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);
+ struct Monster * monster;
+ for (monster = world->monster; monster != 0; monster = monster->next) {
+ write_uint16_bigendian(monster->pos.y, file);
+ write_uint16_bigendian(monster->pos.x, file); }
+ struct Item * item;
+ for (item = world->item; item != 0; item = item->next) {
+ write_uint16_bigendian(item->pos.y, file);
+ write_uint16_bigendian(item->pos.x, 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';
+ char i;
+ struct Monster * monster = malloc(sizeof(struct Monster));
+ world.monster = monster;
+ for (i = 0; i < 8; i++) {
+ monster->name = 'M';
+ monster->next = malloc(sizeof(struct Monster));
+ monster = monster->next; }
+ monster->name = 'M';
+ monster->next = 0;
+ struct Item * item = malloc(sizeof(struct Item));
+ world.item = item;
+ for (i = 0; i < 8; i++) {
+ item->name = '#';
+ item->next = malloc(sizeof(struct Item));
+ item = item->next; }
+ item->name = '#';
+ item->next = 0;
// For interactive mode, try to load world state from savefile.
FILE * 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);
+ for (monster = world.monster; monster != 0; monster = monster->next) {
+ monster->pos.y = read_uint16_bigendian(file);
+ monster->pos.x = read_uint16_bigendian(file); }
+ for (item = world.item; item != 0; item = item->next) {
+ item->pos.y = read_uint16_bigendian(file);
+ item->pos.x = read_uint16_bigendian(file); }
fclose(file); }
// For non-interactive mode, try to load world state from frecord file.
for (player.pos.y = player.pos.x = 0; 0 == is_passable(&map, player.pos);) {
player.pos.y = rrand(0, 0) % map.size.y;
player.pos.x = rrand(0, 0) % map.size.x; }
- struct Monster * monster;
+ for (item = world.item; item != 0; item = item->next)
+ for (item->pos.y = item->pos.x = 0; 0 == is_passable(&map, item->pos);) {
+ item->pos.y = rrand(0, 0) % map.size.y;
+ item->pos.x = rrand(0, 0) % map.size.x; }
for (monster = world.monster; monster != 0; monster = monster->next)
for (monster->pos.y = monster->pos.x = 0; 0 == is_passable(&map, monster->pos);) {
monster->pos.y = rrand(0, 0) % map.size.y;