From: Christian Heller Date: Wed, 26 Jun 2013 22:52:31 +0000 (+0200) Subject: Removed buggy log text compression. X-Git-Tag: tce~1194 X-Git-Url: https://plomlompom.com/repos/%7B%7Byoutube_prefix%7D%7D%7B%7Bresult.id%7D%7D?a=commitdiff_plain;h=aad53c1436305e9f014a64d740431ed3d75c1839;p=plomrogue Removed buggy log text compression. --- diff --git a/src/roguelike.c b/src/roguelike.c index 3fd86c0..dbbcc34 100644 --- a/src/roguelike.c +++ b/src/roguelike.c @@ -135,9 +135,7 @@ void move_monster (struct World * world, struct Monster * monster) { void move_player (struct World * world, char d) { // Move player in direction d, increment turn counter and update log. - static char prev = 0; char success = 0; - char * dir; struct yx_uint16 t = mv_yx_in_dir (d, world->player->pos); struct Monster * monster; for (monster = world->monster; monster != 0; monster = monster->next) @@ -147,24 +145,21 @@ void move_player (struct World * world, char d) { if (2 != success && is_passable(world->map, t.y, t.x)) { success = 1; world->player->pos = t; } - if (success * d == prev) - update_log (world, "."); + if (2 == success) + update_log (world, "\nYou hit the monster."); else { - if (2 == success) - update_log (world, "\nYou hit the monster."); - else { - if (NORTH == d) dir = "north"; - else if (EAST == d) dir = "east" ; - else if (SOUTH == d) dir = "south"; - else if (WEST == d) dir = "west" ; - char * msg = calloc(25, sizeof(char)); - char * msg_content = "You fail to move"; - if (1 == success) - msg_content = "You move"; - sprintf(msg, "\n%s %s.", msg_content, dir); - update_log (world, msg); - free(msg); } } - prev = success * d; + char * dir; + if (NORTH == d) dir = "north"; + else if (EAST == d) dir = "east" ; + else if (SOUTH == d) dir = "south"; + else if (WEST == d) dir = "west" ; + char * msg = calloc(25, sizeof(char)); + char * msg_content = "You fail to move"; + if (1 == success) + msg_content = "You move"; + sprintf(msg, "\n%s %s.", msg_content, dir); + update_log (world, msg); + free(msg); } turn_over (world, d); } void player_wait (struct World * world) {