#include "../common/try_malloc.h" /* try_malloc() */
#include "ai.h" /* ai() */
#include "cleanup.h" /* unset_cleanup_flag() */
+#include "field_of_view.h" /* update_map_memory() */
#include "god_commands.h" /* parse_god_command_(1|2|3)arg() */
#include "hardcoded_strings.h" /* s */
#include "io.h" /* io_round(), save_world() */
+#include "thing_actions.h" /* hunger(), try_healing() */
#include "things.h" /* Thing, ThingType, ThingInMemory, get_player(),
* get_thing_action_id_by_name(), try_thing_proliferation()
*/
else
{
player->command = get_thing_action_id_by_name(tok0);
- player->arg = 0;
}
turn_over();
}
}
send_to_outfile("THINGS_HERE START\n", 1);
struct Thing * player = get_player();
- if ('v' == player->fov_map[atoi(tok1)*world.map.length+atoi(tok2)])
+ if (player->fov_map &&
+ 'v' == player->fov_map[atoi(tok1)*world.map.length+atoi(tok2)])
{
struct Thing * t;
for (t = world.things; t; t = t->next)
{
if (0 == thing->command)
{
+ update_map_memory(thing, 1);
if (thing == player)
{
break;
}
ai(thing);
}
+ try_healing(thing);
thing->progress++;
struct ThingAction * ta = get_thing_action(thing->command);
if (thing->progress == ta->effort)
thing->command = 0;
thing->progress = 0;
}
+ hunger(thing);
}
try_thing_proliferation(thing);
}