80 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C
		
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			2.1 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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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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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"}
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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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