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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-30 04:52:33 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-30 04:52:33 +0000
commit38ebcee4627305ea124f2802fc9498e1acb97764 (patch)
tree160c889b466700e411b10c0d152984b1bb7706d2 /crawl-ref/source/delay.h
parent96a64a6214f7c68b0aa6b94836e77cdf6984d728 (diff)
downloadcrawl-ref-38ebcee4627305ea124f2802fc9498e1acb97764.tar.gz
crawl-ref-38ebcee4627305ea124f2802fc9498e1acb97764.zip
Added two new options, rest_wait_both and chunks_autopickup, both defaulting
to false. If rest_wait_both is true then resting will only stop when both HP and MP are both fully restored, not when only one or the other is restored. If chunks_autopickup is true then flesh chunks generated from butchering will automatically be picked up (respecting the other autopickup settings). My implementation of rest_wait_both has a few side effects. I got rid of check_hp() and check_mp() from the runrest class, since player AI interruption code seems to be able to take care of that. I also added a rather kuldgey block_interruptions() so that the activity interrupts code could use mpr() without going into infinite recursion because of AI_MESSAGE interrutps. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5337 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/delay.h')
-rw-r--r--crawl-ref/source/delay.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/delay.h b/crawl-ref/source/delay.h
index 44df52435c..01e4d6c7ea 100644
--- a/crawl-ref/source/delay.h
+++ b/crawl-ref/source/delay.h
@@ -93,4 +93,5 @@ bool interrupt_activity( activity_interrupt_type ai,
const activity_interrupt_data &a
= activity_interrupt_data() );
+void block_interruptions(bool block);
#endif