+static void player_hits_monster(struct World * world, struct Monster * 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);
+ 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);
+ if (world->monster == monster)
+ {
+ world->monster = world->monster->map_obj.next;
+ }
+ else
+ {
+ struct Monster * m_prev;
+ for (m_prev = world->monster;
+ m_prev->map_obj.next != monster;
+ m_prev = m_prev->map_obj.next);
+ {
+ m_prev->map_obj.next = monster->map_obj.next;
+ }
+ }
+ free(monster);
+ }
+}
+
+
+
+static void try_player_move(struct World * world,
+ enum dir d, struct yx_uint16 target)
+{
+ char * dsc_dir;
+ if (NORTH == d)
+ {
+ dsc_dir = "north";
+ }
+ else if (EAST == d)
+ {
+ dsc_dir = "east" ;
+ }
+ else if (SOUTH == d)
+ {
+ dsc_dir = "south";
+ }
+ else if (WEST == d)
+ {
+ dsc_dir = "west" ;
+ }
+ char * dsc_move = "You fail to move ";
+ if (is_passable(world->map, target))
+ {
+ dsc_move = "You move ";
+ world->player->pos = target;
+ }
+ char * msg = malloc(strlen(dsc_move) + strlen (dsc_dir) + 3);
+ sprintf(msg, "\n%s%s.", dsc_move, dsc_dir);
+ update_log(world, msg);
+ free(msg);
+}
+
+
+