X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fmap_object_actions.h;h=e9812289e4bacd8f9657a02cac1f9e25ab958783;hb=2dccba703435158681552b8a8aefccab79eb13f3;hp=30bbae39f1a3b344401df31ff9620c930d377180;hpb=657d5dbc6d362d7b20693c63b38d8d99f3d2dbbd;p=plomrogue diff --git a/src/map_object_actions.h b/src/map_object_actions.h index 30bbae3..e981228 100644 --- a/src/map_object_actions.h +++ b/src/map_object_actions.h @@ -1,57 +1,55 @@ /* 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 "yx_uint16.h" /* for yx_uint16 coordinates */ -struct World; -struct Map; +#include /* for uint8_t */ struct MapObj; -/* 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 uint8_t move_actor(struct World * world, struct MapObj * actor, - enum dir d); +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 */ +}; -/* 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); +/* Init MapObjAct chain at world.map_obj_acts from config/map_object_actions. */ +extern void init_map_object_actions(); +/* Free MapObjAct * chain starting at "moa". */ +extern void free_map_object_actions(struct MapObjAct * moa); +/* 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); - - - -/* Make player drop to ground map ojbect indexed by world.inventory_select. */ -extern void player_drop(struct World * world); - -/* Make player pick up map object from ground. */ -extern void player_pick(struct World * world); +extern void actor_use(struct MapObj * mo);