X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/decks/%7B%7Bdeck_id%7D%7D/cards/%7B%7Bcard_id%7D%7D/form?a=blobdiff_plain;f=src%2Froguelike.c;h=a4db13ca22db478f5c9dccda4a28012492e8164f;hb=714bf970109b33005e0ab3e588d818460ccdc304;hp=3f5469cb02a554bf029d0b5035252b9d01ff98a5;hpb=fbff7bf7700c79ad484a83353685ecebf2a3541e;p=plomrogue diff --git a/src/roguelike.c b/src/roguelike.c index 3f5469c..a4db13c 100644 --- a/src/roguelike.c +++ b/src/roguelike.c @@ -71,12 +71,25 @@ struct Map init_map () { map.cells[y * map.size.x + x] = '.'; } } return map; } -void map_scroll (struct Map * map, char dir) { +void map_scroll (struct Map * map, char dir, struct yx_uint16 win_size) { // 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 (WEST == dir && map->offset.x > 0) + map->offset.x--; + else if (SOUTH == dir && map->offset.y + win_size.y < map->size.y) + map->offset.y++; + else if (EAST == dir && map->offset.x + win_size.x < map->size.x) + map->offset.x++; } + +void map_center_player (struct Map * map, struct Player * player, struct yx_uint16 win_size) { +// Center map on player. + if (player->pos.y < win_size.y / 2) map->offset.y = 0; + else if (player->pos.y < map->size.y - (win_size.y / 2)) map->offset.y = player->pos.y - (win_size.y / 2); + else map->offset.y = map->size.y - win_size.y; + if (player->pos.x < win_size.x / 2) map->offset.x = 0; + else if (player->pos.x < map->size.x - (win_size.x / 2)) map->offset.x = player->pos.x - (win_size.x / 2); + else map->offset.x = map->size.x - win_size.x; } void turn_over (struct World * world, char action) { // Record action in game record file, increment turn and move enemy. @@ -167,97 +180,17 @@ unsigned char meta_keys(int key, struct World * world, struct WinMeta * win_meta else if (key == get_action_key(world->keybindings, "keys mod")) keyswin_mod_key (world, win_meta); else if (key == get_action_key(world->keybindings, "map up")) - map_scroll (world->map, NORTH); + map_scroll (world->map, NORTH, win_map->frame.size); else if (key == get_action_key(world->keybindings, "map down")) - map_scroll (world->map, SOUTH); + map_scroll (world->map, SOUTH, win_map->frame.size); else if (key == get_action_key(world->keybindings, "map right")) - map_scroll (world->map, EAST); + map_scroll (world->map, EAST, win_map->frame.size); else if (key == get_action_key(world->keybindings, "map left")) - map_scroll (world->map, WEST); + map_scroll (world->map, WEST, win_map->frame.size); + else if (key == get_action_key(world->keybindings, "map center player")) + map_center_player (world->map, world->player, win_map->frame.size); return 0; } -void write_map_objects_monsterdata (void * start, FILE * file) { -// Write to file data specific tto map objects of type monster. - struct Monster * monster = (struct Monster *) start; - fputc(monster->hitpoints, file); } - -void readwrite_map_objects_dummy (void * dummy, FILE * file) { -// Dummy function for calls of (write|read)_map_objects on map objects without specific attributes. - ; } - -void write_map_objects (void * start, FILE * file, void (* f) (void *, FILE *) ) { -// Write into file the map object chain starting at start, use f() for object-type specific data. - struct ChainMapObject * cmo; - for (cmo = start; cmo != 0; cmo = cmo->next) { - write_uint16_bigendian(cmo->pos.y + 1, file); - write_uint16_bigendian(cmo->pos.x + 1, file); - fputc(cmo->name, file); - f (cmo, file); } - write_uint16_bigendian(0, file); } - -void read_map_objects_monsterdata (void * start, FILE * file) { -// Read from file data speciifc to map objects of type monster. - struct Monster * monster = (struct Monster *) start; - monster->hitpoints = fgetc(file); } - -void read_map_objects (void * start, FILE * file, size_t size, void (* f) (void *, FILE *) ) { -// Read from file chain of map objects starting at start, use f() for object-type specific data. - int * q = start; - * q = 0; - struct ChainMapObject * cmo; - struct ChainMapObject * * z = start; - uint16_t test; - char still_at_start = 1; - while (1) { - test = read_uint16_bigendian(file); - if (0 == test) - break; - if (still_at_start) { - cmo = malloc(size); - * z = cmo; - still_at_start = 0; } - else { - cmo->next = malloc(size); - cmo = cmo->next; } - cmo->pos.y = test - 1; - cmo->pos.x = read_uint16_bigendian(file) - 1; - cmo->name = fgetc(file); - f (cmo, file); } - if (!still_at_start) - cmo->next = 0; } - -void build_map_objects_monsterdata (void * start) { -// Build data specific to map objects of type monster. - struct Monster * monster = (struct Monster *) start; - monster->cmo.name = 'A' + (rrand(0, 0) % 8); - monster->hitpoints = 5; } - -void build_map_objects_itemdata (void * start) { -// Build data speciifc to map objects of type data. - struct Item * item = (struct Item *) start; - item->cmo.name = '#' + (rrand(0, 0) % 4); } - -void build_map_objects (void * start, unsigned char n, size_t size, void (* f) (void *), struct Map * map) { -// Build chain of n map objects starting at start, use f() for object-specific data. - int * q = start; - * q = 0; - unsigned char i; - struct ChainMapObject * cmo; - struct ChainMapObject * * z = start; - char still_at_start = 1; - for (i = 0; i < n; i++) { - if (still_at_start) { - cmo = malloc(size); - * z = cmo; - still_at_start = 0; } - else { - cmo->next = malloc(size); - cmo = cmo->next; } - cmo->pos = find_passable_pos(map); - f(cmo); } - if (!still_at_start) - cmo->next = 0; } - int main (int argc, char *argv[]) { struct World world; @@ -280,7 +213,10 @@ int main (int argc, char *argv[]) { world.log = calloc(1, sizeof(char)); update_log (&world, " "); struct Player player; + player.hitpoints = 5; world.player = &player; + world.monster = 0; + world.item = 0; // For interactive mode, try to load world state from savefile. FILE * file; @@ -333,8 +269,8 @@ int main (int argc, char *argv[]) { struct Win win_log = init_win(&win_meta, "Log", &world, draw_log_win); win_keys.frame.size.x = 29; win_map.frame.size.x = win_meta.pad.size.x - win_keys.frame.size.x - win_log.frame.size.x - 2; - win_info.frame.size.y = 1; - win_log.frame.size.y = win_meta.pad.size.y - 3; + win_info.frame.size.y = 2; + win_log.frame.size.y = win_meta.pad.size.y - (2 + win_info.frame.size.y); toggle_window(&win_meta, &win_keys); toggle_window(&win_meta, &win_map); toggle_window(&win_meta, &win_info); @@ -343,8 +279,8 @@ int main (int argc, char *argv[]) { // Replay mode. int key; unsigned char quit_called = 0; + unsigned char await_actions = 1; if (0 == world.interactive) { - unsigned char still_reading_file = 1; int action; while (1) { if (start_turn == world.turn) @@ -352,12 +288,12 @@ int main (int argc, char *argv[]) { if (0 == start_turn) { draw_all_wins (&win_meta); key = getch(); } - if (1 == still_reading_file && + if (1 == await_actions && (world.turn < start_turn || key == get_action_key(world.keybindings, "wait / next turn")) ) { action = getc(file); if (EOF == action) { start_turn = 0; - still_reading_file = 0; } + await_actions = 0; } else if (0 == action) player_wait (&world); else if (NORTH == action) @@ -380,17 +316,19 @@ int main (int argc, char *argv[]) { if (last_turn != world.turn) { save_game(&world); last_turn = world.turn; } + if (1 == await_actions && 0 == player.hitpoints) + await_actions = 0; draw_all_wins (&win_meta); key = getch(); - if (key == get_action_key(world.keybindings, "player up")) + if (1 == await_actions && key == get_action_key(world.keybindings, "player up")) move_player(&world, NORTH); - else if (key == get_action_key(world.keybindings, "player right")) + else if (1 == await_actions && key == get_action_key(world.keybindings, "player right")) move_player(&world, EAST); - else if (key == get_action_key(world.keybindings, "player down")) + else if (1 == await_actions && key == get_action_key(world.keybindings, "player down")) move_player(&world, SOUTH); - else if (key == get_action_key(world.keybindings, "player left")) + else if (1 == await_actions && key == get_action_key(world.keybindings, "player left")) move_player(&world, WEST); - else if (key == get_action_key(world.keybindings, "wait / next turn")) + else if (1 == await_actions && key == get_action_key(world.keybindings, "wait / next turn")) player_wait (&world); else quit_called = meta_keys(key, &world, &win_meta, &win_keys, &win_map, &win_info, &win_log);