From: Christian Heller Date: Tue, 2 Jul 2013 03:22:38 +0000 (+0200) Subject: Number of items and enemies is now random. To facilitate flexible numbers, the savefi... X-Git-Tag: tce~1175 X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/%7B%7Bprefix%7D%7D/%7B%7Bdb.prefix%7D%7D/static/processes?a=commitdiff_plain;h=5dfbb430e0aed478ced7cdc32c1777745a435532;p=plomrogue Number of items and enemies is now random. To facilitate flexible numbers, the savefile system was restructured. --- diff --git a/src/roguelike.c b/src/roguelike.c index 0a5702f..f20bfe1 100644 --- a/src/roguelike.c +++ b/src/roguelike.c @@ -94,16 +94,18 @@ void save_game(struct World * world) { FILE * file = fopen("savefile", "w"); write_uint32_bigendian(world->seed, file); write_uint32_bigendian(world->turn, file); - write_uint16_bigendian(world->player->pos.y, file); - write_uint16_bigendian(world->player->pos.x, file); + write_uint16_bigendian(world->player->pos.y + 1, file); + write_uint16_bigendian(world->player->pos.x + 1, file); struct Monster * monster; for (monster = world->monster; monster != 0; monster = monster->next) { - write_uint16_bigendian(monster->pos.y, file); - write_uint16_bigendian(monster->pos.x, file); } + write_uint16_bigendian(monster->pos.y + 1, file); + write_uint16_bigendian(monster->pos.x + 1, file); } + write_uint16_bigendian(0, file); struct Item * item; for (item = world->item; item != 0; item = item->next) { - write_uint16_bigendian(item->pos.y, file); - write_uint16_bigendian(item->pos.x, file); } + write_uint16_bigendian(item->pos.y + 1, file); + write_uint16_bigendian(item->pos.x + 1, file); } + write_uint16_bigendian(0, file); fclose(file); } void toggle_window (struct WinMeta * win_meta, struct Win * win) { @@ -204,23 +206,10 @@ int main (int argc, char *argv[]) { update_log (&world, " "); struct Player player; world.player = &player; - char i; - struct Monster * monster = malloc(sizeof(struct Monster)); - world.monster = monster; - for (i = 0; i < 8; i++) { - monster->name = 'M'; - monster->next = malloc(sizeof(struct Monster)); - monster = monster->next; } - monster->name = 'M'; - monster->next = 0; - struct Item * item = malloc(sizeof(struct Item)); - world.item = item; - for (i = 0; i < 8; i++) { - item->name = '#'; - item->next = malloc(sizeof(struct Item)); - item = item->next; } - item->name = '#'; - item->next = 0; + struct Monster * monster; + struct Item * item; + uint16_t test; + char start; // For interactive mode, try to load world state from savefile. FILE * file; @@ -228,17 +217,47 @@ int main (int argc, char *argv[]) { file = fopen("savefile", "r"); world.seed = read_uint32_bigendian(file); world.turn = read_uint32_bigendian(file); - player.pos.y = read_uint16_bigendian(file); - player.pos.x = read_uint16_bigendian(file); - for (monster = world.monster; monster != 0; monster = monster->next) { - monster->pos.y = read_uint16_bigendian(file); - monster->pos.x = read_uint16_bigendian(file); } - for (item = world.item; item != 0; item = item->next) { - item->pos.y = read_uint16_bigendian(file); - item->pos.x = read_uint16_bigendian(file); } + player.pos.y = read_uint16_bigendian(file) - 1; + player.pos.x = read_uint16_bigendian(file) - 1; + start = 1; + world.monster = 0; + while (1) { + test = read_uint16_bigendian(file); + if (0 == test) + break; + if (start) { + monster = malloc(sizeof(struct Monster)); + world.monster = monster; + start = 0; } + else { + monster->next = malloc(sizeof(struct Monster)); + monster = monster->next; } + monster->name = 'M'; + monster->pos.y = test - 1; + monster->pos.x = read_uint16_bigendian(file) - 1; } + if (!start) + monster->next = 0; + start = 1; + world.item = 0; + while (1) { + test = read_uint16_bigendian(file); + if (0 == test) + break; + if (start) { + item = malloc(sizeof(struct Item)); + world.item = item; + start = 0; } + else { + item->next = malloc(sizeof(struct Item)); + item = item->next; } + item->name = '#'; + item->pos.y = test - 1; + item->pos.x = read_uint16_bigendian(file) - 1; } + if (!start) + item->next = 0; fclose(file); } - // For non-interactive mode, try to load world state from frecord file. + // For non-interactive mode, try to load world state from record file. else { world.turn = 1; if (0 == world.interactive) { @@ -260,14 +279,41 @@ int main (int argc, char *argv[]) { for (player.pos.y = player.pos.x = 0; 0 == is_passable(&map, player.pos);) { player.pos.y = rrand(0, 0) % map.size.y; player.pos.x = rrand(0, 0) % map.size.x; } - for (item = world.item; item != 0; item = item->next) + unsigned char n_monsters = rrand(0, 0) % 16; + unsigned char n_items = rrand(0, 0) % 48; + unsigned char i; + start = 1; + world.monster = 0; + for (i = 0; i < n_monsters; i++) { + if (start) { + monster = malloc(sizeof(struct Monster)); + world.monster = monster; + start = 0; } + else { + monster->next = malloc(sizeof(struct Monster)); + monster = monster->next; } + for (monster->pos.y = monster->pos.x = 0; 0 == is_passable(&map, monster->pos);) { + monster->pos.y = rrand(0, 0) % map.size.y; + monster->pos.x = rrand(0, 0) % map.size.x; } + monster->name = 'M'; } + if (!start) + monster->next = 0; + start = 1; + world.item = 0; + for (i = 0; i < n_items; i++) { + if (start) { + item = malloc(sizeof(struct Item)); + world.item = item; + start = 0; } + else { + item->next = malloc(sizeof(struct Item)); + item = item->next; } for (item->pos.y = item->pos.x = 0; 0 == is_passable(&map, item->pos);) { item->pos.y = rrand(0, 0) % map.size.y; item->pos.x = rrand(0, 0) % map.size.x; } - for (monster = world.monster; monster != 0; monster = monster->next) - for (monster->pos.y = monster->pos.x = 0; 0 == is_passable(&map, monster->pos);) { - monster->pos.y = rrand(0, 0) % map.size.y; - monster->pos.x = rrand(0, 0) % map.size.x; } } + item->name = '#'; } + if (!start) + item->next = 0; } // Initialize window system and windows. WINDOW * screen = initscr();