#include "map_object_actions.h"
#include <stddef.h> /* NULL */
#include <stdint.h> /* uint8_t, uint16_t */
-#include <stdio.h> /* sprintf(), ungetc() */
-#include <stdlib.h> /* free(), atoi() */
+#include <stdio.h> /* sprintf() */
+#include <stdlib.h> /* free() */
#include <string.h> /* strlen(), strcmp(), memcpy(), strncmp() */
-#include "../common/err_try_fgets.h" /* err_try_fgets() */
#include "../common/rexit.h" /* exit_err() */
#include "../common/try_malloc.h" /* try_malloc() */
#include "../common/yx_uint8.h" /* struct yx_uint8 */
-#include "io.h" /* struct EntrySkeleton */
#include "map_objects.h" /* structs MapObj, MapObjDef, get_player(),
* set_object_position(), own_map_object(),
* get_map_object_def()
/* Append "text" to game log, or a "." if "text" is the same as the last one. */
static void update_log(char * text);
-/* If "name" fits "moa"->name, set "moa"->func to "func". */
-static uint8_t try_func_name(struct MapObjAct * moa,
- char * name, void (* func) (struct MapObj *));
-
/* One actor "wounds" another actor, decrementing his lifepoints and, if they
* reach zero in the process, killing it. Generates appropriate log message.
*/
-static uint8_t try_func_name(struct MapObjAct * moa,
- char * name, void (* func) (struct MapObj *))
-{
- if (0 == strcmp(moa->name, name))
- {
- moa->func = func;
- return 1;
- }
- return 0;
-}
-
-
-
static void actor_hits_actor(struct MapObj * hitter, struct MapObj * hitted)
{
struct MapObjDef * mod_hitter = get_map_object_def(hitter->type);
-extern void read_map_object_action(char * line, uint32_t linemax,char * context,
- struct EntrySkeleton * entry, FILE * file)
-{
- char * f_name = "init_map_object_actions()";
- struct MapObjAct * moa = (struct MapObjAct *) entry;
- err_try_fgets(line, linemax, file, context, "0nfi8");
- moa->effort = atoi(line);
- err_try_fgets(line, linemax, file, context, "0nf");
- line[strlen(line) - 1] = '\0';
- uint8_t len_name = strlen(line) + 1;
- moa->name = try_malloc(len_name, f_name);
- memcpy(moa->name, line, len_name);
- if (!( try_func_name(moa, "move", actor_move)
- || try_func_name(moa, "pick_up", actor_pick)
- || try_func_name(moa, "drop", actor_drop)
- || try_func_name(moa, "use", actor_use)))
- {
- moa->func = actor_wait;
- }
-}
-
-
-
extern void free_map_object_actions(struct MapObjAct * moa)
{
if (NULL == moa)