206 lines
6.1 KiB
C
206 lines
6.1 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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/**** allocateTile
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Allocated the memory for a new Tile to the passed Tile pointer and sets the tid and id to the new Tile struct.
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Arguments: struct Tile** tile, unsigned int tid, short id
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Returns: ERROR if malloc fails
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SUCCESS if malloc is ok
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****/
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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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/**** freeTile
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Frees the given tile's memory
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Arguments: struct Tile* tile
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Returns: void
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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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/**** newTile
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Defacto function for creating a new Tile. Handles populating the default Tile->data struct.
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Arguments: unsignted int type_id, short id, short x, short y
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Returns: struct 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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case ITEM:
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new_tile->data = (struct ItemTile *) malloc(sizeof(struct ItemTile));
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memcpy(new_tile->data, &items[id], sizeof(struct ItemTile));
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break;
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case EQUIP:
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new_tile->data = (struct EquipTile *) malloc(sizeof(struct EquipTile));
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memcpy(new_tile->data, &equips[id], sizeof(struct EquipTile));
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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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/**** activateTile
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This function attempts to activate the target_tile through the activator_tile. The common usage scenario would be a PlayerTile activating a DoorTile to open/close it. Depending on if the activation succeeds or not, messageTile is called from the target_tile to the activator_tile to notify the activator that a change has occurred.
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Arguments: struct Tile *target_tile, struct Tile *activator_tile
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Returns: 0 on anything
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TODO: probably make it return void or return the new state of the target_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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if (target_tile) {
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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, MESSAGE_ACTIVATE_NAUGHTY, ((struct BasicTile*)target_tile->data)->name);
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break;
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default:
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sprintf(string, MESSAGE_ACTIVATE_FAIL);
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break;
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}
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} else {
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sprintf(string, MESSAGE_ACTIVATE_NULL);
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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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/**** removeFromChain
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Cleanly removes the passed Tile from its position in the Tile Chain. Connects its neighbors if either exist.
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Arguments: struct Tile *tile
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Returns: void
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****/
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void removeFromChain(struct Tile* tile) {
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if (tile->prev) {
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if (tile->next) {
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tile->prev->next = tile->next;
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} else {
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tile->prev->next = NULL;
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}
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}
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if (tile->next) {
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if (tile->prev) {
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tile->next->prev = tile->prev;
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} else {
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tile->next->prev= NULL;
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}
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}
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tile->prev = NULL; // we exist in limbo
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tile->next = NULL;
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}
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/****
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Iterates from given Tile's position until the last Tile in the Chain is reached, then returns a pointer to the last Tile.
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Arguments: struct Tile *starting_tile
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Returns: struct Tile*
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****/
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struct Tile *getLastTile(struct Tile* tile) {
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if (!tile->next) {
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return tile; // passed tile IS end of chain
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} else {
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struct Tile *target = tile->next;
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while (target) {
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if (!target->next)
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return target; // found it
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target = target->next;
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}
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}
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return NULL;
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}
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/* current tile entries. TODO: parse tiles from some sort of data file (future modding!) */
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struct DoorTile doors[] = {
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{ "wooden door", STATE_CLOSED } // 0
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};
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struct PlayerTile players[] = {
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{ "selfie", 16, "S8D8C8I8W8C8", "H1F1N2S2A2a2h2D8w2T1W1L2l2f2" }
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//{ 10, 10, 8, 6, 6, 6 }, { 1, 1, 1, 2, 2, 2, 2, 10, 1, 1, 2, 2, 2 } }
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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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{ "nupi", 4, BEHAVE_WANDER, "S6D6C8I4W4C4" }
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};
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struct ItemTile items[] = {
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{ "small key" },
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};
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struct EquipTile equips[] = {
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{ "small macana", 1, "w1", "P1d4", "P1", "", "" },
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{ "large macana", 1, "w2", "P1d8", "P2", "", "" }
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};
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