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
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parent
5d2b3b0c95
commit
97aac29626
1 changed files with 15 additions and 7 deletions
22
src/main.c
22
src/main.c
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@ -35,20 +35,23 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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int delay = 1000;
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int dosspin = 0;
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//TODO nuke bools they arnt part of the c99 standard
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//here it js being stolen from curses
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bool gamerun = true;
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struct entity {
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int x;
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int y;
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int xold;
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int xold; //i kinda dont like tbid xold yold shit
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int yold;
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char under_char; //the char that is under the entity so when it moves off of it it wont be erased
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char under_charold;
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}
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player = {0, 0, 0, 0},
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enemy = {24, 16, 0, 0},
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debugent_x = {0, 0, 0, 0},
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debugent_y = {0, 0, 0, 0};
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player = {0, 0, 0, 0, ' ', ' '},
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enemy = {24, 16, 0, 0, ' ', ' '},
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debugent_x = {0, 0, 0, 0, ' ', ' '},
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debugent_y = {0, 0, 0, 0, ' ', ' '};
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zom_scrinit();
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@ -64,6 +67,7 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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if ((currenttime % 5000)==0) {
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player.xold = player.x;
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player.yold = player.y;
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player.under_charold = player.under_char;
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enemy.xold = enemy.x;
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enemy.yold = enemy.y;
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debugent_x.xold = debugent_x.x;
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@ -75,24 +79,28 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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case 'a':
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if (attempt_move(player.x, player.y, 1, 2) == 1) {
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player.x--;
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player.under_char = readmap(player.x, player.y);
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}
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break;
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case 'w':
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if (attempt_move(player.x, player.y, 1, 1) == 1) {
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player.y--;
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player.under_char = readmap(player.x, player.y);
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}
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break;
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case 'd':
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if (attempt_move(player.x, player.y, 1, 0) == 1) {
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player.x++;
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player.under_char = readmap(player.x, player.y);
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}
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break;
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case 's':
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if (attempt_move(player.x, player.y, 1, 3) == 1) {
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player.y++;
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player.under_char = readmap(player.x, player.y);
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}
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break;
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@ -170,7 +178,7 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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break;
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}
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zom_putcharat(player.xold, player.yold, ' ');
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zom_putcharat(player.xold, player.yold, player.under_charold);
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zom_putcharat(player.x, player.y, '#');
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zom_putcharat(debugent_x.xold, debugent_x.yold, ' ');
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zom_putcharat(debugent_x.x, debugent_x.y, 'X');
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