#include <stdlib.h>
+#include <limits.h>
#include <stdint.h>
#include <ncurses.h>
#include <string.h>
prev = success * d;
next_turn (world); }
-void player_wait(struct World * world) {
+void player_wait (struct World * world) {
// Make player wait one turn.
next_turn (world);
update_log (world, "\nYou wait."); }
+void save_map (struct Map * map) {
+// Save map to file "map".
+ FILE * file = fopen("map", "w");
+ fputc(map->width / CHAR_MAX, file);
+ fputc(map->width % CHAR_MAX, file);
+ uint16_t y, x;
+ for (y = 0; y < map->height; y++)
+ for (x = 0; x < map->width; x++)
+ fputc(map->cells[y * map->width + x], file);
+ fclose(file); }
+
+struct Map load_map () {
+// Load map from file.
+ FILE * file = fopen("map", "r");
+ struct Map map;
+ map.width = (fgetc(file) * CHAR_MAX) + fgetc(file);
+ long pos = ftell(file);
+ int c = fgetc(file);
+ uint32_t i = 0;
+ while (EOF != c) {
+ i++;
+ c = fgetc(file); }
+ map.cells = malloc(i * sizeof(char));
+ map.height = i / map.width;
+ fseek(file, pos, SEEK_SET);
+ c = fgetc(file);
+ i = 0;
+ while (EOF != c) {
+ map.cells[i] = (char) c;
+ c = fgetc(file);
+ i++; }
+ fclose(file);
+ return map; }
+
int main () {
struct World world;
init_keybindings(&world);
keyswin_move_selection (&world, 'd');
else if (key == get_action_key(world.keybindings, "keys mod"))
keyswin_mod_key (&world, &win_meta);
+ else if (key == get_action_key(world.keybindings, "load map"))
+ map = load_map();
+ else if (key == get_action_key(world.keybindings, "save map"))
+ save_map(&map);
else if (key == get_action_key(world.keybindings, "map up"))
map_scroll (&map, 'n');
else if (key == get_action_key(world.keybindings, "map down"))