3 * Structs for things and their type and action definitions, and routines to
10 #include <stdint.h> /* uint8_t, int16_t */
11 #include "../common/yx_uint8.h" /* yx_uint8 structs */
18 uint8_t id; /* individual thing's unique identifier */
19 struct Thing * owns; /* chain of things owned / in inventory */
20 struct ThingInMemory * t_mem; /* chain of things remembered */
21 struct yx_uint8 pos; /* coordinate on map */
22 char * fov_map; /* thing's FOV map; 'v':visible, 'H':hidden */
23 char * mem_map; /* map knowledge of thing by FOV and memory */
24 uint8_t type; /* ID of appropriate thing definition */
25 uint8_t lifepoints; /* 0: thing is inanimate; >0: hitpoints */
26 uint8_t command; /* thing's current action; 0 if none */
27 uint8_t arg; /* optional field for .command argument */
28 uint8_t progress; /* turns already passed to realize .command */
33 struct ThingInMemory * next;
34 struct yx_uint8 pos; /* position on memorized */
35 uint8_t type; /* thing type identifier */
40 struct ThingType * next;
41 uint8_t id; /* thing type identifier / sets .type */
42 char char_on_map; /* thing symbol to appear on map */
43 char * name; /* string to describe thing in game log */
44 uint8_t corpse_id; /* type to change thing into upon destruction */
45 uint8_t lifepoints; /* default start value for thing's .lifepoints */
46 uint8_t consumable; /* can be eaten if !0, for so much hitpoint win */
47 uint8_t start_n; /* how many of these does the map start with? */
52 struct ThingAction * next;
53 uint8_t id; /* identifies action in Thing.command; therefore must be >0 */
54 void (* func) (struct Thing *); /* function called after .effort turns */
55 char * name; /* human-readable identifier */
56 uint8_t effort; /* how many turns the action takes */
61 /* Add thing action of "id" to world.thing_actions, with .name defaulting to
62 * s[S_CMD_WAIT], .func to actor_wait() and .effort to 1. If "id" is not >= 1
63 * and <= UINT8_MAX, use lowest unused id. Return thing action.
65 extern struct ThingAction * add_thing_action(uint8_t id);
67 /* Add thing type of "id" to world.thing_types, with .corpse_id defaulting to
68 * the new thing type's .id, .name to "(none)" and the remaining values to 0. If
69 * "id" is not >= 0 and <= UINT8_MAX, use lowest unused id. Return thing type.
71 extern struct ThingType * add_thing_type(int16_t id);
73 /* Add thing of "id" and "type" on position of "y"/x" to world.things. If "id"
74 * is not >= 0 and <= UINT8_MAX, use lowest unused id. Return thing.
76 extern struct Thing * add_thing(int16_t id, uint8_t type, uint8_t y, uint8_t x);
78 /* Add to thing memory of "t" thing of type id "type" and position "y"/"x". */
79 extern void add_thing_to_memory_map(struct Thing * t, uint8_t type,
80 uint8_t y, uint8_t x);
82 /* Free ThingAction / ThingType / Thing / ThingInMemory chain starting at "ta" /
85 extern void free_thing_actions(struct ThingAction * ta);
86 extern void free_thing_types(struct ThingType * tt);
87 extern void free_things(struct Thing * t);
88 extern void free_things_in_memory(struct ThingInMemory * tm);
90 /* Return pointer to ThingAction/ThingType of "id", or NULL if none found. */
91 extern struct ThingAction * get_thing_action(uint8_t id);
92 extern struct ThingType * get_thing_type(uint8_t id);
94 /* Return world.thing_actions ThingAction.id for "name" or 0 if none found. */
95 extern uint8_t get_thing_action_id_by_name(char * name);
97 /* Return thing of "id" in chain at "ptr", search inventories too if "deep".
98 * Return NULL if nothing found.
100 extern struct Thing * get_thing(struct Thing * ptr, uint8_t id, uint8_t deep);
102 /* Get pointer to the non-owend Thing struct that represents the player, or NULL
105 extern struct Thing * get_player();
107 /* Add thing(s) ("n": how many?) of "type" to map on random passable
108 * position(s). New animate things are never placed in the same square with
109 * other animate ones.
111 extern void add_things(uint8_t type, uint8_t n);
113 /* Move thing of "id" from "source" inventory to "target" inventory. */
114 extern void own_thing(struct Thing ** target, struct Thing ** source,
117 /* Move not only "t" to "pos", but also all things owned by it. */
118 extern void set_thing_position(struct Thing * t, struct yx_uint8 pos);