/* map_object_actions.c */
#include "map_object_actions.h"
-#include <stdlib.h> /* for malloc(), calloc(), free() */
+#include <stdlib.h> /* for free() */
#include <string.h> /* for strlen() */
#include "yx_uint16.h" /* for yx_uint16 struct, mv_yx_in_dir(), yx_uint16_cmp */
-#include "misc.h" /* for update_log(), turn_over()*/
+#include "misc.h" /* for update_log(), turn_over(), try_malloc() */
#include "map.h" /* for Map struct */
#include "main.h" /* for World struct */
#include "map_objects.h" /* for map object (definition) structs */
#include "rrand.h" /* for rrand() */
+#include "command_db.h" /* for get_command_id() */
-/* Log monster (described by "desc_monster1") bumping into "monster2". */
-static void monster_bumps_monster(struct World * world, char * desc_monster1,
+/* Log monster (described by "dsc_monster1") bumping into "monster2". */
+static void monster_bumps_monster(struct World * world, char * dsc_monster1,
struct Monster * monster2);
-/* Decrement player HPs due to attack of monster described by "desc_monster",
+/* Decrement player HPs due to attack of monster described by "dsc_monster",
* kill player if his HP hit zero; log the whole action.
*/
-static void monster_hits_player(struct World * world, char * desc_monster);
+static void monster_hits_player(struct World * world, char * dsc_monster);
-/* Decrement HP of "monster" hit by player, kill it if its HP hit zero; log the
- * whole action.
+/* Decrement HP of "monster" hit by player, kill it if its HP hit zero, create a
+ * corpse and increment player's score by the amount of hitpoints the monster
+ * started with; log the whole action.
*/
-static void player_hits_monster(struct World * world, struct Monster * monster)
+static void player_hits_monster(struct World * world, struct Monster * monster);
/* Try moving the player in direction "d" towards coordinate "target"; log
* success or failure of the whole action.
*/
static void try_player_move(struct World * world,
- enum dir d, struct yx_uint16 target)
+ enum dir d, struct yx_uint16 target);
-static void monster_bumps_monster(struct World * world, char * desc_monster1,
+static void monster_bumps_monster(struct World * world, char * dsc_monster1,
struct Monster * monster2)
{
- char * bumpdesc = " bumps into ";
+ char * bump_dsc = " bumps into ";
struct MapObjDef * mod = get_map_obj_def(world, monster2->map_obj.type);
- char * msg = malloc(strlen(desc_monster1) + strlen(bumpdesc)
- + strlen(mod->desc) + 3);
- sprintf(msg, "\n%s%s%s.", desc_monster1, bumpdesc, mod->desc);
+ char msg[strlen(dsc_monster1) + strlen(bump_dsc) + strlen(mod->desc) + 3];
+ sprintf(msg, "\n%s%s%s.", dsc_monster1, bump_dsc, mod->desc);
update_log(world, msg);
- free(msg);
}
-static void monster_hits_player(struct World * world, char * desc_monster)
+static void monster_hits_player(struct World * world, char * dsc_monster)
{
- char * hitdesc = " hits you";
- char * msg = malloc(strlen(desc_monster) + strlen(hitdesc) + 3);
- sprintf(msg, "\n%s%s.", desc_monster, hitdesc);
+ char * hit_dsc = " hits you";
+ char msg[strlen(dsc_monster) + strlen(hit_dsc) + 3];
+ sprintf(msg, "\n%s%s.", dsc_monster, hit_dsc);
update_log(world, msg);
- free(msg);
world->player->hitpoints--;
if (0 == world->player->hitpoints)
{
static void player_hits_monster(struct World * world, struct Monster * monster)
{
+ char * f_name = "player_hits_monster()";
struct MapObjDef * mod = get_map_obj_def(world, monster->map_obj.type);
- char * hit_desc = "You hit the ";
- char * monster_desc = mod->desc;
- char * msg = malloc(strlen(hit_desc) + strlen(monster_desc) + 3);
- sprintf(msg, "\n%s%s.", hit_desc, monster_desc);
- update_log(world, msg);
- free(msg);
+ char * hit_dsc = "You hit the ";
+ char * monster_dsc = mod->desc;
+ char hitmsg[strlen(hit_dsc) + strlen(monster_dsc) + 3];
+ sprintf(hitmsg, "\n%s%s.", hit_dsc, monster_dsc);
+ update_log(world, hitmsg);
monster->hitpoints--;
-
if (0 == monster->hitpoints)
{
- hit_desc = "You kill the ";
- msg = malloc(strlen(hit_desc) + strlen(monster_desc) + 3);
- sprintf(msg, "\n%s%s.", hit_desc, monster_desc);
- update_log(world, msg);
- free(msg);
+ hit_dsc = "You kill the ";
+ char kill_msg[strlen(hit_dsc) + strlen(monster_dsc) + 3];
+ sprintf(kill_msg, "\n%s%s.", hit_dsc, monster_dsc);
+ update_log(world, kill_msg);
+ struct MonsterDef * md = (struct MonsterDef * ) mod;
+ struct Item * corpse = try_malloc(sizeof(struct Item), world, f_name);
+ corpse->map_obj.type = md->corpse_id;
+ corpse->map_obj.pos = monster->map_obj.pos;
+ corpse->map_obj.next = world->item;
+ world->item = corpse;
if (world->monster == monster)
{
world->monster = world->monster->map_obj.next;
m_prev->map_obj.next = monster->map_obj.next;
}
}
+ uint8_t score = md->hitpoints_start;
+ world->score = world->score + score;
free(monster);
}
}
dsc_move = "You move ";
world->player->pos = target;
}
- char * msg = malloc(strlen(dsc_move) + strlen (dsc_dir) + 3);
+ char msg[strlen(dsc_move) + strlen (dsc_dir) + 3];
sprintf(msg, "\n%s%s.", dsc_move, dsc_dir);
update_log(world, msg);
- free(msg);
}
char d = rrand() % 5;
struct yx_uint16 t = mv_yx_in_dir(d, monster->map_obj.pos);
struct MapObjDef * mod = get_map_obj_def(world, monster->map_obj.type);
- char * desc = mod->desc;
+ char * dsc = mod->desc;
if (yx_uint16_cmp(&t, &world->player->pos))
{
- monster_hits_player(world, desc);
+ monster_hits_player(world, dsc);
return;
}
struct Monster * other_monster;
}
if (yx_uint16_cmp(&t, &other_monster->map_obj.pos))
{
- monster_bumps_monster(world, desc, other_monster);
+ monster_bumps_monster(world, dsc, other_monster);
return;
}
}
-extern void move_player (struct World * world, enum dir d)
+extern void move_player(struct World * world, enum dir d)
{
+ char * action_dsc_prototype = "player_";
+ uint8_t len = strlen(action_dsc_prototype);
+ char action_dsc[len + 2];
+ memcpy(action_dsc, action_dsc_prototype, len);
+ if (NORTH == d)
+ {
+ action_dsc[len] = 'u';
+ }
+ else if (SOUTH == d)
+ {
+ action_dsc[len] = 'd';
+ }
+ else if (WEST == d)
+ {
+ action_dsc[len] = 'l';
+ }
+ else if (EAST == d)
+ {
+ action_dsc[len] = 'r';
+ }
+ action_dsc[len + 1] = '\0';
+ uint8_t action_id = get_command_id(world, action_dsc);
struct yx_uint16 t = mv_yx_in_dir(d, world->player->pos);
struct Monster * monster;
for (monster = world->monster;
if (yx_uint16_cmp(&t, &monster->map_obj.pos))
{
player_hits_monster(world, monster);
- turn_over(world, d);
+ turn_over(world, action_id);
return;
}
}
try_player_move(world, d, t);
- turn_over(world, d);
+ turn_over(world, action_id);
}
extern void player_wait (struct World * world)
{
update_log(world, "\nYou wait.");
- turn_over(world, 0);
+ turn_over(world, get_command_id(world, "wait"));
}
}
return passable;
}
-