Lines Matching refs:action

37     Action *action = calloc( 1, sizeof( Action ) );  in action_create()  local
38 action->type = type; in action_create()
39 return action; in action_create()
46 static void action_queue( Action *action ) in action_queue() argument
48 list_add( actions, action ); in action_queue()
88 Action *action = 0; in actions_clear() local
89 while ( ( action = list_dequeue( actions ) ) ) in actions_clear()
90 free( action ); in actions_clear()
110 Action *action = 0; in action_remove_last() local
112 action = list_last( actions ); in action_remove_last()
113 list_delete_item( actions, action ); in action_remove_last()
114 free( action ); in action_remove_last()
136 Action *action = action_create( ACTION_NONE ); in action_queue_none() local
137 action_queue( action ); in action_queue_none()
141 Action *action = action_create( ACTION_END_TURN ); in action_queue_end_turn() local
142 action_queue( action ); in action_queue_end_turn()
146 Action *action = action_create( ACTION_MOVE ); in action_queue_move() local
147 action->unit = unit; in action_queue_move()
148 action->x = x; action->y = y; in action_queue_move()
149 action_queue( action ); in action_queue_move()
153 Action *action = action_create( ACTION_ATTACK ); in action_queue_attack() local
154 action->unit = unit; in action_queue_attack()
155 action->target = target; in action_queue_attack()
156 action_queue( action ); in action_queue_attack()
160 Action *action = action_create( ACTION_STRATEGIC_ATTACK ); in action_queue_strategic_attack() local
161 action->unit = unit; in action_queue_strategic_attack()
162 action_queue( action ); in action_queue_strategic_attack()
166 Action *action = action_create( ACTION_SUPPLY ); in action_queue_supply() local
167 action->unit = unit; in action_queue_supply()
168 action_queue( action ); in action_queue_supply()
172 Action *action = action_create( ACTION_EMBARK_SEA ); in action_queue_embark_sea() local
173 action->unit = unit; in action_queue_embark_sea()
174 action->x = x; action->y = y; in action_queue_embark_sea()
175 action_queue( action ); in action_queue_embark_sea()
179 Action *action = action_create( ACTION_DEBARK_SEA ); in action_queue_debark_sea() local
180 action->unit = unit; in action_queue_debark_sea()
181 action->x = x; action->y = y; in action_queue_debark_sea()
182 action_queue( action ); in action_queue_debark_sea()
186 Action *action = action_create( ACTION_EMBARK_AIR ); in action_queue_embark_air() local
187 action->unit = unit; in action_queue_embark_air()
188 action->x = x; action->y = y; in action_queue_embark_air()
189 action_queue( action ); in action_queue_embark_air()
193 Action *action = action_create( ACTION_DEBARK_AIR ); in action_queue_debark_air() local
194 action->unit = unit; in action_queue_debark_air()
195 action->x = x; action->y = y; in action_queue_debark_air()
196 action->id = normal_landing; in action_queue_debark_air()
197 action_queue( action ); in action_queue_debark_air()
201 Action *action = action_create( ACTION_MERGE ); in action_queue_merge() local
202 action->unit = unit; in action_queue_merge()
203 action->target = partner; in action_queue_merge()
204 action_queue( action ); in action_queue_merge()
208 Action *action = action_create( ACTION_SPLIT ); in action_queue_split() local
209 action->unit = unit; in action_queue_split()
210 action->target = partner; in action_queue_split()
211 action->x = x; action->y = y; in action_queue_split()
212 action->str = str; in action_queue_split()
213 action_queue( action ); in action_queue_split()
217 Action *action = action_create( ACTION_DISBAND ); in action_queue_disband() local
218 action->unit = unit; in action_queue_disband()
219 action_queue( action ); in action_queue_disband()
223 Action *action = action_create( ACTION_DEPLOY ); in action_queue_deploy() local
224 action->unit = unit; in action_queue_deploy()
225 action->x = x; in action_queue_deploy()
226 action->y = y; in action_queue_deploy()
227 action_queue( action ); in action_queue_deploy()
231 Action *action = action_create( ACTION_DRAW_MAP ); in action_queue_draw_map() local
232 action_queue( action ); in action_queue_draw_map()
236 Action *action = action_create( ACTION_SET_SPOT_MASK ); in action_queue_set_spot_mask() local
237 action_queue( action ); in action_queue_set_spot_mask()
241 Action *action = action_create( ACTION_SET_VMODE ); in action_queue_set_vmode() local
242 action->w = w; action->h = h; in action_queue_set_vmode()
243 action->full = fullscreen; in action_queue_set_vmode()
244 action_queue( action ); in action_queue_set_vmode()
248 Action *action = action_create( ACTION_QUIT ); in action_queue_quit() local
249 action_queue( action ); in action_queue_quit()
253 Action *action = action_create( ACTION_RESTART ); in action_queue_restart() local
254 action_queue( action ); in action_queue_restart()
258 Action *action = action_create( ACTION_LOAD ); in action_queue_load() local
259 action->id = id; in action_queue_load()
260 action_queue( action ); in action_queue_load()
264 Action *action = action_create( ACTION_OVERWRITE ); in action_queue_overwrite() local
265 action->id = id; in action_queue_overwrite()
266 action_queue( action ); in action_queue_overwrite()
270 Action *action = action_create( ACTION_START_SCEN ); in action_queue_start_scen() local
271 action_queue( action ); in action_queue_start_scen()
275 Action *action = action_create( ACTION_START_CAMP ); in action_queue_start_camp() local
276 action_queue( action ); in action_queue_start_camp()