world.log = calloc(1, sizeof(char));
update_log (&world, " ");
struct Player player;
+ player.hitpoints = 5;
world.player = &player;
world.monster = 0;
world.item = 0;
struct Win win_log = init_win(&win_meta, "Log", &world, draw_log_win);
win_keys.frame.size.x = 29;
win_map.frame.size.x = win_meta.pad.size.x - win_keys.frame.size.x - win_log.frame.size.x - 2;
- win_info.frame.size.y = 1;
- win_log.frame.size.y = win_meta.pad.size.y - 3;
+ win_info.frame.size.y = 2;
+ win_log.frame.size.y = win_meta.pad.size.y - (2 + win_info.frame.size.y);
toggle_window(&win_meta, &win_keys);
toggle_window(&win_meta, &win_map);
toggle_window(&win_meta, &win_info);
// Replay mode.
int key;
unsigned char quit_called = 0;
+ unsigned char await_actions = 1;
if (0 == world.interactive) {
- unsigned char still_reading_file = 1;
int action;
while (1) {
if (start_turn == world.turn)
if (0 == start_turn) {
draw_all_wins (&win_meta);
key = getch(); }
- if (1 == still_reading_file &&
+ if (1 == await_actions &&
(world.turn < start_turn || key == get_action_key(world.keybindings, "wait / next turn")) ) {
action = getc(file);
if (EOF == action) {
start_turn = 0;
- still_reading_file = 0; }
+ await_actions = 0; }
else if (0 == action)
player_wait (&world);
else if (NORTH == action)
if (last_turn != world.turn) {
save_game(&world);
last_turn = world.turn; }
+ if (1 == await_actions && 0 == player.hitpoints)
+ await_actions = 0;
draw_all_wins (&win_meta);
key = getch();
- if (key == get_action_key(world.keybindings, "player up"))
+ if (1 == await_actions && key == get_action_key(world.keybindings, "player up"))
move_player(&world, NORTH);
- else if (key == get_action_key(world.keybindings, "player right"))
+ else if (1 == await_actions && key == get_action_key(world.keybindings, "player right"))
move_player(&world, EAST);
- else if (key == get_action_key(world.keybindings, "player down"))
+ else if (1 == await_actions && key == get_action_key(world.keybindings, "player down"))
move_player(&world, SOUTH);
- else if (key == get_action_key(world.keybindings, "player left"))
+ else if (1 == await_actions && key == get_action_key(world.keybindings, "player left"))
move_player(&world, WEST);
- else if (key == get_action_key(world.keybindings, "wait / next turn"))
+ else if (1 == await_actions && key == get_action_key(world.keybindings, "wait / next turn"))
player_wait (&world);
else
quit_called = meta_keys(key, &world, &win_meta, &win_keys, &win_map, &win_info, &win_log);