874 lines
19 KiB
C
874 lines
19 KiB
C
#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include "ai.h"
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#include "attack.h"
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#include "io.h"
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#include "flag.h"
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#include "lf.h"
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#include "map.h"
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#include "move.h"
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#include "nexus.h"
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#include "objects.h"
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#include "save.h"
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#include "text.h"
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material_t *material = NULL,*lastmaterial = NULL;
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objectclass_t *objectclass = NULL,*lastobjectclass = NULL;
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objecttype_t *objecttype = NULL,*lastobjecttype = NULL;
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brand_t *firstbrand = NULL,*lastbrand = NULL;
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obmod_t *firstobmod = NULL,*lastobmod = NULL;
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celltype_t *firstcelltype = NULL,*lastcelltype = NULL;
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command_t *firstcommand = NULL,*lastcommand = NULL;
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race_t *firstrace = NULL,*lastrace = NULL;
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job_t *firstjob = NULL,*lastjob = NULL;
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skill_t *firstskill = NULL,*lastskill = NULL;
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map_t *firstmap = NULL,*lastmap = NULL;
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knowledge_t *knowledge = NULL, *lastknowledge = NULL;
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hiddenname_t *firsthiddenname = NULL, *lasthiddenname = NULL;
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// maintains unique lifeform ID numbers
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long nextlfid = 0;
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int SCREENW = DEF_SCREENW;
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int SCREENH = DEF_SCREENH;
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// object return list
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object_t *retobs[MAXPILEOBS+1];
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int retobscount[MAXPILEOBS+1];
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int nretobs = 0;
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FILE *logfile;
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prompt_t prompt;
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char msghist[MAXHISTORY][BUFLEN];
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int nmsghist = 0;
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enum ERROR reason; // global for returning errors
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void *rdata; // globel for returning data
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lifeform_t *player = NULL;
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int gameover;
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int gamestarted = B_FALSE;
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long curtime = 0;
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long timeleft = 0;
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extern int statdirty;
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int needredraw = B_TRUE;
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int numdraws = 0;
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int main(int argc, char **argv) {
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int newworld = B_FALSE;
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object_t *o;
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char welcomemsg[BUFLEN];
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atexit(cleanup);
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// init params
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if (init()) {
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exit(1);
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}
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// load whatever maps are available
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loadall();
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// init graphics
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initgfx();
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// if no maps, make the initial level
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if (!firstmap) {
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newworld = B_TRUE;
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addmap();
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createmap(firstmap, 1, H_DUNGEON, NULL, findot(OT_STAIRSUP));
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}
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if (!knowledge) {
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// populate scroll, potion, etc names
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genhiddennames();
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}
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// if no player (ie. didn't load a game), add them
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if (!player) {
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char *user;
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char pname[BUFLEN];
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job_t *j;
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char ch;
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cell_t *where;
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// ask for race
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initprompt(&prompt, "Select your race:");
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ch = 'a';
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for (j = firstjob ; j ; j = j->next) {
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addchoice(&prompt, ch++, j->name, NULL, j);
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}
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j = NULL;
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while (!j) {
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getchoice(&prompt);
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j = prompt.result;
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}
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// find staircase
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where = findobinmap(firstmap, OT_STAIRSUP);
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assert(where);
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// add player
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real_addlf(where, R_HUMAN, 1, C_PLAYER); // this will assign 'player'
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user = getenv("USER");
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if (user) {
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addflag(player->flags, F_NAME, NA, NA, NA, getenv("USER"));
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} else {
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addflag(player->flags, F_NAME, NA, NA, NA, "Anonymous");
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}
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givejob(player, j->id);
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// player needs hunger
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addflag(player->flags, F_HUNGER, 0, NA, NA, NULL);
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getplayernamefull(pname);
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sprintf(welcomemsg, "Greetings %s, welcome to %snexus!", pname, newworld ? "the new " : "");
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// XXX testing
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//addlf(getcellindir(player->cell, D_N), R_GOBLIN, 1);
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// 00:00 - 23:59
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curtime = rnd(0,86399);
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} else {
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sprintf(welcomemsg, "Welcome back!");
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}
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// start game - this will cause debug messages to now
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// go to the log file instead of stdout.
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gamestarted = B_TRUE;
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timeleft = 0; // reset game timer
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// calculate initial light
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calclight(player->cell->map);
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// pre-calc line-of-sight for player
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precalclos(player);
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// show level
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drawscreen();
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msg("%s",welcomemsg);
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more();
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// MAIN LOOP
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// basic flow is:
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//
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// donextturn() - process a turn for a lifeform
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// turneffectslf() Rest effects, Damage from floor objects, etc
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// lifeform takes action
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// checkdeath() - check for object/player death. remove dead things.
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// timeeffectsworld() Fires burn out, ice melts, etc
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// Also keeps lf->timespent values under control.
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//
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//
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// redraw screen
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//
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// checkendgame() - has the game ended yet?
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gameover = B_FALSE;
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while (!gameover) {
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map_t *curmap;
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curmap = player->cell->map;
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// default to no redraw - donextturn() will change this if needed.
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needredraw = B_FALSE;
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numdraws = 0;
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// someone has a turn - this will then call taketime -> timehappens();
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donextturn(curmap);
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// update lifeform structue to figure out who goes next
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//timehappens(curmap);
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// show level (if required)
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//if (haslos(player, curmap->lf->cell)) {
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drawscreen();
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//dblog("**** END of turn, numdraws = %d", numdraws);
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// check end of game
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checkendgame();
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}
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// identify all objects
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for (o = player->pack->first ; o ; o = o->next) {
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identify(o);
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}
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// show possessions
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dofinaloblist(player->pack);
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// print tombstone
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tombstone(player);
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return B_FALSE;
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}
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celltype_t *addcelltype(int id, char *name, char glyph, int solid, int transparent, enum MATERIAL mat) {
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celltype_t *a;
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// add to the end of the list
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if (firstcelltype == NULL) {
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firstcelltype = malloc(sizeof(celltype_t));
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a = firstcelltype;
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a->prev = NULL;
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} else {
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// go to end of list
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a = lastcelltype;
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a->next = malloc(sizeof(celltype_t));
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a->next->prev = a;
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a = a->next;
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}
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lastcelltype = a;
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a->next = NULL;
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// set props
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a->id = id;
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a->name = strdup(name);
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a->glyph = glyph;
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a->solid = solid;
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a->transparent = transparent;
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a->material = findmaterial(mat);
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a->flags = addflagpile(NULL, NULL);
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return a;
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}
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command_t *addcommand(enum COMMAND id, char ch, char *desc) {
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command_t *a;
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// add to the end of the list
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if (firstcommand == NULL) {
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firstcommand = malloc(sizeof(command_t));
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a = firstcommand;
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a->prev = NULL;
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} else {
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// go to end of list
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a = lastcommand;
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a->next = malloc(sizeof(command_t));
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a->next->prev = a;
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a = a->next;
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}
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lastcommand = a;
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a->next = NULL;
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// set props
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a->id = id;
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a->ch = ch;
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a->desc = strdup(desc);
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return a;
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}
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void checkdeath(void) {
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lifeform_t *lf, *nextlf;
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int x,y;
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for (lf = player->cell->map->lf; lf ; lf = nextlf) {
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nextlf = lf->next;
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// check for death
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if (lf->hp <= 0) {
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// die!
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die(lf);
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continue;
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}
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// check for object death
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removedeadobs(lf->pack);
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}
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// check for object death on map
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for (y = 0; y < player->cell->map->h; y++) {
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for (x = 0; x < player->cell->map->w; x++) {
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cell_t *c;
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c = getcellat(player->cell->map, x, y);
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if (c) {
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removedeadobs(c->obpile);
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}
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}
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}
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}
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void checkendgame(void) {
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if (!player->alive) {
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gameover = B_TRUE;
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}
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}
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void cleanup(void) {
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fclose(logfile);
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cleanupgfx();
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// free maps
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// free knowledge
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// free brands
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// free obtypes
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// free objects
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// free materials
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// free races
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}
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void donextturn(map_t *map) {
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lifeform_t *who;
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int db = B_FALSE;
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who = map->lf;
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if (db) dblog("**** donextturn for: id %d %s", who->id, who->race->name);
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turneffectslf(who);
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// calculate light
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calclight(map);
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// pre-calculate line of sight for this lifeform
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precalclos(who);
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if (isplayer(who) || haslos(player, who->cell)) {
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needredraw = B_TRUE;
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}
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// update gun targets
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autotarget(who);
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assert(who->timespent == 0);
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// keep looping until they actually do something or are dead!
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while (who->timespent == 0) {
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if (isdead(who)) {
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// skip turn
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taketime(who, SPEED_DEAD);
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} else {
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// do we need to run away from something?
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if (!flee(who)) {
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int donormalmove = B_TRUE;
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flag_t *f;
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if (donormalmove) {
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// paralyzed etc?
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if (isimmobile(who)) {
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rest(who, B_FALSE);
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donormalmove = B_FALSE;
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}
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}
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// resting?
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if (donormalmove) {
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f = hasflag(who->flags, F_RESTING);
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if (f) {
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rest(who, B_TRUE);
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donormalmove = B_FALSE;
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}
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}
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if (donormalmove) {
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if (isplayer(who)) {
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drawcursor();
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// find out what player wants to do
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handleinput();
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} else {
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// do ai move
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aimove(who);
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}
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}
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}
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}
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}
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if (hasflag(player->flags, F_RESTING)) {
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// ooo is this right ?
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needredraw = B_FALSE;
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} else if (isdead(who) || haslos(player, who->cell)) {
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needredraw = B_TRUE;
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}
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// check for death etc
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checkdeath();
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//////////////////////////////////
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// effects which happen every GAME TICK
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// ie. object hp drain etc
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//////////////////////////////////
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// note: can't use 'who->' below since 'who' might have died
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// and been de-alloced during checkdeath() above.
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timeeffectsworld(player->cell->map); // in case the player changed levels!
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}
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celltype_t *findcelltype(int id) {
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celltype_t *ct;
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for (ct = firstcelltype; ct ; ct = ct->next) {
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if (ct->id == id) {
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return ct;
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}
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}
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return NULL;
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}
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char *getdirname(int dir) {
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switch (dir) {
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case D_N:
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return "North";
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case D_E:
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return "East";
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case D_S:
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return "South";
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case D_W:
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return "West";
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case D_UP:
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return "up";
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case D_DOWN:
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return "down";
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case D_UNKNOWN:
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return "D_UNKNOWN";
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case D_NONE:
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return "D_NONE";
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}
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return "?errordir?";
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}
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void getrarity(int depth, int *min, int *max, int range) {
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int mid;
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mid = 100 - (depth * 3);
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*min = mid - range; if (*min < 0) *min = 0;
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//*max = mid + range; if (*max > 100) *max = 100;
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*max = 100;
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if (*min > 85) *min = 85;
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if (*max < 25) *max = 25;
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}
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int init(void) {
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// random numbers
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srand(time(NULL));
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initcommands();
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initobjects();
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initskills();
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initjobs();
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initrace();
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// cell types
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addcelltype(CT_WALL, "rock wall", '#', B_SOLID, B_OPAQUE, MT_STONE);
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addcelltype(CT_ROOMWALL, "rock wall", '#', B_SOLID, B_OPAQUE, MT_STONE);
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addcelltype(CT_CORRIDOR, "rock floor", '.', B_EMPTY, B_TRANS, MT_STONE);
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addcelltype(CT_LOOPCORRIDOR, "rock floor", 'L', B_EMPTY, B_TRANS, MT_STONE);
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addcelltype(CT_ROOM, "rock floor", '.', B_EMPTY, B_TRANS, MT_STONE);
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//addcelltype(CT_DOOROPEN, "wooden door", '-', B_EMPTY, B_TRANS, MT_WOOD);
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//addcelltype(CT_DOORCLOSED, "wooden door", '+', B_SOLID, B_OPAQUE, MT_WOOD);
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if (validateobs()) {
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return B_TRUE;
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}
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if (validateraces()) {
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return B_TRUE;
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}
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// open log file
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logfile = fopen("log.txt","wt");
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fprintf(logfile, "\n\n\n====== NEW LOGFILE ====\n");
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return B_FALSE;
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}
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void initcommands(void) {
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// Actions
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addcommand(CMD_UP, '<', "Go up stairs.");
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addcommand(CMD_DOWN, '>', "Go down stairs, enter a shop/portal.");
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addcommand(CMD_REST, '.', "Rest once.");
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addcommand(CMD_PICKUP, ',', "Pick up something from the ground.");
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addcommand(CMD_CLOSE, 'c', "Close a door.");
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addcommand(CMD_DROP, 'd', "Drop an item.");
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addcommand(CMD_DROPMULTI, 'D', "Drop multiple items.");
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addcommand(CMD_EAT, 'e', "Eat something.");
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addcommand(CMD_MAGIC, 'm', "Use magic or abilities.");
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addcommand(CMD_OPERATE, 'o', "Operate a tool/wand/device.");
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addcommand(CMD_PICKLOCK, 'p', "Pick a lock.");
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addcommand(CMD_POUR, 'P', "Pour a potion onto something.");
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addcommand(CMD_QUAFF, 'q', "Quaff (drink) a potion.");
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addcommand(CMD_READ, 'r', "Read a scroll/book.");
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addcommand(CMD_RESTFULL, 'R', "Rest until healed.");
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addcommand(CMD_TAKEOFF, 'T', "Take off an item of clothing/jewelery.");
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addcommand(CMD_WEILD, 'w', "Weild a weapon.");
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addcommand(CMD_WEAR, 'W', "Wear an item of clothing/jewelery.");
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// Firearms
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addcommand(CMD_FIRE, 'f', "Fire your firearm/bow at your current target.");
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addcommand(CMD_FIRENEW, 'F', "Fire your firearm/bow at a new target.");
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addcommand(CMD_AIM, 'a', "Aim your current firearm/bow at a new target.");
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// Information
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addcommand(CMD_HELP, '?', "Display this text.");
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addcommand(CMD_INFOPLAYER, '@', "Display player stats.");
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addcommand(CMD_INFOARMOUR, ']', "Display player armour.");
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addcommand(CMD_FORCEATTACK, 'A', "Force an attack in a given direction.");
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addcommand(CMD_LOOKHERE, ':', "Look at current cell.");
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addcommand(CMD_LOOKAROUND, '/', "Look at a remote cell.");
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addcommand(CMD_INFOKNOWLEDGE, '\\', "Display known items.");
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addcommand(CMD_MSGHIST, '|', "Display message history.");
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addcommand(CMD_INV, 'i', "Display your inventory.");
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// GAME FUNCTIONS
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addcommand(CMD_QUIT, 'Q', "Quit the game.");
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addcommand(CMD_SAVEQUIT, 'S', "Save and quit the game.");
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sortcommands();
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}
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int isplayerturn(void) {
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if (!player) return B_FALSE;
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if (player->cell->map->lf->controller == C_PLAYER) {
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return B_TRUE;
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}
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return B_FALSE;
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}
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int limit(int *what, int min, int max) {
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int limited = B_FALSE;
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if (*what < min) {
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*what = min;
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limited = B_TRUE;
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}
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if (*what > max) {
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*what = max;
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limited = B_TRUE;
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}
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return limited;
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}
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float pctof(float pct, float num) {
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return ((pct / 100.0) * num);
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}
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// get a random number between min and max
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int rnd(int min, int max) {
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int res;
|
|
res = (rand() % (max - min + 1)) + min;
|
|
return res;
|
|
}
|
|
// get a random number
|
|
int rolldie(int ndice, int sides) {
|
|
int i;
|
|
int res = 0;
|
|
for (i = 0; i < ndice; i++) {
|
|
res += rnd(1,sides);
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
int rollhitdice(lifeform_t *lf) {
|
|
flag_t *f;
|
|
int ndice, plus;
|
|
int roll = 0;
|
|
int i;
|
|
float mod;
|
|
int db = B_TRUE;
|
|
|
|
f = hasflag(lf->flags, F_HITDICE);
|
|
if (f) {
|
|
ndice = f->val[0];
|
|
if (f->val[1] == NA) plus = 0;
|
|
else plus = f->val[1];
|
|
} else {
|
|
ndice = 1;
|
|
plus = 0;
|
|
}
|
|
if (db && isplayer(lf)) dblog("rollhitdice() - rolling %dd4 + %d",ndice,plus);
|
|
|
|
mod = getstatmod(lf, A_CON);
|
|
if (mod > 0) mod *= 2;
|
|
if (db && isplayer(lf)) dblog("rollhitdice() - mod is +%0.0f%%",mod);
|
|
|
|
if (ndice == 0) {
|
|
int thisroll;
|
|
// just the bonus
|
|
thisroll = plus;
|
|
thisroll = thisroll + (int)((float)thisroll * (mod/100));
|
|
if (thisroll < 1) thisroll = 1;
|
|
|
|
roll += thisroll;
|
|
} else {
|
|
for (i = 0; i < ndice; i++) {
|
|
int thisroll;
|
|
thisroll = rolldie(1, 4) + plus;
|
|
if (thisroll < 1) thisroll = 1;
|
|
if (db && isplayer(lf)) dblog("rollhitdice() ---- die %d/%d == %d",i+1,ndice,thisroll);
|
|
|
|
roll += thisroll;
|
|
}
|
|
}
|
|
if (db && isplayer(lf)) dblog("TOTAL: %d",roll);
|
|
roll = roll + (int)((float)roll * (mod/100));
|
|
if (db && isplayer(lf)) dblog(" -> modified to: %d",roll);
|
|
return roll;
|
|
}
|
|
|
|
int rollmpdice(lifeform_t *lf) {
|
|
flag_t *f;
|
|
int ndice, plus;
|
|
int roll;
|
|
|
|
f = hasflag(lf->flags, F_MPDICE);
|
|
if (f) {
|
|
ndice = f->val[0];
|
|
if (f->val[1] == NA) plus = 0;
|
|
else plus = f->val[1];
|
|
} else {
|
|
return 0;
|
|
}
|
|
roll = rolldie(ndice, 4) + plus;
|
|
return roll;
|
|
}
|
|
|
|
/*
|
|
void sortlf(map_t *map) {
|
|
int donesomething;
|
|
int db = B_FALSE;
|
|
lifeform_t *l,*nextl;
|
|
int iter = 0;
|
|
|
|
// bubblesort
|
|
donesomething = B_TRUE;
|
|
dblog("doing sort...");
|
|
while (donesomething) {
|
|
donesomething = B_FALSE;
|
|
|
|
//dblog("ITER %d",iter++);
|
|
if (db) {
|
|
dblog("ITER %d",iter++);
|
|
for (l = map->lf ; l ; l = l->next) {
|
|
dblog("- %s (timespent= %d) (sorted=%d)", (l == player) ? "player" : l->race->name, l->timespent,l->sorted);
|
|
}
|
|
}
|
|
|
|
|
|
for (l = map->lf ; l->next ; l = nextl) {
|
|
nextl = l->next;
|
|
//if (!l->sorted && (l->timespent >= l->next->timespent) ) {
|
|
if (l->sorted) {
|
|
//dblog("skipping id %d %s, already sorted ",l->id, l->race->name);
|
|
continue;
|
|
}
|
|
|
|
if (l->timespent >= l->next->timespent) {
|
|
lifeform_t *temp;
|
|
//dblog("moving id %d %s upwards",l->id, l->race->name);
|
|
// remember next element
|
|
temp = l->next;
|
|
|
|
// remove this element from list
|
|
// don't bother checking if (l->next == NULL) as we know
|
|
// this won't be true due to the for loop condition
|
|
if (l->prev == NULL) {
|
|
// first
|
|
map->lf = l->next;
|
|
l->next->prev = NULL;
|
|
} else {
|
|
// not first
|
|
l->prev->next = l->next;
|
|
l->next->prev = l->prev;
|
|
}
|
|
|
|
// TESTING: re-add at correct position.
|
|
while (temp->next && (temp->next->timespent <= l->timespent)) {
|
|
//dblog("moving past %d %s (timespend=%d)...",temp->next->id, temp->next->race->name, temp->next->timespent);
|
|
temp = temp->next;
|
|
}
|
|
|
|
// re-add element afterwards
|
|
l->next = temp->next;
|
|
l->prev = temp;
|
|
temp->next = l;
|
|
if (l->next == NULL) {
|
|
map->lastlf = l;
|
|
} else {
|
|
l->next->prev = l;
|
|
}
|
|
|
|
l->sorted = B_TRUE;
|
|
|
|
donesomething = B_TRUE;
|
|
break;
|
|
} else {
|
|
l->sorted = B_TRUE;
|
|
}
|
|
}
|
|
}
|
|
//dblog("finished sort.");
|
|
|
|
// reset sorted var for next time
|
|
for (l = map->lf ; l->next ; l = l->next) {
|
|
l->sorted = B_FALSE;
|
|
}
|
|
|
|
// sanity check
|
|
if (player->next) {
|
|
assert(player->next->prev == player);
|
|
}
|
|
if (player->prev) {
|
|
assert(player->prev->next == player);
|
|
}
|
|
|
|
if (db) {
|
|
dblog("AFTER SORT:");
|
|
for (l = map->lf ; l ; l = l->next) {
|
|
// if (haslos(player, l->cell)) {
|
|
dblog("- %s (timespent= %d) (sorted=%d)", (l == player) ? "player" : l->race->name, l->timespent,l->sorted);
|
|
// }
|
|
}
|
|
}
|
|
|
|
}
|
|
*/
|
|
|
|
void sortcommands(void) {
|
|
command_t *c;
|
|
int donesomething = B_TRUE;
|
|
while (donesomething) {
|
|
donesomething = B_FALSE;
|
|
for (c = firstcommand ; c->next ; c = c->next) {
|
|
// move up one position if required.
|
|
if (c->ch > c->next->ch) {
|
|
command_t *temp;
|
|
|
|
// remember next element
|
|
temp = c->next;
|
|
|
|
// remove this element from list
|
|
if (c->prev == NULL) {
|
|
// first
|
|
firstcommand = c->next;
|
|
c->next->prev = NULL;
|
|
} else {
|
|
// not first
|
|
c->prev->next = c->next;
|
|
c->next->prev = c->prev;
|
|
}
|
|
|
|
// re-add element afterwards
|
|
c->next = temp->next;
|
|
c->prev = temp;
|
|
temp->next = c;
|
|
if (c->next == NULL) {
|
|
lastcommand = c;
|
|
} else {
|
|
c->next->prev = c;
|
|
}
|
|
|
|
// mark as done.
|
|
donesomething = B_TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void timeeffectsworld(map_t *map) {
|
|
lifeform_t *l;
|
|
int db = B_FALSE;
|
|
object_t *o,*nexto;
|
|
int x,y;
|
|
long firstlftime;
|
|
|
|
// now go through the list and make the first element be 0
|
|
l = map->lf;
|
|
|
|
if (l) {
|
|
// if (db) dblog("first lf is: %s (id %ld)\n",l->race->name, l->id);
|
|
firstlftime = l->timespent;
|
|
assert(firstlftime >= 0);
|
|
} else {
|
|
dblog("no lifeforms on map!\n");
|
|
// no first lf!
|
|
firstlftime = 0;
|
|
}
|
|
|
|
//if (db) dblog("timespent = %d\n", timespent);
|
|
if (db) dblog("firstlftime = %d\n", firstlftime);
|
|
|
|
if (firstlftime > 0) {
|
|
if (db) dblog("making firstlf timespent = 0 (currently %d):", firstlftime);
|
|
//dumplf();
|
|
for (l = map->lf ; l ; l = l->next) {
|
|
//dblog("shuffling id %d %s timespent=%d -> %d",l->id,l->race->name, l->timespent, l->timespent - firstlftime);
|
|
l->timespent -= firstlftime;
|
|
assert(l->timespent >= 0);
|
|
if (isplayer(l)) {
|
|
statdirty = B_TRUE;
|
|
}
|
|
|
|
}
|
|
//dblog("after shuffle:");
|
|
//dumplf();
|
|
} else {
|
|
if (db) dblog("firstlf timespent is not greater than 0. no shuffle.");
|
|
}
|
|
|
|
timeleft += firstlftime;
|
|
// now do effects based on time...
|
|
while (timeleft >= TICK_INTERVAL) {
|
|
|
|
timeleft -= TICK_INTERVAL;
|
|
|
|
// global time-based effects on map or map objects
|
|
for (y = 0; y < map->h; y++) {
|
|
for (x = 0; x < map->w; x++) {
|
|
cell_t *c;
|
|
c = getcellat(map, x, y);
|
|
if (c) {
|
|
// go through each object in the cell...
|
|
for (o = c->obpile->first ; o ; o = nexto) {
|
|
nexto = o->next;
|
|
|
|
timeeffectsob(o);
|
|
} // end foreach object here
|
|
|
|
// expire light effects
|
|
if (c->littimer > 0) {
|
|
c->littimer--;
|
|
if (c->littimer == 0) {
|
|
c->lit = c->origlit;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} // end for (y...
|
|
|
|
// now handle effects on lifeforms and/or their objects
|
|
for (l = map->lf ; l ; l = l->next) {
|
|
timeeffectslf(l);
|
|
for (o = l->pack->first ; o ; o = nexto) {
|
|
nexto = o->next;
|
|
timeeffectsob(o);
|
|
}
|
|
}
|
|
|
|
//dblog("AFTER SORT AND ADJUST.....");
|
|
//dumplf();
|
|
} // end if timespent
|
|
|
|
// inc game time
|
|
curtime += firstlftime;
|
|
|
|
if (db) dblog("cur time is %ld\n",curtime);
|
|
}
|