-#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, enum dir 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); }
+#include <string.h> /* 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() */
+#include "misc.h" /* for update_log(), turn_over() */
+#include "map.h" /* for Map struct */
+#include "main.h" /* for World struct */
+#include "command_db.h" /* for get_command_id() */
+
+
+
+/* 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)
+{
+ 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, " You die.");
+ }
+ else
+ {
+ update_log(world, " It dies.");
+ if (player == hitter)
+ {
+ world->score = world->score + mod_hitted->lifepoints;
+ }
+ }
+ }
+}
+
+
+
+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 (0 == other_actor->lifepoints || other_actor == actor)
+ {
+ continue;
+ }
+ if (yx_uint16_cmp(&target, &other_actor->pos))
+ {
+ actor_hits_actor(world, actor, other_actor);
+ return 2;
+ }
+ }
+ if (is_passable(world->map, target))
+ {
+ actor->pos = target;
+ return 0;
+ }
+ return 1;
+}
+
+
+
+extern void move_player(struct World * world, enum dir d)
+{
+ 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)
+ {
+ 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)
+{
+ update_log(world, "\nYou wait.");
+ turn_over(world, get_command_id(world, "wait"));
+}
+
+
+
+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)
+ {
+ if ('.' == map->cells[pos.y * map->size.x + pos.x])
+ {
+ passable = 1;
+ }
+ }
+ return passable;
+}