#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.
return (seed / 65536); } // Ignore least significant 16 bits (they are less random).
void update_log (struct World * world, char * text) {
-// Update log with new text to be appended.
+// Update log by appending text, or by appending a "." if text is the same as the last one.
+ static char * last_msg;
+ if (0 == last_msg)
+ last_msg = calloc(1, sizeof(char));
char * new_text;
uint16_t len_old = strlen(world->log);
- uint16_t len_new = strlen(text);
- uint16_t len_whole = len_old + len_new + 1;
- new_text = calloc(len_whole, sizeof(char));
- memcpy(new_text, world->log, len_old);
- memcpy(new_text + len_old, text, len_new);
+ if (0 == strcmp(last_msg, text)) {
+ uint16_t len_whole = len_old + 1;
+ new_text = calloc(len_whole + 1, sizeof(char));
+ memcpy(new_text, world->log, len_old);
+ memcpy(new_text + len_old, ".", 1); }
+ else {
+ uint16_t len_new = strlen(text);
+ uint16_t len_whole = len_old + len_new + 1;
+ new_text = calloc(len_whole, sizeof(char));
+ memcpy(new_text, world->log, len_old);
+ memcpy(new_text + len_old, text, len_new);
+ last_msg = calloc(len_new + 1, sizeof(char));
+ memcpy(last_msg, text, len_new); }
free(world->log);
world->log = new_text; }
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->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);
fclose(file); }
void toggle_window (struct WinMeta * win_meta, struct Win * win) {
default:
exit(EXIT_FAILURE); } }
- // Initialize log, player and monsters.
+ // Initialize log, player, monsters and items.
world.log = calloc(1, sizeof(char));
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 Monster * monster;
+ struct Item * item;
+ uint16_t test;
+ char start;
// For interactive mode, try to load world state from savefile.
FILE * file;
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);
+ 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;
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) {
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.y, player.pos.x);) {
- player.pos.y = rrand(0, 0) % map.size.y;
- player.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.y, monster->pos.x);) {
- 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;
+ 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; }
+ monster->pos = find_passable_pos(&map);
+ 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; }
+ item->pos = find_passable_pos(&map);
+ item->name = '#'; }
+ if (!start)
+ item->next = 0; }
// Initialize window system and windows.
WINDOW * screen = initscr();