Mercurial > hg > early-roguelike
annotate xrogue/outside.c @ 152:0c775afe0072
arogue7, xrogue: fix command repetition.
In both games, command() loops and calls the action function twice for
each command: once to schedule it by setting player.t_action and
player.t_no_move, and again, to actually do it, once player.t_no_move
has been reduced to 0. Each loop decremented count, so repeated
commands were only repeated half the number of times the player typed.
count is now decremented only when ch has been set to the repeated
command.
author | John "Elwin" Edwards |
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date | Thu, 28 May 2015 11:08:03 -0400 |
parents | e6179860cb76 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 outside.c - functions for dealing with the "outside" level |
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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 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 |
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18 extern char rnd_terrain(), get_terrain(); |
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19 |
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20 /* |
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21 * init_terrain: |
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22 * Get the single "outside room" set up correctly |
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23 */ |
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24 |
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25 void |
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26 init_terrain() |
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27 { |
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28 register struct room *rp; |
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29 |
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30 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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31 rp->r_flags = ISGONE; /* kill all rooms */ |
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32 rp->r_fires = NULL; /* no fires */ |
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33 } |
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34 rp = &rooms[0]; /* point to only room */ |
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35 rp->r_flags = ISDARK; /* outside is always dark */ |
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36 rp->r_pos.x = 0; /* room fills whole screen */ |
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37 rp->r_pos.y = 1; |
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38 rp->r_max.x = cols; |
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39 rp->r_max.y = lines - 3; |
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40 } |
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41 |
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42 void |
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43 do_terrain(basey, basex, deltay, deltax, fresh) |
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44 int basey, basex, deltay, deltax; |
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45 bool fresh; |
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46 { |
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47 register int cury, curx; /* Current y and x positions */ |
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48 |
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49 /* Lay out the boundary */ |
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50 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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51 mvaddch(cury, 0, VERTWALL); |
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52 mvaddch(cury, cols-1, VERTWALL); |
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53 } |
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54 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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55 mvaddch(1, curx, HORZWALL); |
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56 mvaddch(lines-3, curx, HORZWALL); |
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57 } |
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58 |
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59 /* If we are not continuing, let's start out with a line of terrain */ |
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60 if (fresh) { |
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61 char ch; /* Next char to add */ |
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62 |
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63 /* Move to the starting point (should be (1, 0)) */ |
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64 move(basey, basex); |
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65 curx = basex; |
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66 |
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67 /* Start with some random terrain */ |
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68 if (basex == 0) { |
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69 ch = rnd_terrain(); |
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70 addch(ch); |
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71 } |
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72 else ch = mvinch(basey, basex); |
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73 |
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74 curx += deltax; |
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75 |
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76 /* Fill in the rest of the line */ |
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77 while (curx > 0 && curx < cols-1) { |
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78 /* Put in the next piece */ |
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79 ch = get_terrain(ch, '\0', '\0', '\0'); |
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80 mvaddch(basey, curx, ch); |
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81 curx += deltax; |
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82 } |
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83 |
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84 basey++; /* Advance to next line */ |
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85 } |
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86 |
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87 /* Fill in the rest of the lines */ |
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88 cury = basey; |
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89 while (cury > 1 && cury < lines - 3) { |
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90 curx = basex; |
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91 while (curx > 0 && curx < cols-1) { |
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92 register char left, top_left, top, top_right; |