-#include "stdlib.h"
-#include "stdint.h"
+#include "actors.h"
+#include <stdlib.h>
+#include <stdio.h>
#include "yx_uint16.h"
#include "roguelike.h"
-#include "actors.h"
-extern char is_passable (struct Map * map, uint16_t y, uint16_t x) {
+extern char is_passable (struct Map * map, struct yx_uint16 pos) {
// Check if coordinate on (or beyond) map is accessible to actor movement.
char passable = 0;
- if (0 <= x && x < map->size.x && 0 <= y && y < map->size.y)
- if ('.' == map->cells[y * map->size.x + x])
+ if (0 <= pos.x && pos.x < map->size.x && 0 <= pos.y && pos.y < map->size.y)
+ if ('.' == map->cells[pos.y * map->size.x + pos.x])
passable = 1;
return passable; }
if (yx_uint16_cmp (t, other_monster->pos)) {
update_log (world, "\nMonster hits monster.");
return; } }
- if (is_passable(world->map, t.y, t.x))
+ if (is_passable(world->map, t))
monster->pos = t; }
extern void move_player (struct World * world, char d) {
-// Move player in direction d, increment turn counter and update log.
+// Move player in direction d, update log and turn over to the enemy.
struct yx_uint16 t = mv_yx_in_dir (d, world->player->pos);
struct Monster * monster;
for (monster = world->monster; monster != 0; monster = monster->next)
else if (EAST == d) dir = "east" ;
else if (SOUTH == d) dir = "south";
else if (WEST == d) dir = "west" ;
- if (is_passable(world->map, t.y, t.x)) {
+ if (is_passable(world->map, t)) {
msg_content = "You move";
world->player->pos = t; }
sprintf(msg, "\n%s %s.", msg_content, dir);