void game_step(void) { int x = getcurx(main_window); int y = getcury(main_window); wmove(panel_window, 0, 0); matrix_update(); gettimeofday(&now, NULL); int time = game_delay - (now.tv_usec - before.tv_usec)/1000.0; if (time > 0) delay_output(time); gettimeofday(&before, NULL); wmove(main_window, y, x); }
/* * Bouncing balls */ static int BouncingBalls(WINDOW *win) { int w, h; int x1, y1, xd1, yd1; int x2, y2, xd2, yd2; int x3, y3, xd3, yd3; getmaxyx(win, h, w); x1 = 2 + rand() % (w - 4); y1 = 2 + rand() % (h - 4); x2 = 2 + rand() % (w - 4); y2 = 2 + rand() % (h - 4); x3 = 2 + rand() % (w - 4); y3 = 2 + rand() % (h - 4); xd1 = 1; yd1 = 1; xd2 = 1; yd2 = 0; xd3 = 0; yd3 = 1; nodelay(win, TRUE); while (wgetch(win) == ERR) { x1 = bounce(x1, &xd1, w); y1 = bounce(y1, &yd1, h); x2 = bounce(x2, &xd2, w); y2 = bounce(y2, &yd2, h); x3 = bounce(x3, &xd3, w); y3 = bounce(y3, &yd3, h); set_colors(win, 11, COLOR_RED, COLOR_BLUE); MvWAddCh(win, y1, x1, 'O'); set_colors(win, 12, COLOR_BLUE, COLOR_RED); MvWAddCh(win, y2, x2, '*'); set_colors(win, 13, COLOR_YELLOW, COLOR_WHITE); MvWAddCh(win, y3, x3, '@'); wmove(win, 0, 0); wrefresh(win); delay_output(100); } return 0; }
tputs(const char *string, int affcnt, int (*outc) (int)) { bool always_delay; bool normal_delay; int number; #if BSD_TPUTS int trailpad; #endif /* BSD_TPUTS */ #ifdef TRACE char addrbuf[32]; if (_nc_tracing & TRACE_TPUTS) { if (outc == _nc_outch) (void) strcpy(addrbuf, "_nc_outch"); else (void) sprintf(addrbuf, "%p", outc); if (_nc_tputs_trace) { _tracef("tputs(%s = %s, %d, %s) called", _nc_tputs_trace, _nc_visbuf(string), affcnt, addrbuf); } else { _tracef("tputs(%s, %d, %s) called", _nc_visbuf(string), affcnt, addrbuf); } _nc_tputs_trace = (char *) NULL; } #endif /* TRACE */ if (!VALID_STRING(string)) return ERR; if (cur_term == 0) { always_delay = FALSE; normal_delay = TRUE; } else { always_delay = (string == bell) || (string == flash_screen); normal_delay = !xon_xoff && padding_baud_rate #if NCURSES_NO_PADDING && (SP == 0 || !(SP->_no_padding)) #endif && (_nc_baudrate(ospeed) >= padding_baud_rate); } #if BSD_TPUTS /* * This ugly kluge deals with the fact that some ancient BSD programs * (like nethack) actually do the likes of tputs("50") to get delays. */ trailpad = 0; if (isdigit(UChar(*string))) { while (isdigit(UChar(*string))) { trailpad = trailpad * 10 + (*string - '0'); string++; } trailpad *= 10; if (*string == '.') { string++; if (isdigit(UChar(*string))) { trailpad += (*string - '0'); string++; } while (isdigit(UChar(*string))) string++; } if (*string == '*') { trailpad *= affcnt; string++; } } #endif /* BSD_TPUTS */ my_outch = outc; /* redirect delay_output() */ while (*string) { if (*string != '$') (*outc) (*string); else { string++; if (*string != '<') { (*outc) ('$'); if (*string) (*outc) (*string); } else { bool mandatory; string++; if ((!isdigit(UChar(*string)) && *string != '.') || !strchr(string, '>')) { (*outc) ('$'); (*outc) ('<'); continue; } number = 0; while (isdigit(UChar(*string))) { number = number * 10 + (*string - '0'); string++; } number *= 10; if (*string == '.') { string++; if (isdigit(UChar(*string))) { number += (*string - '0'); string++; } while (isdigit(UChar(*string))) string++; } mandatory = FALSE; while (*string == '*' || *string == '/') { if (*string == '*') { number *= affcnt; string++; } else { /* if (*string == '/') */ mandatory = TRUE; string++; } } if (number > 0 && (always_delay || normal_delay || mandatory)) delay_output(number / 10); } /* endelse (*string == '<') */ } /* endelse (*string == '$') */ if (*string == '\0') break; string++; } #if BSD_TPUTS /* * Emit any BSD-style prefix padding that we've accumulated now. */ if (trailpad > 0 && (always_delay || normal_delay)) delay_output(trailpad / 10); #endif /* BSD_TPUTS */ my_outch = _nc_outch; return OK; }
/* * Make the mail daemon run through the dungeon. The daemon will run over * any monsters that are in its path, but will replace them later. Return * FALSE if the md gets stuck in a position where there is a monster. Return * TRUE otherwise. */ STATIC_OVL boolean md_rush(struct monst *md, register int tx, register int ty) /* destination of mail daemon */ { struct monst *mon; /* displaced monster */ register int dx, dy; /* direction counters */ int fx = md->mx, fy = md->my; /* current location */ int nfx = fx, nfy = fy, /* new location */ d1, d2; /* shortest distances */ /* * It is possible that the monster at (fx,fy) is not the md when: * the md rushed the hero and failed, and is now starting back. */ if (m_at(fx, fy) == md) { remove_monster(fx, fy); /* pick up from orig position */ newsym(fx, fy); } /* * At the beginning and exit of this loop, md is not placed in the * dungeon. */ while (1) { /* Find a good location next to (fx,fy) closest to (tx,ty). */ d1 = dist2(fx,fy,tx,ty); for (dx = -1; dx <= 1; dx++) for(dy = -1; dy <= 1; dy++) if ((dx || dy) && isok(fx+dx,fy+dy) && !IS_STWALL(levl[fx+dx][fy+dy].typ)) { d2 = dist2(fx+dx,fy+dy,tx,ty); if (d2 < d1) { d1 = d2; nfx = fx+dx; nfy = fy+dy; } } /* Break if the md couldn't find a new position. */ if (nfx == fx && nfy == fy) break; fx = nfx; /* this is our new position */ fy = nfy; /* Break if the md reaches its destination. */ if (fx == tx && fy == ty) break; if ((mon = m_at(fx,fy)) != 0) /* save monster at this position */ verbalize("%s", md_exclamations()); else if (fx == u.ux && fy == u.uy) verbalize("Excuse me."); place_monster(md,fx,fy); /* put md down */ newsym(fx,fy); /* see it */ flush_screen(0); /* make sure md shows up */ delay_output(); /* wait a little bit */ /* Remove md from the dungeon. Restore original mon, if necessary. */ if (mon) { if ((mon->mx != fx) || (mon->my != fy)) place_worm_seg(mon, fx, fy); else place_monster(mon, fx, fy); } else remove_monster(fx, fy); newsym(fx,fy); } /* * Check for a monster at our stopping position (this is possible, but * very unlikely). If one exists, then have the md leave in disgust. */ if ((mon = m_at(fx, fy)) != 0) { place_monster(md, fx, fy); /* display md with text below */ newsym(fx, fy); verbalize("This place's too crowded. I'm outta here."); if ((mon->mx != fx) || (mon->my != fy)) /* put mon back */ place_worm_seg(mon, fx, fy); else place_monster(mon, fx, fy); newsym(fx, fy); return FALSE; } place_monster(md, fx, fy); /* place at final spot */ newsym(fx, fy); flush_screen(0); delay_output(); /* wait a little bit */ return TRUE; }
/*** Insert padding characters to force a short delay. @function delay_output @int ms delay time in milliseconds @treturn bool `true`, if successful @see napms @fixme ncurses only? */ static int Pdelay_output(lua_State *L) { int ms = checkint(L, 1); return pushokresult(delay_output(ms)); }
WRAP_API int wrap_delay_output(int ms) { return delay_output(ms); }
void con_sleep(int duration) { delay_output(duration * 1000); }