/* * NetCosm - a MUD server * Copyright (C) 2016 Franklin Wei * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #pragma once typedef enum room_id { ROOM_NONE = -1 } room_id; typedef unsigned __int128 obj_id; enum direction_t { DIR_N = 0, DIR_NE, DIR_E, DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_UP, DIR_DN, DIR_IN, DIR_OT, NUM_DIRECTIONS }; struct user_t { struct child_data *data; struct user_t *next; }; /* the data we get from a world module */ struct roomdata_t { /* the non-const pointers can be modified by the world module */ const char * const uniq_id; /* mutable properties */ char *name; char *desc; const char * const adjacent[NUM_DIRECTIONS]; void (* const hook_init)(room_id id); void (* const hook_enter)(room_id room, struct user_t *user); void (* const hook_leave)(room_id room, struct user_t *user); }; struct object_t { obj_id id; const char *class; const char *name; /* no articles: "a", "an", "the" */ bool proper; /* whether to use "the" in describing this object */ void *userdata; void (*hook_serialize)(int fd, struct object_t*); void (*hook_take)(struct object_t*, struct user_t *user); void (*hook_drop)(struct object_t*, struct user_t *user); void (*hook_use)(struct object_t*, struct user_t *user); void (*hook_destroy)(struct object_t*); }; struct verb_t { const char *name; /* toks is strtok_r's pointer */ void (*execute)(const char *toks, struct user_t *user); }; struct room_t { room_id id; struct roomdata_t data; room_id adjacent[NUM_DIRECTIONS]; /* arrays instead of linked lists because insertion should be rare for these */ size_t objects_sz; struct object_t *objects; size_t verbs_sz; struct verb_t *verbs; /* linked list for users, random access is rare */ struct user_t *users; int num_users; }; /* room/world */ void world_init(const struct roomdata_t *data, size_t sz, const char *name); bool world_load(const char *fname, const struct roomdata_t *data, size_t data_sz, const char *world_name); void world_save(const char *fname); struct room_t *room_get(room_id id); bool room_user_add(room_id id, struct child_data *child); bool room_user_del(room_id id, struct child_data *child); struct object_t *obj_new(void); void world_free(void);