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authorAdam Borowski <kilobyte@angband.pl>2012-04-21 07:49:17 +0200
committerAdam Borowski <kilobyte@angband.pl>2012-04-21 07:49:17 +0200
commit22539c8b98c4b0b83a624d8b1f73c2d70f18bc77 (patch)
treeccf8d3dc8076f15a48cc12619a6734619c87c0ad /crawl-ref/source/quiver.h
parente7a5462849e76f8c362cefbbff2a7829c3dd9fa3 (diff)
downloadcrawl-ref-22539c8b98c4b0b83a624d8b1f73c2d70f18bc77.tar.gz
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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.h5
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: