int select; };
struct World {
+ int turn;
struct KeyBinding * keybindings;
struct KeysWinData * keyswindata; };
void draw_info (struct Win * win) {
// Draw info window by appending win->data integer value to "Turn: " display.
- int count = * (int *) win->data;
+ struct World world = * (struct World *) win->data;
+ int count = world.turn;
char text[100];
snprintf(text, 100, "Turn: %d", count);
draw_with_linebreaks(win, text, 0); }
map.cells[(8 * map.width) + 3] = 'X';
return map; }
-void update_info (struct Win * win) {
+void update_info (struct World * world) {
// Update info data by incrementing turn value.
- * (int *) win->data = * (int *) win->data + 1; }
+ world->turn++; }
void update_log (struct Win * win, char * text) {
// Update log with new text to be appended.
struct Map map = init_map();
win_map.data = ↦
+ world.turn = 0;
struct Win win_info = init_window(&win_meta, "Info");
win_info.draw = draw_info;
- win_info.data = malloc(sizeof(int));
- * (int *) win_info.data = 0;
+ win_info.data = &world;
struct Win win_log = init_window(&win_meta, "Log");
win_log.draw = draw_text_from_bottom;
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) {
- update_info (&win_info);
+ update_info (&world);
update_log (&win_log, "\nYou move south.");
map.player_y++; }
else if (key == get_action_key(world.keybindings, "player up") && map.player_y > 0) {
- update_info (&win_info);
+ update_info (&world);
update_log (&win_log, "\nYou move north.");
map.player_y--; }
else if (key == get_action_key(world.keybindings, "player right") && map.player_x < map.width - 1) {
- update_info (&win_info);
+ update_info (&world);
update_log (&win_log, "\nYou move east.");
map.player_x++; }
else if (key == get_action_key(world.keybindings, "player left") && map.player_x > 0) {
- update_info (&win_info);
+ update_info (&world);
update_log (&win_log, "\nYou move west.");
map.player_x--; }
else if (key == get_action_key(world.keybindings, "wait") ) {
- update_info (&win_info);
+ update_info (&world);
update_log (&win_log, "\nYou wait."); } }
free(map.cells);
free(world.keybindings[key].name);
free(world.keybindings);
free(world.keyswindata);
- free(win_info.data);
free(win_log.data);
endwin();