if (y < height_map_av && x < width_map_av) {
mvwaddch(win->frame.curses_win, y, x, cells[z]);
z++; } } }
- draw_map_objects (world, world->item, map, win);
- draw_map_objects (world, world->monster, map, win);
+ draw_map_objects (world, (struct MapObj *) world->item, map, win);
+ draw_map_objects (world, (struct MapObj *) world->monster, map, win);
if ( player->pos.y >= map->offset.y && player->pos.y < map->offset.y + win->frame.size.y
&& player->pos.x >= map->offset.x && player->pos.x < map->offset.x + win->frame.size.x)
mvwaddch(win->frame.curses_win, player->pos.y - map->offset.y, player->pos.x - map->offset.x, '@'); }