int height;
int offset_x;
int offset_y;
- int player_x;
- int player_y;
char * cells; };
+struct Player {
+ int y;
+ int x; };
+
struct KeyBinding {
char * name;
int key; };
struct World {
char * log;
int turn;
+ struct Map * map;
+ struct Player * player;
struct KeyBinding * keybindings;
struct KeysWinData * keyswindata; };
void draw_map (struct Win * win) {
// Draw map determined by win->data Map struct into window. Respect offset.
- struct Map map = * (struct Map *) win->data;
- char * cells = map.cells;
- int width_map_av = map.width - map.offset_x;
- int height_map_av = map.height - map.offset_y;
+ struct World * world = (struct World *) win->data;
+ struct Map * map = world->map;
+ struct Player * player = world->player;
+ char * cells = map->cells;
+ int width_map_av = map->width - map->offset_x;
+ int height_map_av = map->height - map->offset_y;
int x, y, z;
for (y = 0; y < win->height; y++) {
- z = map.offset_x + (map.offset_y + y) * (map.width);
+ z = map->offset_x + (map->offset_y + y) * (map->width);
for (x = 0; x < win->width; x++) {
if (y < height_map_av && x < width_map_av) {
- if (z == (map.width * map.player_y) + map.player_x)
+ if (z == (map->width * player->y) + player->x)
mvwaddch(win->curses, y, x, '@');
else
mvwaddch(win->curses, y, x, cells[z]);
map.height = 128;
map.offset_x = 0;
map.offset_y = 0;
- map.player_x = 2;
- map.player_y = 2;
map.cells = malloc(map.width * map.height);
int x, y;
for (y = 0; y < map.height; y++)
int main () {
struct World world;
init_keybindings(&world);
+ struct Map map = init_map();
+ world.map = ↦
+ struct Player player;
+ player.y = 2;
+ player.x = 2;
+ world.player = &player;
WINDOW * screen = initscr();
noecho();
struct Win win_map = init_window(&win_meta, "Map");
win_map.draw = draw_map;
- struct Map map = init_map();
- win_map.data = ↦
+ win_map.data = &world;
world.turn = 0;
struct Win win_info = init_window(&win_meta, "Info");
map.offset_x++;
else if (key == get_action_key(world.keybindings, "map left") && map.offset_x > 0)
map.offset_x--;
- else if (key == get_action_key(world.keybindings, "player down") && map.player_y < map.height - 1) {
+ else if (key == get_action_key(world.keybindings, "player down") && player.y < map.height - 1) {
update_info (&world);
update_log (&world, "\nYou move south.");
- map.player_y++; }
- else if (key == get_action_key(world.keybindings, "player up") && map.player_y > 0) {
+ player.y++; }
+ else if (key == get_action_key(world.keybindings, "player up") && player.y > 0) {
update_info (&world);
update_log (&world, "\nYou move north.");
- map.player_y--; }
- else if (key == get_action_key(world.keybindings, "player right") && map.player_x < map.width - 1) {
+ player.y--; }
+ else if (key == get_action_key(world.keybindings, "player right") && player.x < map.width - 1) {
update_info (&world);
update_log (&world, "\nYou move east.");
- map.player_x++; }
- else if (key == get_action_key(world.keybindings, "player left") && map.player_x > 0) {
+ player.x++; }
+ else if (key == get_action_key(world.keybindings, "player left") && player.x > 0) {
update_info (&world);
update_log (&world, "\nYou move west.");
- map.player_x--; }
+ player.x--; }
else if (key == get_action_key(world.keybindings, "wait") ) {
update_info (&world);
update_log (&world, "\nYou wait."); } }