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author | Adam Borowski <kilobyte@angband.pl> | 2012-04-21 07:49:17 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2012-04-21 07:49:17 +0200 |
commit | 22539c8b98c4b0b83a624d8b1f73c2d70f18bc77 (patch) | |
tree | ccf8d3dc8076f15a48cc12619a6734619c87c0ad /crawl-ref/source/quiver.h | |
parent | e7a5462849e76f8c362cefbbff2a7829c3dd9fa3 (diff) | |
download | crawl-ref-22539c8b98c4b0b83a624d8b1f73c2d70f18bc77.tar.gz crawl-ref-22539c8b98c4b0b83a624d8b1f73c2d70f18bc77.zip |
Split =f/+f into =f/+f (autoquiver) and =F/+F (ammo cycling).
With autothrow, you (practically) don't get to review the item anymore, and
have a stronger reason to keep good/special ammo kinds easily selectable
('Q' is anything but handy).
Diffstat (limited to 'crawl-ref/source/quiver.h')
-rw-r--r-- | crawl-ref/source/quiver.h | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/crawl-ref/source/quiver.h b/crawl-ref/source/quiver.h index e6da9155fc..500ef24fac 100644 --- a/crawl-ref/source/quiver.h +++ b/crawl-ref/source/quiver.h @@ -33,7 +33,7 @@ class player_quiver // Queries from engine -- don't affect state void get_desired_item(const item_def** item_out, int* slot_out) const; int get_fire_item(std::string* no_item_reason = 0) const; - void get_fire_order(std::vector<int>& v) const; + void get_fire_order(std::vector<int>& v, bool manual) const; // Callbacks from engine void set_quiver(const item_def &item, ammo_t ammo_type); @@ -50,7 +50,8 @@ class player_quiver private: void _get_fire_order(std::vector<int>&, bool ignore_inscription_etc, - const item_def* launcher) const; + const item_def* launcher, + bool manual) const; void _maybe_fill_empty_slot(); private: |