path-wise nearest enemy. If no enemy is found in their surroundings, they just
wait.
+Note that diagonal movement is possible, but takes (40%) longer than orthogonal
+movement.
+
Once you start a new world, every move of yours is recorded in a file called
"record". Once you re-start the game, all of your previous moves are replayed
automatically up to the point wherere you left the game. To start over in a new
wait
0
%
-player_u
-player up
+move_8
+move north
move
-N
+8
%
-player_d
-player down
+move_9
+move north-east
move
-S
+9
%
-player_l
-player left
+move_6
+move east
move
-W
+6
%
-player_r
-player right
+move_3
+move south-east
move
-E
+3
+%
+move_2
+move south
+move
+2
+%
+move_1
+move south-west
+move
+1
+%
+move_4
+move west
+move
+4
+%
+move_7
+move north-west
+move
+7
%
pick
pick up object from ground
60 cyc_win_b
262 scrl_l
360 scrl_r
-114 reload_conf
+82 reload_conf
67 save_conf
%
258 shift_f
100 drop
259 inv_u
258 inv_d
-117 use
+99 use
%
i
Info
-64
112 pick
58 wait
-107 player_u
-106 player_d
-104 player_l
-108 player_r
+107 move_8
+117 move_9
+108 move_6
+110 move_3
+106 move_2
+98 move_1
+104 move_4
+121 move_7
259 map_u
258 map_d
260 map_l
81 quit
58 wait
-107 player_u
-106 player_d
-104 player_l
-108 player_r
+107 move_8
+117 move_9
+108 move_6
+110 move_3
+106 move_2
+98 move_1
+104 move_4
+121 move_7
112 pick
-117 use
+99 use
100 drop
46 map_c
265 to_a_keywin
81 quit
58 wait
-107 player_u
-106 player_d
-104 player_l
-108 player_r
+107 move_8
+117 move_9
+108 move_6
+110 move_3
+106 move_2
+98 move_1
+104 move_4
+121 move_7
112 pick
-117 use
+99 use
100 drop
46 map_c
265 to_a_keywin
81 quit
58 wait
-107 player_u
-106 player_d
-104 player_l
-108 player_r
+107 move_8
+117 move_9
+108 move_6
+110 move_3
+106 move_2
+98 move_1
+104 move_4
+121 move_7
112 pick
-117 use
+99 use
100 drop
46 map_c
265 to_a_keywin
81 quit
58 wait
-107 player_u
-106 player_d
-104 player_l
-108 player_r
+107 move_8
+117 move_9
+108 move_6
+110 move_3
+106 move_2
+98 move_1
+104 move_4
+121 move_7
112 pick
-117 use
+99 use
100 drop
46 map_c
265 to_a_keywin
wait
%%
2
-3
+5
move
%%
3
-10
+15
pick_up
%%
4
-3
+5
drop
%%
5
-30
+45
use
%%
#include "keybindings.h" /* get_command_to_keycode(), get_keycode_to_command(),
* mod_selected_keyb(), move_keyb_selection()
*/
-#include "map_window.h" /* for map_scroll(), map_center() */
+#include "map.h" /* for map_scroll(), map_center() */
#include "misc.h" /* reload_interface_conf(), save_interface_conf(),
* nav_inventory()
*/
static uint8_t try_client_commands(struct Command * command)
{
return ( try_0args(command, "map_c", map_center)
- || try_1args(command, "map_u", map_scroll, 'N')
- || try_1args(command, "map_d", map_scroll, 'S')
- || try_1args(command, "map_r", map_scroll, 'E')
- || try_1args(command, "map_l", map_scroll, 'W')
+ || try_1args(command, "map_u", map_scroll, '8')
+ || try_1args(command, "map_d", map_scroll, '2')
+ || try_1args(command, "map_r", map_scroll, '6')
+ || try_1args(command, "map_l", map_scroll, '4')
|| try_1args(command, "inv_u", nav_inventory, 'u')
|| try_1args(command, "inv_d", nav_inventory, 'd')
|| try_1args(command, "cyc_win_f", cycle_active_win, 'f')
* try_fgetc()
*/
#include "control.h" /* try_key() */
-#include "map_window.h" /* map_center() */
+#include "map.h" /* map_center() */
#include "misc.h" /* reset_windows() */
#include "windows.h" /* reset_windows_on_winch(), draw_all_wins() */
#include "world.h" /* world global */
--- /dev/null
+/* src/client/map.c */
+
+#include "map.h"
+#include <stdint.h> /* uint16_t */
+#include "misc.h" /* center_offset() */
+#include "windows.h" /* struct Win, get_win_by_id() */
+#include "world.h" /* for global world */
+
+
+
+extern void map_scroll(char d)
+{
+ struct Win * win = get_win_by_id('m');
+ uint16_t offset;
+ if (('8' == d || '2' == d) && world.map.size.y > win->frame_size.y)
+ {
+ offset = center_offset(win->center.y,
+ world.map.size.y, win->frame_size.y);
+ win->center.y = offset + (win->frame_size.y / 2);
+ if ('2' == d && win->center.y < world.map.size.y - 1)
+ {
+ win->center.y++;
+ return;
+ }
+ win->center.y = win->center.y - ('8' == d && win->center.y > 0);
+ }
+ else if (('4' == d || '6' == d) && world.map.size.x > win->frame_size.x)
+ {
+ offset = center_offset(win->center.x,
+ world.map.size.x, win->frame_size.x);
+ win->center.x = offset + (win->frame_size.x / 2);
+ if ('6' == d && win->center.x < world.map.size.x - 1)
+ {
+ win->center.x++;
+ return;
+ }
+ win->center.x = win->center.x - ('4' == d && win->center.x > 0);
+ }
+}
+
+
+
+extern void map_center()
+{
+ struct Win * win_map = get_win_by_id('m');
+ win_map->center = world.player_pos;
+}
--- /dev/null
+/* src/client/map.h
+ *
+ * Routines for the game map window.
+ */
+
+#ifndef MAP_H
+#define MAP_H
+
+#include "../common/yx_uint16.h" /* yx_uint16 struct */
+
+
+struct Map
+{
+ struct yx_uint16 size; /* map's height/width in number of cells */
+ char * cells; /* sequence of bytes encoding map cells */
+};
+
+
+
+/* Try changing map window's focus into direction "d" (north = "N" etc.). */
+extern void map_scroll(char d);
+
+/* Center map window on player (even if it is non-visible). */
+extern void map_center();
+
+
+
+#endif
+++ /dev/null
-/* src/client/map_window.c */
-
-#include "map_window.h"
-#include <stdint.h> /* uint16_t */
-#include "misc.h" /* center_offset() */
-#include "windows.h" /* struct Win, get_win_by_id() */
-#include "world.h" /* for global world */
-
-
-
-extern void map_scroll(char d)
-{
- struct Win * win = get_win_by_id('m');
- uint16_t offset;
- if (('N' == d || 'S' == d) && world.map.size.y > win->frame_size.y)
- {
- offset = center_offset(win->center.y,
- world.map.size.y, win->frame_size.y);
- win->center.y = offset + (win->frame_size.y / 2);
- if ('S' == d && win->center.y < world.map.size.y - 1)
- {
- win->center.y++;
- return;
- }
- win->center.y = win->center.y - ('N' == d && win->center.y > 0);
- }
- else if (('W' == d || 'E' == d) && world.map.size.x > win->frame_size.x)
- {
- offset = center_offset(win->center.x,
- world.map.size.x, win->frame_size.x);
- win->center.x = offset + (win->frame_size.x / 2);
- if ('E' == d && win->center.x < world.map.size.x - 1)
- {
- win->center.x++;
- return;
- }
- win->center.x = win->center.x - ('W' == d && win->center.x > 0);
- }
-}
-
-
-
-extern void map_center()
-{
- struct Win * win_map = get_win_by_id('m');
- win_map->center = world.player_pos;
-}
+++ /dev/null
-/* src/client/map_window.h
- *
- * Routines to re-focus the game map window.
- */
-
-#ifndef MAP_WINDOW_H
-#define MAP_WINDOW_H
-
-
-
-/* Try changing map window's focus into direction "d" (north = "N" etc.). */
-extern void map_scroll(char d);
-
-/* Center map window on player (even if it is non-visible). */
-extern void map_center();
-
-
-
-#endif
#include "keybindings.h" /* free_keybindings(), read_keybindings_from_file(),
* write_keybindings_to_file()
*/
-#include "map_window.h" /* map_center() */
+#include "map.h" /* map_center() */
#include "windows.h" /* free_winDB(), make_v_screen_and_init_win_sizes(),
* read_winconf_from_file(), write_winconf_of_id_to_file(),
* toggle_window()
#include <stdint.h> /* uint8_t, uint16_t */
#include <sys/types.h> /* time_t */
-#include "../common/map.h" /* struct Map */
+#include "map.h" /* struct Map */
#include "../common/yx_uint16.h" /* struct yx_uint16 */
#include "keybindings.h" /* stuct KeyBindingDB */
#include "command_db.h" /* struct CommandDB */
/* src/server/ai.c */
#include "ai.h"
-#include <stdint.h> /* uint8_t, uint32_t, UINT8_MAX */
-#include <string.h> /* strlen(), memset() */
-#include "../common/yx_uint16.h" /* struct yx_uint16 */
+#include <stddef.h> /* NULL */
+#include <stdint.h> /* uint8_t, uint16_t, uint32_t, UINT16_MAX */
#include "map_object_actions.h" /* get_moa_id_by_name() */
#include "map_objects.h" /* struct MapObj */
#include "world.h" /* global world */
-/* Write into "neighbor_scores" scores for immediate neighbors to cell at
- * "pos_yx" (YX coordinates) and "pos_i" (arry_index) in "score_map". Directions
- * determining neighborhood are defined by the letters of "dir"; their order
- * also determines in what order scores are written into "neighbor_score".
- * "len_dirs" is to store the result of a previous strlen(dir) (so it does not
- * have to be called repeatedly and costly in dijkstra_map(); same reason for
- * "pos_i"'s redundancy.). "max_score" is written into "neighbor_scores" for
- * illegal directions (that from "pos_yx" would lead beyond the map's border).
+#define N_DIRS 8
+
+
+
+/* Write into "neighbors" scores of the eight immediate 2D neighbors of the
+ * "score_map" cell at "pos_i" (array index), as found in the directions north,
+ * north-east, east etc. (clockwise order). "max_score" is used for illegal
+ * neighborhoods (i.e. if the direction would lead beyond the map's border).
*/
-static void get_neighbor_scores(char * dirs, uint8_t len_dirs,
- uint8_t * score_map, struct yx_uint16 pos_yx,
- uint32_t pos_i, uint8_t max_score,
- uint8_t * neighbor_scores);
+static void get_neighbor_scores(uint32_t * score_map, uint16_t pos_i,
+ uint32_t max_score, uint32_t * neighbors);
/* Iterate over scored cells in "score_map" of world.map's 2D geometry. Compare
- * each cell's score against the scores of its immediate neighbors in "dirs"
- * directions; if at least one of these is lower, re-set the current cell's
- * score to one higher than its lowest neighbor score. Repeat this whole process
- * until all cells have settled on their final score. Ignore cells whose
- * position in "score_map" fits a non-island cell in world.map.cells. Expect
- * "max_score" to be the maximum score for cells, marking them as unreachable.
+ * each cell's score against the score of its immediate neighbors in N_DIRS
+ * directions. If it's neighbors are low enough that the result would be lower
+ * than the current value, re-set it to world.map.dist_orthogonal points higher
+ * than its lowest-scored orthogonal neighbor or world.map.dist_diagonal points
+ * higher than its lowest-scored diagonal neighbor (whatever would result in a
+ * lower value). Repeat this whole process until all cells have settled on their
+ * final score. Ignore cells whose position in "score_map" fits cells of
+ * unreachable terrain in world.map.cells. Expect "max_score" to be the maximum
+ * score for cells, marking them as unreachable.
*/
-static void dijkstra_map(char * dirs, uint8_t * score_map, uint8_t max_score);
+static void dijkstra_map(uint32_t * score_map, uint32_t max_score);
-/* Return char of direction ("N", "E", "S" or "W") of enemy with the shortest
- * path to "mo_target". If no enemy is around, return 0.
+/* Return numpad char of direction ("8", "6", "2", "4" etc.) of enemy with the
+ * shortest path to "mo_origin". If no enemy is around, return 0.
*/
-static char get_dir_to_nearest_enemy(struct MapObj * mo_target);
+static char get_dir_to_nearest_enemy(struct MapObj * mo_origin);
-static void get_neighbor_scores(char * dirs, uint8_t len_dirs,
- uint8_t * score_map, struct yx_uint16 pos_yx,
- uint32_t pos_i, uint8_t max_score,
- uint8_t * neighbor_scores)
+static void get_neighbor_scores(uint32_t * score_map, uint16_t pos_i,
+ uint32_t max_score, uint32_t * neighbors)
{
- memset(neighbor_scores, max_score, len_dirs);
- uint8_t i_dirs;
- for (i_dirs = 0; i_dirs < len_dirs; i_dirs++)
+ uint16_t map_size = world.map.size.y * world.map.size.x;
+ uint8_t i_dir;
+ for (i_dir = 0; i_dir < N_DIRS; neighbors[i_dir] = max_score, i_dir++);
+ uint8_t open_north = pos_i >= world.map.size.x;
+ uint8_t open_east = pos_i + 1 % world.map.size.x;
+ uint8_t open_south = pos_i + world.map.size.x < map_size;
+ uint8_t open_west = pos_i % world.map.size.x;
+ if (open_north)
{
- if ('N' == dirs[i_dirs] && pos_yx.y > 0)
- {
- neighbor_scores[i_dirs] = score_map[pos_i - world.map.size.x];
- }
- else if ('E' == dirs[i_dirs] && pos_yx.x < world.map.size.x - 1)
- {
- neighbor_scores[i_dirs] = score_map[pos_i + 1];
- }
- else if ('S' == dirs[i_dirs] && pos_yx.y < world.map.size.y - 1)
- {
- neighbor_scores[i_dirs] = score_map[pos_i + world.map.size.x];
- }
- else if ('W' == dirs[i_dirs] && pos_yx.x > 0)
- {
- neighbor_scores[i_dirs] = score_map[pos_i - 1];
- }
+ neighbors[0] = score_map[pos_i - world.map.size.x];
+ }
+ if (open_north && open_east)
+ {
+ neighbors[1] = score_map[pos_i - world.map.size.x + 1];
+ }
+ if (open_east)
+ {
+ neighbors[2] = score_map[pos_i + 1];
+ }
+ if (open_east && open_south)
+ {
+ neighbors[3] = score_map[pos_i + 1 + world.map.size.x];
+ }
+ if (open_south)
+ {
+ neighbors[4] = score_map[pos_i + world.map.size.x];
+ }
+ if (open_south && open_west)
+ {
+ neighbors[5] = score_map[pos_i + world.map.size.x - 1];
+ }
+ if (open_west)
+ {
+ neighbors[6] = score_map[pos_i - 1];
+ }
+ if (open_west && open_north)
+ {
+ neighbors[7] = score_map[pos_i - 1 - world.map.size.x];
}
}
-static void dijkstra_map(char * dirs, uint8_t * score_map, uint8_t max_score)
+static void dijkstra_map(uint32_t * score_map, uint32_t max_score)
{
- uint8_t len_dirs = strlen(dirs);
- uint8_t neighbor_scores[len_dirs];
- struct yx_uint16 pos_yx;
- uint32_t pos_i;
- uint8_t i_scans, i_dirs, local_score, min_neighbor_score;
+ uint32_t i_scans, neighbors[N_DIRS], min_neighbor_o, min_neighbor_d;
+ uint16_t map_size = world.map.size.y * world.map.size.x;
+ uint16_t pos;
uint8_t scores_still_changing = 1;
+ uint8_t i_dirs;
for (i_scans = 0; scores_still_changing; i_scans++)
{
scores_still_changing = 0;
- for (pos_yx.y = 0, pos_i = 0; pos_yx.y < world.map.size.y; pos_yx.y++)
+ for (pos = 0; pos < map_size; pos++)
{
- for (pos_yx.x = 0; pos_yx.x < world.map.size.x; pos_yx.x++, pos_i++)
+ if ('.' == world.map.cells[pos])
{
- if ('.' == world.map.cells[pos_i])
+ get_neighbor_scores(score_map, pos, max_score, neighbors);
+ min_neighbor_d = max_score;
+ min_neighbor_o = max_score;
+ for (i_dirs = 0; i_dirs < N_DIRS; i_dirs++)
{
- local_score = score_map[pos_i];
- get_neighbor_scores(dirs, len_dirs, score_map, pos_yx,
- pos_i, max_score, neighbor_scores);
- min_neighbor_score = max_score;
- for (i_dirs = 0; i_dirs < len_dirs; i_dirs++)
+ if (!(i_dirs % 2) && min_neighbor_o > neighbors[i_dirs])
{
- if (min_neighbor_score > neighbor_scores[i_dirs])
- {
- min_neighbor_score = neighbor_scores[i_dirs];
- }
+ min_neighbor_o = neighbors[i_dirs];
}
- if (local_score > min_neighbor_score + 1)
+ else if (i_dirs % 2 && min_neighbor_d > neighbors[i_dirs])
{
- score_map[pos_i] = min_neighbor_score + 1;
- scores_still_changing = 1;
+ min_neighbor_d = neighbors[i_dirs];
}
}
+ if (score_map[pos] > min_neighbor_o + world.map.dist_orthogonal)
+ {
+ score_map[pos] = min_neighbor_o + world.map.dist_orthogonal;
+ scores_still_changing = 1;
+ }
+ if (score_map[pos] > min_neighbor_d + world.map.dist_diagonal)
+ {
+ score_map[pos] = min_neighbor_d + world.map.dist_diagonal;
+ scores_still_changing = 1;
+ }
}
}
}
-static char get_dir_to_nearest_enemy(struct MapObj * mo_target)
+static char get_dir_to_nearest_enemy(struct MapObj * mo_origin)
{
/* Calculate for each cell the distance to the nearest map actor that is
- * not "mo_target", with movement only possible in the directions of "dir".
+ * not "mo_origin", with movement only possible in the directions of "dir".
* (Actors' own cells start with a distance of 0 towards themselves.)
*/
- uint8_t max_score = UINT8_MAX; /* Score for cells treated as unreachable. */
- char * dirs = "NESW";
- uint8_t score_map[world.map.size.y * world.map.size.x];
- memset(score_map, max_score, world.map.size.y * world.map.size.x);
+ uint16_t map_size = world.map.size.y * world.map.size.x;
+ uint32_t max_score = UINT32_MAX - (world.map.dist_diagonal + 1);
+ uint32_t score_map[map_size];
+ uint32_t i;
+ for (i = 0; i < map_size; i++)
+ {
+ score_map[i] = max_score;
+ }
struct MapObj * mo = world.map_objs;
for (; mo != NULL; mo = mo->next)
{
- if (!mo->lifepoints || mo == mo_target)
+ if (!mo->lifepoints || mo == mo_origin)
{
continue;
}
score_map[(mo->pos.y * world.map.size.x) + mo->pos.x] = 0;
}
- dijkstra_map(dirs, score_map, max_score);
-
- /* Return direction of "mo_target"'s lowest-scored neighbor cell. */
- uint8_t len_dirs = strlen(dirs);
- uint32_t pos_i = (mo_target->pos.y * world.map.size.x) + mo_target->pos.x;
- uint8_t neighbor_scores[len_dirs];
- get_neighbor_scores(dirs, len_dirs, score_map, mo_target->pos, pos_i,
- max_score, neighbor_scores);
+ dijkstra_map(score_map, max_score);
+
+ /* Return direction of "mo_origin"'s lowest-scored neighbor cell. */
+ uint32_t neighbors[N_DIRS];
+ uint16_t pos_i = (mo_origin->pos.y * world.map.size.x) + mo_origin->pos.x;
+ get_neighbor_scores(score_map, pos_i, max_score, neighbors);
char dir_to_nearest_enemy = 0;
- uint8_t min_neighbor_score = max_score;
- uint8_t i_dirs;
- for (i_dirs = 0; i_dirs < len_dirs; i_dirs++)
+ uint32_t min_neighbor = max_score;
+ char * dirs = "89632147"; /* get_neighbor_scores()'s clockwise dir order.*/
+ for (i = 0; i < N_DIRS; i++)
{
- if (min_neighbor_score > neighbor_scores[i_dirs])
+ if (min_neighbor > neighbors[i])
{
- min_neighbor_score = neighbor_scores[i_dirs];
- dir_to_nearest_enemy = dirs[i_dirs];
+ min_neighbor = neighbors[i];
+ dir_to_nearest_enemy = dirs[i];
}
}
return dir_to_nearest_enemy;
world.tmp_suffix = "_tmp";
set_err_try_fgets_delim("%%\n");
+ /* Set map geometry. */
+ world.map.size.x = 64;
+ world.map.size.y = 64;
+ world.map.dist_orthogonal = 5;
+ world.map.dist_diagonal = 7;
+
/* Check existence of config files. */
char * err_mod = "No map object definitions file.";
char * err_moa = "No map object actions file.";
#include "map.h"
#include <stdint.h> /* uint8_t, uint16_t, uint32_t */
-#include "../common/map.h" /* struct Map */
#include "../common/try_malloc.h" /* try_malloc() */
#include "../common/yx_uint16.h" /* struct yx_uint16 */
#include "rrand.h" /* rrand() */
extern void init_map()
{
char * f_name = "init_map()";
- world.map.size.x = 64;
- world.map.size.y = 64;
uint32_t size = world.map.size.x * world.map.size.y;
world.map.cells = try_malloc(size, f_name);
uint16_t y, x;
* Struct for the game map and routines to create and scroll on it.
*/
-#ifndef MAP_H_SERVER
-#define MAP_H_SERVER
+#ifndef MAP_H
+#define MAP_H
#include <stdint.h> /* uint8_t */
-#include "../common/map.h" /* struct Map */
#include "../common/yx_uint16.h" /* yx_uint16 struct */
-/* Initialize island map as 64 x 64 "~" cells representing water and "." cells
- * representing land. The shape of the island is generated randomly by starting
- * with a sea containing one land cell in the middle and then going into a cycle
- * of repeatedly selecting a random cell on the map and transforming it into a
- * land cell if it is horizontally or vertically neighbor to one; the cycle ends
- * when a land cell is due to be created right at the border of the map.
+struct Map
+{
+ struct yx_uint16 size; /* Map's height/width in number of cells. */
+ char * cells; /* Sequence of bytes encoding map cells. */
+ uint8_t dist_orthogonal; /* Ratio of the diagonal movement penalty as */
+ uint8_t dist_diagonal; /* encoded by (.dist_diagonal/.dist_orthonal). */
+};
+
+
+
+/* Initialize island map "~" cells representing water and "." cells representing
+ * land. The shape of the island is generated randomly by starting with a sea
+ * containing one land cell in the middle and then going into a cycle of
+ * repeatedly selecting a random cell on the map and transforming it into a land
+ * cell if it is horizontally or vertically neighbor to one; the cycle ends when
+ * a land cell is due to be created right at the border of the map.
*/
extern void init_map();
/* Bonus stuff to actor_*() to happen if actor==player. Mostly writing of log
* messages; _pick and _drop also decrement world.inventory_sel by 1 if >0.
+ * (match_dir() is just a little helper to playerbonus_move().)
*/
static void playerbonus_wait();
+static uint8_t match_dir(char d, char ** dsc_d, char match, char * dsc_match);
static void playerbonus_move(char d, uint8_t passable);
static void playerbonus_drop(uint8_t owns_none);
static void playerbonus_pick(uint8_t picked);
-static void playerbonus_move(char d, uint8_t passable)
+static uint8_t match_dir(char d, char ** dsc_d, char match, char * dsc_match)
{
- char * dsc_dir = "north";
- if ('E' == d)
- {
- dsc_dir = "east" ;
- }
- else if ('S' == d)
+ if (d == match)
{
- dsc_dir = "south";
- }
- else if ('W' == d)
- {
- dsc_dir = "west" ;
+ * dsc_d = dsc_match;
+ return 1;
}
+ return 0;
+}
+
+
+
+static void playerbonus_move(char d, uint8_t passable)
+{
+ char * dsc_dir = "north";
+ if ( match_dir(d, &dsc_dir, '6', "east")
+ || match_dir(d, &dsc_dir, '2', "south")
+ || match_dir(d, &dsc_dir, '4', "west")
+ || match_dir(d, &dsc_dir, '7', "north-west")
+ || match_dir(d, &dsc_dir, '9', "north-east")
+ || match_dir(d, &dsc_dir, '1', "south-west")
+ || match_dir(d, &dsc_dir, '3', "south-east"));
char * dsc_move = "You move ";
if (0 == passable)
{
extern void actor_wait(struct MapObj * mo);
/* Actor "mo" tries to move one step in direction described by char mo->arg
- * (where east is 'E', north 'N') etc. Move either succeeds, or another actor is
+ * (where east is '6', north '8') etc. Move either succeeds, or another actor is
* encountered and hit (which leads ot its lifepoint decreasing by one and
* eventually death), or the move fails due to an impassable target square.
*/
*/
static void turn_over();
+/* Helper to turn_over() to determine whether a map object's action effort has
+ * reached its end. The simplicity of just comparing map_object->progress to
+ * moa->effort is suspended for actor movement, for in this case the effort
+ * depends on the diagonal movement penalty expressed in the ratio of
+ * world.map.dist_diagonal / world.map.dist_orthogonal. (Movement being diagonal
+ * or orthogonal is determined by the ->arg char encoding an even or un-even
+ * number digit).
+ */
+static uint8_t is_effort_finished(struct MapObjAct * moa,
+ struct MapObj * map_object);
+
/* If "msg"'s first part matches "command_name", set player's MapObj's .command
* to the command's id and its .arg to a numerical value following in the latter
* part of "msg" (if no digits are found, use 0); then finish player's turn and
{
moa = moa->next;
}
- if (map_object->progress == moa->effort)
+ if (is_effort_finished(moa, map_object))
{
moa->func(map_object);
map_object->command = 0;
+static uint8_t is_effort_finished(struct MapObjAct * moa,
+ struct MapObj * map_object)
+{
+ if (moa->func != actor_move)
+ {
+ if (map_object->progress == moa->effort)
+ {
+ return 1;
+ }
+ }
+ else if (strchr("8624", map_object->arg))
+ {
+ if (map_object->progress == moa->effort)
+ {
+ return 1;
+ }
+ }
+ else if (strchr("1379", map_object->arg))
+ {
+ uint16_t diagonal_effort = (moa->effort * world.map.dist_diagonal)
+ / world.map.dist_orthogonal;
+ if (map_object->progress == diagonal_effort)
+ {
+ return 1;
+ }
+ }
+ return 0;
+}
+
+
+
static uint8_t apply_player_command(char * msg, char * command_name)
{
if (!strncmp(msg, command_name, strlen(command_name)))
#define MAIN_H
#include <stdint.h> /* uint8_t, uint16_t, uint32_t */
-#include "../common/map.h" /* struct Map */
+#include "map.h" /* struct Map */
struct MapObjDef;
struct MapObjAct;
struct MapObj;
extern struct yx_uint16 mv_yx_in_dir(char d, struct yx_uint16 yx)
{
- if (d == 'N' && yx.y > 0)
+ if (d == '8' && yx.y > 0)
{
yx.y--;
}
- else if (d == 'E' && yx.x < UINT16_MAX)
+ else if (d == '9' && yx.y > 0 && yx.x < UINT16_MAX)
{
+ yx.y--;
+ yx.x++;
+ }
+ else if (d == '6' && yx.x < UINT16_MAX)
+ {
+ yx.x++;
+ }
+ else if (d == '3' && yx.x < UINT16_MAX && yx.y < UINT16_MAX)
+ {
+ yx.y++;
yx.x++;
}
- else if (d == 'S' && yx.y < UINT16_MAX)
+ else if (d == '2' && yx.y < UINT16_MAX)
{
yx.y++;
}
- else if (d == 'W' && yx.x > 0)
+ else if (d == '1' && yx.y < UINT16_MAX && yx.x > 0)
{
+ yx.y++;
+ yx.x--;
+ }
+ else if (d == '4' && yx.x > 0)
+ {
+ yx.x--;
+ }
+ else if (d == '7' && yx.x > 0 && yx.y > 0)
+ {
+ yx.y--;
yx.x--;
}
return yx;
/* Return 1 if two yx_uint16 coordinates at "a" and "b" are equal, else 0. */
extern uint8_t yx_uint16_cmp(struct yx_uint16 * a, struct yx_uint16 * b);
-/* Return yx_uint16 coordinate one step from "yx" in direction "dir" (east: 'E',
- * west: 'W', north: 'N', south: 'S'). If "dir" is invalid or would wrap the
+/* Return yx_uint16 coordinate one step from "yx" in direction "dir" (numpad
+ * digits: north '8', east: '6', etc.) If "dir" is invalid or would wrap the
* move around the edge of a 2^16x2^16 cells field, "yx" remains unchanged.
*/
extern struct yx_uint16 mv_yx_in_dir(char dir, struct yx_uint16 yx);