From: Christian Heller Date: Sun, 12 May 2013 21:38:48 +0000 (+0200) Subject: Restructured map / player data, linked them into world struct. X-Git-Tag: tce~1309 X-Git-Url: https://plomlompom.com/repos/%7B%7Bdb.prefix%7D%7D/%7B%7B%20web_path%20%7D%7D/static/todo?a=commitdiff_plain;h=461523407ee764d156d262e7de8780debb49beba;p=plomrogue Restructured map / player data, linked them into world struct. --- diff --git a/roguelike.c b/roguelike.c index a9d3553..76f124a 100644 --- a/roguelike.c +++ b/roguelike.c @@ -9,10 +9,12 @@ struct Map { int height; int offset_x; int offset_y; - int player_x; - int player_y; char * cells; }; +struct Player { + int y; + int x; }; + struct KeyBinding { char * name; int key; }; @@ -25,6 +27,8 @@ struct KeysWinData { struct World { char * log; int turn; + struct Map * map; + struct Player * player; struct KeyBinding * keybindings; struct KeysWinData * keyswindata; }; @@ -92,16 +96,18 @@ void draw_log (struct Win * win) { void draw_map (struct Win * win) { // Draw map determined by win->data Map struct into window. Respect offset. - struct Map map = * (struct Map *) win->data; - char * cells = map.cells; - int width_map_av = map.width - map.offset_x; - int height_map_av = map.height - map.offset_y; + struct World * world = (struct World *) win->data; + struct Map * map = world->map; + struct Player * player = world->player; + char * cells = map->cells; + int width_map_av = map->width - map->offset_x; + int height_map_av = map->height - map->offset_y; int x, y, z; for (y = 0; y < win->height; y++) { - z = map.offset_x + (map.offset_y + y) * (map.width); + z = map->offset_x + (map->offset_y + y) * (map->width); for (x = 0; x < win->width; x++) { if (y < height_map_av && x < width_map_av) { - if (z == (map.width * map.player_y) + map.player_x) + if (z == (map->width * player->y) + player->x) mvwaddch(win->curses, y, x, '@'); else mvwaddch(win->curses, y, x, cells[z]); @@ -129,8 +135,6 @@ struct Map init_map () { map.height = 128; map.offset_x = 0; map.offset_y = 0; - map.player_x = 2; - map.player_y = 2; map.cells = malloc(map.width * map.height); int x, y; for (y = 0; y < map.height; y++) @@ -299,6 +303,12 @@ void save_keybindings(struct World * world) { int main () { struct World world; init_keybindings(&world); + struct Map map = init_map(); + world.map = ↦ + struct Player player; + player.y = 2; + player.x = 2; + world.player = &player; WINDOW * screen = initscr(); noecho(); @@ -313,8 +323,7 @@ int main () { struct Win win_map = init_window(&win_meta, "Map"); win_map.draw = draw_map; - struct Map map = init_map(); - win_map.data = ↦ + win_map.data = &world; world.turn = 0; struct Win win_info = init_window(&win_meta, "Info"); @@ -382,22 +391,22 @@ int main () { map.offset_x++; else if (key == get_action_key(world.keybindings, "map left") && map.offset_x > 0) map.offset_x--; - else if (key == get_action_key(world.keybindings, "player down") && map.player_y < map.height - 1) { + else if (key == get_action_key(world.keybindings, "player down") && player.y < map.height - 1) { update_info (&world); update_log (&world, "\nYou move south."); - map.player_y++; } - else if (key == get_action_key(world.keybindings, "player up") && map.player_y > 0) { + player.y++; } + else if (key == get_action_key(world.keybindings, "player up") && player.y > 0) { update_info (&world); update_log (&world, "\nYou move north."); - map.player_y--; } - else if (key == get_action_key(world.keybindings, "player right") && map.player_x < map.width - 1) { + player.y--; } + else if (key == get_action_key(world.keybindings, "player right") && player.x < map.width - 1) { update_info (&world); update_log (&world, "\nYou move east."); - map.player_x++; } - else if (key == get_action_key(world.keybindings, "player left") && map.player_x > 0) { + player.x++; } + else if (key == get_action_key(world.keybindings, "player left") && player.x > 0) { update_info (&world); update_log (&world, "\nYou move west."); - map.player_x--; } + player.x--; } else if (key == get_action_key(world.keybindings, "wait") ) { update_info (&world); update_log (&world, "\nYou wait."); } }