Something's wrong with the way lava was being handled in moveloop().
If you were trapped in lava (ie, moved into some but didn't die on the
spot thanks to fire resistance), you could sink and ultimately die without
ever taking another actual turn (typing ``i<space>'' repeatedly is an easy
way to reproduce). [`didmove' was only being checked for the sinking
deeper case and not for the decrement which ultimately leads to the fully
sunk case.] On the other hand, if you could manage to start an occupation
and avoid being interrupted, you would never sink while it was in progress.
[Lava handling followed ``if (multi && occupation) { ...; continue; }''.]
While testing some other code (lava vs slime, coming shortly) I ended
up with the cursor sitting on the status line while the game was waiting
for me to enter my next move. I don't really understand what's going on
there, and moving the lava handling before bot() might have hidden that
particular problem now by changing the point at which Slime will get taken
off the status line, but this attempts to fix it anyway.
630 lines
16 KiB
C
630 lines
16 KiB
C
/* SCCS Id: @(#)allmain.c 3.5 2006/11/27 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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/* various code that was replicated in *main.c */
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#include "hack.h"
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#ifndef NO_SIGNAL
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#include <signal.h>
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#endif
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#ifdef POSITIONBAR
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STATIC_DCL void NDECL(do_positionbar);
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#endif
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void
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moveloop(resuming)
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boolean resuming;
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{
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#if defined(MICRO) || defined(WIN32)
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char ch;
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int abort_lev;
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#endif
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int moveamt = 0, wtcap = 0, change = 0;
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boolean monscanmove = FALSE;
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/* Note: these initializers don't do anything except guarantee that
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we're linked properly.
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*/
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decl_init();
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monst_init();
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monstr_init(); /* monster strengths */
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objects_init();
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#ifdef WIZARD
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if (wizard) add_debug_extended_commands();
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#endif
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/* side-effects from the real world */
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flags.moonphase = phase_of_the_moon();
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if(flags.moonphase == FULL_MOON) {
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You("are lucky! Full moon tonight.");
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change_luck(1);
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} else if(flags.moonphase == NEW_MOON) {
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pline("Be careful! New moon tonight.");
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}
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flags.friday13 = friday_13th();
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if (flags.friday13) {
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pline("Watch out! Bad things can happen on Friday the 13th.");
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change_luck(-1);
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}
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if (!resuming) { /* new game */
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context.rndencode = rnd(9000);
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set_wear((struct obj *)0); /* for side-effects of worn starting gear */
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(void) pickup(1); /* autopickup at initial location */
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} else { /* restore old game */
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update_inventory(); /* for perm_invent */
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read_engr_at(u.ux, u.uy); /* subset of pickup() */
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}
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(void) encumber_msg(); /* in case they auto-picked up something */
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if (defer_see_monsters) {
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defer_see_monsters = FALSE;
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see_monsters();
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}
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initrack();
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u.uz0.dlevel = u.uz.dlevel;
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youmonst.movement = NORMAL_SPEED; /* give the hero some movement points */
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context.move = 0;
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for(;;) {
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get_nh_event();
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#ifdef POSITIONBAR
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do_positionbar();
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#endif
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if (context.move) {
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/* actual time passed */
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youmonst.movement -= NORMAL_SPEED;
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do { /* hero can't move this turn loop */
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wtcap = encumber_msg();
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context.mon_moving = TRUE;
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do {
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monscanmove = movemon();
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if (youmonst.movement > NORMAL_SPEED)
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break; /* it's now your turn */
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} while (monscanmove);
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context.mon_moving = FALSE;
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if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
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/* both you and the monsters are out of steam this round */
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/* set up for a new turn */
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struct monst *mtmp;
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mcalcdistress(); /* adjust monsters' trap, blind, etc */
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/* reallocate movement rations to monsters */
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
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mtmp->movement += mcalcmove(mtmp);
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if(!rn2(u.uevent.udemigod ? 25 :
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(depth(&u.uz) > depth(&stronghold_level)) ? 50 : 70))
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(void) makemon((struct permonst *)0, 0, 0, NO_MM_FLAGS);
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/* calculate how much time passed. */
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#ifdef STEED
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if (u.usteed && u.umoved) {
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/* your speed doesn't augment steed's speed */
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moveamt = mcalcmove(u.usteed);
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} else
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#endif
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{
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moveamt = youmonst.data->mmove;
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if (Very_fast) { /* speed boots or potion */
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/* average movement is 1.67 times normal */
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moveamt += NORMAL_SPEED / 2;
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if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
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} else if (Fast) {
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/* average movement is 1.33 times normal */
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if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2;
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}
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}
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switch (wtcap) {
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case UNENCUMBERED: break;
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case SLT_ENCUMBER: moveamt -= (moveamt / 4); break;
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case MOD_ENCUMBER: moveamt -= (moveamt / 2); break;
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case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break;
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case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break;
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default: break;
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}
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youmonst.movement += moveamt;
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if (youmonst.movement < 0) youmonst.movement = 0;
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settrack();
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monstermoves++;
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moves++;
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/********************************/
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/* once-per-turn things go here */
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/********************************/
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if (context.bypasses) clear_bypasses();
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if(Glib) glibr();
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nh_timeout();
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run_regions();
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if (u.ublesscnt) u.ublesscnt--;
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if(flags.time && !context.run)
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context.botl = 1;
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/* One possible result of prayer is healing. Whether or
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* not you get healed depends on your current hit points.
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* If you are allowed to regenerate during the prayer, the
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* end-of-prayer calculation messes up on this.
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* Another possible result is rehumanization, which requires
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* that encumbrance and movement rate be recalculated.
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*/
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if (u.uinvulnerable) {
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/* for the moment at least, you're in tiptop shape */
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wtcap = UNENCUMBERED;
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} else if (Upolyd && youmonst.data->mlet == S_EEL && !is_pool(u.ux,u.uy) && !Is_waterlevel(&u.uz)) {
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if (u.mh > 1) {
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if (!Half_physical_damage ||
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(Half_physical_damage && !(moves % 2))) {
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u.mh--;
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context.botl = 1;
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}
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} else if (u.mh < 1)
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rehumanize();
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} else if (Upolyd && u.mh < u.mhmax) {
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if (u.mh < 1)
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rehumanize();
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else if (Regeneration ||
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(wtcap < MOD_ENCUMBER && !(moves%20))) {
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context.botl = 1;
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u.mh++;
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}
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} else if (u.uhp < u.uhpmax &&
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(wtcap < MOD_ENCUMBER || !u.umoved || Regeneration)) {
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if (u.ulevel > 9 && !(moves % 3)) {
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int heal, Con = (int) ACURR(A_CON);
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if (Con <= 12) {
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heal = 1;
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} else {
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heal = rnd(Con);
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if (heal > u.ulevel-9) heal = u.ulevel-9;
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}
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context.botl = 1;
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u.uhp += heal;
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if(u.uhp > u.uhpmax)
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u.uhp = u.uhpmax;
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} else if (Regeneration ||
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(u.ulevel <= 9 &&
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!(moves % ((MAXULEV+12) / (u.ulevel+2) + 1)))) {
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context.botl = 1;
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u.uhp++;
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}
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}
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/* moving around while encumbered is hard work */
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if (wtcap > MOD_ENCUMBER && u.umoved) {
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if(!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) {
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if (Upolyd && u.mh > 1) {
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u.mh--;
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} else if (!Upolyd && u.uhp > 1) {
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u.uhp--;
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} else {
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You("pass out from exertion!");
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exercise(A_CON, FALSE);
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fall_asleep(-10, FALSE);
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}
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}
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}
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if ((u.uen < u.uenmax) &&
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((wtcap < MOD_ENCUMBER &&
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(!(moves%((MAXULEV + 8 - u.ulevel) *
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(Role_if(PM_WIZARD) ? 3 : 4) / 6))))
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|| Energy_regeneration)) {
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u.uen += rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1,1);
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if (u.uen > u.uenmax) u.uen = u.uenmax;
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context.botl = 1;
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}
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if(!u.uinvulnerable) {
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if(Teleportation && !rn2(85)) {
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xchar old_ux = u.ux, old_uy = u.uy;
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tele();
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if (u.ux != old_ux || u.uy != old_uy) {
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if (!next_to_u()) {
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check_leash(old_ux, old_uy);
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}
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#ifdef REDO
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/* clear doagain keystrokes */
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pushch(0);
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savech(0);
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#endif
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}
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}
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/* delayed change may not be valid anymore */
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if ((change == 1 && !Polymorph) ||
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(change == 2 && u.ulycn == NON_PM))
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change = 0;
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if(Polymorph && !rn2(100))
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change = 1;
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else if (u.ulycn >= LOW_PM && !Upolyd &&
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!rn2(80 - (20 * night())))
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change = 2;
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if (change && !Unchanging) {
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if (multi >= 0) {
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if (occupation)
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stop_occupation();
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else
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nomul(0);
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if (change == 1) polyself(0);
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else you_were();
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change = 0;
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}
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}
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}
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if(Searching && multi >= 0) (void) dosearch0(1);
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dosounds();
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do_storms();
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gethungry();
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age_spells();
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exerchk();
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invault();
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if (u.uhave.amulet) amulet();
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if (!rn2(40+(int)(ACURR(A_DEX)*3)))
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u_wipe_engr(rnd(3));
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if (u.uevent.udemigod && !u.uinvulnerable) {
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if (u.udg_cnt) u.udg_cnt--;
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if (!u.udg_cnt) {
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intervene();
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u.udg_cnt = rn1(200, 50);
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}
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}
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restore_attrib();
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/* underwater and waterlevel vision are done here */
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if (Is_waterlevel(&u.uz))
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movebubbles();
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else if (Underwater)
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under_water(0);
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/* vision while buried done here */
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else if (u.uburied) under_ground(0);
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/* when immobile, count is in turns */
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if(multi < 0) {
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if (++multi == 0) { /* finished yet? */
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unmul((char *)0);
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/* if unmul caused a level change, take it now */
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if (u.utotype) deferred_goto();
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}
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}
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}
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} while (youmonst.movement<NORMAL_SPEED); /* hero can't move loop */
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/******************************************/
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/* once-per-hero-took-time things go here */
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/******************************************/
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if ((u.uhave.amulet || Clairvoyant) &&
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!In_endgame(&u.uz) && !BClairvoyant &&
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!(moves % 15) && !rn2(2)) do_vicinity_map();
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if (u.utrap && u.utraptype == TT_LAVA) sink_into_lava();
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} /* actual time passed */
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/****************************************/
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/* once-per-player-input things go here */
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/****************************************/
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find_ac();
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if(!context.mv || Blind) {
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/* redo monsters if hallu or wearing a helm of telepathy */
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if (Hallucination) { /* update screen randomly */
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see_monsters();
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see_objects();
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see_traps();
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if (u.uswallow) swallowed(0);
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} else if (Unblind_telepat) {
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see_monsters();
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} else if (Warning || Warn_of_mon)
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see_monsters();
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if (vision_full_recalc) vision_recalc(0); /* vision! */
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}
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if (context.botl || context.botlx) {
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bot();
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curs_on_u();
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}
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context.move = 1;
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if(multi >= 0 && occupation) {
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#if defined(MICRO) || defined(WIN32)
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abort_lev = 0;
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if (kbhit()) {
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if ((ch = Getchar()) == ABORT)
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abort_lev++;
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# ifdef REDO
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else
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pushch(ch);
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# endif /* REDO */
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}
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if (!abort_lev && (*occupation)() == 0)
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#else
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if ((*occupation)() == 0)
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#endif
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occupation = 0;
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if(
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#if defined(MICRO) || defined(WIN32)
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abort_lev ||
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#endif
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monster_nearby()) {
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stop_occupation();
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reset_eat();
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}
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#if defined(MICRO) || defined(WIN32)
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if (!(++occtime % 7))
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display_nhwindow(WIN_MAP, FALSE);
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#endif
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continue;
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}
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#ifdef WIZARD
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if (iflags.sanity_check)
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sanity_check();
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#endif
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#ifdef CLIPPING
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/* just before rhack */
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cliparound(u.ux, u.uy);
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#endif
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u.umoved = FALSE;
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if (multi > 0) {
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lookaround();
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if (!multi) {
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/* lookaround may clear multi */
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context.move = 0;
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if (flags.time) context.botl = 1;
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continue;
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}
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if (context.mv) {
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if(multi < COLNO && !--multi)
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context.travel = context.travel1 =
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context.mv = context.run = 0;
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domove();
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} else {
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--multi;
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rhack(save_cm);
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}
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} else if (multi == 0) {
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#ifdef MAIL
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ckmailstatus();
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#endif
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rhack((char *)0);
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}
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if (u.utotype) /* change dungeon level */
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deferred_goto(); /* after rhack() */
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/* !context.move here: multiple movement command stopped */
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else if (flags.time && (!context.move || !context.mv))
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context.botl = 1;
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if (vision_full_recalc) vision_recalc(0); /* vision! */
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/* when running in non-tport mode, this gets done through domove() */
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if ((!context.run || flags.runmode == RUN_TPORT) &&
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(multi && (!context.travel ? !(multi % 7) : !(moves % 7L)))) {
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if (flags.time && context.run) context.botl = 1;
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display_nhwindow(WIN_MAP, FALSE);
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}
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}
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}
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void
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stop_occupation()
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{
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if(occupation) {
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if (!maybe_finished_meal(TRUE))
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You("stop %s.", occtxt);
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occupation = 0;
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context.botl = 1; /* in case u.uhs changed */
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#ifdef REDO
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nomul(0);
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pushch(0);
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#endif
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}
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}
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void
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display_gamewindows()
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{
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WIN_MESSAGE = create_nhwindow(NHW_MESSAGE);
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#ifdef STATUS_VIA_WINDOWPORT
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status_initialize(0);
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#else
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WIN_STATUS = create_nhwindow(NHW_STATUS);
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#endif
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WIN_MAP = create_nhwindow(NHW_MAP);
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WIN_INVEN = create_nhwindow(NHW_MENU);
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#ifdef MAC
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/* This _is_ the right place for this - maybe we will
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* have to split display_gamewindows into create_gamewindows
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* and show_gamewindows to get rid of this ifdef...
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*/
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if (!strcmp(windowprocs. name, "mac"))
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SanePositions();
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#endif
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/*
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* The mac port is not DEPENDENT on the order of these
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* displays, but it looks a lot better this way...
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*/
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#ifndef STATUS_VIA_WINDOWPORT
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display_nhwindow(WIN_STATUS, FALSE);
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#endif
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display_nhwindow(WIN_MESSAGE, FALSE);
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clear_glyph_buffer();
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display_nhwindow(WIN_MAP, FALSE);
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}
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void
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newgame()
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{
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int i;
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#ifdef MFLOPPY
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gameDiskPrompt();
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#endif
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context.botlx = 1;
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context.ident = 1;
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context.stethoscope_move = -1L;
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context.warnlevel = 1;
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context.next_attrib_check = 600L; /* arbitrary first setting */
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for (i = 0; i < NUMMONS; i++)
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mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;
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init_objects(); /* must be before u_init() */
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flags.pantheon = -1; /* role_init() will reset this */
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role_init(); /* must be before init_dungeons(), u_init(),
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* and init_artifacts() */
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init_dungeons(); /* must be before u_init() to avoid rndmonst()
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* creating odd monsters for any tins and eggs
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* in hero's initial inventory */
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init_artifacts(); /* before u_init() in case $WIZKIT specifies
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* any artifacts */
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u_init();
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#ifndef NO_SIGNAL
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(void) signal(SIGINT, (SIG_RET_TYPE) done1);
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#endif
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#ifdef NEWS
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if(iflags.news) display_file(NEWS, FALSE);
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#endif
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load_qtlist(); /* load up the quest text info */
|
|
/* quest_init();*/ /* Now part of role_init() */
|
|
|
|
mklev();
|
|
u_on_upstairs();
|
|
vision_reset(); /* set up internals for level (after mklev) */
|
|
check_special_room(FALSE);
|
|
|
|
|
|
/* Move the monster from under you or else
|
|
* makedog() will fail when it calls makemon().
|
|
* - ucsfcgl!kneller
|
|
*/
|
|
if(MON_AT(u.ux, u.uy)) mnexto(m_at(u.ux, u.uy));
|
|
(void) makedog();
|
|
docrt();
|
|
|
|
if (flags.legacy) {
|
|
flush_screen(1);
|
|
com_pager(1);
|
|
}
|
|
|
|
#ifdef INSURANCE
|
|
save_currentstate();
|
|
#endif
|
|
program_state.something_worth_saving++; /* useful data now exists */
|
|
|
|
/* Success! */
|
|
welcome(TRUE);
|
|
return;
|
|
}
|
|
|
|
/* show "welcome [back] to nethack" message at program startup */
|
|
void
|
|
welcome(new_game)
|
|
boolean new_game; /* false => restoring an old game */
|
|
{
|
|
char buf[BUFSZ];
|
|
boolean currentgend = Upolyd ? u.mfemale : flags.female;
|
|
|
|
/*
|
|
* The "welcome back" message always describes your innate form
|
|
* even when polymorphed or wearing a helm of opposite alignment.
|
|
* Alignment is shown unconditionally for new games; for restores
|
|
* it's only shown if it has changed from its original value.
|
|
* Sex is shown for new games except when it is redundant; for
|
|
* restores it's only shown if different from its original value.
|
|
*/
|
|
*buf = '\0';
|
|
if (new_game || u.ualignbase[A_ORIGINAL] != u.ualignbase[A_CURRENT])
|
|
Sprintf(eos(buf), " %s", align_str(u.ualignbase[A_ORIGINAL]));
|
|
if (!urole.name.f &&
|
|
(new_game ? (urole.allow & ROLE_GENDMASK) == (ROLE_MALE|ROLE_FEMALE) :
|
|
currentgend != flags.initgend))
|
|
Sprintf(eos(buf), " %s", genders[currentgend].adj);
|
|
|
|
pline(new_game ? "%s %s, welcome to NetHack! You are a%s %s %s."
|
|
: "%s %s, the%s %s %s, welcome back to NetHack!",
|
|
Hello((struct monst *) 0), plname, buf, urace.adj,
|
|
(currentgend && urole.name.f) ? urole.name.f : urole.name.m);
|
|
}
|
|
|
|
#ifdef POSITIONBAR
|
|
STATIC_DCL void
|
|
do_positionbar()
|
|
{
|
|
static char pbar[COLNO];
|
|
char *p;
|
|
|
|
p = pbar;
|
|
/* up stairway */
|
|
if (upstair.sx &&
|
|
(glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph) ==
|
|
S_upstair ||
|
|
glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph) ==
|
|
S_upladder)) {
|
|
*p++ = '<';
|
|
*p++ = upstair.sx;
|
|
}
|
|
if (sstairs.sx &&
|
|
(glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
|
|
S_upstair ||
|
|
glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
|
|
S_upladder)) {
|
|
*p++ = '<';
|
|
*p++ = sstairs.sx;
|
|
}
|
|
|
|
/* down stairway */
|
|
if (dnstair.sx &&
|
|
(glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph) ==
|
|
S_dnstair ||
|
|
glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph) ==
|
|
S_dnladder)) {
|
|
*p++ = '>';
|
|
*p++ = dnstair.sx;
|
|
}
|
|
if (sstairs.sx &&
|
|
(glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
|
|
S_dnstair ||
|
|
glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
|
|
S_dnladder)) {
|
|
*p++ = '>';
|
|
*p++ = sstairs.sx;
|
|
}
|
|
|
|
/* hero location */
|
|
if (u.ux) {
|
|
*p++ = '@';
|
|
*p++ = u.ux;
|
|
}
|
|
/* fence post */
|
|
*p = 0;
|
|
|
|
update_positionbar(pbar);
|
|
}
|
|
#endif
|
|
|
|
/*allmain.c*/
|