+#include "draw_wins.h"
#include <stdlib.h>
#include <stdint.h>
-#include <ncurses.h>
#include <string.h>
+#include <ncurses.h>
#include "windows.h"
-#include "draw_wins.h"
-#include "roguelike.h"
+#include "misc.h"
#include "keybindings.h"
+#include "map_objects.h"
+#include "map.h"
+#include "main.h"
-void draw_with_linebreaks (struct Win * win, char * text, uint16_t start_y) {
+static void draw_map_objects (struct World *, struct MapObj *, struct Map *, struct Win *);
+
+extern void draw_with_linebreaks (struct Win * win, char * text, uint16_t start_y) {
// Write text into window content space. Start on row start_y. Fill unused rows with whitespace.
uint16_t x, y;
char toggle;
toggle = 1;
fin = 1; } } } } }
-void draw_text_from_bottom (struct Win * win, char * text) {
+extern void draw_text_from_bottom (struct Win * win, char * text) {
// Draw text from end/bottom to the top.
char toggle = 0;
uint16_t x, y, offset;
text = text + (sizeof(char) * (z + 1)); }
draw_with_linebreaks(win, text, start_y); }
-void draw_log_win (struct Win * win) {
+extern void draw_log_win (struct Win * win) {
// Draw log text from world struct in win->data from bottom to top.
struct World * world = (struct World *) win->data;
draw_text_from_bottom(win, world->log); }
-void draw_map_win (struct Win * win) {
-// Draw map determined by win->data Map struct into window. Respect offset.
+static void draw_map_objects (struct World * world, struct MapObj * start, struct Map * map, struct Win * win) {
+// Draw onto map in win the objects in the chain at start.
+ struct MapObj * o;
+ struct MapObjDef * d;
+ char c;
+ for (o = start; o != 0; o = o->next)
+ if ( o->pos.y >= map->offset.y && o->pos.y < map->offset.y + win->frame.size.y
+ && o->pos.x >= map->offset.x && o->pos.x < map->offset.x + win->frame.size.x) {
+ d = get_map_obj_def (world, o->type);
+ c = d->mapchar;
+ mvwaddch(win->frame.curses_win, o->pos.y - map->offset.y, o->pos.x - map->offset.x, c); } }
+
+extern void draw_map_win (struct Win * win) {
+// Draw map determined by map (from win->data) and various actors/objects into window. Respect scroll offset.
struct World * world = (struct World *) win->data;
struct Map * map = world->map;
struct Player * player = world->player;
- struct Monster * monster;
char * cells = map->cells;
- uint16_t width_map_av = map->width - map->offset_x;
- uint16_t height_map_av = map->height - map->offset_y;
+ uint16_t width_map_av = map->size.x - map->offset.x;
+ uint16_t height_map_av = map->size.y - map->offset.y;
uint16_t x, y, z;
for (y = 0; y < win->frame.size.y; y++) {
- z = map->offset_x + (map->offset_y + y) * (map->width);
+ z = map->offset.x + (map->offset.y + y) * (map->size.x);
for (x = 0; x < win->frame.size.x; x++) {
if (y < height_map_av && x < width_map_av) {
mvwaddch(win->frame.curses_win, y, x, cells[z]);
z++; } } }
- if ( player->y >= map->offset_y && player->y < map->offset_y + win->frame.size.y
- && player->x >= map->offset_x && player->x < map->offset_x + win->frame.size.x)
- mvwaddch(win->frame.curses_win, player->y - map->offset_y, player->x - map->offset_x, '@');
- for (monster = world->monster; monster != 0; monster = monster->next)
- if ( monster->y >= map->offset_y && monster->y < map->offset_y + win->frame.size.y
- && monster->x >= map->offset_x && monster->x < map->offset_x + win->frame.size.x)
- mvwaddch(win->frame.curses_win, monster->y - map->offset_y, monster->x - map->offset_x, monster->name); }
+ 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, '@'); }
-void draw_info_win (struct Win * win) {
+extern void draw_info_win (struct Win * win) {
// Draw info window by appending win->data integer value to "Turn: " display.
struct World * world = (struct World *) win->data;
- uint16_t count = world->turn;
char text[100];
- snprintf(text, 100, "Turn: %d", count);
+ snprintf(text, 100, "Turn: %d\nHitpoints: %d", world->turn, world->player->hitpoints);
draw_with_linebreaks(win, text, 0); }
-void draw_keys_win (struct Win * win) {
+extern void draw_keys_win (struct Win * win) {
// Draw keybindings window.
struct World * world = (struct World *) win->data;
- uint16_t offset = 0, y, x;
- if (world->keyswindata->max >= win->frame.size.y) {
- if (world->keyswindata->select > win->frame.size.y / 2) {
- if (world->keyswindata->select < (world->keyswindata->max - (win->frame.size.y / 2)))
- offset = world->keyswindata->select - (win->frame.size.y / 2);
- else
- offset = world->keyswindata->max - win->frame.size.y + 1; } }
+ uint16_t offset, y, x;
+ offset = center_offset (world->keyswindata->select, world->keyswindata->max, win->frame.size.y - 1);
uint8_t keydescwidth = 9 + 1; // max length assured by get_keyname() + \0
char * keydesc = malloc(keydescwidth), * keyname;
attr_t attri;