#include "keybindings.h"
#include "readwrite.h"
+#define NORTH 1
+#define EAST 2
+#define SOUTH 3
+#define WEST 4
+
uint16_t rrand(char use_seed, uint32_t new_seed) {
// Pseudo-random number generator (LGC algorithm). Use instead of rand() to ensure portable predictability.
static uint32_t seed;
FILE * file = fopen("savefile", "w");
write_uint32_bigendian(world->seed, file);
write_uint32_bigendian(world->turn, file);
- write_uint16_bigendian(world->player->y, file);
- write_uint16_bigendian(world->player->x, file);
- write_uint16_bigendian(world->monster->y, file);
- write_uint16_bigendian(world->monster->x, file);
- write_uint16_bigendian(world->monster->next->y, file);
- write_uint16_bigendian(world->monster->next->x, file);
- write_uint16_bigendian(world->monster->next->next->y, file);
- write_uint16_bigendian(world->monster->next->next->x, file);
+ write_uint16_bigendian(world->player->pos.y, file);
+ write_uint16_bigendian(world->player->pos.x, file);
+ write_uint16_bigendian(world->monster->pos.y, file);
+ write_uint16_bigendian(world->monster->pos.x, file);
+ write_uint16_bigendian(world->monster->next->pos.y, file);
+ write_uint16_bigendian(world->monster->next->pos.x, file);
+ write_uint16_bigendian(world->monster->next->next->pos.y, file);
+ write_uint16_bigendian(world->monster->next->next->pos.x, file);
fclose(file); }
void record_action (char action) {
fputc(action, file);
fclose(file); }
+struct yx_uint16 mv_yx_in_dir (char d, struct yx_uint16 yx) {
+// Return yx coordinates one step to the direction d of yx.
+ if (d == NORTH) yx.y--;
+ else if (d == EAST) yx.x++;
+ else if (d == SOUTH) yx.y++;
+ else if (d == WEST) yx.x--;
+ return yx; }
+
+char yx_uint16_cmp (struct yx_uint16 a, struct yx_uint16 b) {
+// Compare two coordinates of type yx_uint16.
+ if (a.y == b.y && a.x == b.x) return 1;
+ else return 0; }
+
void next_turn (struct World * world) {
// Increment turn and move enemy.
world->turn++;
rrand(1, world->seed * world->turn);
char d;
struct Monster * monster;
- uint16_t ty, tx;
for (monster = world->monster; monster != 0; monster = monster->next) {
d = rrand(0, 0) % 5;
- ty = monster->y;
- tx = monster->x;
- if (1 == d)
- ty++;
- else if (2 == d)
- ty--;
- else if (3 == d)
- tx++;
- else if (4 == d)
- tx--;
- if (tx == world->player->x && ty == world->player->y)
+ struct yx_uint16 t = mv_yx_in_dir (d, monster->pos);
+ if (yx_uint16_cmp(t, world->player->pos))
update_log(world, "\nThe monster hits you.");
- else if (is_passable(world->map, ty, tx)) {
- monster->y = ty;
- monster->x = tx; } } }
+ else if (is_passable(world->map, t.y, t.x))
+ monster->pos = t; } }
void update_log (struct World * world, char * text) {
// Update log with new text to be appended.
static char prev = 0;
char success = 0;
char * dir;
- uint16_t ty = world->player->y;
- uint16_t tx = world->player->x;
- if ('s' == d) {
- dir = "south";
- ty++; }
- if ('n' == d) {
- dir = "north";
- ty--; }
- if ('w' == d) {
- dir = "west";
- tx--; }
- if ('e' == d) {
- dir = "east";
- tx++; }
+ struct yx_uint16 t = mv_yx_in_dir (d, world->player->pos);
struct Monster * monster;
for (monster = world->monster; monster != 0; monster = monster->next)
- if (ty == monster->y && tx == monster->x) {
+ if (yx_uint16_cmp (t, monster->pos)) {
success = 2;
break; }
- if (2 != success && is_passable(world->map, ty, tx)) {
+ if (2 != success && is_passable(world->map, t.y, t.x)) {
success = 1;
- world->player->y = ty;
- world->player->x = tx; }
+ world->player->pos = t; }
if (success * d == prev)
update_log (world, ".");
else {
if (2 == success)
update_log (world, "\nYou hit the monster.");
else {
+ if (NORTH == d) dir = "north";
+ else if (EAST == d) dir = "east" ;
+ else if (SOUTH == d) dir = "south";
+ else if (WEST == d) dir = "west" ;
char * msg = calloc(25, sizeof(char));
char * msg_content = "You fail to move";
if (1 == success)
file = fopen("savefile", "r");
world.seed = read_uint32_bigendian(file);
world.turn = read_uint32_bigendian(file);
- player.y = read_uint16_bigendian(file);
- player.x = read_uint16_bigendian(file);
- monster1.y = read_uint16_bigendian(file);
- monster1.x = read_uint16_bigendian(file);
- monster2.y = read_uint16_bigendian(file);
- monster2.x = read_uint16_bigendian(file);
- monster3.y = read_uint16_bigendian(file);
- monster3.x = read_uint16_bigendian(file);
+ player.pos.y = read_uint16_bigendian(file);
+ player.pos.x = read_uint16_bigendian(file);
+ monster1.pos.y = read_uint16_bigendian(file);
+ monster1.pos.x = read_uint16_bigendian(file);
+ monster2.pos.y = read_uint16_bigendian(file);
+ monster2.pos.x = read_uint16_bigendian(file);
+ monster3.pos.y = read_uint16_bigendian(file);
+ monster3.pos.x = read_uint16_bigendian(file);
fclose(file); }
// For non-interactive mode, try to load world state from frecord file.
struct Map map = init_map();
world.map = ↦
if (1 == world.turn) {
- for (player.y = player.x = 0; 0 == is_passable(&map, player.y, player.x);) {
- player.y = rrand(0, 0) % map.height;
- player.x = rrand(0, 0) % map.width; }
+ for (player.pos.y = player.pos.x = 0; 0 == is_passable(&map, player.pos.y, player.pos.x);) {
+ player.pos.y = rrand(0, 0) % map.height;
+ player.pos.x = rrand(0, 0) % map.width; }
struct Monster * monster;
for (monster = world.monster; monster != 0; monster = monster->next)
- for (monster->y = monster->x = 0; 0 == is_passable(&map, monster->y, monster->x);) {
- monster->y = rrand(0, 0) % map.height;
- monster->x = rrand(0, 0) % map.width; } }
+ for (monster->pos.y = monster->pos.x = 0; 0 == is_passable(&map, monster->pos.y, monster->pos.x);) {
+ monster->pos.y = rrand(0, 0) % map.height;
+ monster->pos.x = rrand(0, 0) % map.width; } }
// Initialize window system and windows.
WINDOW * screen = initscr();
still_reading_file = 0; }
else if (0 == action)
player_wait (&world);
- else if ('s' == action)
- move_player(&world, 's');
- else if ('n' == action)
- move_player(&world, 'n');
- else if ('e' == action)
- move_player(&world, 'e');
- else if ('w' == action)
- move_player(&world, 'w'); }
+ else if (NORTH == action)
+ move_player(&world, NORTH);
+ else if (EAST == action)
+ move_player(&world, EAST);
+ else if (SOUTH == action)
+ move_player(&world, SOUTH);
+ else if (WEST == action)
+ move_player(&world, WEST); }
else
quit_called = meta_keys(key, &world, &win_meta, &win_keys, &win_map, &win_info, &win_log);
if (1 == quit_called)
last_turn = world.turn; }
draw_all_wins (&win_meta);
key = getch();
- if (key == get_action_key(world.keybindings, "player down"))
- move_player(&world, 's');
- else if (key == get_action_key(world.keybindings, "player up"))
- move_player(&world, 'n');
+ if (key == get_action_key(world.keybindings, "player up"))
+ move_player(&world, NORTH);
else if (key == get_action_key(world.keybindings, "player right"))
- move_player(&world, 'e');
+ move_player(&world, EAST);
+ else if (key == get_action_key(world.keybindings, "player down"))
+ move_player(&world, SOUTH);
else if (key == get_action_key(world.keybindings, "player left"))
- move_player(&world, 'w');
+ move_player(&world, WEST);
else if (key == get_action_key(world.keybindings, "wait / next turn"))
player_wait (&world);
else