--- /dev/null
+#include "map_object_actions.h"
+#include <stdlib.h>
+#include "yx_uint16.h"
+#include "misc.h"
+#include "map.h"
+#include "main.h"
+#include "map_objects.h"
+
+extern char is_passable (struct Map * map, struct yx_uint16 pos) {
+// Check if coordinate on (or beyond) map is accessible to actor movement.
+ char passable = 0;
+ if (0 <= pos.x && pos.x < map->size.x && 0 <= pos.y && pos.y < map->size.y)
+ if ('.' == map->cells[pos.y * map->size.x + pos.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->map_obj.pos);
+ char * msg = malloc(100);
+ struct MapObjDef * mod = get_map_obj_def (world, monster->map_obj.type);
+ char * desc = mod->desc;
+ char * desc_other;
+ if (yx_uint16_cmp (t, world->player->pos)) {
+ sprintf(msg, "\nThe %s hits you.", desc);
+ update_log (world, msg);
+ world->player->hitpoints--;
+ if (0 == world->player->hitpoints)
+ update_log (world, "\nYou are dead.");
+ return; }
+ struct Monster * other_monster;
+ for (other_monster = world->monster; other_monster != 0; other_monster = other_monster->map_obj.next) {
+ if (other_monster == monster)
+ continue;
+ if (yx_uint16_cmp (t, other_monster->map_obj.pos)) {
+ mod = get_map_obj_def (world, monster->map_obj.type);
+ desc_other = mod->desc;
+ sprintf(msg, "\n%s bumps into %s.", desc, desc_other);
+ update_log (world, msg);
+ return; } }
+ free (msg);
+ if (is_passable(world->map, t))
+ monster->map_obj.pos = t; }
+
+extern void move_player (struct World * world, char d) {
+// Move player in direction d, update log and turn over to the enemy.
+ 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); }
+ 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); }
+
+extern void player_wait (struct World * world) {
+// Make player wait one turn.
+ update_log (world, "\nYou wait.");
+ turn_over (world, 0); }