{
struct MapObjAct * next;
void (* func) (struct MapObj *); /* function called after .effort turns */
- char * name; /* human-readable identifier */
- uint8_t id; /* unique id of map object action */
- uint8_t effort; /* how many turns the action takes */
+ char * name; /* human-readable identifier */
+ uint8_t id; /* unique id of map object action; must be >0 */
+ uint8_t effort; /* how many turns the action takes */
};
-/* Init MapObjAct chain at world.map_obj_acts from file at "path". */
-extern void init_map_object_actions(char * path);
+/* Init MapObjAct chain at world.map_obj_acts. */
+extern void init_map_object_actions();
/* Free MapObjAct * chain starting at "moa". */
extern void free_map_object_actions(struct MapObjAct * moa);
/* Actor "mo" tries to drop from inventory object indexed by number mo->args. */
extern void actor_drop(struct MapObj * mo);
-/* Actor "mo" tries to pick up object from ground into its inventory. */
+/* Actor "mo" tries to pick up topmost object from ground into its inventory. */
extern void actor_pick(struct MapObj * mo);
/* Actor "mo" tries to use inventory object indexed by number mo->args.