3 * This file is part of PlomRogue. PlomRogue is licensed under the GPL version 3
4 * or any later version. For details on its copyright, license, and warranties,
5 * see the file NOTICE in the root directory of the PlomRogue source package.
7 * Structs for things and their type and action definitions, and routines to
14 #include <stdint.h> /* uint8_t, int16_t */
15 #include "../common/yx_uint8.h" /* yx_uint8 */
22 uint8_t id; /* individual thing's unique identifier */
23 struct Thing * owns; /* chain of things owned / in inventory */
24 struct ThingInMemory * t_mem; /* chain of things remembered */
25 struct yx_uint8 pos; /* coordinate on map */
26 char * fov_map; /* thing's FOV map; 'v':visible, 'H':hidden */
27 char * mem_map; /* map knowledge of thing by FOV and memory */
28 uint8_t type; /* ID of appropriate thing definition */
29 uint8_t lifepoints; /* 0: thing is inanimate; >0: hitpoints */
30 uint8_t command; /* thing's current action; 0 if none */
31 uint8_t arg; /* optional field for .command argument */
32 uint8_t progress; /* turns already passed to realize .command */
37 struct ThingInMemory * next;
38 struct yx_uint8 pos; /* position on memorized */
39 uint8_t type; /* thing type identifier */
44 struct ThingType * next;
45 uint8_t id; /* thing type identifier / sets .type */
46 char char_on_map; /* thing symbol to appear on map */
47 char * name; /* string to describe thing in game log */
48 uint8_t corpse_id; /* type to change thing into upon destruction */
49 uint8_t lifepoints; /* default start value for thing's .lifepoints */
50 uint8_t consumable; /* can be eaten if !0, for so much hitpoint win */
51 uint8_t start_n; /* how many of these does the map start with? */
52 uint8_t proliferate; /* if >0: inverse of chance to proliferate */
57 struct ThingAction * next;
58 uint8_t id; /* identifies action in Thing.command; therefore must be >0 */
59 void (* func) (struct Thing *); /* function called after .effort turns */
60 char * name; /* human-readable identifier */
61 uint8_t effort; /* how many turns the action takes */
66 /* Add thing action of "id" to world.thing_actions, with .name defaulting to
67 * s[S_CMD_WAIT], .func to actor_wait() and .effort to 1. If "id" is not >= 1
68 * and <= UINT8_MAX, use lowest unused id. Return thing action.
70 extern struct ThingAction * add_thing_action(uint8_t id);
72 /* Add thing type of "id" to world.thing_types, with .corpse_id defaulting to
73 * the new thing type's .id, .name to "(none)" and the remaining values to 0. If
74 * "id" is not >= 0 and <= UINT8_MAX, use lowest unused id. Return thing type.
76 extern struct ThingType * add_thing_type(int16_t id);
78 /* Add thing of "id" and "type" on position of "y"/x" to world.things. If "id"
79 * is not >= 0 and <= UINT8_MAX, use lowest unused id. Build .fov_map if
80 * world.exists is non-zero. Return thing.
82 extern struct Thing * add_thing(int16_t id, uint8_t type, uint8_t y, uint8_t x);
84 /* Add to thing memory of "t" thing of type id "type" and position "y"/"x". */
85 extern void add_thing_to_memory_map(struct Thing * t, uint8_t type,
86 uint8_t y, uint8_t x);
88 /* Free ThingAction / ThingType / Thing / ThingInMemory chain starting at "ta" /
91 extern void free_thing_actions(struct ThingAction * ta);
92 extern void free_thing_types(struct ThingType * tt);
93 extern void free_things(struct Thing * t);
94 extern void free_things_in_memory(struct ThingInMemory * tm);
96 /* Return pointer to ThingAction/ThingType of "id", or NULL if none found. */
97 extern struct ThingAction * get_thing_action(uint8_t id);
98 extern struct ThingType * get_thing_type(uint8_t id);
100 /* Return world.thing_actions ThingAction.id for "name" or 0 if none found. */
101 extern uint8_t get_thing_action_id_by_name(char * name);
103 /* Return thing of "id" in chain at "ptr", search inventories too if "deep".
104 * Return NULL if nothing found.
106 extern struct Thing * get_thing(struct Thing * ptr, uint8_t id, uint8_t deep);
108 /* Get pointer to the non-owend Thing struct that represents the player, or NULL
111 extern struct Thing * get_player();
113 /* Try to create "t" offspring on random passable neighbor cell if available (and,
114 * if "t" is of animate thing type, not inhabited by animate thing) and "t"'s
115 * type's .proliferation is >0, with a chance of 1/.proliferation.
117 extern void try_thing_proliferation(struct Thing * t);
119 /* Add thing(s) ("n": how many?) of "type" to map on random passable
120 * position(s). New animate things are never placed in the same square with
121 * other animate ones.
123 extern void add_things(uint8_t type, uint8_t n);
125 /* Move thing of "id" from "source" inventory to "target" inventory. */
126 extern void own_thing(struct Thing ** target, struct Thing ** source,
129 /* Move not only "t" to "pos", but also all things owned by it. */
130 extern void set_thing_position(struct Thing * t, struct yx_uint8 pos);