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/static/git-logo.png?a=blobdiff_plain;f=src%2Froguelike.c;h=2186348d53c554ce6b7ab964d851fd379a1bccc5;hb=f07cfd3448cb75abc1ae6fbfc9a946b8c4b91f5d;hp=84290f1e5f032530608cea5904f973207a17fbd1;hpb=3088d6e832b34a3cc2e73eaadcf5b8a1f2c7f258;p=plomrogue diff --git a/src/roguelike.c b/src/roguelike.c index 84290f1..2186348 100644 --- a/src/roguelike.c +++ b/src/roguelike.c @@ -10,11 +10,6 @@ #include "keybindings.h" #include "readwrite.h" -#define NORTH 1 -#define EAST 2 -#define SOUTH 3 -#define WEST 4 - uint16_t rrand(char use_seed, uint32_t new_seed) { // Pseudo-random number generator (LGC algorithm). Use instead of rand() to ensure portable predictability. static uint32_t seed; @@ -105,14 +100,6 @@ char is_passable (struct Map * map, uint16_t y, uint16_t x) { passable = 1; return passable; } -struct yx_uint16 mv_yx_in_dir (char d, struct yx_uint16 yx) { -// Return yx coordinates one step to the direction d of yx. - if (d == NORTH) yx.y--; - else if (d == EAST) yx.x++; - else if (d == SOUTH) yx.y++; - else if (d == WEST) yx.x--; - return yx; } - void move_monster (struct World * world, struct Monster * monster) { // Move monster in random direction, trigger fighting when hindered by player/monster. char d = rrand(0, 0) % 5; @@ -120,17 +107,14 @@ void move_monster (struct World * world, struct Monster * monster) { if (yx_uint16_cmp (t, world->player->pos)) { update_log (world, "\nThe monster hits you."); return; } - char met_monster = 0; struct Monster * other_monster; for (other_monster = world->monster; other_monster != 0; other_monster = other_monster->next) { if (other_monster == monster) continue; if (yx_uint16_cmp (t, other_monster->pos)) { - met_monster = 1; - break; } } - if (met_monster) - update_log (world, "\nMonster hits monster."); - else if (is_passable(world->map, t.y, t.x)) + update_log (world, "\nMonster hits monster."); + return; } } + if (is_passable(world->map, t.y, t.x)) monster->pos = t; } void move_player (struct World * world, char d) {