Files
oboe/osx/boe.monster.h
Celtic Minstrel 2c5faa51c3 Mostly bugfixes and small changes.
- 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
2009-06-18 16:51:14 +00:00

50 lines
2.4 KiB
C

//cMonster return_monster_template(m_num_t store);
//short difficulty_adjust();
short out_enc_lev_tot(short which);
void create_wand_monst();
void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forced);
location get_monst_head(short m_num);
short get_monst_picnum(m_num_t monst);
short get_monst_pictype(m_num_t monst);
void get_monst_dims(m_num_t monst,short *width, short *height);
void set_up_monst(short mode,m_num_t m_num);
void do_monsters();
bool monst_hate_spot(short which_m,location *good_loc);
short monst_pick_target(short which_m);
short monst_pick_target_monst(cCreature *which_m);
short monst_pick_target_pc(short m_num,cCreature *which_m);
short select_active_pc();
short closest_pc(location where);
short closest_monst(location where,short mode);
short switch_target_to_adjacent(short which_m,short orig_target);
bool rand_move(char i);
bool seek_party(short i,location l1,location l2);
bool flee_party(short i,location l1,location l2);
bool try_move(short i,location start,short x,short y);
bool combat_move_monster(short which,location destination);
location find_clear_spot(location from_where,short mode);
short pc_there(location where);
location random_shift(location start);
bool outdoor_move_monster(short num,location dest);
bool town_move_monster(short num,location dest);
bool monster_placid(short m_num);
void monst_inflict_fields(short which_monst);
bool monst_check_special_terrain(location where_check,short mode,short which_monst);
void forced_place_monster(m_num_t which,location where);
void magic_adjust(cCreature *which_m,short *how_much);
void poison_monst(cCreature *which_m,short how_much);
void acid_monst(cCreature *which_m,short how_much);
void slow_monst(cCreature *which_m,short how_much);
void curse_monst(cCreature *which_m,short how_much);
void web_monst(cCreature *which_m,short how_much);
void scare_monst(cCreature *which_m,short how_much);
void disease_monst(cCreature *which_m,short how_much);
void dumbfound_monst(cCreature *which_m,short how_much);
void charm_monst(cCreature *which_m,short penalty,short which_status,short amount);
void record_monst(cCreature *which_m);
short place_monster(m_num_t which,location where);
bool summon_monster(m_num_t which,location where,short duration,short given_attitude);
void activate_monsters(short code,short attitude);
short get_encumberance(short pc_num);
m_num_t get_summon_monster(short summon_class);