world.player = &player;
world.monster = 0;
world.item = 0;
+ struct MonsterDef monster_def_A;
+ monster_def_A.map_obj_def.id = 1;
+ monster_def_A.map_obj_def.mapchar = 'a';
+ monster_def_A.map_obj_def.desc = "ANT";
+ monster_def_A.hitpoints_start = 1;
+ struct MonsterDef monster_def_B;
+ monster_def_B.map_obj_def.id = 2;
+ monster_def_B.map_obj_def.mapchar = 'z';
+ monster_def_B.map_obj_def.desc = "ZOMBIE";
+ monster_def_B.hitpoints_start = 3;
+ struct MonsterDef monster_def_C;
+ monster_def_C.map_obj_def.id = 3;
+ monster_def_C.map_obj_def.mapchar = 'S';
+ monster_def_C.map_obj_def.desc = "SHOGGOTH";
+ monster_def_C.hitpoints_start = 9;
+ world.monster_def = &monster_def_A;
+ monster_def_A.map_obj_def.next = (struct MapObjDef *) &monster_def_B;
+ monster_def_B.map_obj_def.next = (struct MapObjDef *) &monster_def_C;
+ monster_def_C.map_obj_def.next = NULL;
+ struct ItemDef item_def_A;
+ item_def_A.map_obj_def.id = 4;
+ item_def_A.map_obj_def.mapchar = '#';
+ struct ItemDef item_def_B;
+ item_def_B.map_obj_def.id = 5;
+ item_def_B.map_obj_def.mapchar = '%';
+ world.item_def = &item_def_A;
+ item_def_A.map_obj_def.next = (struct MapObjDef *) &item_def_B;
+ item_def_B.map_obj_def.next = NULL;
// For interactive mode, try to load world state from savefile.
FILE * file;
world.map = ↦
if (1 == world.turn) {
player.pos = find_passable_pos(&map);
- unsigned char n_monsters = rrand(0, 0) % 16;
- unsigned char n_items = rrand(0, 0) % 48;
- build_map_objects (&world.monster, n_monsters, sizeof(struct Monster), build_map_objects_monsterdata, &map);
- build_map_objects (&world.item, n_items, sizeof(struct Item), build_map_objects_itemdata, &map); }
+ void * foo = build_map_objects (&world, &world.monster, 1, 1 + rrand(0,0) % 27, sizeof(struct Monster),
+ build_map_objects_monsterdata);
+ foo = build_map_objects (&world, foo, 2, 1 + rrand(0,0) % 9, sizeof(struct Monster),
+ build_map_objects_monsterdata);
+ build_map_objects (&world, foo, 3, 1 + rrand(0,0) % 3, sizeof(struct Monster),
+ build_map_objects_monsterdata);
+ foo = build_map_objects (&world, &world.item, 4, 1 + rrand(0,0) % 3, sizeof(struct Item),
+ build_map_objects_itemdata);
+ build_map_objects (&world, foo, 5, 1 + rrand(0,0) % 3, sizeof(struct Item), build_map_objects_itemdata); }
// Initialize window system and windows.
WINDOW * screen = initscr();