/* map_object_actions.h
*
- * Routines for the actions available to map objects.
+ * Actions that can be performed my map objects / "actors". Note that apart
+ * from the consequences described below, each action may also trigger log
+ * messages and other minor stuff if the actor is equal to the player.
*/
#ifndef MAP_OBJECT_ACTIONS_H
#define MAP_OBJECT_ACTIONS_H
-
-
-#include "yx_uint16.h" /* for yx_uint16 coordinates */
-struct World;
-struct Map;
+#include <stdint.h> /* for uint8_t */
struct MapObj;
-/* Try to move "actor" one step in direction "d" and handle the consequences:
- * either the move succeeds, or another actor is encountered and hit (which leads
- * to its lifepoint decreasing by one and potentially its death), or the target
- * square is not passable and the move fails.
- */
-extern uint8_t move_actor(struct World * world, struct MapObj * actor,
- enum dir d);
+struct MapObjAct
+{
+ struct MapObjAct * next;
+ uint8_t id; /* unique id of map object action */
+ char * name; /* human-readable identifier */
+ uint8_t effort; /* how many turn the action takes */
+ void (* func) (struct MapObj *); /* function called after .effort turns */
+};
-/* Wrapper for using move_actor() on the MapObj representing the player; updates
- * the game log with appropriate messages on the move attempt and its results;
- * turns over to turn_over() when finished.
- */
-extern void move_player(struct World * world, enum dir d);
+/* Init MapObjAct chain at world.map_obj_acts from config/map_object_actions. */
+extern void init_map_object_actions();
+
+/* Free MapObjAct * chain starting at "moa". */
+extern void free_map_object_actions(struct MapObjAct * moa);
+/* Return world.map_obj_acts MapObjAct.id for "name". */
+extern uint8_t get_moa_id_by_name(char * name);
+/* Actor "mo" does nothing. */
+extern void actor_wait(struct MapObj * mo);
-/* Make player wait one turn, i.e. only update_log with a "you wait" message
- * and turn control over to the enemy.
+/* Actor "mo" tries to move one step in direction described by char mo->arg
+ * (where east is 'E', north 'N') etc. Move either succeeds, or another actor is
+ * encountered and hit (which leads ot its lifepoint decreasing by one and
+ * eventually death), or the move fails due to an impassable target square.
*/
-extern void player_wait(struct World * world);
+extern void actor_move(struct MapObj * mo);
+/* Actor "mo" tries to drop from inventory object indexed by number mo->args. */
+extern void actor_drop(struct MapObj * mo);
+/* Actor "mo" tries to pick up object from ground into its inventory. */
+extern void actor_pick(struct MapObj * mo);
-/* Check if coordinate pos on (or beyond) map is accessible to map object
- * movement.
+/* Actor "mo" tries to use inventory object indexed by number mo->args.
+ * (Currently the only valid use is consuming "MAGIC MEAT".
*/
-extern char is_passable(struct Map * map, struct yx_uint16 pos);
+extern void actor_use(struct MapObj * mo);