#include "map.h"
#include "main.h"
-static void draw_map_objects (void *, struct Map *, struct Win *);
+static void draw_map_objects (struct World *, struct MapObj *, struct Map *, struct Win *);
extern void draw_with_linebreaks (struct Win * win, char * text, uint16_t start_y) {
// Write text into window content space. Start on row start_y. Fill unused rows with whitespace.
struct World * world = (struct World *) win->data;
draw_text_from_bottom(win, world->log); }
-static void draw_map_objects (void * start, struct Map * map, struct Win * win) {
+static void draw_map_objects (struct World * world, struct MapObj * start, struct Map * map, struct Win * win) {
// Draw onto map in win the objects in the chain at start.
- struct ChainMapObject * cmo;
- for (cmo = start; cmo != 0; cmo = cmo->next)
- if ( cmo->pos.y >= map->offset.y && cmo->pos.y < map->offset.y + win->frame.size.y
- && cmo->pos.x >= map->offset.x && cmo->pos.x < map->offset.x + win->frame.size.x)
- mvwaddch(win->frame.curses_win, cmo->pos.y - map->offset.y, cmo->pos.x - map->offset.x, cmo->name); }
+ struct MapObj * o;
+ struct MapObjDef * d;
+ char c;
+ for (o = start; o != 0; o = o->next)
+ if ( o->pos.y >= map->offset.y && o->pos.y < map->offset.y + win->frame.size.y
+ && o->pos.x >= map->offset.x && o->pos.x < map->offset.x + win->frame.size.x) {
+ d = get_map_obj_def (world, o->type);
+ c = d->mapchar;
+ mvwaddch(win->frame.curses_win, o->pos.y - map->offset.y, o->pos.x - map->offset.x, c); } }
extern void draw_map_win (struct Win * win) {
// Draw map determined by map (from win->data) and various actors/objects into window. Respect scroll offset.
if (y < height_map_av && x < width_map_av) {
mvwaddch(win->frame.curses_win, y, x, cells[z]);
z++; } } }
- draw_map_objects (world->item, map, win);
- draw_map_objects (world->monster, map, win);
+ draw_map_objects (world, (struct MapObj *) world->item, map, win);
+ draw_map_objects (world, (struct MapObj *) world->monster, map, win);
if ( player->pos.y >= map->offset.y && player->pos.y < map->offset.y + win->frame.size.y
&& player->pos.x >= map->offset.x && player->pos.x < map->offset.x + win->frame.size.x)
mvwaddch(win->frame.curses_win, player->pos.y - map->offset.y, player->pos.x - map->offset.x, '@'); }