X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fmap_object_actions.c;h=4217145843fc2d1bf80b22df7dd0cbe65f5be159;hb=657d5dbc6d362d7b20693c63b38d8d99f3d2dbbd;hp=ff1ea90adeab06775722f1309597ef1632f5f993;hpb=289154889af25ebb05f5ad1149cafd8e82b0b0fa;p=plomrogue diff --git a/src/map_object_actions.c b/src/map_object_actions.c index ff1ea90..4217145 100644 --- a/src/map_object_actions.c +++ b/src/map_object_actions.c @@ -1,142 +1,154 @@ /* map_object_actions.c */ #include "map_object_actions.h" -#include /* for malloc(), calloc(), free() */ -#include "yx_uint16.h" /* for yx_uint16 struct, mv_yx_in_dir(), yx_uint16_cmp */ -#include "misc.h" /* for update_log(), turn_over()*/ +#include /* for strlen() */ +#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() */ -extern void move_monster(struct World * world, struct Monster * monster) +/* 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 World * world, struct MapObj * hitter, + struct MapObj * hitted); + + + +static void actor_hits_actor(struct World * world, struct MapObj * hitter, + struct MapObj * hitted) { - char d = rrand() % 5; - struct yx_uint16 t = mv_yx_in_dir(d, monster->map_obj.pos); - char * msg = malloc(100); - struct MapObjDef * mod = get_map_obj_def(world, monster->map_obj.type); - char * desc = mod->desc; - char * desc_other; - if (yx_uint16_cmp(&t, &world->player->pos)) - { - sprintf(msg, "\nThe %s hits you.", desc); - update_log(world, msg); - world->player->hitpoints--; - if (0 == world->player->hitpoints) + 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); + hitted->lifepoints--; + if (0 == hitted->lifepoints) + { + hitted->type = mod_hitted->corpse_id; + if (player == hitted) { - update_log(world, "\nYou are dead."); + update_log(world, " You die."); + } + else + { + update_log(world, " It dies."); + if (player == hitter) + { + world->score = world->score + mod_hitted->lifepoints; + } } - return; } - struct Monster * other_monster; - for (other_monster = world->monster; - other_monster != 0; - other_monster = other_monster->map_obj.next) +} + + + +extern uint8_t move_actor(struct World * world, struct MapObj * actor, + enum dir d) +{ + 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) { - if (other_monster == monster) + if (0 == other_actor->lifepoints || other_actor == actor) { continue; } - if (yx_uint16_cmp(&t, &other_monster->map_obj.pos)) + if (yx_uint16_cmp(&target, &other_actor->pos)) { - mod = get_map_obj_def(world, other_monster->map_obj.type); - desc_other = mod->desc; - sprintf(msg, "\n%s bumps into %s.", desc, desc_other); - update_log(world, msg); - return; + actor_hits_actor(world, actor, other_actor); + return 2; } } - free(msg); - if (is_passable(world->map, t)) + if (is_passable(world->map, target)) { - monster->map_obj.pos = t; + set_object_position(actor, target); + return 0; } + return 1; } -extern void move_player (struct World * world, enum dir d) +extern void move_player(struct World * world, enum dir d) { - struct yx_uint16 t = mv_yx_in_dir(d, world->player->pos); - struct Monster * monster; - struct MapObjDef * mod; - char * msg = calloc(100, sizeof(char)); - char * desc; - for (monster = world->monster; - monster != 0; - monster = monster->map_obj.next) - { - if (yx_uint16_cmp(&t, &monster->map_obj.pos)) + 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'; + } + action_dsc[len_action_dsc_prototype + 1] = '\0'; + uint8_t res = move_actor(world, get_player(world), d); + if (1 >= res) + { + char * dsc_move = "You fail to move "; + if (0 == res) { - mod = get_map_obj_def(world, monster->map_obj.type); - desc = mod->desc; - sprintf(msg, "\nYou hit the %s.", desc); - update_log(world, msg); - monster->hitpoints--; - if (0 == monster->hitpoints) - { - sprintf(msg, "\nYou kill the %s.", desc); - update_log(world, 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); - } - turn_over(world, d); - return; - } - } - char * msg_content = "You fail to move"; - char * dir; - if (NORTH == d) - { - dir = "north"; - } - else if (EAST == d) - { - dir = "east" ; - } - else if (SOUTH == d) - { - dir = "south"; - } - else if (WEST == d) - { - dir = "west" ; - } - if (is_passable(world->map, t)) - { - msg_content = "You move"; - world->player->pos = t; - } - sprintf(msg, "\n%s %s.", msg_content, dir); - update_log(world, msg); - free(msg); - turn_over(world, d); + 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); + } + turn_over(world, get_command_id(world, action_dsc)); } -extern void player_wait (struct World * world) +extern void player_wait(struct World * world) { update_log(world, "\nYou wait."); - turn_over(world, 0); + turn_over(world, get_command_id(world, "wait")); } -extern char is_passable (struct Map * map, struct yx_uint16 pos) +extern char is_passable(struct Map * map, struct yx_uint16 pos) { char passable = 0; if (0 <= pos.x && pos.x < map->size.x && 0 <= pos.y && pos.y < map->size.y) @@ -149,3 +161,52 @@ extern char is_passable (struct Map * map, struct yx_uint16 pos) return passable; } + + +extern void player_drop(struct World * world) +{ + 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 void player_pick(struct World * world) +{ + struct MapObj * player = get_player(world); + struct MapObj * picked; + for (picked = world->map_objs; NULL != picked; picked = picked->next) + { + if (picked != player && yx_uint16_cmp(&picked->pos, &player->pos)) + { + break; + } + } + 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")); +}