+ struct ThingAction * ta;
+ ta = (struct ThingAction *) add_to_struct_list(sizeof(struct ThingAction),
+ 1, (int16_t) id, 2,
+ (struct NextAndId **)
+ &world.thing_actions);
+ set_cleanup_flag(CLEANUP_THING_ACTIONS);
+ ta->name = strdup(s[S_CMD_WAIT]);
+ ta->effort = 1;
+ ta->func = actor_wait;
+ return ta;
+}
+
+
+
+extern struct ThingType * add_thing_type(int16_t id)
+{
+ struct ThingType * tt;
+ tt = (struct ThingType *) add_to_struct_list(sizeof(struct ThingType),
+ 0, id, 1,
+ (struct NextAndId **)
+ &world.thing_types);
+ set_cleanup_flag(CLEANUP_THING_TYPES);
+ tt->name = strdup("(none)");
+ tt->corpse_id = tt->id;
+ return tt;
+}
+
+
+
+extern struct Thing * add_thing(int16_t id, uint8_t type, uint8_t y, uint8_t x)
+{
+ struct Thing * t;
+ t = (struct Thing *) add_to_struct_list(sizeof(struct Thing), 0, id, 0,
+ (struct NextAndId **)&world.things);
+ struct ThingType * tt = get_thing_type(type);
+ set_cleanup_flag(CLEANUP_THINGS);
+ t->type = tt->id;
+ t->lifepoints = tt->lifepoints;
+ t->pos.y = y;
+ t->pos.x = x;
+ return t;
+}
+
+
+
+extern void add_thing_to_memory_map(struct Thing * t, uint8_t type,
+ uint8_t y, uint8_t x)
+{
+ struct ThingInMemory * tm=try_malloc(sizeof(struct ThingInMemory),__func__);
+ tm->type = type;
+ tm->pos.y = y;
+ tm->pos.x = x;
+ tm->next = t->t_mem;
+ t->t_mem = tm;
+}
+
+
+
+extern void free_thing_actions(struct ThingAction * ta)
+{
+ if (!ta)