Browse Source

🚚 Rename 'MonsterStruct' to 'Monster'

pull/2774/head
Juliano Leal Goncalves 5 years ago committed by Anders Jenbo
parent
commit
20db8d1a11
  1. 2
      Source/controls/plrctrls.cpp
  2. 8
      Source/items.cpp
  3. 4
      Source/items.h
  4. 4
      Source/loadsave.cpp
  5. 6
      Source/missiles.cpp
  6. 2
      Source/missiles.h
  7. 92
      Source/monster.cpp
  8. 28
      Source/monster.h
  9. 2
      Source/objects.cpp
  10. 2
      Source/objects.h
  11. 2
      Source/player.cpp
  12. 2
      Source/qol/monhealthbar.cpp
  13. 2
      Source/quests.cpp
  14. 2
      Source/quests.h
  15. 2
      Source/scrollrt.cpp

2
Source/controls/plrctrls.cpp

@ -185,7 +185,7 @@ bool HasRangedSpell()
&& !spelldata[spl].sTownSpell;
}
bool CanTargetMonster(const MonsterStruct &monster)
bool CanTargetMonster(const Monster &monster)
{
if ((monster._mFlags & (MFLAG_HIDDEN | MFLAG_GOLEM)) != 0)
return false;

8
Source/items.cpp

@ -1406,7 +1406,7 @@ void GetItemBonus(Item &item, int minlvl, int maxlvl, bool onlygood, bool allows
}
}
int RndUItem(MonsterStruct *monster)
int RndUItem(Monster *monster)
{
if (monster != nullptr && (monster->MData->mTreasure & T_UNIQ) != 0 && !gbIsMultiplayer)
return -((monster->MData->mTreasure & T_MASK) + 1);
@ -3328,7 +3328,7 @@ void SetupItem(Item &item)
item._iIdentified = false;
}
int RndItem(const MonsterStruct &monster)
int RndItem(const Monster &monster)
{
if ((monster.MData->mTreasure & T_UNIQ) != 0)
return -((monster.MData->mTreasure & T_MASK) + 1);
@ -3388,7 +3388,7 @@ void SpawnUnique(_unique_items uid, Point position)
SetupItem(item);
}
void SpawnItem(MonsterStruct &monster, Point position, bool sendmsg)
void SpawnItem(Monster &monster, Point position, bool sendmsg)
{
int idx;
bool onlygood = true;
@ -4883,7 +4883,7 @@ std::string DebugSpawnItem(std::string itemName, bool unique)
std::transform(itemName.begin(), itemName.end(), itemName.begin(), [](unsigned char c) { return std::tolower(c); });
uint32_t begin = SDL_GetTicks();
MonsterStruct fake_m;
Monster fake_m;
fake_m.MData = &MonsterData[0];
fake_m._uniqtype = 0;
int i = 0;

4
Source/items.h

@ -433,9 +433,9 @@ int AllocateItem();
Point GetSuperItemLoc(Point position);
void GetItemAttrs(Item &item, int itemData, int lvl);
void SetupItem(Item &item);
int RndItem(const MonsterStruct &monster);
int RndItem(const Monster &monster);
void SpawnUnique(_unique_items uid, Point position);
void SpawnItem(MonsterStruct &monster, Point position, bool sendmsg);
void SpawnItem(Monster &monster, Point position, bool sendmsg);
void CreateRndItem(Point position, bool onlygood, bool sendmsg, bool delta);
void CreateRndUseful(Point position, bool sendmsg);
void CreateTypeItem(Point position, bool onlygood, int itype, int imisc, bool sendmsg, bool delta);

4
Source/loadsave.cpp

@ -530,7 +530,7 @@ void LoadPlayer(LoadHelper *file, Player &player)
bool gbSkipSync = false;
void LoadMonster(LoadHelper *file, MonsterStruct &monster)
void LoadMonster(LoadHelper *file, Monster &monster)
{
monster._mMTidx = file->NextLE<int32_t>();
monster._mmode = static_cast<MonsterMode>(file->NextLE<int32_t>());
@ -1189,7 +1189,7 @@ void SavePlayer(SaveHelper *file, Player &player)
// Omit pointer pReserved
}
void SaveMonster(SaveHelper *file, MonsterStruct &monster)
void SaveMonster(SaveHelper *file, Monster &monster)
{
file->WriteLE<int32_t>(monster._mMTidx);
file->WriteLE<int32_t>(static_cast<int>(monster._mmode));

6
Source/missiles.cpp

@ -88,7 +88,7 @@ inline bool InDungeonBounds(Point position)
return position.x > 0 && position.x < MAXDUNX && position.y > 0 && position.y < MAXDUNY;
}
MonsterStruct *FindClosest(Point source, int rad)
Monster *FindClosest(Point source, int rad)
{
if (rad > 19)
rad = 19;
@ -1039,7 +1039,7 @@ bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, missile_id t, bool
return true;
}
bool PlayerMHit(int pnum, MonsterStruct *monster, int dist, int mind, int maxd, missile_id mtype, bool shift, int earflag, bool *blocked)
bool PlayerMHit(int pnum, Monster *monster, int dist, int mind, int maxd, missile_id mtype, bool shift, int earflag, bool *blocked)
{
*blocked = false;
@ -2237,7 +2237,7 @@ void AddChain(MissileStruct &missile, Point dst, Direction /*midir*/)
}
namespace {
void InitMissileAnimationFromMonster(MissileStruct &mis, Direction midir, const MonsterStruct &mon, MonsterGraphic graphic)
void InitMissileAnimationFromMonster(MissileStruct &mis, Direction midir, const Monster &mon, MonsterGraphic graphic)
{
const AnimStruct &anim = mon.MType->GetAnimData(graphic);
mis._mimfnum = midir;

2
Source/missiles.h

@ -137,7 +137,7 @@ int GetSpellLevel(int playerId, spell_id sn);
Direction16 GetDirection16(Point p1, Point p2);
void DeleteMissile(int mi, int i);
bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, missile_id t, bool shift);
bool PlayerMHit(int pnum, MonsterStruct *monster, int dist, int mind, int maxd, missile_id mtype, bool shift, int earflag, bool *blocked);
bool PlayerMHit(int pnum, Monster *monster, int dist, int mind, int maxd, missile_id mtype, bool shift, int earflag, bool *blocked);
void SetMissDir(MissileStruct &missile, int dir);
void InitMissileGFX();
void FreeMissiles();

92
Source/monster.cpp

@ -41,7 +41,7 @@ namespace devilution {
CMonster LevelMonsterTypes[MAX_LVLMTYPES];
int LevelMonsterTypeCount;
MonsterStruct Monsters[MAXMONSTERS];
Monster Monsters[MAXMONSTERS];
int ActiveMonsters[MAXMONSTERS];
int ActiveMonsterCount;
// BUGFIX: replace MonsterKillCounts[MAXMONSTERS] with MonsterKillCounts[NUM_MTYPES].
@ -158,7 +158,7 @@ void InitMonsterTRN(CMonster &monst)
}
}
void InitMonster(MonsterStruct &monster, Direction rd, int mtype, Point position)
void InitMonster(Monster &monster, Direction rd, int mtype, Point position)
{
auto &monsterType = LevelMonsterTypes[mtype];
@ -627,7 +627,7 @@ int AddMonsterType(_monster_id type, placeflag placeflag)
return i;
}
void ClearMVars(MonsterStruct &monster)
void ClearMVars(Monster &monster)
{
monster._mVar1 = 0;
monster._mVar2 = 0;
@ -795,7 +795,7 @@ void DeleteMonster(int i)
std::swap(ActiveMonsters[i], ActiveMonsters[ActiveMonsterCount]); // This ensures alive monsters are before ActiveMonsterCount in the array and any deleted monster after
}
void NewMonsterAnim(MonsterStruct &monster, MonsterGraphic graphic, Direction md, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int numSkippedFrames = 0, int distributeFramesBeforeFrame = 0)
void NewMonsterAnim(Monster &monster, MonsterGraphic graphic, Direction md, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int numSkippedFrames = 0, int distributeFramesBeforeFrame = 0)
{
const auto &animData = monster.MType->GetAnimData(graphic);
const auto *pCelSprite = &*animData.CelSpritesForDirections[md];
@ -820,12 +820,12 @@ void StartMonsterGotHit(int monsterId)
dMonster[monster.position.tile.x][monster.position.tile.y] = monsterId + 1;
}
bool IsRanged(MonsterStruct &monster)
bool IsRanged(Monster &monster)
{
return IsAnyOf(monster._mAi, AI_SKELBOW, AI_GOATBOW, AI_SUCC, AI_LAZHELP);
}
void UpdateEnemy(MonsterStruct &monster)
void UpdateEnemy(Monster &monster)
{
Point target;
int menemy = -1;
@ -899,7 +899,7 @@ void UpdateEnemy(MonsterStruct &monster)
* @brief Make the AI wait a bit before thinking again
* @param len
*/
void AiDelay(MonsterStruct &monster, int len)
void AiDelay(Monster &monster, int len)
{
if (len <= 0) {
return;
@ -916,12 +916,12 @@ void AiDelay(MonsterStruct &monster, int len)
/**
* @brief Get the direction from the monster to its current enemy
*/
Direction GetMonsterDirection(MonsterStruct &monster)
Direction GetMonsterDirection(Monster &monster)
{
return GetDirection(monster.position.tile, monster.enemyPosition);
}
void StartSpecialStand(MonsterStruct &monster, Direction md)
void StartSpecialStand(Monster &monster, Direction md)
{
NewMonsterAnim(monster, MonsterGraphic::Special, md);
monster._mmode = MonsterMode::SpecialStand;
@ -1001,7 +1001,7 @@ void StartWalk3(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int yad
monster.position.offset2 = { 16 * xoff, 16 * yoff };
}
void StartAttack(MonsterStruct &monster)
void StartAttack(Monster &monster)
{
Direction md = GetMonsterDirection(monster);
NewMonsterAnim(monster, MonsterGraphic::Attack, md, AnimationDistributionFlags::ProcessAnimationPending);
@ -1011,7 +1011,7 @@ void StartAttack(MonsterStruct &monster)
monster.position.old = monster.position.tile;
}
void StartRangedAttack(MonsterStruct &monster, missile_id missileType, int dam)
void StartRangedAttack(Monster &monster, missile_id missileType, int dam)
{
Direction md = GetMonsterDirection(monster);
NewMonsterAnim(monster, MonsterGraphic::Attack, md, AnimationDistributionFlags::ProcessAnimationPending);
@ -1023,7 +1023,7 @@ void StartRangedAttack(MonsterStruct &monster, missile_id missileType, int dam)
monster.position.old = monster.position.tile;
}
void StartRangedSpecialAttack(MonsterStruct &monster, missile_id missileType, int dam)
void StartRangedSpecialAttack(Monster &monster, missile_id missileType, int dam)
{
Direction md = GetMonsterDirection(monster);
int distributeFramesBeforeFrame = 0;
@ -1039,7 +1039,7 @@ void StartRangedSpecialAttack(MonsterStruct &monster, missile_id missileType, in
monster.position.old = monster.position.tile;
}
void StartSpecialAttack(MonsterStruct &monster)
void StartSpecialAttack(Monster &monster)
{
Direction md = GetMonsterDirection(monster);
NewMonsterAnim(monster, MonsterGraphic::Special, md);
@ -1049,7 +1049,7 @@ void StartSpecialAttack(MonsterStruct &monster)
monster.position.old = monster.position.tile;
}
void StartEating(MonsterStruct &monster)
void StartEating(Monster &monster)
{
NewMonsterAnim(monster, MonsterGraphic::Special, monster._mdir);
monster._mmode = MonsterMode::SpecialMeleeAttack;
@ -1058,7 +1058,7 @@ void StartEating(MonsterStruct &monster)
monster.position.old = monster.position.tile;
}
void DiabloDeath(MonsterStruct &diablo, bool sendmsg)
void DiabloDeath(Monster &diablo, bool sendmsg)
{
PlaySFX(USFX_DIABLOD);
auto &quest = Quests[Q_DIABLO];
@ -1093,7 +1093,7 @@ void DiabloDeath(MonsterStruct &diablo, bool sendmsg)
diablo.position.offset2.deltaX = (int)((diablo.position.temp.x - (diablo.position.tile.y << 16)) / (double)dist);
}
void SpawnLoot(MonsterStruct &monster, bool sendmsg)
void SpawnLoot(Monster &monster, bool sendmsg)
{
if (Quests[Q_GARBUD].IsAvailable() && monster._uniqtype - 1 == UMT_GARBUD) {
CreateTypeItem(monster.position.tile + Displacement { 1, 1 }, true, ITYPE_MACE, IMISC_NONE, true, false);
@ -1284,7 +1284,7 @@ void StartDeathFromMonster(int i, int mid)
M_StartStand(killer, killer._mdir);
}
void StartFadein(MonsterStruct &monster, Direction md, bool backwards)
void StartFadein(Monster &monster, Direction md, bool backwards)
{
NewMonsterAnim(monster, MonsterGraphic::Special, md);
monster._mmode = MonsterMode::FadeIn;
@ -1298,7 +1298,7 @@ void StartFadein(MonsterStruct &monster, Direction md, bool backwards)
}
}
void StartFadeout(MonsterStruct &monster, Direction md, bool backwards)
void StartFadeout(Monster &monster, Direction md, bool backwards)
{
NewMonsterAnim(monster, MonsterGraphic::Special, md);
monster._mmode = MonsterMode::FadeOut;
@ -1311,7 +1311,7 @@ void StartFadeout(MonsterStruct &monster, Direction md, bool backwards)
}
}
void StartHeal(MonsterStruct &monster)
void StartHeal(Monster &monster)
{
monster.AnimInfo.pCelSprite = &*monster.MType->GetAnimData(MonsterGraphic::Special).CelSpritesForDirections[monster._mdir];
monster.AnimInfo.CurrentFrame = monster.MType->GetAnimData(MonsterGraphic::Special).Frames;
@ -1320,7 +1320,7 @@ void StartHeal(MonsterStruct &monster)
monster._mVar1 = monster._mmaxhp / (16 * (GenerateRnd(5) + 4));
}
void SyncLightPosition(MonsterStruct &monster)
void SyncLightPosition(Monster &monster)
{
int lx = (monster.position.offset.deltaX + 2 * monster.position.offset.deltaY) / 8;
int ly = (2 * monster.position.offset.deltaY - monster.position.offset.deltaX) / 8;
@ -1329,7 +1329,7 @@ void SyncLightPosition(MonsterStruct &monster)
ChangeLightOffset(monster.mlid, { lx, ly });
}
bool MonsterIdle(MonsterStruct &monster)
bool MonsterIdle(Monster &monster)
{
if (monster.MType->mtype == MT_GOLEM)
monster.AnimInfo.pCelSprite = &*monster.MType->GetAnimData(MonsterGraphic::Walk).CelSpritesForDirections[monster._mdir];
@ -1670,7 +1670,7 @@ bool MonsterSpecialAttack(int i)
return false;
}
bool MonsterFadein(MonsterStruct &monster)
bool MonsterFadein(Monster &monster)
{
if (((monster._mFlags & MFLAG_LOCK_ANIMATION) == 0 || monster.AnimInfo.CurrentFrame != 1)
&& ((monster._mFlags & MFLAG_LOCK_ANIMATION) != 0 || monster.AnimInfo.CurrentFrame != monster.AnimInfo.NumberOfFrames)) {
@ -1683,7 +1683,7 @@ bool MonsterFadein(MonsterStruct &monster)
return true;
}
bool MonsterFadeout(MonsterStruct &monster)
bool MonsterFadeout(Monster &monster)
{
if (((monster._mFlags & MFLAG_LOCK_ANIMATION) == 0 || monster.AnimInfo.CurrentFrame != 1)
&& ((monster._mFlags & MFLAG_LOCK_ANIMATION) != 0 || monster.AnimInfo.CurrentFrame != monster.AnimInfo.NumberOfFrames)) {
@ -1703,7 +1703,7 @@ bool MonsterFadeout(MonsterStruct &monster)
return true;
}
bool MonsterHeal(MonsterStruct &monster)
bool MonsterHeal(Monster &monster)
{
if ((monster._mFlags & MFLAG_NOHEAL) != 0) {
monster._mFlags &= ~MFLAG_ALLOW_SPECIAL;
@ -1725,7 +1725,7 @@ bool MonsterHeal(MonsterStruct &monster)
return false;
}
bool MonsterTalk(MonsterStruct &monster)
bool MonsterTalk(Monster &monster)
{
M_StartStand(monster, monster._mdir);
monster._mgoal = MGOAL_TALKING;
@ -1787,7 +1787,7 @@ bool MonsterTalk(MonsterStruct &monster)
return false;
}
bool MonsterGotHit(MonsterStruct &monster)
bool MonsterGotHit(Monster &monster)
{
if (monster.AnimInfo.CurrentFrame == monster.AnimInfo.NumberOfFrames) {
M_StartStand(monster, monster._mdir);
@ -1834,7 +1834,7 @@ bool MonsterDeath(int i)
return false;
}
bool MonsterSpecialStand(MonsterStruct &monster)
bool MonsterSpecialStand(Monster &monster)
{
if (monster.AnimInfo.CurrentFrame == monster.MData->mAFNum2)
PlayEffect(monster, 3);
@ -1847,7 +1847,7 @@ bool MonsterSpecialStand(MonsterStruct &monster)
return false;
}
bool MonsterDelay(MonsterStruct &monster)
bool MonsterDelay(Monster &monster)
{
monster.AnimInfo.pCelSprite = &*monster.MType->GetAnimData(MonsterGraphic::Stand).CelSpritesForDirections[GetMonsterDirection(monster)];
if (monster._mAi == AI_LAZARUS) {
@ -1865,7 +1865,7 @@ bool MonsterDelay(MonsterStruct &monster)
return false;
}
bool MonsterPetrified(MonsterStruct &monster)
bool MonsterPetrified(Monster &monster)
{
if (monster._mhitpoints <= 0) {
dMonster[monster.position.tile.x][monster.position.tile.y] = 0;
@ -1908,7 +1908,7 @@ bool IsLineNotSolid(Point startPoint, Point endPoint)
return LineClear(IsTileNotSolid, startPoint, endPoint);
}
void GroupUnity(MonsterStruct &monster)
void GroupUnity(Monster &monster)
{
if (monster.leaderRelation == LeaderRelation::None)
return;
@ -1984,7 +1984,7 @@ bool RandomWalk2(int i, Direction md)
/**
* @brief Check if a tile is affected by a spell we are vunerable to
*/
bool IsTileSafe(const MonsterStruct &monster, Point position)
bool IsTileSafe(const Monster &monster, Point position)
{
if ((dFlags[position.x][position.y] & BFLAG_MISSILE) == 0) {
return true;
@ -2026,7 +2026,7 @@ bool IsTileAvailable(Point position)
/**
* @brief If a monster can access the given tile (possibly by opening a door)
*/
bool IsTileAccessible(const MonsterStruct &monster, Point position)
bool IsTileAccessible(const Monster &monster, Point position)
{
if (dPlayer[position.x][position.y] != 0 || dMonster[position.x][position.y] != 0)
return false;
@ -3906,7 +3906,7 @@ int AddMonster(Point position, Direction dir, int mtype, bool inMap)
return -1;
}
void AddDoppelganger(MonsterStruct &monster)
void AddDoppelganger(Monster &monster)
{
if (monster.MType == nullptr) {
return;
@ -3929,12 +3929,12 @@ void AddDoppelganger(MonsterStruct &monster)
}
}
bool M_Talker(MonsterStruct &monster)
bool M_Talker(Monster &monster)
{
return IsAnyOf(monster._mAi, AI_LAZARUS, AI_WARLORD, AI_GARBUD, AI_ZHAR, AI_SNOTSPIL, AI_LACHDAN, AI_LAZHELP);
}
void M_StartStand(MonsterStruct &monster, Direction md)
void M_StartStand(Monster &monster, Direction md)
{
ClearMVars(monster);
if (monster.MType->mtype == MT_GOLEM)
@ -4532,7 +4532,7 @@ bool LineClear(const std::function<bool(Point)> &clear, Point startPoint, Point
return position == endPoint;
}
void SyncMonsterAnim(MonsterStruct &monster)
void SyncMonsterAnim(Monster &monster)
{
monster.MType = &LevelMonsterTypes[monster._mMTidx];
monster.MData = LevelMonsterTypes[monster._mMTidx].MData;
@ -4730,7 +4730,7 @@ void PrintUniqueHistory()
AddPanelString(tempstr);
}
void PlayEffect(MonsterStruct &monster, int mode)
void PlayEffect(Monster &monster, int mode)
{
if (Players[MyPlayerId].pLvlLoad != 0) {
return;
@ -4820,7 +4820,7 @@ void MissToMonst(MissileStruct &missile, Point position)
/**
* @brief Check that the given tile is available to the monster
*/
bool IsTileAvailable(const MonsterStruct &monster, Point position)
bool IsTileAvailable(const Monster &monster, Point position)
{
if (!IsTileAvailable(position))
return false;
@ -4902,7 +4902,7 @@ int PreSpawnSkeleton()
return skel;
}
void TalktoMonster(MonsterStruct &monster)
void TalktoMonster(Monster &monster)
{
auto &player = Players[monster._menemy];
monster._mmode = MonsterMode::Talk;
@ -4956,12 +4956,12 @@ void SpawnGolem(int i, Point position, MissileStruct &missile)
}
}
bool CanTalkToMonst(const MonsterStruct &monster)
bool CanTalkToMonst(const Monster &monster)
{
return IsAnyOf(monster._mgoal, MGOAL_INQUIRING, MGOAL_TALKING);
}
bool CheckMonsterHit(MonsterStruct &monster, bool *ret)
bool CheckMonsterHit(Monster &monster, bool *ret)
{
if (monster._mAi == AI_GARG && (monster._mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
monster._mFlags &= ~MFLAG_ALLOW_SPECIAL;
@ -4980,7 +4980,7 @@ bool CheckMonsterHit(MonsterStruct &monster, bool *ret)
return false;
}
int encode_enemy(MonsterStruct &monster)
int encode_enemy(Monster &monster)
{
if ((monster._mFlags & MFLAG_TARGETS_MONSTER) != 0)
return monster._menemy + MAX_PLRS;
@ -4988,7 +4988,7 @@ int encode_enemy(MonsterStruct &monster)
return monster._menemy;
}
void decode_enemy(MonsterStruct &monster, int enemy)
void decode_enemy(Monster &monster, int enemy)
{
if (enemy < MAX_PLRS) {
monster._mFlags &= ~MFLAG_TARGETS_MONSTER;
@ -5002,7 +5002,7 @@ void decode_enemy(MonsterStruct &monster, int enemy)
}
}
void MonsterStruct::CheckStandAnimationIsLoaded(Direction mdir)
void Monster::CheckStandAnimationIsLoaded(Direction mdir)
{
if (IsAnyOf(_mmode, MonsterMode::Stand, MonsterMode::Talk)) {
_mdir = mdir;
@ -5010,13 +5010,13 @@ void MonsterStruct::CheckStandAnimationIsLoaded(Direction mdir)
}
}
void MonsterStruct::Petrify()
void Monster::Petrify()
{
_mmode = MonsterMode::Petrified;
AnimInfo.IsPetrified = true;
}
bool MonsterStruct::IsWalking() const
bool Monster::IsWalking() const
{
switch (_mmode) {
case MonsterMode::MoveNorthwards:

28
Source/monster.h

@ -116,7 +116,7 @@ enum placeflag : uint8_t {
/**
* @brief Defines the relation of the monster to a monster pack.
* If value is differnt from Individual MonsterStruct.leader must also be set
* If value is differnt from Individual Monster.leader must also be set
*/
enum class LeaderRelation : uint8_t {
None,
@ -157,7 +157,7 @@ struct CMonster {
const MonsterDataStruct *MData;
};
struct MonsterStruct { // note: missing field _mAFNum
struct Monster { // note: missing field _mAFNum
int _mMTidx;
MonsterMode _mmode;
monster_goal _mgoal;
@ -232,7 +232,7 @@ struct MonsterStruct { // note: missing field _mAFNum
extern CMonster LevelMonsterTypes[MAX_LVLMTYPES];
extern int LevelMonsterTypeCount;
extern MonsterStruct Monsters[MAXMONSTERS];
extern Monster Monsters[MAXMONSTERS];
extern int ActiveMonsters[MAXMONSTERS];
extern int ActiveMonsterCount;
extern int MonsterKillCounts[MAXMONSTERS];
@ -245,9 +245,9 @@ void monster_some_crypt();
void InitMonsters();
void SetMapMonsters(const uint16_t *dunData, Point startPosition);
int AddMonster(Point position, Direction dir, int mtype, bool inMap);
void AddDoppelganger(MonsterStruct &monster);
bool M_Talker(MonsterStruct &monster);
void M_StartStand(MonsterStruct &monster, Direction md);
void AddDoppelganger(Monster &monster);
bool M_Talker(Monster &monster);
void M_StartStand(Monster &monster, Direction md);
void M_ClearSquares(int i);
void M_GetKnockback(int i);
void M_StartHit(int i, int pnum, int dam);
@ -265,23 +265,23 @@ bool DirOK(int i, Direction mdir);
bool PosOkMissile(Point position);
bool LineClearMissile(Point startPoint, Point endPoint);
bool LineClear(const std::function<bool(Point)> &clear, Point startPoint, Point endPoint);
void SyncMonsterAnim(MonsterStruct &monster);
void SyncMonsterAnim(Monster &monster);
void M_FallenFear(Point position);
void PrintMonstHistory(int mt);
void PrintUniqueHistory();
void PlayEffect(MonsterStruct &monster, int mode);
void PlayEffect(Monster &monster, int mode);
void MissToMonst(MissileStruct &missile, Point position);
bool IsTileAvailable(const MonsterStruct &monster, Point position);
bool IsTileAvailable(const Monster &monster, Point position);
bool IsSkel(int mt);
bool IsGoat(int mt);
bool SpawnSkeleton(int ii, Point position);
int PreSpawnSkeleton();
void TalktoMonster(MonsterStruct &monster);
void TalktoMonster(Monster &monster);
void SpawnGolem(int i, Point position, MissileStruct &missile);
bool CanTalkToMonst(const MonsterStruct &monster);
bool CheckMonsterHit(MonsterStruct &monster, bool *ret);
int encode_enemy(MonsterStruct &monster);
void decode_enemy(MonsterStruct &monster, int enemy);
bool CanTalkToMonst(const Monster &monster);
bool CheckMonsterHit(Monster &monster, bool *ret);
int encode_enemy(Monster &monster);
void decode_enemy(Monster &monster, int enemy);
extern Direction left[8];
extern Direction right[8];

2
Source/objects.cpp

@ -4944,7 +4944,7 @@ void RedoPlayerVision()
}
}
void MonstCheckDoors(MonsterStruct &monster)
void MonstCheckDoors(Monster &monster)
{
int mx = monster.position.tile.x;
int my = monster.position.tile.y;

2
Source/objects.h

@ -154,7 +154,7 @@ void AddObject(_object_id objType, Point objPos);
void Obj_Trap(int i);
void ProcessObjects();
void RedoPlayerVision();
void MonstCheckDoors(MonsterStruct &monster);
void MonstCheckDoors(Monster &monster);
void ObjChangeMap(int x1, int y1, int x2, int y2);
void ObjChangeMapResync(int x1, int y1, int x2, int y2);
void TryDisarm(int pnum, int i);

2
Source/player.cpp

@ -1538,7 +1538,7 @@ void CheckNewPath(int pnum, bool pmWillBeCalled)
int x = 0;
int y = 0;
MonsterStruct *monster;
Monster *monster;
Player *target;
ObjectStruct *object;
Item *item;

2
Source/qol/monhealthbar.cpp

@ -59,7 +59,7 @@ void DrawMonsterHealthBar(const Surface &out)
if (pcursmonst == -1)
return;
const MonsterStruct &monster = Monsters[pcursmonst];
const Monster &monster = Monsters[pcursmonst];
const int width = healthBox.w();
const int height = healthBox.h();

2
Source/quests.cpp

@ -455,7 +455,7 @@ bool ForceQuests()
return false;
}
void CheckQuestKill(const MonsterStruct &monster, bool sendmsg)
void CheckQuestKill(const Monster &monster, bool sendmsg)
{
if (gbIsSpawn)
return;

2
Source/quests.h

@ -89,7 +89,7 @@ void InitQuests();
void InitialiseQuestPools(uint32_t seed, QuestStruct quests[]);
void CheckQuests();
bool ForceQuests();
void CheckQuestKill(const MonsterStruct &monster, bool sendmsg);
void CheckQuestKill(const Monster &monster, bool sendmsg);
void DRLG_CheckQuests(int x, int y);
void SetReturnLvlPos();
void GetReturnLvlPos();

2
Source/scrollrt.cpp

@ -349,7 +349,7 @@ void DrawMissile(const Surface &out, int x, int y, int sx, int sy, bool pre)
* @param my Output buffer coordinate
* @param m Id of monster
*/
void DrawMonster(const Surface &out, int x, int y, int mx, int my, const MonsterStruct &monster)
void DrawMonster(const Surface &out, int x, int y, int mx, int my, const Monster &monster)
{
if (monster.AnimInfo.pCelSprite == nullptr) {
Log("Draw Monster \"{}\": NULL Cel Buffer", monster.mName);

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