#include "readwrite.h" /* for [read/write]_uint[8/16/32][_bigendian](),
* try_fopen(), try_fclose()
*/
-#include "map_objects.h" /* for struct MapObj, read_map_objects(),
+#include "map_objects.h" /* for struct MapObj, get_player(), read_map_objects(),
* write_map_objects()
*/
#include "map_object_actions.h" /* for is_passable(), move_actor() */
extern void save_game(struct World * world)
{
char * f_name = "save_game()";
-
char * savefile_tmp = "savefile_tmp";
char * savefile = "savefile";
FILE * file = try_fopen(savefile_tmp, "w", world, f_name);
-
char line[12];
sprintf(line, "%d\n", world->seed);
try_fwrite(line, strlen(line), 1, file, world, f_name);
sprintf(line, "%d\n", world->score);
try_fwrite(line, strlen(line), 1, file, world, f_name);
write_map_objects(world, file);
-
try_fclose_unlink_rename(file, savefile_tmp, savefile, world, f_name);
}
}
return pos;
}
+
+
+
+extern void nav_inventory(struct World * world, char dir)
+{
+ if ('u' == dir)
+ {
+ if (world->inventory_select > 0)
+ {
+ world->inventory_select--;
+ }
+ return;
+ }
+ struct MapObj * player = get_player(world);
+ struct MapObj * owned = player->owns;
+ if (NULL == owned)
+ {
+ return;
+ }
+ uint8_t n_owned = 0;
+ for (; NULL != owned->next; owned = owned->next, n_owned++);
+ if (world->inventory_select < n_owned)
+ {
+ world->inventory_select++;
+ }
+}