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