- Changed the number of times a creature can appear in an outdoor encounter to match the documentation. - Moved count_monst to cCurTown::countMonsters. - Code cleanup in create_wand_monst() - removing unnecessary comparisons with true or false. - Moved is_null_out_wand_entry to cOutdoors::cWandering::isNull(). - Moved is_null_wand_entry to cTown::cWandering::isNull(). - In create_wand_monst for the town case, I changed it so that the fourth monster (and only the fourth monster) has a 50% chance of appearing twice. - In monst_check_speciall_terrain, replaced the commented check for town number in the force barrier case with a check for a new bit field variable: univ.town->strong_barrier - Removed specials1, specials2, res1, and res2 from the townrecord; the checks for specials2 & 1 have been replaced with checks for the new bit field variable defy_mapping. - In adj_town_look(), the lines uncommented in the previous revision were reduced to a single add_string_to_buf() call. - Removed the 50 node limit in favour of an interrupt key. Pressing command-period while a node sequence is underway will now interrupt it. Control-C is supposed to have the same effect, but it's not working yet. - Affect PC nodes other than Kill/Raise Dead now only affect the active character when the party is split up. - Added missing breaks in the split party node which would allow the party to be split in combat or when already split, despite a message saying they can't. - Added a second operator[] to cCurOut which takes a location as a parameter rather than an x coordinate. - Properly fixed an earlier error in cPitc::init() which had a temporary fix; it turned out to be a case of static objects not being initialized in the right order. git-svn-id: http://openexile.googlecode.com/svn/trunk@98 4ebdad44-0ea0-11de-aab3-ff745001d230
50 lines
2.4 KiB
C
50 lines
2.4 KiB
C
//cMonster return_monster_template(m_num_t store);
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//short difficulty_adjust();
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short out_enc_lev_tot(short which);
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void create_wand_monst();
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void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forced);
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location get_monst_head(short m_num);
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short get_monst_picnum(m_num_t monst);
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short get_monst_pictype(m_num_t monst);
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void get_monst_dims(m_num_t monst,short *width, short *height);
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void set_up_monst(short mode,m_num_t m_num);
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void do_monsters();
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bool monst_hate_spot(short which_m,location *good_loc);
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short monst_pick_target(short which_m);
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short monst_pick_target_monst(cCreature *which_m);
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short monst_pick_target_pc(short m_num,cCreature *which_m);
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short select_active_pc();
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short closest_pc(location where);
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short closest_monst(location where,short mode);
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short switch_target_to_adjacent(short which_m,short orig_target);
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bool rand_move(char i);
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bool seek_party(short i,location l1,location l2);
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bool flee_party(short i,location l1,location l2);
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bool try_move(short i,location start,short x,short y);
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bool combat_move_monster(short which,location destination);
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location find_clear_spot(location from_where,short mode);
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short pc_there(location where);
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location random_shift(location start);
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bool outdoor_move_monster(short num,location dest);
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bool town_move_monster(short num,location dest);
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bool monster_placid(short m_num);
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void monst_inflict_fields(short which_monst);
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bool monst_check_special_terrain(location where_check,short mode,short which_monst);
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void forced_place_monster(m_num_t which,location where);
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void magic_adjust(cCreature *which_m,short *how_much);
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void poison_monst(cCreature *which_m,short how_much);
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void acid_monst(cCreature *which_m,short how_much);
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void slow_monst(cCreature *which_m,short how_much);
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void curse_monst(cCreature *which_m,short how_much);
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void web_monst(cCreature *which_m,short how_much);
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void scare_monst(cCreature *which_m,short how_much);
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void disease_monst(cCreature *which_m,short how_much);
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void dumbfound_monst(cCreature *which_m,short how_much);
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void charm_monst(cCreature *which_m,short penalty,short which_status,short amount);
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void record_monst(cCreature *which_m);
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short place_monster(m_num_t which,location where);
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bool summon_monster(m_num_t which,location where,short duration,short given_attitude);
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void activate_monsters(short code,short attitude);
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short get_encumberance(short pc_num);
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m_num_t get_summon_monster(short summon_class);
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