view srogue/disply.c @ 163:89deb1197a2d

arogue7: fix a display bug when viewing inventory after restoring. The restore() function displayed a status message via wprintw() instead of using the msg() functions. If the inventory was then viewed before a call to msg(), msgw would obscure the first lines of the inventory list. There are surely more bugs related to messages.
author John "Elwin" Edwards
date Fri, 12 Jun 2015 12:09:16 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
line wrap: on
line source

/*
 * 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
 */
displevl()
{
	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
 */
dispmons()
{
	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
 */
winat(y, x)
int x, y;
{
	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
 */
cordok(y, x)
int y, 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
 */
pl_on(what)
long what;
{
	return (player.t_flags & what);
}


/*
 * pl_off:
 *	Returns TRUE when player's flag is reset
 */
pl_off(what)
long what;
{
	return (!(player.t_flags & what));
}


/*
 * o_on:
 *	Returns TRUE in the objects flag is set
 */
o_on(what,bit)
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
 */
o_off(what,bit)
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
 */
setoflg(what,bit)
struct object *what;
long bit;
{
	what->o_flags |= bit;
}


/*
 * resoflg:
 *	Reset the specified flag for the object
 */
resoflg(what,bit)
struct object *what;
long bit;
{
	what->o_flags &= ~bit;
}