*/
#include "map_object_actions.h" /* for player_wait(), move_player() */
#include "map.h" /* for struct Map, init_map() */
*/
#include "map_object_actions.h" /* for player_wait(), move_player() */
#include "map.h" /* for struct Map, init_map() */
-#include "misc.h" /* for rrand(), update_log(), toggle_window(), exit_game(),
+#include "misc.h" /* for update_log(), toggle_window(), exit_game(),
* find_passable_pos(), meta_keys(), save_game()
*/
#include "yx_uint16.h" /* for dir enum */
* find_passable_pos(), meta_keys(), save_game()
*/
#include "yx_uint16.h" /* for dir enum */
struct Map map = init_map();
world.map = ↦
if (1 == world.turn)
{
player.pos = find_passable_pos(&map);
void * foo = build_map_objects(&world, &world.monster,
struct Map map = init_map();
world.map = ↦
if (1 == world.turn)
{
player.pos = find_passable_pos(&map);
void * foo = build_map_objects(&world, &world.monster,
- foo = build_map_objects(&world, foo, 1, 1 + rrand(0,0) % 9,
+ foo = build_map_objects(&world, foo, 1, 1 + rrand() % 9,
- build_map_objects(&world, foo, 2, 1 + rrand(0,0) % 3,
+ build_map_objects(&world, foo, 2, 1 + rrand() % 3,
- foo = build_map_objects(&world, &world.item, 3, 1 + rrand(0,0) % 3,
+ foo = build_map_objects(&world, &world.item, 3, 1 + rrand() % 3,
- build_map_objects(&world, foo, 4, 1 + rrand(0,0) % 3,
+ build_map_objects(&world, foo, 4, 1 + rrand() % 3,
struct Win win_info = init_win(&win_meta, "Info", &world, draw_info_win);
struct Win win_log = init_win(&win_meta, "Log", &world, draw_log_win);
win_keys.frame.size.x = 29;
struct Win win_info = init_win(&win_meta, "Info", &world, draw_info_win);
struct Win win_log = init_win(&win_meta, "Log", &world, draw_log_win);
win_keys.frame.size.x = 29;
toggle_window(&win_meta, &win_keys);
toggle_window(&win_meta, &win_map);
toggle_window(&win_meta, &win_info);
toggle_window(&win_meta, &win_keys);
toggle_window(&win_meta, &win_map);
toggle_window(&win_meta, &win_info);