#ifndef PC_H # define PC_H # include <stdint.h> # include "dims.h" # include "character.h" # include "dungeon.h" typedef enum eq_slot { eq_slot_weapon, eq_slot_offhand, eq_slot_ranged, eq_slot_light, eq_slot_armor, eq_slot_helmet, eq_slot_cloak, eq_slot_gloves, eq_slot_boots, eq_slot_amulet, eq_slot_lring, eq_slot_rring, num_eq_slots } eq_slot_t; extern const char *eq_slot_name[num_eq_slots]; class pc : public character { private: void recalculate_speed(); uint32_t has_open_inventory_slot(); int32_t get_first_open_inventory_slot(); object *from_pile(dungeon *d, pair_t pos); public: pc(); ~pc(); object *eq[num_eq_slots]; object *in[MAX_INVENTORY]; uint32_t wear_in(uint32_t slot); uint32_t remove_eq(uint32_t slot); uint32_t drop_in(dungeon *d, uint32_t slot); uint32_t destroy_in(uint32_t slot); uint32_t pick_up(dungeon *d); terrain_type known_terrain[DUNGEON_Y][DUNGEON_X]; uint8_t visible[DUNGEON_Y][DUNGEON_X]; }; void pc_delete(pc *pc); uint32_t pc_is_alive(dungeon *d); void config_pc(dungeon *d); uint32_t pc_next_pos(dungeon *d, pair_t dir); void place_pc(dungeon *d); uint32_t pc_in_room(dungeon *d, uint32_t room); void pc_learn_terrain(pc *p, pair_t pos, terrain_type ter); terrain_type pc_learned_terrain(pc *p, int16_t y, int16_t x); void pc_init_known_terrain(pc *p); void pc_observe_terrain(pc *p, dungeon *d); int32_t is_illuminated(pc *p, int16_t y, int16_t x); void pc_reset_visibility(pc *p); #endif