X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=src%2Froguelike.c;h=a1b7373bcc47ae1b2a27e29405a4fc1b1b27d3bc;hb=015ca9d3e02bfe4f8a18cdec43817e2521015c00;hp=206c0289243c1d152d56b1a53dd8e273c21f8501;hpb=ce023c819bd95ca0c42b7e759207dce1695216e2;p=plomrogue diff --git a/src/roguelike.c b/src/roguelike.c index 206c028..a1b7373 100644 --- a/src/roguelike.c +++ b/src/roguelike.c @@ -10,6 +10,11 @@ #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; @@ -21,29 +26,29 @@ uint16_t rrand(char use_seed, uint32_t new_seed) { struct Map init_map () { // Initialize map with some experimental start values. struct Map map; - map.width = 64; - map.height = 64; - map.offset_x = 0; - map.offset_y = 0; - uint32_t size = map.width * map.height; + map.size.x = 64; + map.size.y = 64; + map.offset.x = 0; + map.offset.y = 0; + uint32_t size = map.size.x * map.size.y; map.cells = malloc(size); uint16_t y, x; - for (y = 0; y < map.height; y++) - for (x = 0; x < map.width; x++) - map.cells[(y * map.width) + x] = '~'; - map.cells[size / 2 + (map.width / 2)] = '.'; + for (y = 0; y < map.size.y; y++) + for (x = 0; x < map.size.x; x++) + map.cells[(y * map.size.x) + x] = '~'; + map.cells[size / 2 + (map.size.x / 2)] = '.'; uint32_t repeats, root, curpos; for (root = 0; root * root * root < size; root++); for (repeats = 0; repeats < size * root; repeats++) { - y = rrand(0, 0) % map.height; - x = rrand(0, 0) % map.width; - curpos = y * map.width + x; + y = rrand(0, 0) % map.size.y; + x = rrand(0, 0) % map.size.x; + curpos = y * map.size.x + x; if ('~' == map.cells[curpos] && - ( (curpos >= map.width && '.' == map.cells[curpos - map.width]) - || (curpos < map.width * (map.height-1) && '.' == map.cells[curpos + map.width]) - || (curpos > 0 && curpos % map.width != 0 && '.' == map.cells[curpos-1]) - || (curpos < (map.width * map.height) && (curpos+1) % map.width != 0 && '.' == map.cells[curpos+1]))) - map.cells[y * map.width + x] = '.'; } + ( (curpos >= map.size.x && '.' == map.cells[curpos - map.size.x]) + || (curpos < map.size.x * (map.size.y-1) && '.' == map.cells[curpos + map.size.x]) + || (curpos > 0 && curpos % map.size.x != 0 && '.' == map.cells[curpos-1]) + || (curpos < (map.size.x * map.size.y) && (curpos+1) % map.size.x != 0 && '.' == map.cells[curpos+1]))) + map.cells[y * map.size.x + x] = '.'; } return map; } void save_game(struct World * world) { @@ -51,14 +56,14 @@ void save_game(struct World * world) { 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) { @@ -67,30 +72,21 @@ 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; } + 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) - update_log(world, "\nThe monster hits you."); - else if (is_passable(world->map, ty, tx)) { - monster->y = ty; - monster->x = tx; } } } + for (monster = world->monster; monster != 0; monster = monster->next) + move_monster(world, monster); } void update_log (struct World * world, char * text) { // Update log with new text to be appended. @@ -104,40 +100,50 @@ void update_log (struct World * world, char * text) { free(world->log); world->log = new_text; } +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 (0 == met_monster && 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; - 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) @@ -153,8 +159,8 @@ void move_player (struct World * world, char d) { 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->width && 0 <= y && y < map->height) - if ('.' == map->cells[y * map->width + x]) + 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; } @@ -196,14 +202,10 @@ void growshrink_active_window (struct WinMeta * win_meta, char change) { void map_scroll (struct Map * map, char dir) { // Scroll map into direction dir if possible by changing the offset. - if ('n' == dir && map->offset_y > 0) - map->offset_y--; - else if ('s' == dir) - map->offset_y++; - else if ('w' == dir && map->offset_x > 0) - map->offset_x--; - else if ('e' == dir) - map->offset_x++; } + if (NORTH == dir && map->offset.y > 0) map->offset.y--; + else if (SOUTH == dir) map->offset.y++; + else if (WEST == dir && map->offset.x > 0) map->offset.x--; + else if (EAST == dir) map->offset.x++; } unsigned char meta_keys(int key, struct World * world, struct WinMeta * win_meta, struct Win * win_keys, struct Win * win_map, struct Win * win_info, struct Win * win_log) { @@ -247,13 +249,13 @@ unsigned char meta_keys(int key, struct World * world, struct WinMeta * win_meta else if (key == get_action_key(world->keybindings, "keys mod")) keyswin_mod_key (world, win_meta); else if (key == get_action_key(world->keybindings, "map up")) - map_scroll (world->map, 'n'); + map_scroll (world->map, NORTH); else if (key == get_action_key(world->keybindings, "map down")) - map_scroll (world->map, 's'); + map_scroll (world->map, SOUTH); else if (key == get_action_key(world->keybindings, "map right")) - map_scroll (world->map, 'e'); + map_scroll (world->map, EAST); else if (key == get_action_key(world->keybindings, "map left")) - map_scroll (world->map, 'w'); + map_scroll (world->map, WEST); return 0; } int main (int argc, char *argv[]) { @@ -296,14 +298,14 @@ int main (int argc, char *argv[]) { 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. @@ -325,14 +327,14 @@ int main (int argc, char *argv[]) { 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.size.y; + player.pos.x = rrand(0, 0) % map.size.x; } 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.size.y; + monster->pos.x = rrand(0, 0) % map.size.x; } } // Initialize window system and windows. WINDOW * screen = initscr(); @@ -375,14 +377,14 @@ int main (int argc, char *argv[]) { 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) @@ -397,14 +399,14 @@ int main (int argc, char *argv[]) { 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