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Fixed bug that led to endless loop in nearest_enemy_dir().
[plomrogue]
/
src
/
map_object_actions.h
diff --git
a/src/map_object_actions.h
b/src/map_object_actions.h
index e9812289e4bacd8f9657a02cac1f9e25ab958783..0d594d324d0f3a709e76ed3f3b5307ba48573b0b 100644
(file)
--- a/
src/map_object_actions.h
+++ b/
src/map_object_actions.h
@@
-18,7
+18,7
@@
struct MapObjAct
struct MapObjAct * next;
uint8_t id; /* unique id of map object action */
char * name; /* human-readable identifier */
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 turn
s
the action takes */
void (* func) (struct MapObj *); /* function called after .effort turns */
};
void (* func) (struct MapObj *); /* function called after .effort turns */
};
@@
-30,6
+30,9
@@
extern void init_map_object_actions();
/* Free MapObjAct * chain starting at "moa". */
extern void free_map_object_actions(struct MapObjAct * moa);
/* 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);
/* Actor "mo" does nothing. */
extern void actor_wait(struct MapObj * mo);
@@
-47,7
+50,7
@@
extern void actor_drop(struct MapObj * mo);
extern void actor_pick(struct MapObj * mo);
/* Actor "mo" tries to use inventory object indexed by number mo->args.
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);
*/
extern void actor_use(struct MapObj * mo);