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
date Wed, 20 May 2015 08:42:17 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
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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;