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->y >= map->offset_y && player->y < map->offset_y + win->frame.size.y
- && player->x >= map->offset_x && player->x < map->offset_x + win->frame.size.x)
- mvwaddch(win->frame.curses_win, player->y - map->offset_y, player->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->y >= map->offset_y && monster->y < map->offset_y + win->frame.size.y
- && monster->x >= map->offset_x && monster->x < map->offset_x + win->frame.size.x)
- mvwaddch(win->frame.curses_win, monster->y - map->offset_y, monster->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.