#include "cell.h"#include "skill.h"#include "item.h"#include "main.h"#include "genmacro.h"

Data Structures | |
| struct | player |
| Structure for storing character info. More... | |
Defines | |
| #define | MAX_ATTRIB 100 |
| #define | MAX_ITEMS 150 |
| #define | PLAYER 2 |
| #define | DIVINE_ASSASSIN 'a' |
| #define | KNIGHT 'b' |
| #define | ARCHER 'c' |
| #define | HUMAN 'a' |
| #define | FLOAT_RAND (float)(rand())/(float)(RAND_MAX) |
| Returns random float from 0 to 1. | |
| #define | WITH_PLAYER_INFO_POINTER(ip,...) struct player *foopl_mac = ip; __VA_ARGS__ |
| Generates random int from <from> to <to> | |
| #define | ADD_ITEM_TO_INV_MACRO(...) {struct item it; __VA_ARGS__ add_item_toinv (foopl_mac, it);} |
| #define | ADD_SKILL_TO_BOX_MACRO(...) |
| #define | SET_STAT(stat, num) foopl_mac->stat = num; |
Functions | |
| void | createplayer (struct cell *level, int size, int race, int profession) |
| Creates player and puts it into world. | |
| int | getplayer (struct cell *level, int size) |
| Finds a player in the world. | |
| struct player * | getplayer_pointer (struct cell *level, int size) |
| Wrapper around getplayer (). | |
| int | moveplayer (struct cell *level, int columns, int rows, int dir) |
| Moves player on one square in specified direction. | |
| int | opendoor (struct leveldata ld, int columns, int rows, int dir) |
| Opens a door. | |
| int | closedoor (struct cell *level, int columns, int rows, int dir) |
| Closes a door. | |
| struct item * | get_item_by_key (struct player pl, char key) |
| Gets item by its key (you can see it in inventory window). | |
| void | addexp (struct player *pl, int dif) |
| Adds expirience points to player. | |
| int | checklevel (struct player *pl) |
| Checks if player is able to get new level. | |
| struct exit_code | dodmg_topl (struct player *pl, int dmg) |
| Does damage to player. | |
| void | add_item_toinv (struct player *pl, struct item itm) |
| Adds item to inventory. | |
| void | remove_item_frominv (struct player *pl, struct item itm) |
| Removes item from inventory. | |
| #define ADD_ITEM_TO_INV_MACRO | ( | ... | ) | {struct item it; __VA_ARGS__ add_item_toinv (foopl_mac, it);} |
| #define ADD_SKILL_TO_BOX_MACRO | ( | ... | ) |
| #define ARCHER 'c' |
| #define DIVINE_ASSASSIN 'a' |
| #define FLOAT_RAND (float)(rand())/(float)(RAND_MAX) |
Returns random float from 0 to 1.
| #define HUMAN 'a' |
| #define KNIGHT 'b' |
| #define MAX_ATTRIB 100 |
| #define MAX_ITEMS 150 |
| #define PLAYER 2 |
| #define SET_STAT | ( | stat, | |||
| num | ) | foopl_mac->stat = num; |
| #define WITH_PLAYER_INFO_POINTER | ( | ip, | |||
| ... | ) | struct player *foopl_mac = ip; __VA_ARGS__ |
Generates random int from <from> to <to>
Adds item to inventory.
| pl | - Player | |
| itm | - item |

| void addexp | ( | struct player * | pl, | |
| int | dif | |||
| ) |
Adds expirience points to player.
| dif | - difficulty of killed monster |
Warning: use this function instead of accessing player::xp directly
| int checklevel | ( | struct player * | pl | ) |
Checks if player is able to get new level.
| int closedoor | ( | struct cell * | level, | |
| int | columns, | |||
| int | rows, | |||
| int | dir | |||
| ) |
Closes a door.
See opendoor ()

| void createplayer | ( | struct cell * | level, | |
| int | size, | |||
| int | race, | |||
| int | profession | |||
| ) |
Creates player and puts it into world.
| level | - Level | |
| size | - Size of level | |
| race | - Race of new player |
- profession of new player

Does damage to player.
Hits player when monster has turn
| pl | - Player | |
| dmg | - Damage without respect to player's AC |
Gets item by its key (you can see it in inventory window).
| player | - Owner of inventory | |
| key | - symbolic key |
| int getplayer | ( | struct cell * | level, | |
| int | size | |||
| ) |
Finds a player in the world.
| level | - Level where player can be found | |
| size | - Size of level |
Wrapper around getplayer ().

| int moveplayer | ( | struct cell * | level, | |
| int | columns, | |||
| int | rows, | |||
| int | dir | |||
| ) |
Moves player on one square in specified direction.
| level | - See above | |
| columns | - Columns in the field of the game | |
| rows | - Rows in the field of the game | |
| dir | - Direction (e.g. K, L, U or something else) |

| int opendoor | ( | struct leveldata | ld, | |
| int | columns, | |||
| int | rows, | |||
| int | dir | |||
| ) |
Opens a door.
Arguments like in function above

1.6.3