-/* Log monster bumping into monster. */
+/* Log monster (described by "desc_monster1") bumping into "monster2". */
static void monster_bumps_monster(struct World * world, char * desc_monster1,
struct Monster * monster2);
-/* Decrement player HPs due to attack of monster, kill him if necessary and log
- * the whole action.
+/* Decrement player HPs due to attack of monster described by "desc_monster",
+ * kill player if his HP hit zero; log the whole action.
*/
static void monster_hits_player(struct World * world, char * desc_monster);
+/* Decrement HP of "monster" hit by player, kill it if its HP hit zero; log the
+ * whole action.
+ */
+static void player_hits_monster(struct World * world, struct Monster * monster)
+
+/* Try moving the player in direction "d" towards coordinate "target"; log
+ * success or failure of the whole action.
+ */
+static void try_player_move(struct World * world,
+ enum dir d, struct yx_uint16 target)
+
static void monster_bumps_monster(struct World * world, char * desc_monster1,
static void monster_hits_player(struct World * world, char * desc_monster)
{
- char * hitdesc = " hits you.";
- char * msg = malloc(strlen(desc_monster) + strlen(hitdesc) + 2);
- sprintf(msg, "\n%s%s", desc_monster, hitdesc);
+ char * hitdesc = " hits you";
+ char * msg = malloc(strlen(desc_monster) + strlen(hitdesc) + 3);
+ sprintf(msg, "\n%s%s.", desc_monster, hitdesc);
update_log(world, msg);
free(msg);
world->player->hitpoints--;
+static void player_hits_monster(struct World * world, struct Monster * monster)
+{
+ struct MapObjDef * mod = get_map_obj_def(world, monster->map_obj.type);
+ char * hit_desc = "You hit the ";
+ char * monster_desc = mod->desc;
+ char * msg = malloc(strlen(hit_desc) + strlen(monster_desc) + 3);
+ sprintf(msg, "\n%s%s.", hit_desc, monster_desc);
+ update_log(world, msg);
+ free(msg);
+ monster->hitpoints--;
+
+ if (0 == monster->hitpoints)
+ {
+ hit_desc = "You kill the ";
+ msg = malloc(strlen(hit_desc) + strlen(monster_desc) + 3);
+ sprintf(msg, "\n%s%s.", hit_desc, monster_desc);
+ update_log(world, msg);
+ free(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);
+ }
+}
+
+
+
+static void try_player_move(struct World * world,
+ enum dir d, struct yx_uint16 target)
+{
+ char * dsc_dir;
+ if (NORTH == d)
+ {
+ dsc_dir = "north";
+ }
+ else if (EAST == d)
+ {
+ dsc_dir = "east" ;
+ }
+ else if (SOUTH == d)
+ {
+ dsc_dir = "south";
+ }
+ else if (WEST == d)
+ {
+ dsc_dir = "west" ;
+ }
+ char * dsc_move = "You fail to move ";
+ if (is_passable(world->map, target))
+ {
+ dsc_move = "You move ";
+ world->player->pos = target;
+ }
+ char * msg = malloc(strlen(dsc_move) + strlen (dsc_dir) + 3);
+ sprintf(msg, "\n%s%s.", dsc_move, dsc_dir);
+ update_log(world, msg);
+ free(msg);
+}
+
+
+
extern void move_monster(struct World * world, struct Monster * monster)
{
char d = rrand() % 5;
{
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);
- }
+ player_hits_monster(world, 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);
+ }
+ try_player_move(world, d, t);
+ turn_over(world, d);
}