/** * @file monster.h * * Interface of monster functionality, AI, actions, spawning, loading, etc. */ #ifndef __MONSTER_H__ #define __MONSTER_H__ extern int monstkills[MAXMONSTERS]; extern int monstactive[MAXMONSTERS]; extern int nummonsters; extern MonsterStruct monster[MAXMONSTERS]; extern CMonster Monsters[MAX_LVLMTYPES]; extern int nummtypes; void InitLevelMonsters(); void GetLevelMTypes(); void InitMonsterGFX(int monst); void InitMonster(int i, int rd, int mtype, int x, int y); void ClrAllMonsters(); #ifdef HELLFIRE void monster_some_crypt(); #endif void PlaceGroup(int mtype, int num, int leaderf, int leader); void InitMonsters(); void SetMapMonsters(BYTE *pMap, int startx, int starty); void DeleteMonster(int i); int AddMonster(int x, int y, int dir, int mtype, BOOL InMap); #ifdef HELLFIRE void AddDoppelganger(int i); #endif BOOL M_Talker(int i); void M_StartStand(int i, int md); void M_ClearSquares(int i); void M_GetKnockback(int i); void M_StartHit(int i, int pnum, int dam); void M_StartKill(int i, int pnum); void M_SyncStartKill(int i, int x, int y, int pnum); BOOL M_DoStand(int i); BOOL M_DoWalk(int i); BOOL M_DoWalk2(int i); BOOL M_DoWalk3(int i); BOOL M_DoAttack(int i); void M_Teleport(int i); BOOL M_DoGotHit(int i); void M_UpdateLeader(int i); void DoEnding(); void PrepDoEnding(); void M_WalkDir(int i, int md); void MAI_Zombie(int i); void MAI_SkelSd(int i); void MAI_Snake(int i); void MAI_Bat(int i); void MAI_SkelBow(int i); void MAI_Fat(int i); void MAI_Sneak(int i); void MAI_Fireman(int i); void MAI_Fallen(int i); void MAI_Cleaver(int i); void MAI_Round(int i, BOOL special); void MAI_GoatMc(int i); void MAI_Ranged(int i, int missile_type, BOOL special); void MAI_GoatBow(int i); void MAI_Succ(int i); #ifdef HELLFIRE void MAI_Lich(int i); void MAI_ArchLich(int i); void MAI_Psychorb(int i); void MAI_Necromorb(int i); #endif void MAI_AcidUniq(int i); #ifdef HELLFIRE void MAI_Firebat(int i); void MAI_Torchant(int i); #endif void MAI_Scav(int i); void MAI_Garg(int i); void MAI_RoundRanged(int i, int missile_type, BOOL checkdoors, int dam, int lessmissiles); void MAI_Magma(int i); void MAI_Storm(int i); #ifdef HELLFIRE void MAI_BoneDemon(int i); #endif void MAI_Acid(int i); void MAI_Diablo(int i); void MAI_Mega(int i); void MAI_Golum(int i); void MAI_SkelKing(int i); void MAI_Rhino(int i); #ifdef HELLFIRE void MAI_HorkDemon(int i); #endif void MAI_Counselor(int i); void MAI_Garbud(int i); void MAI_Zhar(int i); void MAI_SnotSpil(int i); void MAI_Lazurus(int i); void MAI_Lazhelp(int i); void MAI_Lachdanan(int i); void MAI_Warlord(int i); void DeleteMonsterList(); void ProcessMonsters(); void FreeMonsters(); BOOL DirOK(int i, int mdir); BOOL PosOkMissile(int x, int y); BOOL CheckNoSolid(int x, int y); BOOL LineClearF(BOOL (*Clear)(int, int), int x1, int y1, int x2, int y2); BOOL LineClear(int x1, int y1, int x2, int y2); BOOL LineClearF1(BOOL (*Clear)(int, int, int), int monst, int x1, int y1, int x2, int y2); void SyncMonsterAnim(int i); void M_FallenFear(int x, int y); void PrintMonstHistory(int mt); void PrintUniqueHistory(); void MissToMonst(int i, int x, int y); BOOL PosOkMonst(int i, int x, int y); #ifdef HELLFIRE BOOLEAN monster_posok(int i, int x, int y); #endif BOOL PosOkMonst2(int i, int x, int y); BOOL PosOkMonst3(int i, int x, int y); BOOL IsSkel(int mt); BOOL IsGoat(int mt); int M_SpawnSkel(int x, int y, int dir); BOOL SpawnSkeleton(int ii, int x, int y); int PreSpawnSkeleton(); void TalktoMonster(int i); void SpawnGolum(int i, int x, int y, int mi); BOOL CanTalkToMonst(int m); BOOL CheckMonsterHit(int m, BOOL &ret); int encode_enemy(int m); void decode_enemy(int m, int enemy); /* data */ extern int opposite[8]; extern int offset_x[8]; extern int offset_y[8]; #endif /* __MONSTER_H__ */