3 * Miscellaneous routines that have not yet found a proper parent module. Having
4 * LOTS of stuff in here is a sure sign that better modularization is in order.
10 #include <stdlib.h> /* for size_t */
11 #include <stdint.h> /* for uint16_t */
12 #include "yx_uint16.h" /* for yx_uint16 coordinates */
17 /* Return 16-bit number pseudo-randomly generated via Linear Congruential
18 * Generator algorithm with some proven constants. Use instead of rand() to
19 * ensure portability of the same pseudo-randomness across systems.
21 extern uint16_t rrand();
23 /* Returns message: "Trouble in ".parent." with ".child."." (try_*() helper) */
24 extern char * trouble_msg(char * parent, char * child);
26 /* Wrappers to malloc(), calloc() from function called "f" calling exit_err()
27 * with trouble_msg() error message if necessary.
29 extern void * try_malloc(size_t size, char * f);
30 extern void * try_calloc(size_t nmemb, size_t size, char * f);
32 /* Check if tempfile "path" exists, and if so, exit with explanation that. */
33 extern void check_tempfile(char * path);
35 /* If one and only one of files at "p1", "p2" exists, fail with explanation. */
36 extern void check_files_xor(char * p1, char * p2);
38 /* Save / load / unload (free) / reload interface configuration data. */
39 extern void save_interface_conf();
40 extern void load_interface_conf();
41 extern void unload_interface_conf();
42 extern void reload_interface_conf();
44 /* Update game log by appending "text", or by appending a "." if "text" is the
45 * same as the last one passed.
47 extern void update_log(char * text);
49 /* Return the offset necessary to center a map of "mapsize" on position "pos" in
50 * a frame of "framesize.
52 extern uint16_t center_offset(uint16_t pos,
53 uint16_t mapsize, uint16_t framesize);
55 /* Record last player "action" in game record file "record, increment the game
56 * turn and trigger enemy movement.
58 extern void turn_over(char action);
60 /* Save or load current game data to / from file "savefile". */
61 extern void save_game();
62 extern void load_game();
64 /* Return a random position on the map "map" that is passable (as determined by
67 extern struct yx_uint16 find_passable_pos(struct Map * map);
69 /* Navigate (as far as possible) up (dir=='u') or (else) down in player's
70 * inventory selection.
72 extern void nav_inventory(char dir);