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191 lines
5.9 KiB
191 lines
5.9 KiB
//HEADER_GOES_HERE |
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#ifndef __MONSTER_H__ |
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#define __MONSTER_H__ |
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extern int MissileFileFlag; |
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extern int monstkills[MAXMONSTERS]; |
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extern int monstactive[MAXMONSTERS]; |
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extern int nummonsters; |
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extern MonsterStruct monster[MAXMONSTERS]; |
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extern int totalmonsters; |
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extern CMonster Monsters[MAX_LVLMTYPES]; |
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#ifdef HELLFIRE |
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extern int GraphicTable[NUMLEVELS][MAX_LVLMTYPES]; |
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#else |
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extern BYTE GraphicTable[NUMLEVELS][MAX_LVLMTYPES]; |
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#endif |
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extern int monstimgtot; |
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extern int uniquetrans; |
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extern int nummtypes; |
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void InitMonsterTRN(int monst, BOOL special); |
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void InitLevelMonsters(); |
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int AddMonsterType(int type, int placeflag); |
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void GetLevelMTypes(); |
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void InitMonsterGFX(int monst); |
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void ClearMVars(int i); |
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void InitMonster(int i, int rd, int mtype, int x, int y); |
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void ClrAllMonsters(); |
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BOOL MonstPlace(int xp, int yp); |
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void PlaceMonster(int i, int mtype, int x, int y); |
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void PlaceUniqueMonst(int uniqindex, int miniontype, int unpackfilesize); |
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void PlaceQuestMonsters(); |
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void PlaceGroup(int mtype, int num, int leaderf, int leader); |
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void LoadDiabMonsts(); |
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void InitMonsters(); |
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void PlaceUniques(); |
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void SetMapMonsters(BYTE *pMap, int startx, int starty); |
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void DeleteMonster(int i); |
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int AddMonster(int x, int y, int dir, int mtype, BOOL InMap); |
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void NewMonsterAnim(int i, AnimStruct *anim, int md); |
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BOOL M_Ranged(int i); |
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BOOL M_Talker(int i); |
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void M_Enemy(int i); |
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int M_GetDir(int i); |
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void M_CheckEFlag(int i); |
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void M_StartStand(int i, int md); |
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void M_StartDelay(int i, int len); |
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void M_StartSpStand(int i, int md); |
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void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, int EndDir); |
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void M_StartWalk2(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int yadd, int EndDir); |
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void M_StartWalk3(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int yadd, int mapx, int mapy, int EndDir); |
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void M_StartAttack(int i); |
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void M_StartRAttack(int i, int missile_type, int dam); |
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void M_StartRSpAttack(int i, int missile_type, int dam); |
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void M_StartSpAttack(int i); |
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void M_StartEat(int i); |
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void M_ClearSquares(int i); |
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void M_GetKnockback(int i); |
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void M_StartHit(int i, int pnum, int dam); |
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void M_DiabloDeath(int i, BOOL sendmsg); |
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void M2MStartHit(int mid, int i, int dam); |
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void MonstStartKill(int i, int pnum, BOOL sendmsg); |
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void M2MStartKill(int i, int mid); |
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void M_StartKill(int i, int pnum); |
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void M_SyncStartKill(int i, int x, int y, int pnum); |
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void M_StartFadein(int i, int md, BOOL backwards); |
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void M_StartFadeout(int i, int md, BOOL backwards); |
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void M_StartHeal(int i); |
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void M_ChangeLightOffset(int monst); |
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BOOL M_DoStand(int i); |
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BOOL M_DoWalk(int i); |
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BOOL M_DoWalk2(int i); |
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BOOL M_DoWalk3(int i); |
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void M_TryM2MHit(int i, int mid, int hper, int mind, int maxd); |
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void M_TryH2HHit(int i, int pnum, int Hit, int MinDam, int MaxDam); |
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BOOL M_DoAttack(int i); |
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BOOL M_DoRAttack(int i); |
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int M_DoRSpAttack(int i); |
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BOOL M_DoSAttack(int i); |
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BOOL M_DoFadein(int i); |
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BOOL M_DoFadeout(int i); |
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int M_DoHeal(int i); |
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int M_DoTalk(int i); |
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void M_Teleport(int i); |
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BOOL M_DoGotHit(int i); |
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void M_UpdateLeader(int i); |
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void DoEnding(); |
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void PrepDoEnding(); |
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BOOL M_DoDeath(int i); |
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BOOL M_DoSpStand(int i); |
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BOOL M_DoDelay(int i); |
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BOOL M_DoStone(int i); |
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void M_WalkDir(int i, int md); |
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void GroupUnity(int i); |
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BOOL M_CallWalk(int i, int md); |
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BOOL M_PathWalk(int i); |
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BOOL M_CallWalk2(int i, int md); |
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BOOL M_DumbWalk(int i, int md); |
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BOOL M_RoundWalk(int i, int md, int *dir); |
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void MAI_Zombie(int i); |
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void MAI_SkelSd(int i); |
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BOOL MAI_Path(int i); |
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void MAI_Snake(int i); |
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void MAI_Bat(int i); |
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void MAI_SkelBow(int i); |
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void MAI_Fat(int i); |
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void MAI_Sneak(int i); |
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void MAI_Fireman(int i); |
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void MAI_Fallen(int i); |
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void MAI_Cleaver(int i); |
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void MAI_Round(int i, BOOL special); |
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void MAI_GoatMc(int i); |
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void MAI_Ranged(int i, int missile_type, BOOL special); |
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void MAI_GoatBow(int i); |
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void MAI_Succ(int i); |
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void MAI_AcidUniq(int i); |
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void MAI_Scav(int i); |
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void MAI_Garg(int i); |
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void MAI_RoundRanged(int i, int missile_type, BOOL checkdoors, int dam, int lessmissiles); |
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void MAI_Magma(int i); |
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void MAI_Storm(int i); |
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void MAI_Acid(int i); |
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void MAI_Diablo(int i); |
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void MAI_RR2(int i, int mistype, int dam); |
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void MAI_Mega(int i); |
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void MAI_Golum(int i); |
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void MAI_SkelKing(int i); |
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void MAI_Rhino(int i); |
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void MAI_Counselor(int i); |
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void MAI_Garbud(int i); |
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void MAI_Zhar(int i); |
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void MAI_SnotSpil(int i); |
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void MAI_Lazurus(int i); |
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void MAI_Lazhelp(int i); |
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void MAI_Lachdanan(int i); |
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void MAI_Warlord(int i); |
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void DeleteMonsterList(); |
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void ProcessMonsters(); |
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void FreeMonsters(); |
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BOOL DirOK(int i, int mdir); |
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BOOL PosOkMissile(int x, int y); |
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BOOL CheckNoSolid(int x, int y); |
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BOOL LineClearF(BOOL (*Clear)(int, int), int x1, int y1, int x2, int y2); |
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BOOL LineClear(int x1, int y1, int x2, int y2); |
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BOOL LineClearF1(BOOL (*Clear)(int, int, int), int monst, int x1, int y1, int x2, int y2); |
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void SyncMonsterAnim(int i); |
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void M_FallenFear(int x, int y); |
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void PrintMonstHistory(int mt); |
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void PrintUniqueHistory(); |
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void MissToMonst(int i, int x, int y); |
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BOOL PosOkMonst(int i, int x, int y); |
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BOOL PosOkMonst2(int i, int x, int y); |
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BOOL PosOkMonst3(int i, int x, int y); |
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BOOL IsSkel(int mt); |
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BOOL IsGoat(int mt); |
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int M_SpawnSkel(int x, int y, int dir); |
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void ActivateSpawn(int i, int x, int y, int dir); |
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BOOL SpawnSkeleton(int ii, int x, int y); |
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int PreSpawnSkeleton(); |
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void TalktoMonster(int i); |
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void SpawnGolum(int i, int x, int y, int mi); |
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BOOL CanTalkToMonst(int m); |
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BOOL CheckMonsterHit(int m, BOOL *ret); |
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int encode_enemy(int m); |
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void decode_enemy(int m, int enemy); |
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/* rdata */ |
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extern const char plr2monst[9]; |
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extern const BYTE counsmiss[4]; |
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/* data */ |
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extern int MWVel[24][3]; |
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extern char animletter[7]; |
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extern int left[8]; |
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extern int right[8]; |
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extern int opposite[8]; |
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extern int offset_x[8]; |
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extern int offset_y[8]; |
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/* unused */ |
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extern int rnd5[4]; |
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extern int rnd10[4]; |
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extern int rnd20[4]; |
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extern int rnd60[4]; |
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// |
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extern void (*AiProc[])(int i); |
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#endif /* __MONSTER_H__ */
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