Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders. (With the exception that files in the classes folder may depend on files in the tools folder.) In this commit, several changes were made. - Project file modified, may need further modification. - Many files renamed to match the Mac version. - #include statements for system headers changed to use <> instead of "" (some already did, but many didn't). - xxx.h headers replaced with cxxx headers where appropriate. - Most sound-related variables moved from globvars.cpp to soundvars.cpp. - The files originally named graphutil and gutils have been merged. - Changed TRUE/FALSE to true/false. - Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped) and print_nums (which should probably be incorporated into the MessageBox string). - Possibly other things that were forgotten. For some reason this commit also includes changes recently committed into the branch for osx. git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
38 lines
1.7 KiB
C
38 lines
1.7 KiB
C
#ifndef _MONSTER_H
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#define _MONSTER_H
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monster_record_type return_monster_template(unsigned char 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,out_wandering_type group,short forced);
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short get_monst_picnum(unsigned char monst);
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void get_monst_dims(unsigned char monst,short *width, short *height);
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void set_up_monst(short mode,unsigned char m_num);
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void do_monsters();
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Boolean 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(creature_data_type *which_m);
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short monst_pick_target_pc(short m_num,creature_data_type *which_m);
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short select_active_pc();
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short closest_pc(location where);
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short switch_target_to_adjacent(short which_m,short orig_target);
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Boolean rand_move(int i);
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Boolean seek_party(short i,location l1,location l2);
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Boolean flee_party(short i,location l1,location l2);
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Boolean try_move(short i,location start,short x,short y);
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Boolean 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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Boolean outdoor_move_monster(short num,location dest);
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Boolean town_move_monster(short num,location dest);
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Boolean monster_placid(short m_num);
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void monst_inflict_fields(short which_monst);
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Boolean monst_check_special_terrain(location where_check,short mode,short which_monst);
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void forced_place_monster(unsigned char which,location where);
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Boolean summon_monster(unsigned char which,location where,short duration,short given_attitude);
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short get_encumberance(short pc_num);
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unsigned short get_summon_monster(short summon_class);
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#endif
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