110 lines
3.2 KiB
C
110 lines
3.2 KiB
C
#include <stdlib.h>
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#include <stdio.h>
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#include <string.h> // memcpy
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#include "tile.h"
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#include "wall.h"
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#include "common.h"
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#include "npc.h"
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#include "message.h"
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#include "player.h"
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int allocateTile(struct Tile** tile, unsigned int tid, short id) {
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*tile = (struct Tile *) malloc(sizeof(struct Tile));
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if (tile == NULL) {
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printf("ERROR: could not malloc Tile");
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return ERROR;
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}
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(*tile)->tid = tid;
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(*tile)->id = id;
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return SUCCESS;
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}
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void freeTile(struct Tile* tile) {
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// @@ FIXME
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free(tile->data);
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free(tile);
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}
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struct Tile *newTile(unsigned int type_id, short id, short x, short y) {
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struct Tile *new_tile;
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new_tile = malloc(sizeof(struct Tile));
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if (new_tile == NULL) {
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printf("ERROR: could not malloc Tile");
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return NULL;
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}
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new_tile->tid = type_id;
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new_tile->id = id;
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new_tile->x = x;
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new_tile->y = y;
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new_tile->next = NULL;
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new_tile->prev = NULL;
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switch(type_id) {
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case WALL:
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new_tile->data = (WallTile *) malloc(sizeof(WallTile));
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memcpy(new_tile->data, &walls[id], sizeof(WallTile));
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break;
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case FLOOR:
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new_tile->data = (FloorTile *) malloc(sizeof(FloorTile));
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memcpy(new_tile->data, &floors[id], sizeof(FloorTile));
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break;
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case DOOR:
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new_tile->data = (struct DoorTile *) malloc(sizeof(struct DoorTile));
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memcpy(new_tile->data, &doors[id], sizeof(struct DoorTile));
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break;
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case PLAYER:
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new_tile->data = (struct PlayerTile *) malloc(sizeof(struct PlayerTile));
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memcpy(new_tile->data, &players[id], sizeof(struct PlayerTile));
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break;
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case NPC:
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new_tile->data = (struct NpcTile *) malloc(sizeof(struct NpcTile));
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memcpy(new_tile->data, &npcs[id], sizeof(struct NpcTile));
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break;
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default:
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new_tile->data = (struct BasicTile *) malloc(sizeof(struct BasicTile));
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memcpy(new_tile->data, &walls[id], sizeof(struct BasicTile));
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break;
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}
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return (new_tile);
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}
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int activateTile(struct Tile *target_tile, struct Tile *activator_tile) {
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char string[64];
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switch (target_tile->tid) {
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case DOOR:
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switch (((struct DoorTile*)target_tile->data)->state) {
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case STATE_OPEN:
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((struct DoorTile*)target_tile->data)->state = STATE_CLOSED;
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sprintf(string, MESSAGE_CLOSE, ((struct BasicTile*)target_tile->data)->name);
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break;
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case STATE_CLOSED:
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((struct DoorTile*)target_tile->data)->state = STATE_OPEN;
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sprintf(string, MESSAGE_OPEN, ((struct BasicTile*)target_tile->data)->name);
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break;
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}
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messageTile(target_tile, activator_tile, string);
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return ((struct DoorTile*)target_tile->data)->state;
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break;
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case NPC:
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sprintf(string, "You turn on the %s - how naughty.", ((struct BasicTile*)target_tile->data)->name);
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break;
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default:
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sprintf(string, "You see nothing to activate.");
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break;
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}
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messageTile(target_tile, activator_tile, string);
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return 0;
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}
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struct DoorTile doors[] = {
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{ NO_PASS, "wooden door", STATE_CLOSED } // 0
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};
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struct PlayerTile players[] = {
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{ NO_PASS, "selfie", 16}
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};
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//{ collision, name, target tile, behavior, basevision}
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struct NpcTile npcs[] = {
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{ NO_PASS, "nupi", 0, BEHAVE_WANDER, 4}
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};
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