Angband
mon-blows.h
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1 
20 #ifndef MON_BLOW_EFFECTS_H
21 #define MON_BLOW_EFFECTS_H
22 
23 #include "player.h"
24 #include "monster.h"
25 
26 struct blow_method {
27  char *name;
28  bool cut;
29  bool stun;
30  bool miss;
31  bool phys;
32  int msgt;
33  char *act_msg;
34  char *desc;
35  struct blow_method *next;
36 };
37 
39 
49  struct player * const p;
50  struct monster * const mon;
51  const int rlev;
52  const struct blow_method *method;
53  const int ac;
54  const char *ddesc;
55  bool obvious;
56  bool blinked;
57  bool do_break;
58  int damage;
60 
65 
66 struct blow_effect {
67  char *name;
68  int power;
69  int eval;
70  char *desc;
71  byte lore_attr; /* Color of the attack used in lore text */
72  byte lore_attr_resist; /* Color used in lore text when resisted */
73  byte lore_attr_immune; /* Color used in lore text when resisted strongly */
74  char *effect_type;
75  int resist;
76  struct blow_effect *next;
77 };
78 
80 
81 /* Functions */
82 int blow_index(const char *name);
83 extern const char *monster_blow_method_action(struct blow_method *method);
85 
86 #endif /* MON_BLOW_EFFECTS_H */
struct blow_effect * blow_effects
Definition: mon-blows.h:79
int damage
Definition: mon-blows.h:58
const char * monster_blow_method_action(struct blow_method *method)
Return an action string to be appended on the attack message.
Definition: mon-blows.c:92
typedef void(PNGAPI *png_error_ptr) PNGARG((png_structp
bool blinked
Definition: mon-blows.h:56
Monster information, for a specific monster.
Definition: monster.h:320
Definition: mon-blows.h:26
void(* melee_effect_handler_f)(melee_effect_handler_context_t *)
Melee blow effect handler.
Definition: mon-blows.h:64
struct blow_effect * next
Definition: mon-blows.h:76
bool do_break
Definition: mon-blows.h:57
int power
Definition: mon-blows.h:68
uint8_t byte
Definition: h-basic.h:167
struct player *const p
Definition: mon-blows.h:49
char * act_msg
Definition: mon-blows.h:33
Player implementation.
char * name
Definition: mon-blows.h:27
Storage for context information for effect handlers called in make_attack_normal().
Definition: mon-blows.h:48
const int ac
Definition: mon-blows.h:53
Definition: mon-blows.h:66
bool obvious
Definition: mon-blows.h:55
const struct blow_method * method
Definition: mon-blows.h:52
int msgt
Definition: mon-blows.h:32
char * effect_type
Definition: mon-blows.h:74
const char * ddesc
Definition: mon-blows.h:54
int blow_index(const char *name)
Monster blow effects
Definition: mon-blows.c:111
Flags, structures and variables for monsters.
bool miss
Definition: mon-blows.h:30
melee_effect_handler_f melee_handler_for_blow_effect(const char *name)
Definition: mon-blows.c:865
struct melee_effect_handler_context_s melee_effect_handler_context_t
Storage for context information for effect handlers called in make_attack_normal().
struct blow_method * next
Definition: mon-blows.h:35
bool phys
Definition: mon-blows.h:31
char * desc
Definition: mon-blows.h:70
int resist
Definition: mon-blows.h:75
const int rlev
Definition: mon-blows.h:51
char * desc
Definition: mon-blows.h:34
struct monster *const mon
Definition: mon-blows.h:50
int eval
Definition: mon-blows.h:69
Intialize random names
Definition: init.c:658
char * name
Definition: mon-blows.h:67
struct blow_method * blow_methods
Definition: mon-blows.h:38
byte lore_attr_resist
Definition: mon-blows.h:72
Most of the "player" information goes here.
Definition: player.h:454
bool cut
Definition: mon-blows.h:28
int method
Definition: libpng12/png.h:1874
byte lore_attr_immune
Definition: mon-blows.h:73
bool stun
Definition: mon-blows.h:29
byte lore_attr
Definition: mon-blows.h:71