Mercurial > hg > early-roguelike
annotate srogue/disply.c @ 145:aac28331e71d
Advanced Rogue family: fix the "score" option.
Changing the score file (when permitted) now works again, closing the
old score file and opening the new one.
author | John "Elwin" Edwards |
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date | Wed, 20 May 2015 08:42:17 -0400 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * various display routines and flag checking functions |
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3 * |
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4 * @(#)disply.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 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include "rogue.h" |
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14 #include <ctype.h> |
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15 #include "rogue.ext" |
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16 |
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17 /* |
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18 * displevl: |
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19 * Display detailed level for wizard and scroll |
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20 */ |
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21 displevl() |
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22 { |
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23 reg char ch, mch; |
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24 reg int i,j; |
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25 reg struct room *rp; |
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26 |
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27 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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28 rp->r_flags &= ~ISDARK; |
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29 |
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30 for (i = 0; i < LINES - 2; i++) { |
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31 for (j = 0; j < COLS - 1; j++) { |
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32 ch = mvinch(i,j); |
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33 if (isatrap(ch)) { |
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34 struct trap *what; |
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35 |
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36 what = trap_at(i, j); |
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37 if (what != NULL) |
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38 what->tr_flags |= ISFOUND; |
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39 } |
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40 else if (ch == SECRETDOOR) { |
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41 ch = DOOR; |
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42 mvaddch(i, j, ch); |
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43 } |
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44 else if (illeg_ch(ch)) { |
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45 ch = FLOOR; |
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46 mvaddch(i, j, ch); |
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47 } |
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48 if (mvwinch(mw, i, j) != ' ') { |
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49 struct linked_list *what; |
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50 struct thing *it; |
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51 |
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52 what = find_mons(i, j); |
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53 if (what == NULL) { |
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54 ch = FLOOR; |
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55 mvaddch(i, j, ch); |
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56 } |
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57 else { |
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58 it = THINGPTR(what); |
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59 it->t_oldch = ch; |
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60 } |
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61 } |
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62 mch = mvwinch(cw, i, j); |
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63 if (isalpha(mch)) |
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64 ch = mch; |
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65 mvwaddch(cw, i, j, ch); |
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66 } |
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67 } |
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68 nochange = FALSE; /* display status again */ |
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69 draw(cw); |
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70 } |
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71 |
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72 /* |
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73 * dispmons: |
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74 * Show monsters for wizard and potion |
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75 */ |
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76 dispmons() |
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77 { |
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78 reg int ch, y, x; |
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79 reg struct thing *it; |
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80 reg struct linked_list *item; |
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81 |
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82 for (item = mlist; item != NULL; item = next(item)) { |
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83 it = THINGPTR(item); |
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84 y = it->t_pos.y; |
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85 x = it->t_pos.x; |
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86 mvwaddch(cw, y, x, it->t_type); |
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87 it->t_flags |= ISFOUND; |
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88 if (it->t_type == 'M') /* if a mimic */ |
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89 it->t_disguise = 'M'; /* give it away */ |
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90 } |
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91 draw(cw); |
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92 } |
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93 |
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94 /* |
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95 * winat: |
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96 * Get whatever character is at a location on the screen |
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97 */ |
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98 winat(y, x) |
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99 int x, y; |
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100 { |
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101 reg char ch; |
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102 |
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103 if (mvwinch(mw,y,x) == ' ') |
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104 ch = mvinch(y, x); /* non-monsters */ |
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105 else |
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106 ch = winch(mw); /* monsters */ |
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107 return ch; |