3 * Contains the World struct holding all game data together.
9 #include <stdint.h> /* for uint32_t*/
10 #include "keybindings.h" /* for KeyBiData struct */
23 char interactive; /* 1: playing; 0: record playback. */
24 struct KeyBiData kb_global; /* Global keybindings. */
25 struct KeyBiData kb_wingeom; /* Window geometry config keybindings. */
26 struct KeyBiData kb_winkeys; /* Window keybinding config keybindings.*/
27 uint32_t seed; /* Randomness seed. */
28 uint32_t turn; /* Current game turn. */
29 uint16_t score; /* Player's score. */
30 char * log; /* Pointer to the game log string. */
31 struct Map * map; /* Pointer to the game map cells. */
32 struct CommandDB * cmd_db; /* Pointer to the command database. */
33 struct WinMeta * wmeta; /* Pointer to window manager's WinMeta. */
34 struct WinConf * winconfs; /* Pointer to windows' configurations. */
35 char * winconf_ids; /* Pointer to string of Winconfs' ids. */
36 uint8_t map_obj_count; /* Counts map objects generated so far. */
37 struct MapObjDef * map_obj_defs; /* Map object type definitions chain. */
38 struct MapObj * map_objs; /* Pointer to map objects chain start. */
39 uint8_t inventory_select; /* Player's inventory selection index. */
40 struct MapObjAct * map_obj_acts; /* Pointer to map object actions chain. */