#include <stdint.h> /* uint8_t, uint16_t, uint32_t */
#include <stdio.h> /* define FILE */
-#include "map.h" /* struct Map */
-struct MapObjDef;
-struct MapObjAct;
-struct MapObj;
+#include "../common/map.h" /* struct Map */
+struct ThingType;
+struct ThingAction;
+struct Thing;
FILE * file_in; /* Input stream on file at .path_in. */
FILE * file_out; /* Output stream on file at .path_out. */
struct Map map;
- struct MapObjDef * map_obj_defs; /* Map object definitions. */
- struct MapObjAct * map_obj_acts; /* Map object action definitions. */
- struct MapObj * map_objs; /* Map objects. */
+ struct ThingType * thing_types; /* Thing type definitions. */
+ struct ThingAction * thing_actions; /* Thing action definitions. */
+ struct Thing * things; /* All physical things of the game world. */
char * log; /* Logs the game events from the player's view. */
char * server_test; /* String uniquely identifying server process. */
char * path_in; /* File to write client messages into. */
char * path_out; /* File to write server messages into. */
char * path_worldstate; /* File to represent world state to clients.*/
char * path_record; /* Record file from which to read the game history. */
- char * path_config; /* Path for map object (action) definitions file. */
+ char * path_config; /* Path for thing type / action definitions file. */
char * tmp_suffix; /* Appended to paths of files for their tmp versions. */
char * queue; /* Stores un-processed messages read from the input file. */
uint32_t queue_size;/* Length of .queue sequence of \0-terminated strings.*/
uint16_t replay; /* Turn up to which to replay game. No replay if zero. */
uint16_t turn; /* Current game turn. */
uint16_t last_update_turn; /* Last turn the .path_out file was updated. */
+ uint8_t player_type; /* Thing type that player will start as. */
uint8_t is_verbose; /* Should server send debugging info to stdout? */
- uint8_t map_obj_count; /* Counts map objects generated so far. */
+ uint8_t thing_count; /* Counts things generated so far. */
+ uint8_t enemy_fov; /* != 0 if non-player actors only see field of view. */
};
extern struct World world;