleric, this gives him \ |
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76 the ability to offer prayers, receive what his heart desires, and an ability \ |
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77 to turn the undead. This ability will increase as he gains higher \ |
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78 experience levels. Like the Fighter, he can wield any weapon and wear any \ |
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79 armor. The Ankh of Heil is the Paladin's natural quest item. Like the \ |
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80 Ranger, the Paladin is aligned with the powers of good. This can cause \ |
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81 him to suffer and become cursed if he brings ruin to a likewise good \ |
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82 creature. The default attribute values of the Paladin are: Int=7, \ |
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83 Str=11, Wis=11, Dxt=16, Con=16, and Chr=13. Default gold amount is \ |
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84 2000 pieces and default hit-points are 22."; |
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85 |
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86 static char *game_druid = "Wisdom is the main attribute of the Druid. This \ |
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87 gives him the ability to chant secret words and mantras, which is much \ |
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88 greater than that of the Monk. The Druid can not wield the two-handed or \ |
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89 bastard swords but he can wear any armor. His natural quest item is the Quill \ |
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