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mob.c
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mob.c
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#include <stdlib.h>
#include <assert.h>
#include <string.h>
#include <math.h>
#include <curses.h>
#include "mob.h"
#include "level.h"
#include "utils.h"
#include "effect.h"
#include "player.h"
#include "status.h"
#include "enemy.h"
/**
* Move the given mob to the new coordinates.
* @param mob Entity to move.
* @param x Target x position.
* @param y Target y position.
* @return false if the given space can't be moved into.
*/
bool move_mob(Mob * mob, unsigned int x, unsigned int y) {
Level * level = mob->level;
Cell * source = level->cells[mob->xpos][mob->ypos];
Cell * target = level->cells[x][y];
if(source == target)
return true;
/* allow for digging through rock */
if (mob->weapon != NULL && mob->weapon->can_dig == true &&
target->occupant == NULL &&
target->solid == true &&
target->baseSymbol == '#') {
if((rand() % mob->weapon->value) < 2) {
if(mob == mob->level->player) {
status_push("Your %s bounces off the rock.",
mob->weapon->name);
}
} else {
if(mob == mob->level->player) {
status_push("Your %s easily crushes the rock.",
mob->weapon->name);
}
target->solid = false;
target->baseSymbol = '.';
target->colour = COLOR_WHITE;
target->luminosity = 0;
}
}
if(target->solid == true || target->occupant != NULL) {
return false;
}
source->occupant = NULL;
target->occupant = mob;
mob->xpos = x;
mob->ypos = y;
/* Check for poison water - this should not be in move, but it
works for now. */
if(target->baseSymbol == '~' && mob->effect_action != &effect_poison) {
if(mob == mob->level->player) {
status_push("You have been poisoned!");
}
int duration = 5;
if(mob->con != 0) {
duration -= rand() % mob->con;
}
duration = (duration < 1) ? 1 : duration;
afflict(mob, &effect_poison, duration);
}
return true;
}
/**
* Move a mob by a relative position
* @param mob Entity to move.
* @param xdiff x-coordinate difference.
* @param ydiff y-coordinate difference.
* @return If the mob was moved successfully.
*/
bool move_mob_relative(Mob * mob, int xdiff, int ydiff) {
return move_mob(mob, mob->xpos + xdiff, mob->ypos + ydiff);
}
/**
* Attack a mob, modified by the weapon of the attacker and the armour
* of the defender.
* @param attacker The mob doing the attacking.
* @param defender The mob being attacked.
*/
void attack_mob(Mob * attacker, Mob * defender) {
int damage = attacker->attack - defender->defense;
if(attacker->weapon != NULL) {
damage += 1 + rand() % attacker->weapon->value;
}
if(defender->armour != NULL) {
damage -= 1 + rand() % defender->armour->value;
}
/* Can always do at least 1 damage */
if(damage < 1) {
damage = 1;
}
/* Update the status */
if(attacker == attacker->level->player) {
const char * messages[] = {
"You attack the %s for %d damage.",
"You attack the %s for %d damage.",
"You attack the %s for %d damage.",
"You hit the %s for %d damage.",
"You hit the %s for %d damage.",
"You cleave the %s in twain for %d damage.",
NULL
};
status_push((const char *)random_choice((const void **)messages),
defender->name,
damage);
} else {
status_push("The %s attacks you for %d damage!",
attacker->name,
damage);
}
/* Damage the defender */
damage_mob(defender, (unsigned int) damage);
/* Call weapon/armour effects */
if(attacker->weapon != NULL &&
attacker->weapon->fight_effect != NULL) {
attacker->weapon->fight_effect(attacker, attacker->weapon,
attacker, defender,
damage);
}
if(attacker->offhand != NULL &&
attacker->offhand->fight_effect != NULL) {
attacker->offhand->fight_effect(attacker, attacker->offhand,
attacker, defender,
damage);
}
if(defender->armour != NULL &&
defender->armour->fight_effect != NULL) {
defender->armour->fight_effect(defender, defender->armour,
attacker, defender,
damage);
}
if(defender->offhand != NULL &&
defender->offhand->fight_effect != NULL) {
defender->offhand->fight_effect(defender, defender->offhand,
attacker, defender,
damage);
}
}
/**
* Damage a mob.
* @param mob Entity to damage.
* @param damage Amount of damage to apply to the mob.
* @return If this killed the mob, a mob is dead if its health
* drops to zero or below.
*/
bool damage_mob(Mob * mob, unsigned int damage) {
mob->health -= damage;
return (mob->health <= 0);
}
/**
* Kill a mob - free it, and remove it from the lists.
* @param mob The mob to kill
* @return The next mob in the list, or NULL
*/
Mob * kill_mob(Mob * mob) {
if(mob->death_action != NULL) {
/* Any mob-specific freeing should happen here */
mob->death_action(mob);
}
Level * level = mob->level;
Cell * cell = level->cells[mob->xpos][mob->ypos];
Mob * next = fromlist(Mob, moblist, mob->moblist.next);
/* Unwield its stuff */
if(mob->weapon != NULL) {
unwield_item(mob, mob->weapon);
}
if(mob->offhand != NULL) {
unwield_item(mob, mob->offhand);
}
if(mob->armour != NULL) {
unwield_item(mob, mob->armour);
}
/* Remove it from the cell */
cell->occupant = NULL;
/* Remove from the mob list */
level->mobs = drop(&mob->moblist);
/* Drop its items */
if(mob->inventory != NULL) {
cell->items = append(cell->items, mob->inventory);
}
/* Free it */
xfree(mob);
return next;
}
/**
* Determine if one point can be seen from another. All points are visible
* unless there is a wall in the way. This uses Bresenham's line
* algorithm to determine line-of-sight.
* @param level The level to check
* @param x0 The starting X
* @param y0 The starting Y
* @param x The target X
* @param y The target Y
*/
bool can_see_point(Level * level,
unsigned int x0, unsigned int y0,
unsigned int x, unsigned int y) {
unsigned int startx = x0;
unsigned int starty = y0;
int dx = abs((int) x0 - (int) x);
int dy = abs((int) y0 - (int) y);
int sx = (x0 < x) ? 1 : -1;
int sy = (y0 < y) ? 1 : -1;
int err = dx - dy;
while(x0 != x || y0 != y) {
if((x0 != startx || y0 != starty) &&
level->cells[x0][y0]->baseSymbol == '#') {
return false;
}
int e2 = err * 2;
if(e2 > -dy) {
err -= dy;
x0 += sx;
}
if(e2 < dx) {
err += dx;
y0 += sy;
}
}
return true;
}
/**
* Determine if a mob can see the given point.
*
* Note: as this will be primarily used to render the level, a better
* version might be to operate on a 2d array of three-state variables
* ("visible", "blocked", and "unknown"), and just iterate the
* algorithm with different starting points until every point is
* known. This would avoid the need to check each individual point,
* possibly duplicating work.
*
* @param mob The mob
* @param x The target X coordinate
* @param y The target Y coordinate
*/
bool can_see(Mob * mob, unsigned int x, unsigned int y) {
Level * level = mob->level;
unsigned int x0 = mob->xpos;
unsigned int y0 = mob->ypos;
if(!can_see_point(level, x0, y0, x, y)) {
return false;
}
if(level->cells[x][y]->illuminated || mob->darksight) {
/* Cells can be seen if they're illuminated or the mob can see
* in the dark */
return true;
} else if(sqrt(pow(abs((int) mob->xpos - (int) x), 2) + pow(abs((int) mob->ypos - (int) y), 2)) <= 5) {
/* Or if they're sufficiently close to the mob */
return true;
} else {
return false;
}
}
/**
* Wrapper for can_see, to determine if a mob can see another mob.
* @param moba One of the mobs
* @param mobb The other. It really doesn't matter which way around they are.
*/
bool can_see_other(Mob * moba, Mob * mobb) {
return can_see(moba, mobb->xpos, mobb->ypos);
}
/**
* Drops a mobs corpse, intended to be run at the mob's death.
* @param mob The mob whose corpse should be dropped
*/
void drop_corpse(struct Mob * mob) {
Cell * cell = mob->level->cells[mob->xpos][mob->ypos];
/* Make sure we actually need to create a new corpse */
for (List * it = cell->items; it != NULL; it = it->next) {
Item * tmp = fromlist(Item, inventory, it);
if (tmp->value == 4) {
tmp->count++;
return;
}
}
Item * corpse = clone_item(CORPSE);
size_t len = strlen(mob->name) + strlen(" Corpse") + 1;
corpse->name = xcalloc(len, char);
snprintf(corpse->name, len, "%s%s", mob->name, " Corpse");
cell->items = insert(cell->items, &corpse->inventory);
}
/**
* Moves the given mod to the next or previous level.
* @param mob Mob to move.
* @param toprev Determines which direction the movement is in. If true, the movement is to the previous level, otherwise to the next.
* @return If the mob moved sucessfully.
*/
bool move_mob_level(Mob * mob, bool toprev) {
Level * level = mob->level;
int newx, newy;
Level * newlevel;
if (toprev) {
if (level->levels.prev == NULL) {
/* top of the cave so no previous level */
return false;
}
newlevel = fromlist(Level, levels, level->levels.prev);
newx = newlevel->endx;
newy = newlevel->endy;
} else {
if (level->levels.next == NULL) {
/* no next level so make one */
Level * nextlevel = xalloc(Level);
nextlevel->depth = level->depth + 1;
build_level(nextlevel);
nextlevel->levels.prev = &level->levels;
level->levels.next = &nextlevel->levels;
/* Assumes only the player can create levels */
mob->score += 25; // arbitrary value
}
newlevel = fromlist(Level, levels, level->levels.next);
newx = newlevel->startx;
newy = newlevel->starty;
}
/* remove the mob from the current level */
mob->level->mobs = drop(&mob->moblist);
level->cells[mob->xpos][mob->ypos]->occupant = NULL;
/* Puts the mob in the new level, inserting
it at the front of the list of mobs */
mob->level = newlevel;
newlevel->mobs = insert(newlevel->mobs, &mob->moblist);
newlevel->cells[newx][newy]->occupant = mob;
mob->xpos = newx;
mob->ypos = newy;
if (mob == level->player) {
PlayerData * playerdata = (PlayerData *)level->player->data;
level->player = NULL;
newlevel->player = mob;
if(toprev) {
playerdata->terrain = fromlist(Terrain, levels,
playerdata->terrain->levels.prev);
} else {
List * next = playerdata->terrain->levels.next;
if(next == NULL) {
Terrain * nextlevel = xalloc(Terrain);
memset(nextlevel->symbols, ' ', LEVELWIDTH * LEVELHEIGHT);
playerdata->terrain->levels.next = &nextlevel->levels;
nextlevel->levels.prev = &playerdata->terrain->levels;
playerdata->terrain = nextlevel;
} else {
playerdata->terrain = fromlist(Terrain, levels, next);
}
}
}
return true;
}
/**
* Drop the given item from the mob's inventory to the floor.
* @param mob The mob which is doing the dropping
* @param item The item to drop
*/
void drop_item(Mob * mob, Item * item) {
Cell * cell = mob->level->cells[mob->xpos][mob->ypos];
if (item->equipped) {
unwield_item(mob, item);
}
/* Update the cell luminosity */
if(item->luminous) {
cell->luminosity ++;
}
/* Update the inventories */
if (item->count > 1) {
item->count--;
Item * cpy = xalloc(Item);
memcpy(cpy, item, sizeof(Item));
cpy->inventory.prev = NULL;
cpy->inventory.next = NULL;
cpy->count = 1;
cell->items = insert(cell->items, &cpy->inventory);
} else {
mob->inventory = drop(&item->inventory);
cell->items = insert(cell->items, &item->inventory);
}
}
/**
* Drop the given items from the mob's inventory to the floor.
* @param mob The mob which is dropping the items
* @param items The list of items to drop
*/
void drop_items(Mob * mob, List ** items) {
if(items == NULL) {
return;
}
for(unsigned int i = 0; items[i] != NULL; i++) {
Item * item = fromlist(Item, inventory, items[i]);
drop_item(mob, item);
}
}
/**
* Pick up an item from the floor
* @param mob The mob which is getting the item
* @param item The item to get
*/
void pickup_item(Mob * mob, Item * item) {
Cell * cell = mob->level->cells[mob->xpos][mob->ypos];
/* Update luminosity */
if(item->luminous) {
cell->luminosity --;
}
/* Update inventories */
cell->items = drop(&item->inventory);
for (List * it = mob->inventory; it != NULL; it = it->next) {
Item * tmp = fromlist(Item, inventory, it);
if (strcmp(tmp->name, item->name) == 0) {
tmp->count += item->count;
xfree(item);
return;
}
}
mob->inventory = insert(mob->inventory, &item->inventory);
}
/**
* Pick up the given items from the floor into the mob's inventory.
* @param mob The mob which is getting the items
* @param items The list of items to get
*/
void pickup_items(Mob * mob, List ** items) {
if(items == NULL) {
return;
}
/* Update the cell luminosity */
for(unsigned int i = 0; items[i] != NULL; i++) {
Item * item = fromlist(Item, inventory, items[i]);
pickup_item(mob, item);
}
}
/**
* Wield an item
* @param mob The mob which is doing the wielding
* @param item The item to wield
*/
void wield_item(Mob * mob, Item * item) {
Item ** pos;
switch(item->type) {
case WEAPON:
pos = &mob->weapon;
break;
case ARMOUR:
pos = &mob->armour;
break;
default:
assert(false);
}
if(*pos != NULL) {
unwield_item(mob, *pos);
}
*pos = item;
item->equipped = true;
if(item->luminous) {
mob->luminosity ++;
}
}
/**
* Stop wielding an item
* @param mob The mob which is doing the wielding
* @param item The item to not wield
*/
void unwield_item(Mob * mob, Item * item) {
Item ** pos;
switch(item->type) {
case WEAPON:
pos = (mob->weapon == item) ? &mob->weapon : &mob->offhand;
break;
case ARMOUR:
pos = &mob->armour;
break;
default:
assert(false);
}
assert(*pos == item);
item->equipped = false;
if(item->luminous) {
mob->luminosity --;
}
*pos = NULL;
}
/**
* Heal a mob, up to a maximum of mob->max_health.
* @param mob Mob to heal
* @param amount Amount to heal by
*/
void heal_mob(Mob * mob, unsigned int amount) {
mob->health += amount;
if((unsigned int)mob->health > mob->max_health) {
mob->health = mob->max_health;
}
}
/**
* Consume an edible item. This removes it from the inventory and frees it.
* @param mob The mob which is consuming
* @param item The item to consume.
*/
void consume_item(Mob * mob, Item * item) {
if(item->effect != NULL) {
/* Apply the effect if the item has one */
item->effect(mob);
} else {
/* Otherwise, heal or damage the mob */
if(item->value >= 0) {
heal_mob(mob, item->value);
} else {
damage_mob(mob, -item->value);
}
}
if (item->count > 1) {
item->count--;
} else {
mob->inventory = drop(&item->inventory);
xfree(item);
}
}