annotate arogue5/new_level.c @ 244:ded75a57405c

Rogue V4, V5: fix messages when viewing the identified items. The functions for displaying the list of identified items begin by prompting for the category of item, using msg(). Rogue V4 left this prompt on the screen after displaying the discovery list. Rogue V5 erased the message window even if the process of printing the list created another message which the player had not read. Messages are now cleared in endline(), which is capable of checking whether clearing should be done.
author John "Elwin" Edwards
date Sun, 24 Apr 2016 13:33:17 -0400
parents 56e748983fa8
children
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1 /*
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2 * new_level: Dig and draw a new level
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 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 "rogue.h"
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17 #define TERRASAVE 3
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18
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19 void put_things(LEVTYPE ltype);
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20
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21 /* ltype designates type of level to create */
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22 void
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23 new_level(LEVTYPE ltype)
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24 {
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25 register int rm = 0, i, cnt;
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26 register char ch;
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27 register struct linked_list *item;
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28 register struct thing *tp;
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29 register struct object *obj;
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30 int waslit = 0; /* Was the previous outside level lit? */
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31 int starty = 0, startx = 0, deltay = 0, deltax = 0;
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32 bool fresh=TRUE, vert = 0, top;
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33 struct room *rp;
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34 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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35 coord stairs = { 0, 0 };
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36
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37 if (wizard) {
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38 msg("Turns: %d", turns); /* Number of turns for last level */
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39 mpos = 0;
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40 }
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41
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42 /* Start player off right */
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43 turn_off(player, ISHELD);
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44 turn_off(player, ISFLEE);
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45 extinguish(suffocate);
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46 hold_count = 0;
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47 trap_tries = 0;
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48
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49 /* Are we just entering a dungeon? If so, how big is it? */
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50 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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51
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52 if (level > max_level)
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53 max_level = level;
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54
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55 /* Are we starting a new outside level? */
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56 if (ltype == OUTSIDE) {
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57 register int i, j;
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58
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59 /* Save some information prior to clearing the screen */
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60 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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61 else vert = FALSE;
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62
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63 if (level == -1) {
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64 fresh = TRUE;
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65 starty = 2;
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66 startx = 1;
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67 deltay = deltax = 1;
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68 level = 0; /* Restore the level */
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69 }
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70 else { /* Copy several lines of the terrain to the other end */
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71 char cch; /* Copy character */
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72
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73 /* Was the area dark (not magically lit)? */
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74 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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75
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76 fresh = FALSE;
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77 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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78 else top = FALSE;
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79 for (i=0; i<TERRASAVE; i++) {
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80 if (vert)
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81 for (j=1; j<COLS-1; j++) {
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82 if (top) {
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83 cch = CCHAR( mvinch(i+2, j) );
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84 mvaddch(LINES-6+i, j, cch);
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85 }
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86 else {
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87 cch = CCHAR( mvinch(LINES-4-i, j) );
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88 mvaddch(4-i, j, cch);
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89 }
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90 }
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91 else
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92 for (j=2; j<LINES-3; j++) {
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93 if (top) {
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94 cch = CCHAR( mvinch(j, i+1) );
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95 mvaddch(j, COLS-4+i, cch);
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96 }
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97 else {
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98 cch = CCHAR( mvinch(j, COLS-2-i) );
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99 mvaddch(j, 3-i, cch);
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100 }
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101 }
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