struct World {
struct KeyBinding * keybindings;
struct KeysWinData * keyswindata;
- int turn;
+ uint32_t seed;
+ uint32_t turn;
char * log;
struct Map * map;
struct Monster * monster;
struct Player * player; };
struct Map {
- int width;
- int height;
- int offset_x;
- int offset_y;
+ uint16_t width;
+ uint16_t height;
+ uint16_t offset_x;
+ uint16_t offset_y;
char * cells; };
struct Player {
- int y;
- int x; };
+ uint16_t y;
+ uint16_t x; };
struct Monster {
- int y;
- int x; };
+ uint16_t y;
+ uint16_t x; };
+uint16_t rrand(char, uint32_t);
+uint16_t read_uint16_bigendian(FILE * file);
+void write_uint16_bigendian(uint16_t x, FILE * file);
+uint32_t read_uint32_bigendian(FILE * file);
+void write_uint32_bigendian(uint32_t x, FILE * file);
+void load_game(struct World *);
+void save_game(struct World *);
void toggle_window (struct WinMeta *, struct Win *);
void growshrink_active_window (struct WinMeta *, char);
struct Map init_map ();
void map_scroll (struct Map *, char);
void next_turn (struct World *);
void update_log (struct World *, char *);
-char is_passable (struct World *, int, int);
+char is_passable (struct World *, uint16_t, uint16_t);
void move_player (struct World *, char);
void player_wait(struct World *);