X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/decks/%7B%7Bdeck_id%7D%7D/cards/%7B%7Bcard_id%7D%7D/form?a=blobdiff_plain;f=src%2Froguelike.c;h=162740d696836317214df2a1d4b1f3b1001064b3;hb=0e8033daabeddfea46bbb756280292df84cd61af;hp=37e90c96ac8b766849de77895d1d4e91b3807cba;hpb=bbea8aaa3fa48f00ea46a7d8d79138e02929881e;p=plomrogue diff --git a/src/roguelike.c b/src/roguelike.c index 37e90c9..162740d 100644 --- a/src/roguelike.c +++ b/src/roguelike.c @@ -9,7 +9,7 @@ #include "draw_wins.h" #include "keybindings.h" #include "readwrite.h" -#include "actors.h" +#include "objects_on_map.h" uint16_t rrand(char use_seed, uint32_t new_seed) { // Pseudo-random number generator (LGC algorithm). Use instead of rand() to ensure portable predictability. @@ -56,9 +56,8 @@ struct Map init_map () { for (x = 0; x < map.size.x; x++) map.cells[(y * map.size.x) + x] = '~'; map.cells[size / 2 + (map.size.x / 2)] = '.'; - uint32_t repeats, root, curpos; - for (root = 0; root * root * root < size; root++); - for (repeats = 0; repeats < size * root; repeats++) { + uint32_t curpos; + while (1) { y = rrand(0, 0) % map.size.y; x = rrand(0, 0) % map.size.x; curpos = y * map.size.x + x; @@ -66,8 +65,10 @@ struct Map init_map () { ( (curpos >= map.size.x && '.' == map.cells[curpos - map.size.x]) || (curpos < map.size.x * (map.size.y-1) && '.' == map.cells[curpos + map.size.x]) || (curpos > 0 && curpos % map.size.x != 0 && '.' == map.cells[curpos-1]) - || (curpos < (map.size.x * map.size.y) && (curpos+1) % map.size.x != 0 && '.' == map.cells[curpos+1]))) - map.cells[y * map.size.x + x] = '.'; } + || (curpos < (map.size.x * map.size.y) && (curpos+1) % map.size.x != 0 && '.' == map.cells[curpos+1]))) { + if (y == 0 || y == map.size.y - 1 || x == 0 || x == map.size.x - 1) + break; + map.cells[y * map.size.x + x] = '.'; } } return map; } void map_scroll (struct Map * map, char dir) { @@ -86,7 +87,7 @@ void turn_over (struct World * world, char action) { world->turn++; rrand(1, world->seed * world->turn); struct Monster * monster; - for (monster = world->monster; monster != 0; monster = monster->next) + for (monster = world->monster; monster != 0; monster = monster->cmo.next) move_monster(world, monster); } void save_game(struct World * world) { @@ -94,20 +95,10 @@ 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->monster->pos.y, file); - write_uint16_bigendian(world->monster->pos.x, file); - write_uint16_bigendian(world->monster->next->pos.y, file); - write_uint16_bigendian(world->monster->next->pos.x, file); - write_uint16_bigendian(world->monster->next->next->pos.y, file); - write_uint16_bigendian(world->monster->next->next->pos.x, file); - write_uint16_bigendian(world->item->pos.y, file); - write_uint16_bigendian(world->item->pos.x, file); - write_uint16_bigendian(world->item->next->pos.y, file); - write_uint16_bigendian(world->item->next->pos.x, file); - write_uint16_bigendian(world->item->next->next->pos.y, file); - write_uint16_bigendian(world->item->next->next->pos.x, file); + write_uint16_bigendian(world->player->pos.y + 1, file); + write_uint16_bigendian(world->player->pos.x + 1, file); + write_map_objects (world->monster, file, write_map_objects_monsterdata); + write_map_objects (world->item, file, readwrite_map_objects_dummy); fclose(file); } void toggle_window (struct WinMeta * win_meta, struct Win * win) { @@ -208,26 +199,8 @@ int main (int argc, char *argv[]) { update_log (&world, " "); struct Player player; world.player = &player; - struct Monster monster1; - struct Monster monster2; - struct Monster monster3; - world.monster = &monster1; - monster1.next = &monster2; - monster2.next = &monster3; - monster3.next = 0; - monster1.name = 'A'; - monster2.name = 'B'; - monster3.name = 'C'; - struct Item item1; - struct Item item2; - struct Item item3; - world.item = &item1; - item1.next = &item2; - item2.next = &item3; - item3.next = 0; - item1.name = '&'; - item2.name = '%'; - item3.name = '#'; + world.monster = 0; + world.item = 0; // For interactive mode, try to load world state from savefile. FILE * file; @@ -235,23 +208,13 @@ 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); - monster1.pos.y = read_uint16_bigendian(file); - monster1.pos.x = read_uint16_bigendian(file); - monster2.pos.y = read_uint16_bigendian(file); - monster2.pos.x = read_uint16_bigendian(file); - monster3.pos.y = read_uint16_bigendian(file); - monster3.pos.x = read_uint16_bigendian(file); - item1.pos.y = read_uint16_bigendian(file); - item1.pos.x = read_uint16_bigendian(file); - item2.pos.y = read_uint16_bigendian(file); - item2.pos.x = read_uint16_bigendian(file); - item3.pos.y = read_uint16_bigendian(file); - item3.pos.x = read_uint16_bigendian(file); + player.pos.y = read_uint16_bigendian(file) - 1; + player.pos.x = read_uint16_bigendian(file) - 1; + read_map_objects (&world.monster, file, sizeof(struct Monster), read_map_objects_monsterdata); + read_map_objects (&world.item, file, sizeof(struct Item), readwrite_map_objects_dummy); 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) { @@ -270,19 +233,11 @@ int main (int argc, char *argv[]) { struct Map map = init_map(); world.map = ↦ if (1 == world.turn) { - 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; } - struct Item * item; - for (item = world.item; item != 0; 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; } - struct Monster * monster; - 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; } } + player.pos = find_passable_pos(&map); + unsigned char n_monsters = rrand(0, 0) % 16; + unsigned char n_items = rrand(0, 0) % 48; + build_map_objects (&world.monster, n_monsters, sizeof(struct Monster), build_map_objects_monsterdata, &map); + build_map_objects (&world.item, n_items, sizeof(struct Item), build_map_objects_itemdata, &map); } // Initialize window system and windows. WINDOW * screen = initscr();