#include <ncurses.h> /* for initscr(), noecho(), curs_set(), keypad(), raw() */
#include <time.h> /* for time() */
#include <unistd.h> /* for getopt(), optarg */
-#include <stdint.h> /* for uint16_t, uint32_t */
-#include "windows.h" /* for structs WinMeta, Win, init_win_meta(), draw_all_wins()
+#include <stdint.h> /* for uint32_t */
+#include "windows.h" /* for structs WinMeta, Win, init_win_meta(),
+ * draw_all_wins()
*/
-#include "readwrite.h" /* for [read/write]_uint[8/16/32][_bigendian](),
- * try_fopen(), try_fclose(), try_fclose_unlink_rename()
+#include "readwrite.h" /* for read_uint32_bigendian](),
+ * write_uint32_bigendian(), try_fopen(), try_fclose(),
+ * try_fclose_unlink_rename()
*/
-#include "map_objects.h" /* for structs Monster, Item, Player,
- * init_map_object_defs(), read_map_objects(),
- * build_map_objects()
+#include "map_objects.h" /* for structs MapObj, init_map_object_defs(),
+ * build_map_objects(), get_player()
*/
#include "map.h" /* for struct Map, init_map() */
#include "misc.h" /* for update_log(), find_passable_pos(), save_game(),
* try_calloc(), check_tempfile(), check_xor_files(),
- * load_interface_conf()
+ * load_interface_conf(), load_game()
*/
#include "wincontrol.h" /* get_win_by_id(), get_winconf_by_win() */
#include "rrand.h" /* for rrand(), rrand_seed() */
}
}
- /* Initialize log, player, monster/item definitions and monsters/items. */
+ /* Initialize log and map object definitions. */
world.score = 0;
world.log = try_calloc(1, sizeof(char), &world, f_name);
set_cleanup_flag(CLEANUP_LOG);
update_log(&world, " ");
- struct Player player;
- player.hitpoints = 5;
- world.player = &player;
- world.monster = 0;
- world.item = 0;
init_map_object_defs(&world, "config/defs");
set_cleanup_flag(CLEANUP_MAP_OBJECT_DEFS);
- world.map_object_count = 1;
+ world.map_obj_count = 0;
/* For interactive mode, try to load world state from savefile. */
char * err_r = "Trouble loading game (in main()) / "
FILE * file;
if (1 == world.interactive && 0 == access(savefile, F_OK))
{
- file = try_fopen(savefile, "r", &world, f_name);
- if ( read_uint32_bigendian(file, &world.seed)
- || read_uint32_bigendian(file, &world.turn)
- || read_uint16_bigendian(file, &world.score)
- || read_uint16_bigendian(file, &player.pos.y)
- || read_uint16_bigendian(file, &player.pos.x)
- || read_uint8(file, &player.hitpoints)
- || read_map_objects(&world, &world.monster, file)
- || read_map_objects(&world, &world.item, file))
- {
- exit_err(1, &world, err_r);
- }
+ load_game(&world);
set_cleanup_flag(CLEANUP_MAP_OBJECTS);
- try_fclose(file, &world, f_name);
- player.pos.y--;
- player.pos.x--;
}
/* For non-interactive mode, try to load world state from record file. */
set_cleanup_flag(CLEANUP_MAP);
if (0 == world.turn)
{
- player.pos = find_passable_pos(world.map);
- void * foo;
- foo = build_map_objects(&world, &world.monster, 1, 1 + rrand() % 27);
- foo = build_map_objects(&world, foo, 2, 1 + rrand() % 9);
- build_map_objects(&world, foo, 3, 1 + rrand() % 3);
- foo = build_map_objects(&world, &world.item, 4, 1 + rrand() % 3);
- build_map_objects(&world, foo, 5, 1 + rrand() % 3);
+ world.map_objs = NULL;
+ add_map_objects(&world, 0, 1);
+ add_map_objects(&world, 1, 1 + rrand() % 27);
+ add_map_objects(&world, 2, 1 + rrand() % 9);
+ add_map_objects(&world, 3, 1 + rrand() % 3);
+ add_map_objects(&world, 4, 1 + rrand() % 3);
+ add_map_objects(&world, 5, 1 + rrand() % 3);
set_cleanup_flag(CLEANUP_MAP_OBJECTS);
world.turn = 1;
}
err_winmem = "Trouble with draw_all_wins() in main().";
/* Focus map on player. */
+ struct MapObj * player = get_player(&world);
struct Win * win_map = get_win_by_id(&world, 'm');
- map_center_player(&map, &player, win_map->frame.size);
+ win_map->center = player->pos;
+
+ /* Initialize player's inventory selection index to start position. */
+ world.inventory_select = 0;
/* Replay mode. */
int key;
if ( (1 == wc->view && wingeom_control(key, &world))
|| (2 == wc->view && winkeyb_control(key, &world))
- || (0 != player.hitpoints && player_control(key, &world)))
+ || (0 != player->lifepoints && player_control(key, &world)))
{
continue;
}