#include #include "obj.h" #include "mon.h" #include "vars.h" #include "dice.h" #include "time.h" #include "fuses.h" #include "debug.h" #include "screen.h" #include "display.h" #include "signals.h" #include "mon-@-you.h" #include "digdungeon.h" #include "filldungeon.h" #include "main.h" /* * Just clean up the curses and tty-mode state and exit. */ void die(int exitcode) { cleanupscreen(); exit(exitcode); } /* * Entry point, of course. Just set stuff up and drop into the main * loop. Our main loop just repeatedly calls tick(), since the * absolute amouint of time passing doesn't matter, only that things * happen in the correct order. (Of course, we stop and wait for * player interaction during only a few of these tick() calls.) */ int main(void); int main(void) { initsignals(); initrandom(); curtime = 0; initfuses(); initscreen(); inityou(); initdisplay(); digdungeon(); initobj(); cleardungeon(); filldungeon(); debugcatch(); initmonst(); setup_you(); init_track(); makemon_fuse(0,0); while (1) tick(); }