+/* map_object_actions.c */
+
#include "map_object_actions.h"
-#include <stdlib.h>
-#include "yx_uint16.h"
-#include "misc.h"
-#include "map.h"
-#include "main.h"
-#include "map_objects.h"
+#include <stdlib.h> /* for malloc(), calloc(), free() */
+#include "yx_uint16.h" /* for yx_uint16 struct, mv_yx_in_dir(), yx_uint16_cmp */
+#include "misc.h" /* for rrand(), 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 */
+
+
+
+extern void move_monster(struct World * world, struct Monster * monster)
+{
+ char d = rrand(0, 0) % 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)
+ {
+ update_log(world, "\nYou are dead.");
+ }
+ 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))
+ {
+ mod = get_map_obj_def(world, monster->map_obj.type);
+ desc_other = mod->desc;
+ sprintf(msg, "\n%s bumps into %s.", desc, desc_other);
+ update_log(world, msg);
+ return;
+ }
+ }
+ free(msg);
+ if (is_passable(world->map, t))
+ {
+ monster->map_obj.pos = t;
+ }
+}
+
+
+
+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))
+ {
+ 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);
+}
+
+
+
+extern void player_wait (struct World * world)
+{
+ update_log(world, "\nYou wait.");
+ turn_over(world, 0);
+}
-extern char is_passable (struct Map * map, struct yx_uint16 pos) {
-// Check if coordinate on (or beyond) map is accessible to actor movement.
- char passable = 0;
- if (0 <= pos.x && pos.x < map->size.x && 0 <= pos.y && pos.y < map->size.y)
- if ('.' == map->cells[pos.y * map->size.x + pos.x])
- passable = 1;
- return passable; }
-extern void move_monster (struct World * world, struct Monster * monster) {
-// Move monster in random direction, trigger fighting when hindered by player/monster.
- char d = rrand(0, 0) % 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)
- update_log (world, "\nYou are dead.");
- 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)) {
- mod = get_map_obj_def (world, monster->map_obj.type);
- desc_other = mod->desc;
- sprintf(msg, "\n%s bumps into %s.", desc, desc_other);
- update_log (world, msg);
- return; } }
- free (msg);
- if (is_passable(world->map, t))
- monster->map_obj.pos = t; }
-extern void move_player (struct World * world, enum dir d) {
-// Move player in direction d, update log and turn over to the enemy.
- 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)) {
- 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); }
+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)
+ {
+ if ('.' == map->cells[pos.y * map->size.x + pos.x])
+ {
+ passable = 1;
+ }
+ }
+ return passable;
+}
-extern void player_wait (struct World * world) {
-// Make player wait one turn.
- update_log (world, "\nYou wait.");
- turn_over (world, 0); }