#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() */
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 = malloc(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"));
}