Angband
mon-attack.h
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1 
19 #ifndef MONSTER_ATTACK_H
20 #define MONSTER_ATTACK_H
21 
22 int choose_attack_spell(bitflag *f, bool innate, bool non_innate);
23 bool make_ranged_attack(struct monster *mon);
24 bool check_hit(struct player *p, int power, int level, int accuracy);
25 bool check_hit_monster(struct monster *mon, int power, int level, int accuracy);
26 int adjust_dam_armor(int damage, int ac);
27 bool make_attack_normal(struct monster *mon, struct player *p);
28 bool monster_attack_monster(struct monster *mon, struct monster *t_mon);
29 
30 #endif /* !MONSTER_ATTACK_H */
bool monster_attack_monster(struct monster *mon, struct monster *t_mon)
Attack the player via physical attacks.
Definition: mon-attack.c:707
Monster information, for a specific monster.
Definition: monster.h:369
bool make_attack_normal(struct monster *mon, struct player *p)
Attack the player via physical attacks.
Definition: mon-attack.c:475
bool make_ranged_attack(struct monster *mon)
Creatures can cast spells, shoot missiles, and breathe.
Definition: mon-attack.c:291
int choose_attack_spell(bitflag *f, bool innate, bool non_innate)
Have a monster choose a spell to cast.
Definition: mon-attack.c:212
Definition: game-world.h:24
int adjust_dam_armor(int damage, int ac)
Calculate how much damage remains after armor is taken into account (does for a physical attack what ...
Definition: mon-attack.c:467
const char ** p[]
Definition: name.c:40
byte bitflag
Definition: z-bitflag.h:27
bool check_hit_monster(struct monster *mon, int power, int level, int accuracy)
Determine if a monster attack against a monster succeeds.
Definition: mon-attack.c:445
bool check_hit(struct player *p, int power, int level, int accuracy)
Determine if a monster attack against the player succeeds.
Definition: mon-attack.c:421
Most of the "player" information goes here.
Definition: player.h:489