#include "cleanup.h" /* unset_cleanup_flag() */
#include "init.h" /* remake_world() */
#include "io.h" /* io_round() */
-#include "map_object_actions.h" /* get_moa_id_by_name() */
-#include "map_objects.h" /* struct MapObj, get_player() */
+#include "thing_actions.h" /* get_thing_action_id_by_name() */
+#include "things.h" /* Thing, get_player() */
#include "world.h" /* global world */
*/
static void turn_over();
-/* If "msg"'s first part matches "command_name", set player's MapObj's .command
+/* If "msg"'s first part matches "command_name", set player's Thing's .command
* to the command's id and its .arg to a numerical value following in the latter
* part of "msg" (if no digits are found, use 0); then finish player's turn and
* turn game over to the NPCs via turn_over(); then return 1. Else, return 0.
static void turn_over()
{
- struct MapObj * player = get_player();
- struct MapObj * map_object = player;
+ struct Thing * player = get_player();
+ struct Thing * thing = player;
uint16_t start_turn = world.turn;
while ( 0 < player->lifepoints
|| (0 == player->lifepoints && start_turn == world.turn))
{
- if (NULL == map_object)
+ if (NULL == thing)
{
world.turn++;
- map_object = world.map_objs;
+ thing = world.things;
}
- if (0 < map_object->lifepoints)
+ if (0 < thing->lifepoints)
{
- if (0 == map_object->command)
+ if (0 == thing->command)
{
- if (map_object == player)
+ if (thing == player)
{
break;
}
- ai(map_object);
+ ai(thing);
}
- map_object->progress++;
- struct MapObjAct * moa = world.map_obj_acts;
- while (moa->id != map_object->command)
+ thing->progress++;
+ struct ThingAction * ta = world.thing_actions;
+ while (ta->id != thing->command)
{
- moa = moa->next;
+ ta = ta->next;
}
- if (map_object->progress == moa->effort)
+ if (thing->progress == ta->effort)
{
- moa->func(map_object);
- map_object->command = 0;
- map_object->progress = 0;
+ ta->func(thing);
+ thing->command = 0;
+ thing->progress = 0;
}
}
- map_object = map_object->next;
+ thing = thing->next;
}
}
{
if (!strncmp(msg, command_name, strlen(command_name)))
{
- struct MapObj * player = get_player();
+ struct Thing * player = get_player();
player->arg = atoi(&(msg[strlen(command_name)]));
- player->command = get_moa_id_by_name(command_name);
+ player->command = get_thing_action_id_by_name(command_name);
turn_over();
return 1;
}
char * f_name = "obey_msg()";
if ( apply_player_command(msg, "wait") /* TODO: Check for non-error */
|| apply_player_command(msg, "move") /* return value of a modified */
- || apply_player_command(msg, "pick_up")/* get_moa_id_by_name(); if id */
- || apply_player_command(msg, "drop") /* found, execute on it what's */
- || apply_player_command(msg, "use")); /* in apply_player_command(). */
- else
+ || apply_player_command(msg, "pick_up")/*get_thing_action_id_by_name()*/
+ || apply_player_command(msg, "drop") /* and if id found, execute on */
+ || apply_player_command(msg, "use")); /* it what's in */
+ else /* apply_player_command(). */
{
char * seed_command = "seed";
if (!strncmp(msg, seed_command, strlen(seed_command)))