for (x = 0; x < map.size.x; x++)
map.cells[(y * map.size.x) + x] = '~';
map.cells[size / 2 + (map.size.x / 2)] = '.';
- uint32_t repeats, root, curpos;
- for (root = 0; root * root * root < size; root++);
- for (repeats = 0; repeats < size * root; repeats++) {
+ uint32_t curpos;
+ while (1) {
y = rrand(0, 0) % map.size.y;
x = rrand(0, 0) % map.size.x;
curpos = y * map.size.x + x;
( (curpos >= map.size.x && '.' == map.cells[curpos - map.size.x])
|| (curpos < map.size.x * (map.size.y-1) && '.' == map.cells[curpos + map.size.x])
|| (curpos > 0 && curpos % map.size.x != 0 && '.' == map.cells[curpos-1])
- || (curpos < (map.size.x * map.size.y) && (curpos+1) % map.size.x != 0 && '.' == map.cells[curpos+1])))
- map.cells[y * map.size.x + x] = '.'; }
+ || (curpos < (map.size.x * map.size.y) && (curpos+1) % map.size.x != 0 && '.' == map.cells[curpos+1]))) {
+ if (y == 0 || y == map.size.y - 1 || x == 0 || x == map.size.x - 1)
+ break;
+ map.cells[y * map.size.x + x] = '.'; } }
return map; }
-void map_scroll (struct Map * map, char dir) {
+void map_scroll (struct Map * map, char dir, struct yx_uint16 win_size) {
// Scroll map into direction dir if possible by changing the offset.
- if (NORTH == dir && map->offset.y > 0) map->offset.y--;
- else if (SOUTH == dir) map->offset.y++;
- else if (WEST == dir && map->offset.x > 0) map->offset.x--;
- else if (EAST == dir) map->offset.x++; }
+ if (NORTH == dir && map->offset.y > 0)
+ map->offset.y--;
+ else if (WEST == dir && map->offset.x > 0)
+ map->offset.x--;
+ else if (SOUTH == dir && map->offset.y + win_size.y < map->size.y)
+ map->offset.y++;
+ else if (EAST == dir && map->offset.x + win_size.x < map->size.x)
+ map->offset.x++; }
void turn_over (struct World * world, char action) {
// Record action in game record file, increment turn and move enemy.
world->turn++;
rrand(1, world->seed * world->turn);
struct Monster * monster;
- for (monster = world->monster; monster != 0; monster = monster->next)
+ for (monster = world->monster; monster != 0; monster = monster->cmo.next)
move_monster(world, monster); }
void save_game(struct World * world) {
write_uint32_bigendian(world->turn, 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);
- fputc(monster->name, file);
- fputc(monster->hitpoints, 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);
- fputc(item->name, file); }
- write_uint16_bigendian(0, file);
+ write_map_objects (world->monster, file, write_map_objects_monsterdata);
+ write_map_objects (world->item, file, readwrite_map_objects_dummy);
fclose(file); }
void toggle_window (struct WinMeta * win_meta, struct Win * win) {
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 (world->map, NORTH);
+ map_scroll (world->map, NORTH, win_map->frame.size);
else if (key == get_action_key(world->keybindings, "map down"))
- map_scroll (world->map, SOUTH);
+ map_scroll (world->map, SOUTH, win_map->frame.size);
else if (key == get_action_key(world->keybindings, "map right"))
- map_scroll (world->map, EAST);
+ map_scroll (world->map, EAST, win_map->frame.size);
else if (key == get_action_key(world->keybindings, "map left"))
- map_scroll (world->map, WEST);
+ map_scroll (world->map, WEST, win_map->frame.size);
return 0; }
int main (int argc, char *argv[]) {
world.log = calloc(1, sizeof(char));
update_log (&world, " ");
struct Player player;
+ player.hitpoints = 5;
world.player = &player;
- struct Monster * monster;
- struct Item * item;
- uint16_t test;
- char start;
+ world.monster = 0;
+ world.item = 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) - 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->pos.y = test - 1;
- monster->pos.x = read_uint16_bigendian(file) - 1;
- monster->name = fgetc(file);
- monster->hitpoints = fgetc(file); }
- 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->pos.y = test - 1;
- item->pos.x = read_uint16_bigendian(file) - 1;
- item->name = fgetc(file); }
- if (!start)
- item->next = 0;
+ read_map_objects (&world.monster, file, sizeof(struct Monster), read_map_objects_monsterdata);
+ read_map_objects (&world.item, file, sizeof(struct Item), readwrite_map_objects_dummy);
fclose(file); }
// For non-interactive mode, try to load world state from record file.
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 = 'A' + (rrand(0, 0) % 8);
- monster->hitpoints = 5; }
- 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 = '#' + (rrand(0, 0) % 4); }
- if (!start)
- item->next = 0; }
+ build_map_objects (&world.monster, n_monsters, sizeof(struct Monster), build_map_objects_monsterdata, &map);
+ build_map_objects (&world.item, n_items, sizeof(struct Item), build_map_objects_itemdata, &map); }
// Initialize window system and windows.
WINDOW * screen = initscr();
struct Win win_log = init_win(&win_meta, "Log", &world, draw_log_win);
win_keys.frame.size.x = 29;
win_map.frame.size.x = win_meta.pad.size.x - win_keys.frame.size.x - win_log.frame.size.x - 2;
- win_info.frame.size.y = 1;
- win_log.frame.size.y = win_meta.pad.size.y - 3;
+ win_info.frame.size.y = 2;
+ win_log.frame.size.y = win_meta.pad.size.y - (2 + win_info.frame.size.y);
toggle_window(&win_meta, &win_keys);
toggle_window(&win_meta, &win_map);
toggle_window(&win_meta, &win_info);
// Replay mode.
int key;
unsigned char quit_called = 0;
+ unsigned char await_actions = 1;
if (0 == world.interactive) {
- unsigned char still_reading_file = 1;
int action;
while (1) {
if (start_turn == world.turn)
if (0 == start_turn) {
draw_all_wins (&win_meta);
key = getch(); }
- if (1 == still_reading_file &&
+ if (1 == await_actions &&
(world.turn < start_turn || key == get_action_key(world.keybindings, "wait / next turn")) ) {
action = getc(file);
if (EOF == action) {
start_turn = 0;
- still_reading_file = 0; }
+ await_actions = 0; }
else if (0 == action)
player_wait (&world);
else if (NORTH == action)
if (last_turn != world.turn) {
save_game(&world);
last_turn = world.turn; }
+ if (1 == await_actions && 0 == player.hitpoints)
+ await_actions = 0;
draw_all_wins (&win_meta);
key = getch();
- if (key == get_action_key(world.keybindings, "player up"))
+ if (1 == await_actions && key == get_action_key(world.keybindings, "player up"))
move_player(&world, NORTH);
- else if (key == get_action_key(world.keybindings, "player right"))
+ else if (1 == await_actions && key == get_action_key(world.keybindings, "player right"))
move_player(&world, EAST);
- else if (key == get_action_key(world.keybindings, "player down"))
+ else if (1 == await_actions && key == get_action_key(world.keybindings, "player down"))
move_player(&world, SOUTH);
- else if (key == get_action_key(world.keybindings, "player left"))
+ else if (1 == await_actions && key == get_action_key(world.keybindings, "player left"))
move_player(&world, WEST);
- else if (key == get_action_key(world.keybindings, "wait / next turn"))
+ else if (1 == await_actions && key == get_action_key(world.keybindings, "wait / next turn"))
player_wait (&world);
else
quit_called = meta_keys(key, &world, &win_meta, &win_keys, &win_map, &win_info, &win_log);