X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;f=src%2Fmap_object_actions.c;h=4217145843fc2d1bf80b22df7dd0cbe65f5be159;hb=657d5dbc6d362d7b20693c63b38d8d99f3d2dbbd;hp=f7667150b5e0104d18f9ce9504abeadd99c51b15;hpb=f2a7bc28be634fde4dfe4bde4c83395cab9efa91;p=plomrogue
diff --git a/src/map_object_actions.c b/src/map_object_actions.c
index f766715..4217145 100644
--- a/src/map_object_actions.c
+++ b/src/map_object_actions.c
@@ -1,141 +1,154 @@
/* map_object_actions.c */
#include "map_object_actions.h"
-#include /* for malloc(), calloc(), free() */
-#include "yx_uint16.h" /* for yx_uint16 struct, mv_yx_in_dir(), yx_uint16_cmp */
-#include "misc.h" /* for rrand(), update_log(), turn_over()*/
+#include /* for strlen() */
+#include "yx_uint16.h" /* for yx_uint16 struct, mv_yx_in_dir(),
+ * yx_uint16_cmp()
+ */
+#include "map_objects.h" /* for MapObj, MapObjDef structs, get_player(),
+ * set_object_position(), own_map_object()
+ */
+#include "misc.h" /* for update_log(), turn_over() */
#include "map.h" /* for Map struct */
#include "main.h" /* for World struct */
-#include "map_objects.h" /* for map object (definition) structs */
+#include "command_db.h" /* for get_command_id() */
-extern void move_monster(struct World * world, struct Monster * monster)
+/* One actor "wounds" another actor, decrementing his lifepoints and, if they
+ * reach zero in the process, killing it. Generates appropriate log message.
+ */
+static void actor_hits_actor(struct World * world, struct MapObj * hitter,
+ struct MapObj * hitted);
+
+
+
+static void actor_hits_actor(struct World * world, struct MapObj * hitter,
+ struct MapObj * hitted)
{
- 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)
+ struct MapObjDef * mod_hitter = get_map_object_def(world, hitter->type);
+ struct MapObjDef * mod_hitted = get_map_object_def(world, hitted->type);
+ struct MapObj * player = get_player(world);
+ char * msg1 = "You";
+ char * msg2 = "wound";
+ char * msg3 = "you";
+ if (player != hitter)
+ {
+ msg1 = mod_hitter->name;
+ msg2 = "wounds";
+ }
+ if (player != hitted)
+ {
+ msg3 = mod_hitted->name;
+ }
+ uint8_t len = 1 + strlen(msg1) + 1 + strlen(msg2) + 1 + strlen(msg3) + 2;
+ char msg[len];
+ sprintf(msg, "\n%s %s %s.", msg1, msg2, msg3);
+ update_log(world, msg);
+ hitted->lifepoints--;
+ if (0 == hitted->lifepoints)
+ {
+ hitted->type = mod_hitted->corpse_id;
+ if (player == hitted)
{
- update_log(world, "\nYou are dead.");
+ update_log(world, " You die.");
+ }
+ else
+ {
+ update_log(world, " It dies.");
+ if (player == hitter)
+ {
+ world->score = world->score + mod_hitted->lifepoints;
+ }
}
- return;
}
- struct Monster * other_monster;
- for (other_monster = world->monster;
- other_monster != 0;
- other_monster = other_monster->map_obj.next)
+}
+
+
+
+extern uint8_t move_actor(struct World * world, struct MapObj * actor,
+ enum dir d)
+{
+ struct yx_uint16 target = mv_yx_in_dir(d, actor->pos);
+ struct MapObj * other_actor;
+ for (other_actor = world->map_objs;
+ other_actor != 0;
+ other_actor = other_actor->next)
{
- if (other_monster == monster)
+ if (0 == other_actor->lifepoints || other_actor == actor)
{
continue;
}
- if (yx_uint16_cmp(t, other_monster->map_obj.pos))
+ if (yx_uint16_cmp(&target, &other_actor->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;
+ actor_hits_actor(world, actor, other_actor);
+ return 2;
}
}
- free(msg);
- if (is_passable(world->map, t))
+ if (is_passable(world->map, target))
{
- monster->map_obj.pos = t;
+ set_object_position(actor, target);
+ return 0;
}
+ return 1;
}
-extern void move_player (struct World * world, enum dir d)
+extern void move_player(struct World * world, enum dir d)
{
- 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))
+ char * dsc_dir;
+ char * action_dsc_prototype = "player_";
+ uint8_t len_action_dsc_prototype = strlen(action_dsc_prototype);
+ char action_dsc[len_action_dsc_prototype + 2];
+ memcpy(action_dsc, action_dsc_prototype, len_action_dsc_prototype);
+ if (NORTH == d)
+ {
+ dsc_dir = "north";
+ action_dsc[len_action_dsc_prototype] = 'u';
+ }
+ else if (EAST == d)
+ {
+ dsc_dir = "east" ;
+ action_dsc[len_action_dsc_prototype] = 'r';
+ }
+ else if (SOUTH == d)
+ {
+ dsc_dir = "south";
+ action_dsc[len_action_dsc_prototype] = 'd';
+ }
+ else if (WEST == d)
+ {
+ dsc_dir = "west" ;
+ action_dsc[len_action_dsc_prototype] = 'l';
+ }
+ action_dsc[len_action_dsc_prototype + 1] = '\0';
+ uint8_t res = move_actor(world, get_player(world), d);
+ if (1 >= res)
+ {
+ char * dsc_move = "You fail to move ";
+ if (0 == res)
{
- 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);
+ dsc_move = "You move ";
+ }
+ char msg[strlen(dsc_move) + strlen (dsc_dir) + 3];
+ sprintf(msg, "\n%s%s.", dsc_move, dsc_dir);
+ update_log(world, msg);
+ }
+ turn_over(world, get_command_id(world, action_dsc));
}
-extern void player_wait (struct World * world)
+extern void player_wait(struct World * world)
{
update_log(world, "\nYou wait.");
- turn_over(world, 0);
+ turn_over(world, get_command_id(world, "wait"));
}
-extern char is_passable (struct Map * map, struct yx_uint16 pos)
+extern char is_passable(struct Map * map, struct yx_uint16 pos)
{
char passable = 0;
if (0 <= pos.x && pos.x < map->size.x && 0 <= pos.y && pos.y < map->size.y)
@@ -148,3 +161,52 @@ extern char is_passable (struct Map * map, struct yx_uint16 pos)
return passable;
}
+
+
+extern void player_drop(struct World * world)
+{
+ struct MapObj * player = get_player(world);
+ if (NULL == player->owns)
+ {
+ update_log(world, "\nYou try to drop an object, but you own none.");
+ }
+ else
+ {
+ struct MapObj * owned = player->owns;
+ uint8_t i = 0;
+ for (; i != world->inventory_select; i++, owned = owned->next);
+ if (0 < world->inventory_select)
+ {
+ world->inventory_select--;
+ }
+ own_map_object(&world->map_objs, &player->owns, owned->id);
+ update_log(world, "\nYou drop an object.");
+ }
+ turn_over(world, get_command_id(world, "drop"));
+}
+
+
+
+extern void player_pick(struct World * world)
+{
+ struct MapObj * player = get_player(world);
+ struct MapObj * picked;
+ for (picked = world->map_objs; NULL != picked; picked = picked->next)
+ {
+ if (picked != player && yx_uint16_cmp(&picked->pos, &player->pos))
+ {
+ break;
+ }
+ }
+ if (NULL == picked)
+ {
+ update_log(world, "\nYou try to pick up an object, but there is none.");
+ }
+ else
+ {
+ own_map_object(&player->owns, &world->map_objs, picked->id);
+ set_object_position(picked, player->pos);
+ update_log(world, "\nYou pick up an object.");
+ }
+ turn_over(world, get_command_id(world, "pick"));
+}