-char is_passable (struct Map * map, uint16_t y, uint16_t x) {
-// Check if coordinate on (or beyond) map is accessible to movement.
- char passable = 0;
- if (0 <= x && x < map->width && 0 <= y && y < map->height)
- if ('.' == map->cells[y * map->width + x])
- passable = 1;
- return passable; }
-
-void player_wait (struct World * world) {
-// Make player wait one turn.
- if (1 == world->interactive)
- record_action(0);
- next_turn (world);
- update_log (world, "\nYou wait."); }
+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);
+ write_uint16_bigendian(world->player->pos.y, file);
+ write_uint16_bigendian(world->player->pos.x, file);
+ write_uint16_bigendian(world->monster->pos.y, file);
+ write_uint16_bigendian(world->monster->pos.x, file);
+ write_uint16_bigendian(world->monster->next->pos.y, file);
+ write_uint16_bigendian(world->monster->next->pos.x, file);
+ write_uint16_bigendian(world->monster->next->next->pos.y, file);
+ write_uint16_bigendian(world->monster->next->next->pos.x, file);
+ write_uint16_bigendian(world->item->pos.y, file);
+ write_uint16_bigendian(world->item->pos.x, file);
+ write_uint16_bigendian(world->item->next->pos.y, file);
+ write_uint16_bigendian(world->item->next->pos.x, file);
+ write_uint16_bigendian(world->item->next->next->pos.y, file);
+ write_uint16_bigendian(world->item->next->next->pos.x, file);
+ fclose(file); }