19 #ifndef MONSTER_ATTACK_H
20 #define MONSTER_ATTACK_H
Use the roguelike command false Show damage player deals to false Always pickup false Show flavors in object false Highlight player with cursor between false Show walls as solid false false Center map false Automatically clear more false Allow mouse clicks to move the true false false false false false Generate a random artifact false Force player false Restrict creation of false Lose artifacts when leaving level
Monster information, for a specific monster.
bool(* testfn_make_attack_normal)(struct monster *m, struct player *p)
bool make_attack_normal(struct monster *mon, struct player *p)
Attack the player via physical attacks.
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 ...
bool make_attack_spell(struct monster *mon)
Creatures can cast spells, shoot missiles, and breathe.
bool check_hit(struct player *p, int power, int level, int debuff)
Determine if a monster attack against the player succeeds.
const char ** p
Most of the "player" information goes here.