X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fmap_object_actions.h;h=46dc92c13ec8239cac7d8c8d334264ab7ecef202;hb=e6ed641e5feea84437d154b29ea8982cf9dfb37d;hp=2edc172e7a73d1cd96f99b861b957bb5785ed988;hpb=f2a7bc28be634fde4dfe4bde4c83395cab9efa91;p=plomrogue diff --git a/src/map_object_actions.h b/src/map_object_actions.h index 2edc172..46dc92c 100644 --- a/src/map_object_actions.h +++ b/src/map_object_actions.h @@ -6,43 +6,48 @@ #ifndef MAP_OBJECT_ACTIONS_H #define MAP_OBJECT_ACTIONS_H - - #include "yx_uint16.h" /* for yx_uint16 coordinates */ -struct World; struct Map; -struct Monster; +struct MapObj; -/* Try to move "monster" in random direction. On contact with other monster, - * only bump. On contact with player, fight / reduce player's hitpoints, - * and thereby potentially trigger the player's death. Update the log for any - * contact action. +/* 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 void move_monster(struct World * world, struct Monster * monster); +extern uint8_t move_actor(struct MapObj * actor, enum dir d); -/* Try to move player in direction "d". On contact with monster, fight / reduce - * monster's hitpoints, and thereby potentially trigger the monster's death. - * Update the log on whatever the player did and turn control over to the enemy. +/* 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); +extern void move_player(enum dir d); /* Make player wait one turn, i.e. only update_log with a "you wait" message * and turn control over to the enemy. */ -extern void player_wait(struct World * world); +extern void player_wait(); /* Check if coordinate pos on (or beyond) map is accessible to map object * movement. */ -extern char is_passable (struct Map * map, struct yx_uint16 pos); +extern char is_passable(struct Map * map, struct yx_uint16 pos); + + + +/* Make player drop to ground map ojbect indexed by world.inventory_select. */ +extern void player_drop(); + +/* Make player pick up map object from ground. */ +extern void player_pick();