monster.h File Reference

#include "cell.h"
#include "player.h"
#include "gc.h"
#include "step.h"
#include "main.h"
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Data Structures

struct  monster_container
struct  monster
 Structure for storing monster info. More...
struct  mon_exit_code

Defines

#define MONSTER   4
#define DIFF_GRADES   16
#define MAX_SPEC   20
#define CL_MOLD   0
#define LICHEN   0
#define GREEN_MOLD   1
#define BROWN_MOLD   2
#define RED_MOLD   3
#define SHRIEKER   4
#define CL_DUMMY   -99
#define CL_ORC   1
#define ORC_WARRIOR   0
#define ORC_SHAMAN   1
#define ORC_KING   2
#define CL_TROLL   2
#define ICE_TROLL   0
#define MOUNTAIN_TROLL   1
#define FOREST_TROLL   2
#define M_SET_CLASS_PROP(...)
#define REGISTER_MONSTER(...)
#define M_ALIVE   4
#define M_DEAD   5
#define PL2MON   0
 Player hits monster.
#define MON2PL   1
 Monster hits player.
#define INTERACT   2
 Fight between monster and player.

Functions

void add_monster (struct monster m)
 Registers monster.
struct monster get_randmon (int diff)
 Returns random monster with specified difficulty.
struct monster_container get_all_monsters ()
 Returns container with all registered monsters.
void monster_init ()
void createmonsters (struct leveldata ld, struct player pl)
 Places monsters into level.
struct exit_code m_interact (struct player *pl, struct monster *mon)
 Interaction between player and monster.
struct exit_code dodmg_tomon (struct player *pl, struct monster *mon, int dmg)
 Does damage to monster (usually ranged).
struct int_container findmon (struct cell *level, int columns, int rows, int idx, float radius)
 Finds near monsters.
struct monsterfind_class_prop (int class)
void monster_killall ()

Variables

struct monster_container all_monsters
struct monster_container group_general

Define Documentation

#define BROWN_MOLD   2
#define CL_DUMMY   -99
#define CL_MOLD   0
#define CL_ORC   1
#define CL_TROLL   2
#define DIFF_GRADES   16
#define FOREST_TROLL   2
#define GREEN_MOLD   1
#define ICE_TROLL   0
#define INTERACT   2

Fight between monster and player.

#define LICHEN   0
#define M_ALIVE   4
#define M_DEAD   5
#define M_SET_CLASS_PROP ( ...   ) 
Value:
{struct monster mon; __VA_ARGS__ struct monster *mel = \
                                                       find_class_prop (mon.class); \
        if (mel != NULL) *mel = mon; else {*(group_general.con+group_general.num[0]) = \
                mon; group_general.num[0]++;}}
#define MAX_SPEC   20
#define MON2PL   1

Monster hits player.

#define MONSTER   4
#define MOUNTAIN_TROLL   1
#define ORC_KING   2
#define ORC_SHAMAN   1
#define ORC_WARRIOR   0
#define PL2MON   0

Player hits monster.

#define RED_MOLD   3
#define REGISTER_MONSTER ( ...   ) 
Value:
{struct monster mon; __VA_ARGS__ struct monster *mel = \
                                                       find_class_prop (mon.class); \
        if (mel != NULL) {mon = *mel; __VA_ARGS__} add_monster(mon);}
#define SHRIEKER   4

Function Documentation

void add_monster ( struct monster  m  ) 

Registers monster.

void createmonsters ( struct leveldata  ld,
struct player  pl 
)

Places monsters into level.

Parameters:
ld - Level
pl - Player on level

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struct exit_code dodmg_tomon ( struct player pl,
struct monster mon,
int  dmg 
) [read]

Does damage to monster (usually ranged).

struct monster* find_class_prop ( int  class  )  [read]
struct int_container findmon ( struct cell level,
int  columns,
int  rows,
int  idx,
float  radius 
) [read]

Finds near monsters.

Finds monsters on level in sphere with radius radius and center in idx

Parameters:
level - Level
columns - Number of columns
rows - Number of rows

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struct monster_container get_all_monsters (  )  [read]

Returns container with all registered monsters.

struct monster get_randmon ( int  diff  )  [read]

Returns random monster with specified difficulty.

struct exit_code m_interact ( struct player pl,
struct monster mon 
) [read]

Interaction between player and monster.

Interaction between player and monster when player has turn

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void monster_init (  ) 
void monster_killall (  ) 

Variable Documentation

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