makes it so tiles dont get deleted when walked over

this adds a critical bug of where if you somehow walk outside the map
the game will segfault
This commit is contained in:
zombie maniac 2022-03-10 04:24:40 -05:00
parent 5d2b3b0c95
commit 97aac29626
Signed by: nbrooks211
GPG key ID: F43C85C0DF0C334E

View file

@ -35,20 +35,23 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
int delay = 1000;
int dosspin = 0;
//TODO nuke bools they arnt part of the c99 standard
//here it js being stolen from curses
bool gamerun = true;
struct entity {
int x;
int y;
int xold;
int xold; //i kinda dont like tbid xold yold shit
int yold;
char under_char; //the char that is under the entity so when it moves off of it it wont be erased
char under_charold;
}
player = {0, 0, 0, 0},
enemy = {24, 16, 0, 0},
debugent_x = {0, 0, 0, 0},
debugent_y = {0, 0, 0, 0};
player = {0, 0, 0, 0, ' ', ' '},
enemy = {24, 16, 0, 0, ' ', ' '},
debugent_x = {0, 0, 0, 0, ' ', ' '},
debugent_y = {0, 0, 0, 0, ' ', ' '};
zom_scrinit();
@ -64,6 +67,7 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
if ((currenttime % 5000)==0) {
player.xold = player.x;
player.yold = player.y;
player.under_charold = player.under_char;
enemy.xold = enemy.x;
enemy.yold = enemy.y;
debugent_x.xold = debugent_x.x;
@ -75,24 +79,28 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
case 'a':
if (attempt_move(player.x, player.y, 1, 2) == 1) {
player.x--;
player.under_char = readmap(player.x, player.y);
}
break;
case 'w':
if (attempt_move(player.x, player.y, 1, 1) == 1) {
player.y--;
player.under_char = readmap(player.x, player.y);
}
break;
case 'd':
if (attempt_move(player.x, player.y, 1, 0) == 1) {
player.x++;
player.under_char = readmap(player.x, player.y);
}
break;
case 's':
if (attempt_move(player.x, player.y, 1, 3) == 1) {
player.y++;
player.under_char = readmap(player.x, player.y);
}
break;
@ -170,7 +178,7 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
break;
}
zom_putcharat(player.xold, player.yold, ' ');
zom_putcharat(player.xold, player.yold, player.under_charold);
zom_putcharat(player.x, player.y, '#');
zom_putcharat(debugent_x.xold, debugent_x.yold, ' ');
zom_putcharat(debugent_x.x, debugent_x.y, 'X');