X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fmap_object_actions.c;h=4217145843fc2d1bf80b22df7dd0cbe65f5be159;hb=657d5dbc6d362d7b20693c63b38d8d99f3d2dbbd;hp=bc6e4730715f12cb9c5fdd9ec5bf06243fac7bea;hpb=435c55c675cad9355a4e82c4d4379267f0c9a9b0;p=plomrogue diff --git a/src/map_object_actions.c b/src/map_object_actions.c index bc6e473..4217145 100644 --- a/src/map_object_actions.c +++ b/src/map_object_actions.c @@ -1,220 +1,212 @@ /* map_object_actions.c */ #include "map_object_actions.h" -#include /* for malloc(), calloc(), free() */ #include /* for strlen() */ -#include "yx_uint16.h" /* for yx_uint16 struct, mv_yx_in_dir(), yx_uint16_cmp */ -#include "misc.h" /* for update_log(), turn_over()*/ +#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 "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() */ -/* Log monster (described by "dsc_monster1") bumping into "monster2". */ -static void monster_bumps_monster(struct World * world, char * dsc_monster1, - struct Monster * monster2); - -/* Decrement player HPs due to attack of monster described by "dsc_monster", - * kill player if his HP hit zero; log the whole action. - */ -static void monster_hits_player(struct World * world, char * dsc_monster); - -/* Decrement HP of "monster" hit by player, kill it if its HP hit zero; log the - * whole action. - */ -static void player_hits_monster(struct World * world, struct Monster * monster); - -/* Try moving the player in direction "d" towards coordinate "target"; log - * success or failure of the whole action. +/* One actor "wounds" another actor, decrementing his lifepoints and, if they + * reach zero in the process, killing it. Generates appropriate log message. */ -static void try_player_move(struct World * world, - enum dir d, struct yx_uint16 target); - - - -static void monster_bumps_monster(struct World * world, char * dsc_monster1, - struct Monster * monster2) -{ - char * bump_dsc = " bumps into "; - struct MapObjDef * mod = get_map_obj_def(world, monster2->map_obj.type); - char * msg = malloc(strlen(dsc_monster1) + strlen(bump_dsc) - + strlen(mod->desc) + 3); - sprintf(msg, "\n%s%s%s.", dsc_monster1, bump_dsc, mod->desc); - update_log(world, msg); - free(msg); -} +static void actor_hits_actor(struct World * world, struct MapObj * hitter, + struct MapObj * hitted); -static void monster_hits_player(struct World * world, char * dsc_monster) +static void actor_hits_actor(struct World * world, struct MapObj * hitter, + struct MapObj * hitted) { - char * hit_dsc = " hits you"; - char * msg = malloc(strlen(dsc_monster) + strlen(hit_dsc) + 3); - sprintf(msg, "\n%s%s.", dsc_monster, hit_dsc); + struct MapObjDef * mod_hitter = get_map_object_def(world, hitter->type); + struct MapObjDef * mod_hitted = get_map_object_def(world, hitted->type); + struct MapObj * player = get_player(world); + char * msg1 = "You"; + char * msg2 = "wound"; + char * msg3 = "you"; + if (player != hitter) + { + msg1 = mod_hitter->name; + msg2 = "wounds"; + } + if (player != hitted) + { + msg3 = mod_hitted->name; + } + uint8_t len = 1 + strlen(msg1) + 1 + strlen(msg2) + 1 + strlen(msg3) + 2; + char msg[len]; + sprintf(msg, "\n%s %s %s.", msg1, msg2, msg3); update_log(world, msg); - free(msg); - world->player->hitpoints--; - if (0 == world->player->hitpoints) + hitted->lifepoints--; + if (0 == hitted->lifepoints) { - update_log(world, "\nYou are dead."); + hitted->type = mod_hitted->corpse_id; + if (player == hitted) + { + update_log(world, " You die."); + } + else + { + update_log(world, " It dies."); + if (player == hitter) + { + world->score = world->score + mod_hitted->lifepoints; + } + } } } -static void player_hits_monster(struct World * world, struct Monster * monster) +extern uint8_t move_actor(struct World * world, struct MapObj * actor, + enum dir d) { - struct MapObjDef * mod = get_map_obj_def(world, monster->map_obj.type); - char * hit_dsc = "You hit the "; - char * monster_dsc = mod->desc; - char * msg = malloc(strlen(hit_dsc) + strlen(monster_dsc) + 3); - sprintf(msg, "\n%s%s.", hit_dsc, monster_dsc); - update_log(world, msg); - free(msg); - monster->hitpoints--; - if (0 == monster->hitpoints) + 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) { - hit_dsc = "You kill the "; - msg = malloc(strlen(hit_dsc) + strlen(monster_dsc) + 3); - sprintf(msg, "\n%s%s.", hit_dsc, monster_dsc); - update_log(world, msg); - free(msg); - struct MonsterDef * md = (struct MonsterDef * ) mod; - struct Item * corpse = malloc(sizeof(struct Item)); - corpse->map_obj.type = md->corpse_id; - corpse->map_obj.pos = monster->map_obj.pos; - corpse->map_obj.next = world->item; - world->item = corpse; - if (world->monster == monster) + if (0 == other_actor->lifepoints || other_actor == actor) { - world->monster = world->monster->map_obj.next; + continue; } - else + if (yx_uint16_cmp(&target, &other_actor->pos)) { - 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; - } + actor_hits_actor(world, actor, other_actor); + return 2; } - uint8_t score = md->hitpoints_start; - world->score = world->score + score; - free(monster); } + if (is_passable(world->map, target)) + { + set_object_position(actor, target); + return 0; + } + return 1; } -static void try_player_move(struct World * world, - enum dir d, struct yx_uint16 target) +extern void move_player(struct World * world, enum dir d) { 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 (NORTH == d) { dsc_dir = "north"; + action_dsc[len_action_dsc_prototype] = 'u'; } else if (EAST == d) { dsc_dir = "east" ; + action_dsc[len_action_dsc_prototype] = 'r'; } else if (SOUTH == d) { dsc_dir = "south"; + action_dsc[len_action_dsc_prototype] = 'd'; } else if (WEST == d) { dsc_dir = "west" ; + action_dsc[len_action_dsc_prototype] = 'l'; } - char * dsc_move = "You fail to move "; - if (is_passable(world->map, target)) + action_dsc[len_action_dsc_prototype + 1] = '\0'; + uint8_t res = move_actor(world, get_player(world), d); + if (1 >= res) { - dsc_move = "You move "; - world->player->pos = target; + char * dsc_move = "You fail to move "; + if (0 == res) + { + dsc_move = "You move "; + } + char msg[strlen(dsc_move) + strlen (dsc_dir) + 3]; + sprintf(msg, "\n%s%s.", dsc_move, dsc_dir); + update_log(world, msg); } - 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); + turn_over(world, get_command_id(world, action_dsc)); } -extern void move_monster(struct World * world, struct Monster * monster) +extern void player_wait(struct World * world) { - char d = rrand() % 5; - struct yx_uint16 t = mv_yx_in_dir(d, monster->map_obj.pos); - struct MapObjDef * mod = get_map_obj_def(world, monster->map_obj.type); - char * dsc = mod->desc; - if (yx_uint16_cmp(&t, &world->player->pos)) - { - monster_hits_player(world, dsc); - return; - } - struct Monster * other_monster; - for (other_monster = world->monster; - other_monster != 0; - other_monster = other_monster->map_obj.next) - { - if (other_monster == monster) - { - continue; - } - if (yx_uint16_cmp(&t, &other_monster->map_obj.pos)) - { - monster_bumps_monster(world, dsc, other_monster); - return; - } - } - if (is_passable(world->map, t)) - { - monster->map_obj.pos = t; - } + update_log(world, "\nYou wait."); + turn_over(world, get_command_id(world, "wait")); } -extern void move_player(struct World * world, enum dir d) +extern char is_passable(struct Map * map, struct yx_uint16 pos) { - struct yx_uint16 t = mv_yx_in_dir(d, world->player->pos); - struct Monster * monster; - for (monster = world->monster; - monster != 0; - monster = monster->map_obj.next) + char passable = 0; + if (0 <= pos.x && pos.x < map->size.x && 0 <= pos.y && pos.y < map->size.y) { - if (yx_uint16_cmp(&t, &monster->map_obj.pos)) + if ('.' == map->cells[pos.y * map->size.x + pos.x]) { - player_hits_monster(world, monster); - turn_over(world, d); - return; - } + passable = 1; + } } - try_player_move(world, d, t); - turn_over(world, d); + return passable; } -extern void player_wait (struct World * world) +extern void player_drop(struct World * world) { - update_log(world, "\nYou wait."); - turn_over(world, 0); + struct MapObj * player = get_player(world); + if (NULL == player->owns) + { + update_log(world, "\nYou try to drop an object, but you own none."); + } + else + { + struct MapObj * owned = player->owns; + uint8_t i = 0; + for (; i != world->inventory_select; i++, owned = owned->next); + if (0 < world->inventory_select) + { + world->inventory_select--; + } + own_map_object(&world->map_objs, &player->owns, owned->id); + update_log(world, "\nYou drop an object."); + } + turn_over(world, get_command_id(world, "drop")); } -extern char is_passable (struct Map * map, struct yx_uint16 pos) +extern void player_pick(struct World * world) { - char passable = 0; - if (0 <= pos.x && pos.x < map->size.x && 0 <= pos.y && pos.y < map->size.y) + struct MapObj * player = get_player(world); + struct MapObj * picked; + for (picked = world->map_objs; NULL != picked; picked = picked->next) { - if ('.' == map->cells[pos.y * map->size.x + pos.x]) + if (picked != player && yx_uint16_cmp(&picked->pos, &player->pos)) { - passable = 1; + break; } } - return passable; + if (NULL == picked) + { + update_log(world, "\nYou try to pick up an object, but there is none."); + } + else + { + own_map_object(&player->owns, &world->map_objs, picked->id); + set_object_position(picked, player->pos); + update_log(world, "\nYou pick up an object."); + } + turn_over(world, get_command_id(world, "pick")); }