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world.c
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world.c
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#include <stdlib.h>
#include <string.h>
#include "world.h"
world_t *world = NULL;
void create_world()
{
if (world != NULL)
return; // world;
world = malloc(sizeof(world_t));
if (world == NULL) exit(EXIT_FAILURE);
world->grid = NULL;
/**
* start from 1. id = 0 means "no character",
* e.g. in region ownership.
**/
world->characterlist = NULL;
world->next_character_id = 1;
world->selected_character = NULL;
// world->current_time = NULL;
init_gametime();
world->piecelist = NULL;
world->next_piece_id = 0;
world->ranklist = NULL;
/**
* start from 1. 0 means no region
**/
world->regionlist = NULL;
world->next_region_id = 1;
world->moves_left = 0;
world->check_death = 0;
init_gametime();
world->diplomacylist = NULL;
}
void destroy_world()
{
if (world == NULL)
return;
/* remove regions */
clear_region_list();
/* remove pieces */
clear_piece_list();
/* remove diplomacy */
clear_diplomacy_list();
/* remove characters */
clear_character_list();
/* remove tiles */
remove_grid();
}
char message[255] = { 0 };
char user_message[255] = { 0 };
/**
void add_user_message(char *new_text)
{
memset(&user_message, 0, strlen(user_message));
strcpy(user_message, new_text);
}
**/
int validate_game_data()
{
/* returns 0 if game is playable or 1 otherwise */
if (!world) create_world();
char *msg;
int error = 0;
int i, j;
character_t *character = NULL;
region_t *region = NULL;
piece_t *piece = NULL;
int total_months =
world->current_time.tm_year * 12 + world->current_time.tm_mon;
/* Stop if there's no map */
if (world->grid == NULL) {
msg = "Grid missing.";
goto error;
}
/* Stop if there are no characters */
if (world->characterlist == NULL) {
msg = "Hero list missing.";
goto error;
}
/* Stop if there are no pieces */
if (world->piecelist == NULL) {
msg = "Piecelist missing.";
goto error;
}
/* Stop if there are no regions */
if (world->regionlist == NULL) {
msg = "Regionlist missing.";
goto error;
}
/* Stop if there are empty regions */
region = world->regionlist;
while (region != NULL) {
if (region->size == 0) {
msg = "Empty region detected.";
goto error;
}
region = region->next;
}
/* There should be at least two characters */
uint16_t nr_characters = count_characters();
if (nr_characters < 2) {
msg = "Less than 2 heroes.";
goto error;
}
/* Each character should control at least one region */
character = world->characterlist;
while (character != NULL) {
region = world->regionlist;
error = 1;
while (region != NULL) {
if (region->owner != NULL
&& region->owner->id == character->id) {
error = 0;
break;
}
region = region->next;
}
if (error == 1) {
msg = "Landless hero detected.";
goto error;
}
character = character->next;
}
/* Each character should have at least one unit */
character = world->characterlist;
while (character != NULL) {
piece = world->piecelist;
error = 1;
while (piece != NULL) {
if (piece->owner != NULL
&& piece->owner->id == character->id) {
error = 0;
break;
}
piece = piece->next;
}
if (error == 1) {
msg = "Pieceless hero detected.";
goto error;
}
character = character->next;
}
/* Each character must have exactly one noble */
int nr_nobles = 0;
piece = world->piecelist;
while (piece != NULL) {
if (piece->type == NOBLE)
nr_nobles++;
piece = piece->next;
}
if (nr_nobles != nr_characters) {
msg = "Nobles are more/less than heroes.";
goto error;
}
/* All units should stand on walkable tiles */
piece = world->piecelist;
while (piece != NULL) {
if (piece->tile->walkable == 0) {
msg = "Piece on unwalkable tile detected.";
goto error;
}
piece = piece->next;
}
/* death date should be later than current date */
character = world->characterlist;
while (character != NULL) {
if (character->deathdate.tm_year * 12 + character->deathdate.tm_mon <=
total_months) {
msg = "A dead hero detectd. Recheck!";
goto error;
}
character = character->next;
}
/* birth date should be earlier than current date */
character = world->characterlist;
while (character != NULL) {
if (character->birthdate.tm_year * 12 + character->birthdate.tm_mon >
total_months) {
msg = "An unborn hero detected.";
goto error;
}
character = character->next;
}
/* check if pointers from grid to pieces correspond to piece coords */
tile_t *tile = NULL;
piece = world->piecelist;
while (piece != NULL) {
if (piece->id != piece->tile->piece->id) {
msg = "Grid-piece consistency broken.";
goto error;
}
piece = piece->next;
}
for (i = 0; i < world->grid->height; i++) {
for (j = 0; j < world->grid->width; j++) {
tile = world->grid->tiles[i][j];
if (tile->piece != NULL) {
if (tile->height != i
|| tile->width != j) {
msg = "Grid-piece consistency brpken.";
goto error;
}
}
}
}
/* check if all lords are higher ranks than their vassals */
character = world->characterlist;
while (character != NULL) {
if (character->lord != NULL) {
if (character->lord->rank <= character->rank) {
msg =
"Inconsistency between lord and vassal rank detected.";
goto error;
}
}
character = character->next;
}
/* check if world->selected_character points to an existing character */
if (world->selected_character == NULL) {
msg = "Selected character does not exist.";
goto error;
}
/* If we are here, then all checks passed */
return 0;
error:
memcpy(world->message, msg, strlen(msg) + 1);
return 1;
}