X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fmap_object_actions.h;h=bccd6a8a2a4ae5cca22a3f87402019c1414db176;hb=fdb7a8eb2bc58d180d53f4085085a62bc1f2e62b;hp=2edc172e7a73d1cd96f99b861b957bb5785ed988;hpb=f2a7bc28be634fde4dfe4bde4c83395cab9efa91;p=plomrogue diff --git a/src/map_object_actions.h b/src/map_object_actions.h index 2edc172..bccd6a8 100644 --- a/src/map_object_actions.h +++ b/src/map_object_actions.h @@ -1,48 +1,58 @@ /* 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 /* for uint8_t */ +struct MapObj; -#include "yx_uint16.h" /* for yx_uint16 coordinates */ -struct World; -struct Map; -struct Monster; +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 */ +}; -/* 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. - */ -extern void move_monster(struct World * world, struct Monster * monster); - +/* Init MapObjAct chain at world.map_obj_acts from config/map_object_actions. */ +extern void init_map_object_actions(); -/* 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. - */ -extern void move_player (struct World * world, enum dir d); +/* 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);