struct MapObjAct * next;
uint8_t id; /* unique id of map object action */
char * name; /* human-readable identifier */
- uint8_t effort; /* how many turn the action takes */
+ uint8_t effort; /* how many turns the action takes */
void (* func) (struct MapObj *); /* function called after .effort turns */
};
/* Free MapObjAct * chain starting at "moa". */
extern void free_map_object_actions(struct MapObjAct * moa);
+/* Return world.map_obj_acts MapObjAct.id for "name". */
+extern uint8_t get_moa_id_by_name(char * name);
+
/* Actor "mo" does nothing. */
extern void actor_wait(struct MapObj * mo);
extern void actor_pick(struct MapObj * mo);
/* Actor "mo" tries to use inventory object indexed by number mo->args.
- * (Currently the only valid use is consuming "MAGIC MEAT".
+ * (Currently the only valid use is consuming "MAGIC MEAT".)
*/
extern void actor_use(struct MapObj * mo);