Mercurial > hg > early-roguelike
annotate srogue/new_leve.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 |
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date | Sun, 24 Apr 2016 13:33:17 -0400 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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1 /* |
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2 * Do anything associated with a new dungeon level |
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3 * |
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4 * @(#)new_level.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 void put_things(void); |
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21 |
36
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22 /* |
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23 * new_level: |
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24 * Dig and draw a new level |
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25 */ |
217
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26 void |
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27 new_level(int ltype) |
36
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28 { |
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29 register int i; |
36
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30 register char ch; |
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31 struct coord traploc; |
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32 struct room *rp; |
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33 |
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34 if (level > max_level) |
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35 max_level = level; |
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36 |
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37 wclear(cw); |
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38 wclear(mw); |
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39 clear(); |
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40 |
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41 isfight = FALSE; |
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42 levtype = ltype; |
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43 |
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44 free_list(mlist); /* free monster list */ |
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45 |
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46 if (levtype == POSTLEV) |
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47 do_post(); |
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48 else { |
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49 lev_mon(); /* fill in monster list */ |
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50 |
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51 if (levtype == MAZELEV) |
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52 do_maze(); |
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53 else { /* normal levels */ |
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54 do_rooms(); /* Draw rooms */ |
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55 do_passages(); /* Draw passages */ |
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56 } |
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57 no_food++; |
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58 put_things(); /* Place objects (if any) */ |
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59 } |
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60 /* |
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61 * Place the staircase down. |
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62 */ |
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63 stairs = *rnd_pos(&rooms[rnd_room()]); |
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64 mvaddch(stairs.y, stairs.x, STAIRS); |
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65 ntraps = 0; |
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66 |
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67 if (levtype == NORMLEV) |
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68 { |
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69 struct trap *trp, *maxtrp; |
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70 |
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71 /* Place the traps for normal levels only */ |
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72 |
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73 if (rnd(10) < level) |
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74 { |
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75 ntraps = rnd(level / 4) + 1; |
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76 |
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77 if (ntraps > MAXTRAPS) |
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78 ntraps = MAXTRAPS; |
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79 |
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80 maxtrp = &traps[ntraps]; |
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81 for (trp = &traps[0]; trp < maxtrp; trp++) |
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82 { |
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83 again: |
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84 switch(rnd(TYPETRAPS + 1)) |
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85 { |
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86 case 0: |
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87 if (rnd(100) > 25) |
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88 goto again; |
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89 else |
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90 ch = POST; |
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91 |
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92 when 1: ch = TRAPDOOR; |
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93 when 2: ch = BEARTRAP; |
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94 when 3: ch = SLEEPTRAP; |
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95 when 4: ch = ARROWTRAP; |
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96 when 5: ch = TELTRAP; |
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97 when 6: ch = DARTTRAP; |
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98 when 7: ch = MAZETRAP; |
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99 when 8: |
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100 case 9: |
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101 if (rnd(100) > 80) |
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102 goto again; |
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103 else |
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