Mercurial > hg > early-roguelike
view srogue/disply.c @ 229:50b89f165a34
Use uniform return types for functions related to options.
Functions for printing options now return void. Functions for setting
options now return int. Argument types still vary, though converting
all the option pointers to void* would be possible.
author | John "Elwin" Edwards |
---|---|
date | Sun, 06 Mar 2016 14:45:18 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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/* * various display routines and flag checking functions * * @(#)disply.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "rogue.h" #include <ctype.h> #include "rogue.ext" /* * displevl: * Display detailed level for wizard and scroll */ void displevl(void) { reg char ch, mch; reg int i,j; reg struct room *rp; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) rp->r_flags &= ~ISDARK; for (i = 0; i < LINES - 2; i++) { for (j = 0; j < COLS - 1; j++) { ch = mvinch(i,j); if (isatrap(ch)) { struct trap *what; what = trap_at(i, j); if (what != NULL) what->tr_flags |= ISFOUND; } else if (ch == SECRETDOOR) { ch = DOOR; mvaddch(i, j, ch); } else if (illeg_ch(ch)) { ch = FLOOR; mvaddch(i, j, ch); } if (mvwinch(mw, i, j) != ' ') { struct linked_list *what; struct thing *it; what = find_mons(i, j); if (what == NULL) { ch = FLOOR; mvaddch(i, j, ch); } else { it = THINGPTR(what); it->t_oldch = ch; } } mch = mvwinch(cw, i, j); if (isalpha(mch)) ch = mch; mvwaddch(cw, i, j, ch); } } nochange = FALSE; /* display status again */ draw(cw); } /* * dispmons: * Show monsters for wizard and potion */ void dispmons(void) { reg int ch, y, x; reg struct thing *it; reg struct linked_list *item; for (item = mlist; item != NULL; item = next(item)) { it = THINGPTR(item); y = it->t_pos.y; x = it->t_pos.x; mvwaddch(cw, y, x, it->t_type); it->t_flags |= ISFOUND; if (it->t_type == 'M') /* if a mimic */ it->t_disguise = 'M'; /* give it away */ } draw(cw); } /* * winat: * Get whatever character is at a location on the screen */ char winat(int y, int x) { reg char ch; if (mvwinch(mw,y,x) == ' ') ch = mvinch(y, x); /* non-monsters */ else ch = winch(mw); /* monsters */ return ch; } /* * cordok: * Returns TRUE if coordinate is on usable screen */ bool cordok(int y, int x) { if (x < 0 || y < 0 || x >= COLS || y >= LINES - 1) return FALSE; return TRUE; } /* * pl_on: * Returns TRUE if the player's flag is set */ bool pl_on(long what) { return (player.t_flags & what); } /* * pl_off: * Returns TRUE when player's flag is reset */ bool pl_off(long what) { return (!(player.t_flags & what)); } /* * o_on: * Returns TRUE in the objects flag is set */ bool o_on(struct object *what, long bit) { reg int flag; flag = FALSE; if (what != NULL) flag = (what->o_flags & bit); return flag; } /* * o_off: * Returns TRUE is the objects flag is reset */ bool o_off(struct object *what, long bit) { reg int flag; flag = FALSE; if (what != NULL) flag = !(what->o_flags & bit); return flag; } /* * setoflg: * Set the specified flag for the object */ void setoflg(struct object *what, long bit) { what->o_flags |= bit; } /* * resoflg: * Reset the specified flag for the object */ void resoflg(struct object *what, long bit) { what->o_flags &= ~bit; }