#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.
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;
( (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) {
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) {
write_uint32_bigendian(world->turn, 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 + 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 + 1, file);
- write_uint16_bigendian(item->pos.x + 1, file); }
- write_uint16_bigendian(0, 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) {
map_scroll (world->map, WEST);
return 0; }
+void write_map_objects_monsterdata (void * start, FILE * file) {
+// Write to file data specific tto map objects of type monster.
+ struct Monster * monster = (struct Monster *) start;
+ fputc(monster->hitpoints, file); }
+
+void readwrite_map_objects_dummy (void * dummy, FILE * file) {
+// Dummy function for calls of (write|read)_map_objects on map objects without specific attributes.
+ ; }
+
+void write_map_objects (void * start, FILE * file, void (* f) (void *, FILE *) ) {
+// Write into file the map object chain starting at start, use f() for object-type specific data.
+ struct ChainMapObject * cmo;
+ for (cmo = start; cmo != 0; cmo = cmo->next) {
+ write_uint16_bigendian(cmo->pos.y + 1, file);
+ write_uint16_bigendian(cmo->pos.x + 1, file);
+ fputc(cmo->name, file);
+ f (cmo, file); }
+ write_uint16_bigendian(0, file); }
+
+void read_map_objects_monsterdata (void * start, FILE * file) {
+// Read from file data speciifc to map objects of type monster.
+ struct Monster * monster = (struct Monster *) start;
+ monster->hitpoints = fgetc(file); }
+
+void read_map_objects (void * start, FILE * file, size_t size, void (* f) (void *, FILE *) ) {
+// Read from file chain of map objects starting at start, use f() for object-type specific data.
+ int * q = start;
+ * q = 0;
+ struct ChainMapObject * cmo;
+ struct ChainMapObject * * z = start;
+ uint16_t test;
+ char still_at_start = 1;
+ while (1) {
+ test = read_uint16_bigendian(file);
+ if (0 == test)
+ break;
+ if (still_at_start) {
+ cmo = malloc(size);
+ * z = cmo;
+ still_at_start = 0; }
+ else {
+ cmo->next = malloc(size);
+ cmo = cmo->next; }
+ cmo->pos.y = test - 1;
+ cmo->pos.x = read_uint16_bigendian(file) - 1;
+ cmo->name = fgetc(file);
+ f (cmo, file); }
+ if (!still_at_start)
+ cmo->next = 0; }
+
+void build_map_objects_monsterdata (void * start) {
+// Build data specific to map objects of type monster.
+ struct Monster * monster = (struct Monster *) start;
+ monster->cmo.name = 'A' + (rrand(0, 0) % 8);
+ monster->hitpoints = 5; }
+
+void build_map_objects_itemdata (void * start) {
+// Build data speciifc to map objects of type data.
+ struct Item * item = (struct Item *) start;
+ item->cmo.name = '#' + (rrand(0, 0) % 4); }
+
+void build_map_objects (void * start, unsigned char n, size_t size, void (* f) (void *), struct Map * map) {
+// Build chain of n map objects starting at start, use f() for object-specific data.
+ int * q = start;
+ * q = 0;
+ unsigned char i;
+ struct ChainMapObject * cmo;
+ struct ChainMapObject * * z = start;
+ char still_at_start = 1;
+ for (i = 0; i < n; i++) {
+ if (still_at_start) {
+ cmo = malloc(size);
+ * z = cmo;
+ still_at_start = 0; }
+ else {
+ cmo->next = malloc(size);
+ cmo = cmo->next; }
+ cmo->pos = find_passable_pos(map);
+ f(cmo); }
+ if (!still_at_start)
+ cmo->next = 0; }
+
int main (int argc, char *argv[]) {
struct World world;
update_log (&world, " ");
struct Player player;
world.player = &player;
- struct Monster * monster;
- struct Item * item;
- uint16_t test;
- char start;
// For interactive mode, try to load world state from savefile.
FILE * file;
world.turn = read_uint32_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;
+ 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 record file.
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; }
+ player.pos = find_passable_pos(&map);
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; }
- item->name = '#'; }
- if (!start)
- item->next = 0; }
+ 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();