+ build_fov_map(t);
+ }
+ return t;
+}
+
+
+
+extern void add_thing_to_memory_map(struct Thing * t, uint8_t type,
+ uint8_t y, uint8_t x)
+{
+ struct ThingInMemory * tm=try_malloc(sizeof(struct ThingInMemory),__func__);
+ tm->type = type;
+ tm->pos.y = y;
+ tm->pos.x = x;
+ tm->next = t->t_mem;
+ t->t_mem = tm;
+}
+
+
+
+extern void free_thing_actions(struct ThingAction * ta)
+{
+ if (!ta)
+ {
+ return;
+ }
+ free_thing_actions(ta->next);
+ free(ta->name);
+ free(ta);
+}
+
+
+
+extern void free_thing_types(struct ThingType * tt)
+{
+ if (!tt)
+ {
+ return;
+ }
+ free_thing_types(tt->next);
+ free(tt->name);
+ free(tt);
+}
+
+
+
+extern void free_things(struct Thing * t)
+{
+ if (!t)
+ {
+ return;
+ }
+ free_things(t->owns);
+ free_things(t->next);
+ free(t->fov_map);
+ free(t->mem_map);
+ free_things_in_memory(t->t_mem);
+ free(t);
+ if (t == world.things) /* So add_things()' NULL-delimited thing */
+ { /* iteration loop does not iterate over */
+ world.things = NULL; /* freed memory when called the first time */
+ } /* after world re-seeding. */
+}
+
+
+
+extern void free_things_in_memory(struct ThingInMemory * tm)
+{
+ if (!tm)
+ {
+ return;
+ }
+ free_things_in_memory(tm->next);
+ free(tm);
+}
+
+
+
+extern struct ThingAction * get_thing_action(uint8_t id)
+{
+ struct ThingAction * ta = world.thing_actions;
+ for (; ta && id != ta->id; ta = ta->next);
+ return ta;
+}
+
+
+
+extern struct ThingType * get_thing_type(uint8_t id)
+{
+ struct ThingType * tt = world.thing_types;
+ for (; tt && id != tt->id; tt = tt->next);
+ return tt;
+}
+
+
+
+extern uint8_t get_thing_action_id_by_name(char * name)
+{
+ struct ThingAction * ta = world.thing_actions;
+ while (ta)
+ {
+ if (0 == strcmp(ta->name, name))