#include <stdint.h> #include <stdio.h> #include <stdlib.h> #include "character.h" #include "heap.h" #include "util.h" static int32_t character_turn_cmp(const void *key, const void *with) { if (((character_t *) key)->next_turn == ((character_t *) with)->next_turn) { return ((character_t *) key)->seq_num - ((character_t *) with)->seq_num; } else { return ((character_t *) key)->next_turn - ((character_t *) with)->next_turn; } } char characteristics_symbols[] = "0123456789abcdef"; character_t *generate_monster(uint8_t x, uint8_t y) { static int next_seq = 1; uint32_t characteristics = rand() & 0x0000000f; character_t *m = malloc(sizeof(character_t)); m->monster = malloc(sizeof(monster_t)); m->player = NULL; m->monster->characteristics = characteristics; // Initialize the starting "last seen" position to the position of the monster // This will keep smart monsters from moving until they actually see the player m->monster->last_seen.x = x; m->monster->last_seen.y = y; m->pos.x = x; m->pos.y = y; m->speed = randrange(5, 20); m->seq_num = next_seq++; m->next_turn = 0; m->alive = 1; m->symbol = characteristics_symbols[characteristics]; return m; } character_t *generate_pc(uint8_t x, uint8_t y) { character_t *pc = malloc(sizeof(character_t)); pc->player = malloc(sizeof(pc_t)); pc->monster = NULL; pc->player->target.x = x; pc->player->target.y = y; pc->pos.x = x; pc->pos.y = y; pc->speed = 10; pc->seq_num = 0; pc->next_turn = 0; pc->alive = 1; pc->symbol = '@'; return pc; } void init_character_turn_heap(heap_t *h) { heap_init(h, character_turn_cmp, NULL); }