/* map_object_actions.c */
#include "map_object_actions.h"
-#include <string.h> /* for strlen() */
+#include <stdint.h> /* for uint8_t */
+#include <string.h> /* for strlen(), strcmp() */
#include "yx_uint16.h" /* for yx_uint16 struct, mv_yx_in_dir(),
* yx_uint16_cmp()
*/
#include "map_objects.h" /* for MapObj, MapObjDef structs, get_player(),
* set_object_position(), own_map_object()
*/
-#include "misc.h" /* for update_log(), turn_over() */
-#include "map.h" /* for Map struct */
+#include "misc.h" /* for update_log(), try_malloc() */
+#include "map.h" /* for is_passable() */
#include "main.h" /* for world global */
-#include "command_db.h" /* for get_command_id() */
+#include "readwrite.h" /* for try_fopen(), try_fclose(), textfile_sizes() */
+#include "rexit.h" /* for exit_err() */
+/* 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 void actor_hits_actor(struct MapObj * hitter, struct MapObj * hitted);
+/* Bonus stuff to actor_*() to happen if actor==player. Mostly writing of log
+ * messages; _pick and _drop also decrement world.inventory_sel by 1 if >0.
+ */
+static void playerbonus_wait();
+static void playerbonus_move(char d, uint8_t passable);
+static void playerbonus_drop(uint8_t owns_none);
+static void playerbonus_pick(uint8_t picked);
+static void playerbonus_use(uint8_t no_object, uint8_t wrong_object);
+
+
+
+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)
-extern uint8_t move_actor(struct MapObj * actor, char d)
+static void playerbonus_wait()
+{
+ update_log("\nYou wait.");
+}
+
+
+
+static void playerbonus_move(char d, uint8_t passable)
{
- struct yx_uint16 target = mv_yx_in_dir(d, actor->pos);
- struct MapObj * other_actor;
- for (other_actor = world.map_objs;
- other_actor != 0;
- other_actor = other_actor->next)
+ char * dsc_dir = "north";
+ if ('E' == d)
{
- if (0 == other_actor->lifepoints || other_actor == actor)
- {
- continue;
- }
- if (yx_uint16_cmp(&target, &other_actor->pos))
- {
- actor_hits_actor(actor, other_actor);
- return 2;
- }
+ dsc_dir = "east" ;
+ }
+ else if ('S' == d)
+ {
+ dsc_dir = "south";
+ }
+ else if ('W' == d)
+ {
+ dsc_dir = "west" ;
+ }
+ char * dsc_move = "You move ";
+ if (0 == passable)
+ {
+ dsc_move = "You fail to move ";
}
- if (is_passable(world.map, target))
+ char msg[strlen(dsc_move) + strlen (dsc_dir) + 3];
+ sprintf(msg, "\n%s%s.", dsc_move, dsc_dir);
+ update_log(msg);
+}
+
+
+
+static void playerbonus_drop(uint8_t owns_none)
+{
+ if (0 != owns_none)
{
- set_object_position(actor, target);
- return 0;
+ update_log("\nYou try to drop an object, but you own none.");
+ }
+ else
+ {
+ update_log("\nYou drop an object.");
+ if (0 < world.inventory_sel)
+ {
+ world.inventory_sel--;
+ }
}
- return 1;
}
-extern void move_player(char d)
+static void playerbonus_pick(uint8_t picked)
{
- char * dsc_dir;
- char * action_dsc_prototype = "player_";
- uint8_t len_action_dsc_prototype = strlen(action_dsc_prototype);
- char action_dsc[len_action_dsc_prototype + 2];
- memcpy(action_dsc, action_dsc_prototype, len_action_dsc_prototype);
- if ('N' == d)
+ if (picked)
{
- dsc_dir = "north";
- action_dsc[len_action_dsc_prototype] = 'u';
+ update_log("\nYou pick up an object.");
}
- else if ('E' == d)
+ else
{
- dsc_dir = "east" ;
- action_dsc[len_action_dsc_prototype] = 'r';
+ update_log("\nYou try to pick up an object, but there is none.");
}
- else if ('S' == d)
+}
+
+
+
+static void playerbonus_use(uint8_t no_object, uint8_t wrong_object)
+{
+ if (no_object)
{
- dsc_dir = "south";
- action_dsc[len_action_dsc_prototype] = 'd';
+ update_log("\nYou try to use an object, but you own none.");
}
- else if ('W' == d)
+ else if (wrong_object)
{
- dsc_dir = "west" ;
- action_dsc[len_action_dsc_prototype] = 'l';
+ update_log("\nYou try to use this object, but fail.");
}
- action_dsc[len_action_dsc_prototype + 1] = '\0';
- uint8_t res = move_actor(get_player(), d);
- if (1 >= res)
+ else
{
- char * dsc_move = "You fail to move ";
- if (0 == res)
+ update_log("\nYou consume MAGIC MEAT.");
+ if (0 < world.inventory_sel)
{
- dsc_move = "You move ";
+ world.inventory_sel--;
}
- char msg[strlen(dsc_move) + strlen (dsc_dir) + 3];
- sprintf(msg, "\n%s%s.", dsc_move, dsc_dir);
- update_log(msg);
}
- turn_over(get_command_id(action_dsc));
}
-extern void player_wait()
+extern void init_map_object_actions()
{
- update_log("\nYou wait.");
- turn_over(get_command_id("wait"));
+ char * f_name = "init_map_object_actions()";
+
+ char * path = "config/map_object_actions";
+ FILE * file = try_fopen(path, "r", f_name);
+ uint16_t linemax = textfile_sizes(file, NULL);
+ char line[linemax + 1];
+
+ struct MapObjAct ** moa_ptr_ptr = &world.map_obj_acts;
+ char * delim = " ";
+ while (fgets(line, linemax + 1, file))
+ {
+ if ('\n' == line[0] || 0 == line[0])
+ {
+ break;
+ }
+ struct MapObjAct * moa = try_malloc(sizeof(struct MapObjAct), f_name);
+ moa->id = atoi(strtok(line, delim));
+ moa->effort = atoi(strtok(NULL, delim));
+ char * funcname = strtok(NULL, "\n");
+ uint8_t len_name = strlen(funcname) + 1;
+ moa->name = try_malloc(len_name, f_name);
+ memcpy(moa->name, funcname, 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;
+ }
+ moa->next = NULL;
+ * moa_ptr_ptr = moa;
+ moa_ptr_ptr = &moa->next;
+ }
+ try_fclose(file, f_name);
}
-extern char is_passable(struct Map * map, struct yx_uint16 pos)
+extern void free_map_object_actions(struct MapObjAct * moa)
{
- uint8_t passable = 0;
- if (0 <= pos.x && pos.x < map->size.x && 0 <= pos.y && pos.y < map->size.y)
+ if (NULL == moa)
{
- passable = (('.' == map->cells[pos.y * map->size.x + pos.x]));
+ return;
}
- return passable;
+ free(moa->name);
+ free_map_object_actions(moa->next);
+ free(moa);
}
-extern void player_drop()
+extern uint8_t get_moa_id_by_name(char * name)
{
- struct MapObj * player = get_player();
- if (NULL == player->owns)
+ struct MapObjAct * moa = world.map_obj_acts;
+ while (NULL != moa)
{
- update_log("\nYou try to drop an object, but you own none.");
- world.old_inventory_select = 0;
+ if (0 == strcmp(moa->name, name))
+ {
+ break;
+ }
+ moa = moa->next;
}
- else
+ exit_err(NULL == moa, "get_moa_id_name() did not find map object action.");
+ return moa->id;
+}
+
+
+
+extern void actor_wait(struct MapObj * mo)
+{
+ if (mo == get_player())
{
- world.old_inventory_select = world.inventory_select;
- struct MapObj * owned = player->owns;
- uint8_t i = 0;
- for (; i != world.inventory_select; i++, owned = owned->next);
- if (0 < world.inventory_select)
+ playerbonus_wait();
+ }
+}
+
+
+
+extern void actor_move(struct MapObj * mo)
+{
+ char d = mo->arg;
+ struct yx_uint16 target = mv_yx_in_dir(d, mo->pos);
+ struct MapObj * other_mo;
+ for (other_mo = world.map_objs; other_mo != 0; other_mo = other_mo->next)
+ {
+ if (0 == other_mo->lifepoints || other_mo == mo)
{
- world.inventory_select--;
+ continue;
}
- own_map_object(&world.map_objs, &player->owns, owned->id);
- update_log("\nYou drop an object.");
+ if (yx_uint16_cmp(&target, &other_mo->pos))
+ {
+ actor_hits_actor(mo, other_mo);
+ return;
+ }
+ }
+ uint8_t passable = is_passable(world.map, target);
+ if (passable)
+ {
+ set_object_position(mo, target);
+ }
+ if (mo == get_player())
+ {
+ playerbonus_move(d, passable);
}
- turn_over(get_command_id("drop"));
}
-extern void player_pick()
+extern void actor_drop(struct MapObj * mo)
+{
+ uint8_t owns_none = (NULL == mo->owns);
+ if (!owns_none)
+ {
+ uint8_t select = mo->arg;
+ struct MapObj * owned = mo->owns;
+ uint8_t i = 0;
+ for (; i != select; i++, owned = owned->next);
+ own_map_object(&world.map_objs, &mo->owns, owned->id);
+ }
+ if (mo == get_player())
+ {
+ playerbonus_drop(owns_none);
+ }
+}
+
+
+
+extern void actor_pick(struct MapObj * mo)
{
- struct MapObj * player = get_player();
struct MapObj * picked;
for (picked = world.map_objs; NULL != picked; picked = picked->next)
{
- if (picked != player && yx_uint16_cmp(&picked->pos, &player->pos))
+ if (picked != mo && yx_uint16_cmp(&picked->pos, &mo->pos))
{
break;
}
}
- if (NULL == picked)
+ if (NULL != picked)
{
- update_log("\nYou try to pick up an object, but there is none.");
+ own_map_object(&mo->owns, &world.map_objs, picked->id);
+ set_object_position(picked, mo->pos);
}
- else
+ if (mo == get_player())
{
- own_map_object(&player->owns, &world.map_objs, picked->id);
- set_object_position(picked, player->pos);
- update_log("\nYou pick up an object.");
+ playerbonus_pick(NULL != picked);
}
- turn_over(get_command_id("pick"));
}
-extern void player_use()
+extern void actor_use(struct MapObj * mo)
{
- struct MapObj * player = get_player();
- if (NULL == player->owns)
- {
- update_log("\nYou try to use an object, but you own none.");
- world.old_inventory_select = 0;
- }
- else
+ uint8_t wrong_object = 1;
+ uint8_t no_object = (NULL == mo->owns);
+ if (!no_object)
{
+ uint8_t select = mo->arg;
uint8_t i = 0;
- struct MapObj * selected = player->owns;
- for (; i != world.inventory_select; i++, selected = selected->next);
+ struct MapObj * selected = mo->owns;
+ for (; i != select; i++, selected = selected->next);
struct MapObjDef * mod = get_map_object_def(selected->type);
if (!strcmp("MAGIC MEAT", mod->name))
{
+ wrong_object = 0;
struct MapObj * next = selected->next;
free(selected);
- if (0 < world.inventory_select)
+ if (0 < select)
{
- world.old_inventory_select = world.inventory_select;
- world.inventory_select--;
- for (i = 0, selected = player->owns;
- i != world.inventory_select;
+ select--;
+ for (i = 0, selected = mo->owns;
+ i != select;
i++, selected = selected->next);
selected->next = next;
}
else
{
- player->owns = next;
+ mo->owns = next;
}
- player->lifepoints++;
- update_log("\nYou consume MAGIC MEAT.");
- }
- else
- {
- update_log("\nYou try to use this object, but fail.");
+ mo->lifepoints++;
}
}
- turn_over(get_command_id("use"));
+ if (mo == get_player())
+ {
+ playerbonus_use(no_object, wrong_object);
+ }
}