+#include "stdlib.h"
+#include "stdint.h"
+#include "yx_uint16.h"
+#include "roguelike.h"
+#include "actors.h"
+
+extern char is_passable (struct Map * map, uint16_t y, uint16_t x) {
+// 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])
+ passable = 1;
+ return passable; }
+
+extern 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;
+ struct yx_uint16 t = mv_yx_in_dir (d, monster->pos);
+ if (yx_uint16_cmp (t, world->player->pos)) {
+ update_log (world, "\nThe monster hits you.");
+ return; }
+ 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)) {
+ update_log (world, "\nMonster hits monster.");
+ return; } }
+ if (is_passable(world->map, t.y, t.x))
+ monster->pos = t; }
+
+extern void move_player (struct World * world, char d) {
+// Move player in direction d, increment turn counter and update log.
+ struct yx_uint16 t = mv_yx_in_dir (d, world->player->pos);
+ struct Monster * monster;
+ for (monster = world->monster; monster != 0; monster = monster->next)
+ if (yx_uint16_cmp (t, monster->pos)) {
+ update_log (world, "\nYou hit the monster.");
+ turn_over (world, d);
+ return; }
+ char * msg = calloc(25, sizeof(char));
+ char * msg_content = "You fail to move";
+ char * dir;
+ if (NORTH == d) dir = "north";
+ 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)) {
+ msg_content = "You move";
+ world->player->pos = t; }
+ sprintf(msg, "\n%s %s.", msg_content, dir);
+ update_log (world, msg);
+ free(msg);
+ turn_over (world, d); }
+
+extern void player_wait (struct World * world) {
+// Make player wait one turn.
+ update_log (world, "\nYou wait.");
+ turn_over (world, 0); }