#ifndef _MONSTER_H #define _MONSTER_H monster_record_type return_monster_template(unsigned char store); short difficulty_adjust(); short out_enc_lev_tot(short which); void create_wand_monst(); void place_outd_wand_monst(location where,out_wandering_type group,short forced); short get_monst_picnum(unsigned char monst); void get_monst_dims(unsigned char monst,short *width, short *height); void set_up_monst(short mode,unsigned char m_num); void do_monsters(); Boolean monst_hate_spot(short which_m,location *good_loc); short monst_pick_target(short which_m); short monst_pick_target_monst(creature_data_type *which_m); short monst_pick_target_pc(short m_num,creature_data_type *which_m); short select_active_pc(); short closest_pc(location where); short switch_target_to_adjacent(short which_m,short orig_target); Boolean rand_move(int i); Boolean seek_party(short i,location l1,location l2); Boolean flee_party(short i,location l1,location l2); Boolean try_move(short i,location start,short x,short y); Boolean combat_move_monster(short which,location destination); location find_clear_spot(location from_where,short mode); short pc_there(location where); Boolean outdoor_move_monster(short num,location dest); Boolean town_move_monster(short num,location dest); Boolean monster_placid(short m_num); void monst_inflict_fields(short which_monst); Boolean monst_check_special_terrain(location where_check,short mode,short which_monst); void forced_place_monster(unsigned char which,location where); Boolean summon_monster(unsigned char which,location where,short duration,short given_attitude); short get_encumberance(short pc_num); unsigned short get_summon_monster(short summon_class); #endif