items.h
| 1 | #ifndef ITEMS_H |
| 2 | #define ITEMS_H |
| 3 | |
| 4 | #include <game.h> |
| 5 | |
| 6 | #define DAGGER_OF_DARKNESS *game_at(&g, (struct point){8,3}) = (struct object)\ |
| 7 | {\ |
| 8 | .type = ITEM,\ |
| 9 | .symbol = 'T',\ |
| 10 | .u.i = {"Dagger of Darkness", EQUIP, {{0, 2, 0}}}\ |
| 11 | }; |
| 12 | |
| 13 | #define HP_POTION (struct item)\ |
| 14 | {\ |
| 15 | .o.type = ITEM,\ |
| 16 | .o.symbol = 'p',\ |
| 17 | .name = "HP Potion", .type = USE, .u = {.u.restorehp = 10}\ |
| 18 | }; |
| 19 | |
| 20 | static inline void spawn_item(struct game *g) |
| 21 | { |
| 22 | while(true) |
| 23 | { |
| 24 | struct point p = {randrange(0, g->ys), randrange(0, g->xs)}; |
| 25 | if(in_bounds(g, p) && game_at(g, p)->u->ground.type == NOOBJ) { |
| 26 | game_at(g, p)->u->it = HP_POTION; |
| 27 | break; |
| 28 | } |
| 29 | } |
| 30 | } |
| 31 | |
| 32 | #endif //ITEMS_H |
| 33 |