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#ifndef CHARACTER_H
# define CHARACTER_H
# include <cstdint>
# include <vector>
# include <cstdlib>
# include "dims.h"
# include "utils.h"
typedef enum kill_type {
kill_direct,
kill_avenged,
num_kill_types
} kill_type_t;
class dice;
class character {
public:
virtual ~character() {}
char symbol;
pair_t position;
int32_t speed;
uint32_t alive;
std::vector<uint32_t> color;
uint32_t hp;
const dice *damage;
const char *name;
/* Characters use to have a next_turn for the move queue. Now that it is *
* an event queue, there's no need for that here. Instead it's in the *
* event. Similarly, sequence_number was introduced in order to ensure *
* that the queue remains stable. Also no longer necessary here, but in *
* this case, we'll keep it, because it provides a bit of interesting *
* metadata: locally, how old is this character; and globally, how many *
* characters have been created by the game. */
uint32_t sequence_number;
uint32_t kills[num_kill_types];
inline uint32_t get_color() { return color[rand_range(0, color.size() - 1)]; }
inline char get_symbol() { return symbol; }
};
class dungeon;
int32_t compare_characters_by_next_turn(const void *character1,
const void *character2);
/* can_see() is a bit overloaded. is_pc controls the range (NPCs can see *
* farther than the PC. learn controls whether the PC should learn terrain. */
uint32_t can_see(dungeon *d, pair_t voyeur, pair_t exhibitionist,
int is_pc, int learn);
void character_delete(character *c);
int16_t *character_get_pos(character *c);
int16_t character_get_y(const character *c);
int16_t character_set_y(character *c, int16_t y);
int16_t character_get_x(const character *c);
int16_t character_set_x(character *c, int16_t x);
uint32_t character_get_next_turn(const character *c);
void character_die(character *c);
int character_is_alive(const character *c);
void character_next_turn(character *c);
void character_reset_turn(character *c);
char character_get_symbol(const character *c);
uint32_t character_get_speed(const character *c);
uint32_t character_get_dkills(const character *c);
uint32_t character_get_ikills(const character *c);
uint32_t character_increment_dkills(character *c);
uint32_t character_increment_ikills(character *c, uint32_t k);
const char *character_get_name(const character *c);
#endif