#include <stdint.h> /* uint8_t, uint16_t */
#include <stdio.h> /* sprintf() */
#include <stdlib.h> /* free() */
-#include <string.h> /* strlen(), strcmp(), memcpy(), strncmp() */
-#include "../common/rexit.h" /* exit_err() */
+#include <string.h> /* strlen(), memcpy(), strncmp() */
+#include "../common/rexit.h" /* exit_trouble() */
#include "../common/try_malloc.h" /* try_malloc() */
#include "../common/yx_uint8.h" /* struct yx_uint8 */
#include "field_of_view.h" /* build_fov_map() */
-#include "things.h" /* structs Thing, ThingType, get_player(), own_thing(),
+#include "hardcoded_strings.h" /* s */
+#include "things.h" /* Thing, ThingType, get_player(), own_thing(),
* set_thing_position(), get_thing_type()
*/
#include "map.h" /* is_passable() */
-/* Append "text" to game log, or a "." if "text" is the same as the last one. */
+/* How many previous characters of the game log to keep on adding new text */
+#define MAX_BACKLOG_CHARS 3000
+
+
+
+/* If "text" is equal "log"'s last line, return 1, else 0. */
+static uint8_t text_equals_log_end(char * log, char * text);
+
+/* Append "text" to game log shortened to MAX_BACKLOG_CHARS characters, or
+ * continuation period if "text" is the same as the (shortened) log's last line
+ * minus continuation periods.
+ */
static void update_log(char * text);
/* One actor "wounds" another actor, decrementing his lifepoints and, if they
+static uint8_t text_equals_log_end(char * log, char * text)
+{
+ uint16_t len_old = strlen(log);
+ uint16_t last_nl = len_old - 1;
+ while (last_nl != 0)
+ {
+ if ('\n' == log[last_nl])
+ {
+ break;
+ }
+ last_nl--;
+ }
+ uint16_t last_stop = len_old - 1;
+ while (last_stop != 0)
+ {
+ if ('.' == log[last_stop] && '.' != log[last_stop - 1])
+ {
+ break;
+ }
+ last_stop--;
+ }
+ if ( (last_stop + 1) - last_nl == (uint16_t) strlen(text)
+ && 0 == strncmp(log + last_nl, text, strlen(text)))
+ {
+ return 1;
+ }
+ return 0;
+}
+
+
+
static void update_log(char * text)
{
- char * f_name = "update_log()";
uint16_t len_new = strlen(text);
uint16_t len_old = 0;
+ uint16_t offset = 0;
if (world.log)
{
len_old = strlen(world.log);
- uint16_t last_nl = len_old - 1;
- while (last_nl != 0)
+ if (len_old > MAX_BACKLOG_CHARS)
{
- if ('\n' == world.log[last_nl])
- {
- break;
- }
- last_nl--;
- }
- uint16_t last_stop = len_old - 1;
- while (last_stop != 0)
- {
- if ('.' == world.log[last_stop] && '.' != world.log[last_stop - 1])
- {
- break;
- }
- last_stop--;
+ offset = len_old - MAX_BACKLOG_CHARS;
+ len_old = MAX_BACKLOG_CHARS;
}
- if ( (last_stop + 1) - last_nl == (uint16_t) strlen(text)
- && 0 == strncmp(world.log + last_nl, text, strlen(text)))
+ if (text_equals_log_end(world.log + offset, text))
{
text = ".";
}
}
uint16_t len_whole = len_old + len_new + 1;
- char * new_text = try_malloc(len_whole, f_name);
- memcpy(new_text, world.log, len_old);
- sprintf(new_text + len_old, "%s", text);
+ char * new_text = try_malloc(len_whole, __func__);
+ memcpy(new_text, world.log + offset, len_old);
+ int test = sprintf(new_text + len_old, "%s", text);
+ exit_trouble(test < 0, __func__, s[S_FCN_SPRINTF]);
free(world.log);
world.log = new_text;
}
msg3 = tt_hitted->name;
}
uint8_t len = 1 + strlen(msg1) + 1 + strlen(msg2) + 1 + strlen(msg3) + 2;
- char msg[len];
- sprintf(msg, "\n%s %s %s.", msg1, msg2, msg3);
+ char * msg = try_malloc(len, __func__);
+ int test = sprintf(msg, "\n%s %s %s.", msg1, msg2, msg3);
+ exit_trouble(test < 0, __func__, s[S_FCN_SPRINTF]);
update_log(msg);
+ free(msg);
hitted->lifepoints--;
if (0 == hitted->lifepoints)
{
{
dsc_move = "You fail to move ";
}
- char msg[strlen(dsc_move) + strlen (dsc_dir) + 3];
- sprintf(msg, "\n%s%s.", dsc_move, dsc_dir);
+ char * msg = try_malloc(strlen(dsc_move) + strlen (dsc_dir) + 3, __func__);
+ int test = sprintf(msg, "\n%s%s.", dsc_move, dsc_dir);
+ exit_trouble(test < 0, __func__, s[S_FCN_SPRINTF]);
update_log(msg);
+ free(msg);
}
-extern void free_thing_actions(struct ThingAction * ta)
-{
- if (NULL == ta)
- {
- return;
- }
- free(ta->name);
- free_thing_actions(ta->next);
- free(ta);
-}
-
-
-
-extern uint8_t get_thing_action_id_by_name(char * name)
-{
- struct ThingAction * ta = world.thing_actions;
- while (NULL != ta)
- {
- if (0 == strcmp(ta->name, name))
- {
- break;
- }
- ta = ta->next;
- }
- exit_err(NULL == ta, "get_thing_action_id_by_name() did not find action.");
- return ta->id;
-}
-
-
-
extern void actor_wait(struct Thing * t)
{
if (t == get_player())
if (passable)
{
set_thing_position(t, target);
- free(t->fov_map);
- t->fov_map = build_fov_map(t);
+ build_fov_map(t);
}
if (t == get_player())
{