/* map_object_actions.c */
#include "map_object_actions.h"
-#include <stdlib.h> /* for free() */
#include <string.h> /* for strlen() */
#include "yx_uint16.h" /* for yx_uint16 struct, mv_yx_in_dir(), yx_uint16_cmp */
-#include "misc.h" /* for update_log(), turn_over(), try_malloc() */
+#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 "map_objects.h" /* for map object (definition) structs */
-#include "rrand.h" /* for rrand() */
#include "command_db.h" /* for get_command_id() */
-/* Log monster (described by "dsc_monster1") bumping into "monster2". */
-static void monster_bumps_monster(struct World * world, char * dsc_monster1,
- struct Monster * monster2);
-
-/* Decrement player HPs due to attack of monster described by "dsc_monster",
- * kill player if his HP hit zero; log the whole action.
- */
-static void monster_hits_player(struct World * world, char * dsc_monster);
-
-/* Decrement HP of "monster" hit by player, kill it if its HP hit zero, create a
- * corpse and increment player's score by the amount of hitpoints the monster
- * started with; log the whole action.
- */
-static void player_hits_monster(struct World * world, struct Monster * monster);
-
-/* Try moving the player in direction "d" towards coordinate "target"; log
- * success or failure of the whole action.
+/* One actor "wounds" another actor, decrementing his lifepoints and, if they
+ * reach zero in the process, killing it. Generates appropriate log message.
*/
-static void try_player_move(struct World * world,
- enum dir d, struct yx_uint16 target);
-
-
-
-static void monster_bumps_monster(struct World * world, char * dsc_monster1,
- struct Monster * monster2)
-{
- char * bump_dsc = " bumps into ";
- struct MapObjDef * mod = get_map_obj_def(world, monster2->map_obj.type);
- char msg[strlen(dsc_monster1) + strlen(bump_dsc) + strlen(mod->desc) + 3];
- sprintf(msg, "\n%s%s%s.", dsc_monster1, bump_dsc, mod->desc);
- update_log(world, msg);
-}
+static void actor_hits_actor(struct World * world, struct MapObj * hitter,
+ struct MapObj * hitted)
-static void monster_hits_player(struct World * world, char * dsc_monster)
+static void actor_hits_actor(struct World * world, struct MapObj * hitter,
+ struct MapObj * hitted)
{
- char * hit_dsc = " hits you";
- char msg[strlen(dsc_monster) + strlen(hit_dsc) + 3];
- sprintf(msg, "\n%s%s.", dsc_monster, hit_dsc);
- 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)
{
- update_log(world, "\nYou are dead.");
+ msg1 = mod_hitter->name;
+ msg2 = "wounds";
}
-}
-
-
-
-static void player_hits_monster(struct World * world, struct Monster * monster)
-{
- char * f_name = "player_hits_monster()";
- struct MapObjDef * mod = get_map_obj_def(world, monster->map_obj.type);
- char * hit_dsc = "You hit the ";
- char * monster_dsc = mod->desc;
- char hitmsg[strlen(hit_dsc) + strlen(monster_dsc) + 3];
- sprintf(hitmsg, "\n%s%s.", hit_dsc, monster_dsc);
- update_log(world, hitmsg);
- monster->hitpoints--;
- if (0 == monster->hitpoints)
+ 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)
{
- hit_dsc = "You kill the ";
- char kill_msg[strlen(hit_dsc) + strlen(monster_dsc) + 3];
- sprintf(kill_msg, "\n%s%s.", hit_dsc, monster_dsc);
- update_log(world, kill_msg);
- struct MonsterDef * md = (struct MonsterDef * ) mod;
- struct Item * corpse = try_malloc(sizeof(struct Item), world, f_name);
- corpse->map_obj.type = md->corpse_id;
- corpse->map_obj.pos = monster->map_obj.pos;
- corpse->map_obj.next = world->item;
- world->item = corpse;
- if (world->monster == monster)
+ hitted->type = mod_hitted->corpse_id;
+ if (player == hitted)
{
- world->monster = world->monster->map_obj.next;
+ update_log(world, " You die.");
}
else
{
- struct Monster * m_prev;
- for (m_prev = world->monster;
- m_prev->map_obj.next != monster;
- m_prev = m_prev->map_obj.next);
+ update_log(world, " It dies.");
+ if (player == hitter)
{
- m_prev->map_obj.next = monster->map_obj.next;
+ world->score = world->score + mod_hitted->lifepoints;
}
}
- uint8_t score = md->hitpoints_start;
- world->score = world->score + score;
- free(monster);
}
}
-static void try_player_move(struct World * world,
- enum dir d, struct yx_uint16 target)
+extern uint8_t move_actor(struct World * world, struct MapObj * actor,
+ enum dir d)
{
- char * dsc_dir;
- if (NORTH == 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)
{
- dsc_dir = "north";
- }
- else if (EAST == d)
- {
- dsc_dir = "east" ;
- }
- else if (SOUTH == d)
- {
- dsc_dir = "south";
- }
- else if (WEST == d)
- {
- dsc_dir = "west" ;
- }
- char * dsc_move = "You fail to move ";
- if (is_passable(world->map, target))
- {
- dsc_move = "You move ";
- world->player->pos = target;
- }
- char msg[strlen(dsc_move) + strlen (dsc_dir) + 3];
- sprintf(msg, "\n%s%s.", dsc_move, dsc_dir);
- update_log(world, msg);
-}
-
-
-
-extern void move_monster(struct World * world, struct Monster * monster)
-{
- char d = rrand() % 5;
- struct yx_uint16 t = mv_yx_in_dir(d, monster->map_obj.pos);
- struct MapObjDef * mod = get_map_obj_def(world, monster->map_obj.type);
- char * dsc = mod->desc;
- if (yx_uint16_cmp(&t, &world->player->pos))
- {
- monster_hits_player(world, dsc);
- return;
- }
- struct Monster * other_monster;
- for (other_monster = world->monster;
- other_monster != 0;
- other_monster = other_monster->map_obj.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))
{
- monster_bumps_monster(world, dsc, other_monster);
- return;
+ actor_hits_actor(world, actor, other_actor);
+ return 2;
}
}
- if (is_passable(world->map, t))
+ if (is_passable(world->map, target))
{
- monster->map_obj.pos = t;
+ 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 = strlen(action_dsc_prototype);
- char action_dsc[len + 2];
- memcpy(action_dsc, action_dsc_prototype, len);
+ 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)
{
- action_dsc[len] = 'u';
+ dsc_dir = "north";
+ action_dsc[len_action_dsc_prototype] = 'u';
}
- else if (SOUTH == d)
+ else if (EAST == d)
{
- action_dsc[len] = 'd';
+ dsc_dir = "east" ;
+ action_dsc[len_action_dsc_prototype] = 'r';
}
- else if (WEST == d)
+ else if (SOUTH == d)
{
- action_dsc[len] = 'l';
+ dsc_dir = "south";
+ action_dsc[len_action_dsc_prototype] = 'd';
}
- else if (EAST == d)
+ else if (WEST == d)
{
- action_dsc[len] = 'r';
+ dsc_dir = "west" ;
+ action_dsc[len_action_dsc_prototype] = 'l';
}
- action_dsc[len + 1] = '\0';
- uint8_t action_id = get_command_id(world, action_dsc);
- struct yx_uint16 t = mv_yx_in_dir(d, world->player->pos);
- struct Monster * monster;
- for (monster = world->monster;
- monster != 0;
- monster = monster->map_obj.next)
+ action_dsc[len_action_dsc_prototype + 1] = '\0';
+ uint8_t res = move_actor(world, get_player(world), d);
+ if (1 >= res)
{
- if (yx_uint16_cmp(&t, &monster->map_obj.pos))
+ char * dsc_move = "You fail to move ";
+ if (0 == res)
{
- player_hits_monster(world, monster);
- turn_over(world, action_id);
- return;
- }
+ 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);
}
- try_player_move(world, d, t);
- turn_over(world, action_id);
+ 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, 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)