struct Player * player = world->player;
struct Monster * monster;
char * cells = map->cells;
- uint16_t width_map_av = map->width - map->offset_x;
- uint16_t height_map_av = map->height - map->offset_y;
+ uint16_t width_map_av = map->size.x - map->offset.x;
+ uint16_t height_map_av = map->size.y - map->offset.y;
uint16_t x, y, z;
for (y = 0; y < win->frame.size.y; y++) {
- z = map->offset_x + (map->offset_y + y) * (map->width);
+ z = map->offset.x + (map->offset.y + y) * (map->size.x);
for (x = 0; x < win->frame.size.x; x++) {
if (y < height_map_av && x < width_map_av) {
mvwaddch(win->frame.curses_win, y, x, cells[z]);
z++; } } }
- if ( player->pos.y >= map->offset_y && player->pos.y < map->offset_y + win->frame.size.y
- && player->pos.x >= map->offset_x && player->pos.x < map->offset_x + win->frame.size.x)
- mvwaddch(win->frame.curses_win, player->pos.y - map->offset_y, player->pos.x - map->offset_x, '@');
+ if ( player->pos.y >= map->offset.y && player->pos.y < map->offset.y + win->frame.size.y
+ && player->pos.x >= map->offset.x && player->pos.x < map->offset.x + win->frame.size.x)
+ mvwaddch(win->frame.curses_win, player->pos.y - map->offset.y, player->pos.x - map->offset.x, '@');
for (monster = world->monster; monster != 0; monster = monster->next)
- if ( monster->pos.y >= map->offset_y && monster->pos.y < map->offset_y + win->frame.size.y
- && monster->pos.x >= map->offset_x && monster->pos.x < map->offset_x + win->frame.size.x)
- mvwaddch(win->frame.curses_win, monster->pos.y - map->offset_y, monster->pos.x - map->offset_x, monster->name); }
+ if ( monster->pos.y >= map->offset.y && monster->pos.y < map->offset.y + win->frame.size.y
+ && monster->pos.x >= map->offset.x && monster->pos.x < map->offset.x + win->frame.size.x)
+ mvwaddch(win->frame.curses_win, monster->pos.y - map->offset.y, monster->pos.x - map->offset.x, monster->name); }
void draw_info_win (struct Win * win) {
// Draw info window by appending win->data integer value to "Turn: " display.
struct Map init_map () {
// Initialize map with some experimental start values.
struct Map map;
- map.width = 64;
- map.height = 64;
- map.offset_x = 0;
- map.offset_y = 0;
- uint32_t size = map.width * map.height;
+ map.size.x = 64;
+ map.size.y = 64;
+ map.offset.x = 0;
+ map.offset.y = 0;
+ uint32_t size = map.size.x * map.size.y;
map.cells = malloc(size);
uint16_t y, x;
- for (y = 0; y < map.height; y++)
- for (x = 0; x < map.width; x++)
- map.cells[(y * map.width) + x] = '~';
- map.cells[size / 2 + (map.width / 2)] = '.';
+ for (y = 0; y < map.size.y; y++)
+ for (x = 0; x < map.size.x; x++)
+ map.cells[(y * map.size.x) + x] = '~';
+ map.cells[size / 2 + (map.size.x / 2)] = '.';
uint32_t repeats, root, curpos;
for (root = 0; root * root * root < size; root++);
for (repeats = 0; repeats < size * root; repeats++) {
- y = rrand(0, 0) % map.height;
- x = rrand(0, 0) % map.width;
- curpos = y * map.width + x;
+ y = rrand(0, 0) % map.size.y;
+ x = rrand(0, 0) % map.size.x;
+ curpos = y * map.size.x + x;
if ('~' == map.cells[curpos] &&
- ( (curpos >= map.width && '.' == map.cells[curpos - map.width])
- || (curpos < map.width * (map.height-1) && '.' == map.cells[curpos + map.width])
- || (curpos > 0 && curpos % map.width != 0 && '.' == map.cells[curpos-1])
- || (curpos < (map.width * map.height) && (curpos+1) % map.width != 0 && '.' == map.cells[curpos+1])))
- map.cells[y * map.width + x] = '.'; }
+ ( (curpos >= map.size.x && '.' == map.cells[curpos - map.size.x])
+ || (curpos < map.size.x * (map.size.y-1) && '.' == map.cells[curpos + map.size.x])
+ || (curpos > 0 && curpos % map.size.x != 0 && '.' == map.cells[curpos-1])
+ || (curpos < (map.size.x * map.size.y) && (curpos+1) % map.size.x != 0 && '.' == map.cells[curpos+1])))
+ map.cells[y * map.size.x + x] = '.'; }
return map; }
void save_game(struct World * world) {
char is_passable (struct Map * map, uint16_t y, uint16_t x) {
// Check if coordinate on (or beyond) map is accessible to movement.
char passable = 0;
- if (0 <= x && x < map->width && 0 <= y && y < map->height)
- if ('.' == map->cells[y * map->width + x])
+ if (0 <= x && x < map->size.x && 0 <= y && y < map->size.y)
+ if ('.' == map->cells[y * map->size.x + x])
passable = 1;
return passable; }
void map_scroll (struct Map * map, char dir) {
// Scroll map into direction dir if possible by changing the offset.
- if (NORTH == dir && map->offset_y > 0) map->offset_y--;
- else if (SOUTH == dir) map->offset_y++;
- else if (WEST == dir && map->offset_x > 0) map->offset_x--;
- else if (EAST == dir) map->offset_x++; }
+ if (NORTH == dir && map->offset.y > 0) map->offset.y--;
+ else if (SOUTH == dir) map->offset.y++;
+ else if (WEST == dir && map->offset.x > 0) map->offset.x--;
+ else if (EAST == dir) map->offset.x++; }
unsigned char meta_keys(int key, struct World * world, struct WinMeta * win_meta, struct Win * win_keys,
struct Win * win_map, struct Win * win_info, struct Win * win_log) {
world.map = ↦
if (1 == world.turn) {
for (player.pos.y = player.pos.x = 0; 0 == is_passable(&map, player.pos.y, player.pos.x);) {
- player.pos.y = rrand(0, 0) % map.height;
- player.pos.x = rrand(0, 0) % map.width; }
+ player.pos.y = rrand(0, 0) % map.size.y;
+ player.pos.x = rrand(0, 0) % map.size.x; }
struct Monster * monster;
for (monster = world.monster; monster != 0; monster = monster->next)
for (monster->pos.y = monster->pos.x = 0; 0 == is_passable(&map, monster->pos.y, monster->pos.x);) {
- monster->pos.y = rrand(0, 0) % map.height;
- monster->pos.x = rrand(0, 0) % map.width; } }
+ monster->pos.y = rrand(0, 0) % map.size.y;
+ monster->pos.x = rrand(0, 0) % map.size.x; } }
// Initialize window system and windows.
WINDOW * screen = initscr();