break; } }
if (met_monster)
update_log (world, "\nMonster hits monster.");
- else if (0 == met_monster && is_passable(world->map, t.y, t.x))
+ else if (is_passable(world->map, t.y, t.x))
monster->pos = t; }
void move_player (struct World * world, char d) {
void player_wait (struct World * world) {
// Make player wait one turn.
+ update_log (world, "\nYou wait.");
if (1 == world->interactive)
record_action(0);
- next_turn (world);
- update_log (world, "\nYou wait."); }
+ next_turn (world); }
void toggle_window (struct WinMeta * win_meta, struct Win * win) {
// Toggle display of window win.