+#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 "keybindings.h"
+#include "objects_on_map.h"
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.
struct Map * map = world->map;
struct Player * player = world->player;
struct Monster * monster;
+ struct Item * item;
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->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, '@');
+ for (item = world->item; item != 0; item = item->next)
+ if ( item->pos.y >= map->offset.y && item->pos.y < map->offset.y + win->frame.size.y
+ && item->pos.x >= map->offset.x && item->pos.x < map->offset.x + win->frame.size.x)
+ mvwaddch(win->frame.curses_win, item->pos.y - map->offset.y, item->pos.x - map->offset.x, item->name);
for (monster = world->monster; monster != 0; monster = monster->next)
- if ( monster->pos.y >= map->offset_y && monster->pos.y < map->offset_y + win->frame.size.y
- && monster->pos.x >= map->offset_x && monster->pos.x < map->offset_x + win->frame.size.x)
- mvwaddch(win->frame.curses_win, monster->pos.y - map->offset_y, monster->pos.x - map->offset_x, monster->name); }
+ if ( monster->pos.y >= map->offset.y && monster->pos.y < map->offset.y + win->frame.size.y
+ && monster->pos.x >= map->offset.x && monster->pos.x < map->offset.x + win->frame.size.x)
+ mvwaddch(win->frame.curses_win, monster->pos.y - map->offset.y, monster->pos.x - map->offset.x, monster->name);
+ 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) {
// Draw info window by appending win->data integer value to "Turn: " display.