* write_uint32_bigendian(), try_fopen(), try_fclose(),
* try_fclose_unlink_rename()
*/
-#include "map_objects.h" /* for structs MapObj Player, init_map_object_defs(),
- * 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 "map.h" /* for struct Map, init_map(), map_center_object() */
#include "misc.h" /* for update_log(), find_passable_pos(), save_game(),
* try_calloc(), check_tempfile(), check_xor_files(),
* load_interface_conf(), load_game()
}
}
- /* 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;
- init_map_object_defs(&world, "config/defs2");
+ init_map_object_defs(&world, "config/defs");
set_cleanup_flag(CLEANUP_MAP_OBJECT_DEFS);
- world.map_obj_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()) / "
set_cleanup_flag(CLEANUP_MAP);
if (0 == world.turn)
{
- player.pos = find_passable_pos(world.map);
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);
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);
+ map_center_object(&map, player, win_map->frame.size);
/* 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;
}