void toggle_window (struct WinMeta *, struct Win *);
void init_keybindings(struct World *);
struct Map init_map ();
+void map_scroll (struct Map *, char);
void next_turn (struct World *);
void update_log (struct World *, char *);
void save_keybindings(struct World *);
int get_action_key (struct KeyBinding *, char *);
char * get_keyname(int);
+void keyswin_mod_key (struct World *, struct WinMeta *);
+void keyswin_move_selection (struct World *, char);
char is_passable (struct World *, int, int);
void move_player (struct World *, char);
+void player_wait(struct World *);
void draw_with_linebreaks (struct Win * win, char * text, int start_y) {
// Write text into window content space. Start on row start_y. Fill unused rows with whitespace.
map.cells[(y * map.width) + x] = terrain; }
return map; }
+void map_scroll (struct Map * map, char dir) {
+// Scroll map into direction dir if possible by changing the offset.
+ if ('n' == dir && map->offset_y > 0)
+ map->offset_y--;
+ else if ('s' == dir)
+ map->offset_y++;
+ else if ('w' == dir && map->offset_x > 0)
+ map->offset_x--;
+ else if ('e' == dir)
+ map->offset_x++; }
+
void next_turn (struct World * world) {
// Increment turn and move enemy.
world->turn++;
sprintf(keyname, "(unknown)");
return keyname; }
+void keyswin_mod_key (struct World * world, struct WinMeta * win_meta) {
+// In keybindings window, mark selection modifiable, modify key. Ensure max of three digits in key code field.
+ world->keyswindata->edit = 1;
+ draw_all_windows (win_meta);
+ int key = getch();
+ if (key < 1000)
+ world->keybindings[world->keyswindata->select].key = key;
+ world->keyswindata->edit = 0; }
+
+void keyswin_move_selection (struct World * world, char dir) {
+// In keybindings window, move selection upwards or downwards (if within limits of list length).
+ if ('u' == dir && world->keyswindata->select > 0)
+ world->keyswindata->select--;
+ else if ('d' == dir && world->keyswindata->select < world->keyswindata->max)
+ world->keyswindata->select++; }
+
char is_passable (struct World * world, int x, int y) {
// Check if coordinate on (or beyond) map is accessible to movement.
char passable = 0;
prev = success * d;
next_turn (world); }
+void player_wait(struct World * world) {
+// Make player wait one turn.
+ next_turn (world);
+ update_log (world, "\nYou wait."); }
+
int main () {
struct World world;
init_keybindings(&world);
toggle_window(&win_meta, &win_info);
else if (key == get_action_key(world.keybindings, "toggle log window"))
toggle_window(&win_meta, &win_log);
- else if (key == get_action_key(world.keybindings, "cycle forwards") && win_meta.active != 0)
+ else if (key == get_action_key(world.keybindings, "cycle forwards"))
cycle_active_window(&win_meta, 'n');
- else if (key == get_action_key(world.keybindings, "cycle backwards") && win_meta.active != 0)
+ else if (key == get_action_key(world.keybindings, "cycle backwards"))
cycle_active_window(&win_meta, 'p');
- else if (key == get_action_key(world.keybindings, "shift forwards") && win_meta.active != 0)
+ else if (key == get_action_key(world.keybindings, "shift forwards"))
shift_window(&win_meta, 'f');
- else if (key == get_action_key(world.keybindings, "shift backwards") && win_meta.active != 0)
+ else if (key == get_action_key(world.keybindings, "shift backwards"))
shift_window(&win_meta, 'b');
else if (key == get_action_key(world.keybindings, "grow horizontally") && win_meta.active != 0)
resize_window(&win_meta, '*');
resize_window(&win_meta, '-');
else if (key == get_action_key(world.keybindings, "save keys"))
save_keybindings(&world);
- else if (key == get_action_key(world.keybindings, "keys nav up") && world.keyswindata->select > 0)
- world.keyswindata->select--;
- else if (key == get_action_key(world.keybindings, "keys nav down") && world.keyswindata->select < world.keyswindata->max)
- world.keyswindata->select++;
- else if (key == get_action_key(world.keybindings, "keys mod")) {
- world.keyswindata->edit = 1;
- draw_all_windows (&win_meta);
- key = getch();
- if (key < 1000) // ensure maximum of three digits in key code field
- world.keybindings[world.keyswindata->select].key = key;
- world.keyswindata->edit = 0; }
- else if (key == get_action_key(world.keybindings, "map up") && map.offset_y > 0)
- map.offset_y--;
+ else if (key == get_action_key(world.keybindings, "keys nav up"))
+ keyswin_move_selection (&world, 'u');
+ else if (key == get_action_key(world.keybindings, "keys nav down"))
+ keyswin_move_selection (&world, 'd');
+ else if (key == get_action_key(world.keybindings, "keys mod"))
+ keyswin_mod_key (&world, &win_meta);
+ else if (key == get_action_key(world.keybindings, "map up"))
+ map_scroll (&map, 'n');
else if (key == get_action_key(world.keybindings, "map down"))
- map.offset_y++;
+ map_scroll (&map, 's');
else if (key == get_action_key(world.keybindings, "map right"))
- map.offset_x++;
- else if (key == get_action_key(world.keybindings, "map left") && map.offset_x > 0)
- map.offset_x--;
+ map_scroll (&map, 'e');
+ else if (key == get_action_key(world.keybindings, "map left"))
+ map_scroll (&map, 'w');
else if (key == get_action_key(world.keybindings, "player down"))
move_player(&world, 's');
else if (key == get_action_key(world.keybindings, "player up"))
move_player(&world, 'e');
else if (key == get_action_key(world.keybindings, "player left"))
move_player(&world, 'w');
- else if (key == get_action_key(world.keybindings, "wait") ) {
- next_turn (&world);
- update_log (&world, "\nYou wait."); } }
+ else if (key == get_action_key(world.keybindings, "wait") )
+ player_wait (&world); }
free(map.cells);
for (key = 0; key <= world.keyswindata->max; key++)