#include "draw_wins.h"
#include "keybindings.h"
#include "readwrite.h"
-#include "actors.h"
+#include "objects_on_map.h"
uint16_t rrand(char use_seed, uint32_t new_seed) {
// Pseudo-random number generator (LGC algorithm). Use instead of rand() to ensure portable predictability.
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); }
+ write_uint16_bigendian(monster->pos.x + 1, file);
+ fputc(monster->name, 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); }
+ write_uint16_bigendian(item->pos.x + 1, file);
+ fputc(item->name, file); }
write_uint16_bigendian(0, file);
fclose(file); }
else {
monster->next = malloc(sizeof(struct Monster));
monster = monster->next; }
- monster->name = 'M';
monster->pos.y = test - 1;
- monster->pos.x = read_uint16_bigendian(file) - 1; }
+ monster->pos.x = read_uint16_bigendian(file) - 1;
+ monster->name = fgetc(file); }
if (!start)
monster->next = 0;
start = 1;
else {
item->next = malloc(sizeof(struct Item));
item = item->next; }
- item->name = '#';
item->pos.y = test - 1;
- item->pos.x = read_uint16_bigendian(file) - 1; }
+ item->pos.x = read_uint16_bigendian(file) - 1;
+ item->name = fgetc(file); }
if (!start)
item->next = 0;
fclose(file); }
struct Map map = init_map();
world.map = ↦
if (1 == world.turn) {
- 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; }
+ 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;
else {
monster->next = malloc(sizeof(struct Monster));
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;
- monster->pos.x = rrand(0, 0) % map.size.x; }
- monster->name = 'M'; }
+ monster->pos = find_passable_pos(&map);
+ monster->name = 'A' + (rrand(0, 0) % 8); }
if (!start)
monster->next = 0;
start = 1;
else {
item->next = malloc(sizeof(struct Item));
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; }
- item->name = '#'; }
+ item->pos = find_passable_pos(&map);
+ item->name = '#' + (rrand(0, 0) % 4); }
if (!start)
item->next = 0; }