X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=src%2Froguelike.c;h=7bcaf927d7d7b86d39cf47be6a8707bee73343ff;hb=47d7b87570ce3c79d3e0a6b8e765c74d065b6ba5;hp=3fd86c0575d99e91c434b726f2f1640fee50c6fb;hpb=185061fb1588422463ea6a03c3ed3c175ab24151;p=plomrogue diff --git a/src/roguelike.c b/src/roguelike.c index 3fd86c0..7bcaf92 100644 --- a/src/roguelike.c +++ b/src/roguelike.c @@ -1,3 +1,4 @@ +#include "roguelike.h" #include #include #include @@ -6,14 +7,9 @@ #include #include "windows.h" #include "draw_wins.h" -#include "roguelike.h" #include "keybindings.h" #include "readwrite.h" - -#define NORTH 1 -#define EAST 2 -#define SOUTH 3 -#define WEST 4 +#include "actors.h" uint16_t rrand(char use_seed, uint32_t new_seed) { // Pseudo-random number generator (LGC algorithm). Use instead of rand() to ensure portable predictability. @@ -97,81 +93,6 @@ void save_game(struct World * world) { write_uint16_bigendian(world->monster->next->next->pos.x, file); fclose(file); } -char is_passable (struct Map * map, uint16_t y, uint16_t x) { -// Check if coordinate on (or beyond) map is accessible to movement. - char passable = 0; - if (0 <= x && x < map->size.x && 0 <= y && y < map->size.y) - if ('.' == map->cells[y * map->size.x + x]) - passable = 1; - return passable; } - -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; } - -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->pos); - if (yx_uint16_cmp (t, world->player->pos)) { - update_log (world, "\nThe monster hits you."); - return; } - char met_monster = 0; - struct Monster * other_monster; - for (other_monster = world->monster; other_monster != 0; other_monster = other_monster->next) { - if (other_monster == monster) - continue; - if (yx_uint16_cmp (t, other_monster->pos)) { - met_monster = 1; - break; } } - if (met_monster) - update_log (world, "\nMonster hits monster."); - else if (is_passable(world->map, t.y, t.x)) - monster->pos = t; } - -void move_player (struct World * world, char d) { -// Move player in direction d, increment turn counter and update log. - static char prev = 0; - char success = 0; - char * dir; - 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 (yx_uint16_cmp (t, monster->pos)) { - success = 2; - break; } - if (2 != success && is_passable(world->map, t.y, t.x)) { - success = 1; - 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) - msg_content = "You move"; - sprintf(msg, "\n%s %s.", msg_content, dir); - update_log (world, msg); - free(msg); } } - prev = success * d; - turn_over (world, d); } - -void player_wait (struct World * world) { -// Make player wait one turn. - update_log (world, "\nYou wait."); - turn_over (world, 0); } - void toggle_window (struct WinMeta * win_meta, struct Win * win) { // Toggle display of window win. if (0 != win->frame.curses_win)