Angband
mon-predicate.h
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1 
20 #ifndef MON_PREDICATE_H
21 #define MON_PREDICATE_H
22 
27 typedef bool (*monster_predicate)(const struct monster *mon);
28 
29 bool monster_is_nonliving(const struct monster *mon);
30 bool monster_is_living(const struct monster *mon);
31 bool monster_is_destroyed(const struct monster *mon);
32 bool monster_passes_walls(const struct monster *mon);
33 bool monster_is_invisible(const struct monster *mon);
34 bool monster_is_not_invisible(const struct monster *mon);
35 bool monster_is_unique(const struct monster *mon);
36 bool monster_is_stupid(const struct monster *mon);
37 bool monster_is_smart(const struct monster *mon);
38 bool monster_has_spirit(const struct monster *mon);
39 bool monster_is_evil(const struct monster *mon);
40 bool monster_is_powerful(const struct monster *mon);
41 bool monster_has_spells(const struct monster *mon);
42 bool monster_has_innate_spells(const struct monster *mon);
43 bool monster_has_non_innate_spells(const struct monster *mon);
44 
45 bool monster_is_in_view(const struct monster *mon);
46 bool monster_is_visible(const struct monster *mon);
47 bool monster_is_camouflaged(const struct monster *mon);
48 bool monster_is_obvious(const struct monster *mon);
49 bool monster_is_mimicking(const struct monster *mon);
50 
51 #endif /* !MON_PREDICATE_H */
bool monster_has_spells(const struct monster *mon)
Monster has spells.
Definition: mon-predicate.c:130
Monster information, for a specific monster.
Definition: monster.h:325
bool monster_is_in_view(const struct monster *mon)
Temporary monster properties
Definition: mon-predicate.c:166
bool monster_is_nonliving(const struct monster *mon)
Permanent monster properties
Definition: mon-predicate.c:31
bool(* monster_predicate)(const struct monster *mon)
monster_predicate is a function pointer which tests a given monster to see if the predicate in questi...
Definition: mon-predicate.h:27
bool monster_is_obvious(const struct monster *mon)
Monster is recognisably a monster to the player.
Definition: mon-predicate.c:190
bool monster_has_innate_spells(const struct monster *mon)
Monster has innate spells.
Definition: mon-predicate.c:138
bool monster_is_powerful(const struct monster *mon)
Monster is powerful.
Definition: mon-predicate.c:122
bool monster_is_not_invisible(const struct monster *mon)
Monster is visible, in principle.
Definition: mon-predicate.c:74
bool monster_is_destroyed(const struct monster *mon)
Nonliving and stupid monsters are destroyed rather than dying.
Definition: mon-predicate.c:48
bool monster_is_mimicking(const struct monster *mon)
Monster is currently mimicking an item.
Definition: mon-predicate.c:198
bool monster_is_invisible(const struct monster *mon)
Monster is invisible.
Definition: mon-predicate.c:66
bool monster_is_camouflaged(const struct monster *mon)
Player doesn't recognise the monster as a monster.
Definition: mon-predicate.c:182
bool monster_is_stupid(const struct monster *mon)
Monster is.
Definition: mon-predicate.c:90
bool monster_has_non_innate_spells(const struct monster *mon)
Monster has non-innate spells.
Definition: mon-predicate.c:149
bool monster_is_unique(const struct monster *mon)
Monster is unique.
Definition: mon-predicate.c:82
bool monster_is_evil(const struct monster *mon)
Monster is evil.
Definition: mon-predicate.c:114
bool monster_has_spirit(const struct monster *mon)
Monster has a spirit.
Definition: mon-predicate.c:106
bool monster_is_living(const struct monster *mon)
Living monsters.
Definition: mon-predicate.c:40
bool monster_passes_walls(const struct monster *mon)
Monster can pass through walls.
Definition: mon-predicate.c:57
bool monster_is_smart(const struct monster *mon)
Monster is smart.
Definition: mon-predicate.c:98
bool monster_is_visible(const struct monster *mon)
Monster is visible to the player.
Definition: mon-predicate.c:174