--- /dev/null
+#include "stdlib.h"
+#include "stdint.h"
+#include "yx_uint16.h"
+#include "roguelike.h"
+#include "actors.h"
+
+extern char is_passable (struct Map * map, uint16_t y, uint16_t x) {
+// Check if coordinate on (or beyond) map is accessible to actor 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; }
+
+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->pos);
+ if (yx_uint16_cmp (t, world->player->pos)) {
+ update_log (world, "\nThe monster hits you.");
+ return; }
+ 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)) {
+ update_log (world, "\nMonster hits monster.");
+ return; } }
+ if (is_passable(world->map, t.y, t.x))
+ monster->pos = t; }
+
+extern void move_player (struct World * world, char d) {
+// Move player in direction d, increment turn counter and update log.
+ 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)) {
+ update_log (world, "\nYou hit the monster.");
+ turn_over (world, d);
+ return; }
+ char * msg = calloc(25, sizeof(char));
+ 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.y, t.x)) {
+ 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) {
+// Make player wait one turn.
+ update_log (world, "\nYou wait.");
+ turn_over (world, 0); }
--- /dev/null
+#ifndef ACTORS_H
+#define ACTORS_H
+
+struct Player {
+ struct yx_uint16 pos; };
+
+struct Monster {
+ struct Monster * next;
+ char name;
+ struct yx_uint16 pos; };
+
+extern char is_passable (struct Map *, uint16_t, uint16_t);
+extern void move_monster (struct World *, struct Monster *);
+extern void move_player (struct World *, char);
+extern void player_wait(struct World *);
+
+#endif
#include "draw_wins.h"
#include "roguelike.h"
#include "keybindings.h"
+#include "actors.h"
void draw_with_linebreaks (struct Win * win, char * text, uint16_t start_y) {
// Write text into window content space. Start on row start_y. Fill unused rows with whitespace.
#include "roguelike.h"
#include "keybindings.h"
#include "readwrite.h"
+#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.
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; }
-
-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; }
- 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)) {
- update_log (world, "\nMonster hits monster.");
- return; } }
- 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.
- 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)) {
- update_log (world, "\nYou hit the monster.");
- turn_over (world, d);
- return; }
- char * msg = calloc(25, sizeof(char));
- 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.y, t.x)) {
- 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); }
-
-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)
#ifndef ROGUELIKE_H
#define ROGUELIKE_H
+#include "yx_uint16.h"
+#include "windows.h"
+
struct World {
char interactive;
struct KeyBinding * keybindings;
struct yx_uint16 offset;
char * cells; };
-struct Player {
- struct yx_uint16 pos; };
-
-struct Monster {
- struct Monster * next;
- char name;
- struct yx_uint16 pos; };
-
uint16_t rrand(char, uint32_t);
void update_log (struct World *, char *);
void turn_over (struct World *, char);
void save_game(struct World *);
-char is_passable (struct Map *, uint16_t, uint16_t);
-void move_monster (struct World *, struct Monster *);
-void move_player (struct World *, char);
-void player_wait(struct World *);
-
void toggle_window (struct WinMeta *, struct Win *);
void scroll_pad (struct WinMeta *, char);
void growshrink_active_window (struct WinMeta *, char);
#ifndef WINDOWS_H
#define WINDOWS_H
+#include "ncurses.h"
#include "yx_uint16.h"
struct Frame {