Angband
player-quest.h
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1 
19 #ifndef QUEST_H
20 #define QUEST_H
21 
22 /* Quest list */
23 extern struct quest *quests;
24 
25 /* Functions */
26 bool is_quest(int level);
27 void player_quests_reset(struct player *p);
28 void player_quests_free(struct player *p);
29 bool quest_check(const struct monster *m);
30 extern struct file_parser quests_parser;
31 
32 
33 #endif /* QUEST_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
Definition: list-options.h:86
Monster information, for a specific monster.
Definition: monster.h:324
bool quest_check(const struct monster *m)
Check if this (now dead) monster is a quest monster, and act appropriately.
Definition: player-quest.c:219
struct file_parser quests_parser
Definition: player-quest.c:129
struct quest * quests
Array of quests.
Definition: player-quest.c:31
Structure for the "quests".
Definition: player.h:135
void player_quests_free(struct player *p)
Free the player quests.
Definition: player-quest.c:176
void player_quests_reset(struct player *p)
Copy all the standard quests to the player quest history.
Definition: player-quest.c:157
const char ** p[]
Definition: name.c:40
Definition: datafile.h:25
bool is_quest(int level)
Check if the given level is a quest level.
Definition: player-quest.c:140
Most of the "player" information goes here.
Definition: player.h:452