3 * This file is part of PlomRogue. PlomRogue is licensed under the GPL version 3
4 * or any later version. For details on its copyright, license, and warranties,
5 * see the file NOTICE in the root directory of the PlomRogue source package.
7 * Structs for things and their type and action definitions, and routines to
14 #include <stdint.h> /* uint8_t, int16_t, uint16_t */
15 #include "../common/yx_uint8.h" /* yx_uint8 */
22 uint8_t id; /* individual thing's unique identifier */
23 struct Thing * owns; /* chain of things owned / in inventory */
24 struct ThingInMemory * t_mem; /* chain of things remembered */
25 struct yx_uint8 pos; /* coordinate on map */
26 char * fov_map; /* thing's FOV map; 'v':visible, 'H':hidden */
27 char * mem_map; /* map knowledge of thing by FOV and memory */
28 char * mem_depth_map; /* map of map memory up-to-dateness */
29 int16_t satiation; /* negative: hungry; positive: over-fed */
30 uint8_t type; /* ID of appropriate thing definition */
31 uint8_t lifepoints; /* 0: thing is inanimate; >0: hitpoints */
32 uint8_t command; /* thing's current action; 0 if none */
33 uint8_t arg; /* optional field for .command argument */
34 uint8_t progress; /* turns already passed to realize .command */
39 struct ThingInMemory * next;
40 struct yx_uint8 pos; /* position on memorized */
41 uint8_t type; /* thing type identifier */
46 struct ThingType * next;
47 uint8_t id; /* thing type identifier / sets .type */
48 char char_on_map; /* thing symbol to appear on map */
49 char * name; /* string to describe thing in game log */
50 uint16_t consumable; /* can be eaten if !0, for so much .satiation win */
51 uint8_t corpse_id; /* type to change thing into upon destruction */
52 uint8_t lifepoints; /* default start value for thing's .lifepoints */
53 uint8_t start_n; /* how many of these does the map start with? */
54 uint8_t proliferate; /* if >0: inverse of chance to proliferate */
59 struct ThingAction * next;
60 uint8_t id; /* identifies action in Thing.command; therefore must be >0 */
61 void (* func) (struct Thing *); /* function called after .effort turns */
62 char * name; /* human-readable identifier */
63 uint8_t effort; /* how many turns the action takes */
68 /* Add thing action of "id" to world.thing_actions, with .name defaulting to
69 * s[S_CMD_WAIT], .func to actor_wait() and .effort to 1. If "id" is not >= 1
70 * and <= UINT8_MAX, use lowest unused id. Return thing action.
72 extern struct ThingAction * add_thing_action(uint8_t id);
74 /* Add thing type of "id" to world.thing_types, with .corpse_id defaulting to
75 * the new thing type's .id, .name to "(none)" and the remaining values to 0. If
76 * "id" is not >= 0 and <= UINT8_MAX, use lowest unused id. Return thing type.
78 extern struct ThingType * add_thing_type(int16_t id);
80 /* Add thing of "id" and "type" on position of "y"/x" to world.things. If "id"
81 * is not >= 0 and <= UINT8_MAX, use lowest unused id. Build .fov_map if
82 * world.exists is non-zero. Return thing.
84 extern struct Thing * add_thing(int16_t id, uint8_t type, uint8_t y, uint8_t x);
86 /* Add to thing memory of "t" thing of type id "type" and position "y"/"x". */
87 extern void add_thing_to_memory_map(struct Thing * t, uint8_t type,
88 uint8_t y, uint8_t x);
90 /* Free ThingAction / ThingType / Thing / ThingInMemory chain starting at "ta" /
93 extern void free_thing_actions(struct ThingAction * ta);
94 extern void free_thing_types(struct ThingType * tt);
95 extern void free_things(struct Thing * t);
96 extern void free_things_in_memory(struct ThingInMemory * tm);
98 /* Return pointer to ThingAction/ThingType of "id", or NULL if none found. */
99 extern struct ThingAction * get_thing_action(uint8_t id);
100 extern struct ThingType * get_thing_type(uint8_t id);
102 /* Return world.thing_actions ThingAction.id for "name" or 0 if none found. */
103 extern uint8_t get_thing_action_id_by_name(char * name);
105 /* Return thing of "id" in chain at "ptr", search inventories too if "deep".
106 * Return NULL if nothing found.
108 extern struct Thing * get_thing(struct Thing * ptr, uint8_t id, uint8_t deep);
110 /* Get pointer to the non-owend Thing struct that represents the player, or NULL
113 extern struct Thing * get_player();
115 /* Try to create "t" offspring on random passable neighbor cell if available
116 * (and, if "t" is of animate thing type, not inhabited by animate thing) and
117 * "t"'s type's .proliferation is >0, with a chance of 1/.proliferation.
119 extern void try_thing_proliferation(struct Thing * t);
121 /* Add thing(s) ("n": how many?) of "type" to map on random passable
122 * position(s). New animate things are never placed in the same square with
123 * other animate ones.
125 extern void add_things(uint8_t type, uint8_t n);
127 /* Move thing of "id" from "source" inventory to "target" inventory. */
128 extern void own_thing(struct Thing ** target, struct Thing ** source,
131 /* Move not only "t" to "pos", but also all things owned by it. */
132 extern void set_thing_position(struct Thing * t, struct yx_uint8 pos);