1 #include "objects_on_map.h"
8 extern void readwrite_map_objects_dummy (void * dummy, FILE * file) {
9 // Dummy function for calls of (write|read)_map_objects on map objects without specific attributes.
12 extern void write_map_objects_monsterdata (void * start, FILE * file) {
13 // Write to file data specific tto map objects of type monster.
14 struct Monster * monster = (struct Monster *) start;
15 fputc(monster->hitpoints, file); }
17 extern void write_map_objects (void * start, FILE * file, void (* f) (void *, FILE *) ) {
18 // Write into file the map object chain starting at start, use f() for object-type specific data.
19 struct ChainMapObject * cmo;
20 for (cmo = start; cmo != 0; cmo = cmo->next) {
21 write_uint16_bigendian(cmo->pos.y + 1, file);
22 write_uint16_bigendian(cmo->pos.x + 1, file);
23 fputc(cmo->name, file);
25 write_uint16_bigendian(0, file); }
27 extern void read_map_objects_monsterdata (void * start, FILE * file) {
28 // Read from file data speciifc to map objects of type monster.
29 struct Monster * monster = (struct Monster *) start;
30 monster->hitpoints = fgetc(file); }
32 extern void read_map_objects (void * start, FILE * file, size_t size, void (* f) (void *, FILE *) ) {
33 // Read from file chain of map objects starting at start, use f() for object-type specific data.
34 struct ChainMapObject * cmo;
35 struct ChainMapObject * * z = start;
37 char still_at_start = 1;
39 test = read_uint16_bigendian(file);
47 cmo->next = malloc(size);
49 cmo->pos.y = test - 1;
50 cmo->pos.x = read_uint16_bigendian(file) - 1;
51 cmo->name = fgetc(file);
56 extern void build_map_objects_monsterdata (void * start) {
57 // Build data specific to map objects of type monster.
58 struct Monster * monster = (struct Monster *) start;
59 monster->cmo.name = 'A' + (rrand(0, 0) % 8);
60 monster->hitpoints = 5; }
62 extern void build_map_objects_itemdata (void * start) {
63 // Build data speciifc to map objects of type data.
64 struct Item * item = (struct Item *) start;
65 item->cmo.name = '#' + (rrand(0, 0) % 4); }
67 extern void build_map_objects (void * start, unsigned char n, size_t size, void (* f) (void *), struct Map * map) {
68 // Build chain of n map objects starting at start, use f() for object-specific data.
70 struct ChainMapObject * cmo;
71 struct ChainMapObject * * z = start;
72 char still_at_start = 1;
73 for (i = 0; i < n; i++) {
79 cmo->next = malloc(size);
81 cmo->pos = find_passable_pos(map);
86 extern struct yx_uint16 find_passable_pos (struct Map * map) {
87 // Return a random passable position on map.
89 for (pos.y = pos.x = 0; 0 == is_passable(map, pos);) {
90 pos.y = rrand(0, 0) % map->size.y;
91 pos.x = rrand(0, 0) % map->size.x; }
94 extern char is_passable (struct Map * map, struct yx_uint16 pos) {
95 // Check if coordinate on (or beyond) map is accessible to actor movement.
97 if (0 <= pos.x && pos.x < map->size.x && 0 <= pos.y && pos.y < map->size.y)
98 if ('.' == map->cells[pos.y * map->size.x + pos.x])
102 extern void move_monster (struct World * world, struct Monster * monster) {
103 // Move monster in random direction, trigger fighting when hindered by player/monster.
104 char d = rrand(0, 0) % 5;
105 struct yx_uint16 t = mv_yx_in_dir (d, monster->cmo.pos);
106 if (yx_uint16_cmp (t, world->player->pos)) {
107 update_log (world, "\nThe monster hits you.");
109 struct Monster * other_monster;
110 for (other_monster = world->monster; other_monster != 0; other_monster = other_monster->cmo.next) {
111 if (other_monster == monster)
113 if (yx_uint16_cmp (t, other_monster->cmo.pos)) {
114 update_log (world, "\nMonster bumps into monster.");
116 if (is_passable(world->map, t))
117 monster->cmo.pos = t; }
119 extern void move_player (struct World * world, char d) {
120 // Move player in direction d, update log and turn over to the enemy.
121 struct yx_uint16 t = mv_yx_in_dir (d, world->player->pos);
122 struct Monster * monster;
123 for (monster = world->monster; monster != 0; monster = monster->cmo.next)
124 if (yx_uint16_cmp (t, monster->cmo.pos)) {
125 update_log (world, "\nYou hit the monster.");
126 monster->hitpoints--;
127 if (0 == monster->hitpoints) {
128 update_log (world, "\nYou kill the monster.");
129 if (world->monster == monster)
130 world->monster = world->monster->cmo.next;
132 struct Monster * m_prev;
133 for (m_prev = world->monster; m_prev->cmo.next != monster; m_prev = m_prev->cmo.next);
134 m_prev->cmo.next = monster->cmo.next; }
136 turn_over (world, d);
138 char * msg = calloc(25, sizeof(char));
139 char * msg_content = "You fail to move";
141 if (NORTH == d) dir = "north";
142 else if (EAST == d) dir = "east" ;
143 else if (SOUTH == d) dir = "south";
144 else if (WEST == d) dir = "west" ;
145 if (is_passable(world->map, t)) {
146 msg_content = "You move";
147 world->player->pos = t; }
148 sprintf(msg, "\n%s %s.", msg_content, dir);
149 update_log (world, msg);
151 turn_over (world, d); }
153 extern void player_wait (struct World * world) {
154 // Make player wait one turn.
155 update_log (world, "\nYou wait.");
156 turn_over (world, 0); }