#ifndef MAP_OBJECT_ACTIONS_H
#define MAP_OBJECT_ACTIONS_H
-#include <stdint.h> /* uint8_t */
+#include <stdint.h> /* uint8_t, uint23_t */
+#include <stdio.h> /* FILE */
struct MapObj;
+struct EntrySkeleton;
struct MapObjAct
{
+ uint8_t id; /* unique id of map object action; must be >0 */
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 effort; /* how many turns the action takes */
};
-/* Init MapObjAct chain at world.map_obj_acts. */
-extern void init_map_object_actions();
+/* Read-in to "entry" multi-line entry from MapObjAct config "file", using
+ * pre-allocated "line", "linemax" and "context" as input for err_try_fgets().
+ */
+extern void read_map_object_action(char * line, uint32_t linemax,char * context,
+ struct EntrySkeleton * entry, FILE * file);
/* Free MapObjAct * chain starting at "moa". */
extern void free_map_object_actions(struct MapObjAct * moa);
extern void actor_wait(struct MapObj * mo);
/* Actor "mo" tries to move one step in direction described by char mo->arg
- * (where east is 'E', north 'N') etc. Move either succeeds, or another actor is
+ * (where east is '6', north '8') etc. Move either succeeds, or another actor is
* encountered and hit (which leads ot its lifepoint decreasing by one and
* eventually death), or the move fails due to an impassable target square.
*/
/* 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.
- * (Currently the only valid use is consuming an item named "MAGIC MEAT",
- * which increments the actors lifepoints.)
+ * (Currently the only valid use is consuming items defined as consumable.)
*/
extern void actor_use(struct MapObj * mo);