From: Christian Heller Date: Fri, 21 Jun 2013 01:24:02 +0000 (+0200) Subject: Refactored direction-decision part of movement of actors, and in the course expanded... X-Git-Tag: tce~1204 X-Git-Url: https://plomlompom.com/repos/%7B%7Bprefix%7D%7D/%7B%7Bdb.prefix%7D%7D/%7B%7B%20web_path%20%7D%7D/%7B%7Btodo.comment%7D%7D?a=commitdiff_plain;h=a1384bd171b558158855ec7c6683eba8fd8e609f;p=plomrogue Refactored direction-decision part of movement of actors, and in the course expanded role of and functionality towards yx_uint16 coordinates. --- diff --git a/src/draw_wins.c b/src/draw_wins.c index 3741e49..45cb2bf 100644 --- a/src/draw_wins.c +++ b/src/draw_wins.c @@ -85,13 +85,13 @@ void draw_map_win (struct Win * win) { if (y < height_map_av && x < width_map_av) { mvwaddch(win->frame.curses_win, y, x, cells[z]); z++; } } } - if ( player->y >= map->offset_y && player->y < map->offset_y + win->frame.size.y - && player->x >= map->offset_x && player->x < map->offset_x + win->frame.size.x) - mvwaddch(win->frame.curses_win, player->y - map->offset_y, player->x - map->offset_x, '@'); + if ( player->pos.y >= map->offset_y && player->pos.y < map->offset_y + win->frame.size.y + && player->pos.x >= map->offset_x && player->pos.x < map->offset_x + win->frame.size.x) + mvwaddch(win->frame.curses_win, player->pos.y - map->offset_y, player->pos.x - map->offset_x, '@'); for (monster = world->monster; monster != 0; monster = monster->next) - if ( monster->y >= map->offset_y && monster->y < map->offset_y + win->frame.size.y - && monster->x >= map->offset_x && monster->x < map->offset_x + win->frame.size.x) - mvwaddch(win->frame.curses_win, monster->y - map->offset_y, monster->x - map->offset_x, monster->name); } + if ( monster->pos.y >= map->offset_y && monster->pos.y < map->offset_y + win->frame.size.y + && monster->pos.x >= map->offset_x && monster->pos.x < map->offset_x + win->frame.size.x) + mvwaddch(win->frame.curses_win, monster->pos.y - map->offset_y, monster->pos.x - map->offset_x, monster->name); } void draw_info_win (struct Win * win) { // Draw info window by appending win->data integer value to "Turn: " display. diff --git a/src/roguelike.c b/src/roguelike.c index 206c028..c8fbf5a 100644 --- a/src/roguelike.c +++ b/src/roguelike.c @@ -10,6 +10,11 @@ #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; @@ -51,14 +56,14 @@ void save_game(struct World * world) { FILE * file = fopen("savefile", "w"); write_uint32_bigendian(world->seed, file); write_uint32_bigendian(world->turn, file); - write_uint16_bigendian(world->player->y, file); - write_uint16_bigendian(world->player->x, file); - write_uint16_bigendian(world->monster->y, file); - write_uint16_bigendian(world->monster->x, file); - write_uint16_bigendian(world->monster->next->y, file); - write_uint16_bigendian(world->monster->next->x, file); - write_uint16_bigendian(world->monster->next->next->y, file); - write_uint16_bigendian(world->monster->next->next->x, file); + write_uint16_bigendian(world->player->pos.y, file); + write_uint16_bigendian(world->player->pos.x, file); + write_uint16_bigendian(world->monster->pos.y, file); + write_uint16_bigendian(world->monster->pos.x, file); + write_uint16_bigendian(world->monster->next->pos.y, file); + write_uint16_bigendian(world->monster->next->pos.x, file); + write_uint16_bigendian(world->monster->next->next->pos.y, file); + write_uint16_bigendian(world->monster->next->next->pos.x, file); fclose(file); } void record_action (char action) { @@ -67,30 +72,32 @@ void record_action (char action) { fputc(action, file); fclose(file); } +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; } + +char yx_uint16_cmp (struct yx_uint16 a, struct yx_uint16 b) { +// Compare two coordinates of type yx_uint16. + if (a.y == b.y && a.x == b.x) return 1; + else return 0; } + void next_turn (struct World * world) { // Increment turn and move enemy. world->turn++; rrand(1, world->seed * world->turn); char d; struct Monster * monster; - uint16_t ty, tx; for (monster = world->monster; monster != 0; monster = monster->next) { d = rrand(0, 0) % 5; - ty = monster->y; - tx = monster->x; - if (1 == d) - ty++; - else if (2 == d) - ty--; - else if (3 == d) - tx++; - else if (4 == d) - tx--; - if (tx == world->player->x && ty == world->player->y) + 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."); - else if (is_passable(world->map, ty, tx)) { - monster->y = ty; - monster->x = tx; } } } + else if (is_passable(world->map, t.y, t.x)) + monster->pos = t; } } void update_log (struct World * world, char * text) { // Update log with new text to be appended. @@ -109,35 +116,25 @@ void move_player (struct World * world, char d) { static char prev = 0; char success = 0; char * dir; - uint16_t ty = world->player->y; - uint16_t tx = world->player->x; - if ('s' == d) { - dir = "south"; - ty++; } - if ('n' == d) { - dir = "north"; - ty--; } - if ('w' == d) { - dir = "west"; - tx--; } - if ('e' == d) { - dir = "east"; - tx++; } + 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 (ty == monster->y && tx == monster->x) { + if (yx_uint16_cmp (t, monster->pos)) { success = 2; break; } - if (2 != success && is_passable(world->map, ty, tx)) { + if (2 != success && is_passable(world->map, t.y, t.x)) { success = 1; - world->player->y = ty; - world->player->x = tx; } + world->player->pos = t; } if (success * d == prev) update_log (world, "."); else { if (2 == success) update_log (world, "\nYou hit the monster."); else { + if (NORTH == d) dir = "north"; + else if (EAST == d) dir = "east" ; + else if (SOUTH == d) dir = "south"; + else if (WEST == d) dir = "west" ; char * msg = calloc(25, sizeof(char)); char * msg_content = "You fail to move"; if (1 == success) @@ -296,14 +293,14 @@ int main (int argc, char *argv[]) { file = fopen("savefile", "r"); world.seed = read_uint32_bigendian(file); world.turn = read_uint32_bigendian(file); - player.y = read_uint16_bigendian(file); - player.x = read_uint16_bigendian(file); - monster1.y = read_uint16_bigendian(file); - monster1.x = read_uint16_bigendian(file); - monster2.y = read_uint16_bigendian(file); - monster2.x = read_uint16_bigendian(file); - monster3.y = read_uint16_bigendian(file); - monster3.x = read_uint16_bigendian(file); + player.pos.y = read_uint16_bigendian(file); + player.pos.x = read_uint16_bigendian(file); + monster1.pos.y = read_uint16_bigendian(file); + monster1.pos.x = read_uint16_bigendian(file); + monster2.pos.y = read_uint16_bigendian(file); + monster2.pos.x = read_uint16_bigendian(file); + monster3.pos.y = read_uint16_bigendian(file); + monster3.pos.x = read_uint16_bigendian(file); fclose(file); } // For non-interactive mode, try to load world state from frecord file. @@ -325,14 +322,14 @@ int main (int argc, char *argv[]) { struct Map map = init_map(); world.map = ↦ if (1 == world.turn) { - for (player.y = player.x = 0; 0 == is_passable(&map, player.y, player.x);) { - player.y = rrand(0, 0) % map.height; - player.x = rrand(0, 0) % map.width; } + for (player.pos.y = player.pos.x = 0; 0 == is_passable(&map, player.pos.y, player.pos.x);) { + player.pos.y = rrand(0, 0) % map.height; + player.pos.x = rrand(0, 0) % map.width; } struct Monster * monster; for (monster = world.monster; monster != 0; monster = monster->next) - for (monster->y = monster->x = 0; 0 == is_passable(&map, monster->y, monster->x);) { - monster->y = rrand(0, 0) % map.height; - monster->x = rrand(0, 0) % map.width; } } + for (monster->pos.y = monster->pos.x = 0; 0 == is_passable(&map, monster->pos.y, monster->pos.x);) { + monster->pos.y = rrand(0, 0) % map.height; + monster->pos.x = rrand(0, 0) % map.width; } } // Initialize window system and windows. WINDOW * screen = initscr(); @@ -375,14 +372,14 @@ int main (int argc, char *argv[]) { still_reading_file = 0; } else if (0 == action) player_wait (&world); - else if ('s' == action) - move_player(&world, 's'); - else if ('n' == action) - move_player(&world, 'n'); - else if ('e' == action) - move_player(&world, 'e'); - else if ('w' == action) - move_player(&world, 'w'); } + else if (NORTH == action) + move_player(&world, NORTH); + else if (EAST == action) + move_player(&world, EAST); + else if (SOUTH == action) + move_player(&world, SOUTH); + else if (WEST == action) + move_player(&world, WEST); } else quit_called = meta_keys(key, &world, &win_meta, &win_keys, &win_map, &win_info, &win_log); if (1 == quit_called) @@ -397,14 +394,14 @@ int main (int argc, char *argv[]) { last_turn = world.turn; } draw_all_wins (&win_meta); key = getch(); - if (key == get_action_key(world.keybindings, "player down")) - move_player(&world, 's'); - else if (key == get_action_key(world.keybindings, "player up")) - move_player(&world, 'n'); + if (key == get_action_key(world.keybindings, "player up")) + move_player(&world, NORTH); else if (key == get_action_key(world.keybindings, "player right")) - move_player(&world, 'e'); + move_player(&world, EAST); + else if (key == get_action_key(world.keybindings, "player down")) + move_player(&world, SOUTH); else if (key == get_action_key(world.keybindings, "player left")) - move_player(&world, 'w'); + move_player(&world, WEST); else if (key == get_action_key(world.keybindings, "wait / next turn")) player_wait (&world); else diff --git a/src/roguelike.h b/src/roguelike.h index 2ae0c88..bb6088c 100644 --- a/src/roguelike.h +++ b/src/roguelike.h @@ -17,19 +17,19 @@ struct Map { char * cells; }; struct Player { - uint16_t y; - uint16_t x; }; + struct yx_uint16 pos; }; struct Monster { struct Monster * next; char name; - uint16_t y; - uint16_t x; }; + struct yx_uint16 pos; }; uint16_t rrand(char, uint32_t); struct Map init_map (); void save_game(struct World *); void record_action (char); +struct yx_uint16 mv_yx_in_dir (char, struct yx_uint16); +char yx_uint16_cmp (struct yx_uint16, struct yx_uint16); void next_turn (struct World *); void update_log (struct World *, char *); void move_player (struct World *, char);