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player.c
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player.c
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#include "player.h"
#include "action.h"
#include "monster.h"
#include "treasure.h"
#include "game.h"
#include "map.h"
#include "message.h"
#include "display.h"
#include <stdlib.h>
static char *level_clear_msg[] = { "Level Cleared!", NULL };
/* This creates a player at a random place on the map. */
Thing
make_player (Map * map)
{
Thing player =
make_thing (PLAYER, "Player", SPEED_DEFAULT, PLAYER_CONTROLLED);
player.loc = find_passable_place (map, make_loc (0, 0));
player.max_hp = 20;
player.hp = player.max_hp;
player.dmg = 5;
return player;
}
/*
Executes an action the user has indicated.
For 'None' this generates an error message only.
*/
void
perform_player_action (PlayerAction action)
{
if (action.dx != 0 || action.dy != 0)
move_player_by (action.dx, action.dy);
}
/*
Moves the player by an offset; this may trigger bump actions,
and writes a message (rather than retrying) if the player moves
into impassible terrain.
*/
void
move_player_by (int dx, int dy)
{
Thing *player = get_player ();
Loc dest = offset_loc (player->loc, dx, dy);
if (!try_move_thing_to (player, dest))
write_message ("Impassible!");
}
/*
The turn action that causes the player to take his turn.
*/
void
player_turn_action (Thing * player)
{
paint (true);
if (player->gold >= get_total_gold ())
{
long_message (NULL, level_clear_msg);
player->gold = 0;
next_level ();
paint (true);
}
PlayerAction action = read_player_action ();
if (is_thing_alive (player))
perform_player_action (action);
}