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21 lines
1.1 KiB
C
21 lines
1.1 KiB
C
#ifndef PMDSKY_DUNGEON_ACTION_H
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#define PMDSKY_DUNGEON_ACTION_H
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#include "dungeon_mode.h"
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// Clears the fields related to AI in the monster's data struct, setting them all to 0.
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// Specifically, monster::action::action_id, monster::action::action_use_idx and monster::action::field_0xA are cleared.
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// monster_action: Pointer to the monster's action field
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void ClearMonsterActionFields(struct action_data *monster_action);
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// Sets some the fields related to AI in the monster's data struct.
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// Specifically, monster::action::action_id, monster::action::action_use_idx and monster::action::field_0xA. The last 2 are always set to 0.
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// action_pointer: Pointer to the monster's action field
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// action: Value to set monster::action::action_id to.
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void SetMonsterActionFields(struct action_data *monster_action, enum action action_id);
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// Sets a monster's action to action::ACTION_PASS_TURN or action::ACTION_WALK, depending on the result of GetCanMoveFlag for the monster's ID.
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// monster_action: Pointer to the monster's action field
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// monster_id: Monster ID
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void SetActionPassTurnOrWalk(struct action_data *monster_action, s16 monster_id);
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#endif //PMDSKY_DUNGEON_ACTION_H
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