fputc(c, file);
fputc(d, file); }
-void load_seed(struct World * world) {
-// Load seed integer from seed file.
+void load_game(struct World * world) {
+// Load game data from game file.
FILE * file = fopen("savefile", "r");
world->seed = read_uint32_bigendian(file);
world->turn = read_uint32_bigendian(file);
world->monster->x = read_uint16_bigendian(file);
fclose(file); }
-void save_seed(struct World * world) {
-// Save seed integer to seed file.
+void save_game(struct World * world) {
+// Save game data to game file.
FILE * file = fopen("savefile", "w");
write_uint32_bigendian(world->seed, file);
write_uint32_bigendian(world->turn, file);
int main (int argc, char *argv[]) {
struct World world;
+ init_keybindings(&world);
+
+ world.log = calloc(1, sizeof(char));
+ update_log (&world, " ");
struct Player player;
world.player = &player;
struct Monster monster;
world.monster = &monster;
if (0 == access("savefile", F_OK))
- load_seed(&world);
+ load_game(&world);
else {
player.y = 8;
player.x = 8;
world.seed = time(NULL);
world.turn = 1; }
rrand(1, world.seed);
-
- init_keybindings(&world);
- world.log = calloc(1, sizeof(char));
- update_log (&world, "Start!");
struct Map map = init_map();
world.map = ↦
uint32_t last_turn = 0;
while (1) {
if (last_turn != world.turn) {
- save_seed(&world);
+ save_game(&world);
last_turn = world.turn; }
draw_all_windows (&win_meta);
key = getch();