nexus/move.h

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C
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#include "defs.h"
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int canandwillmove(lifeform_t *lf, int dir, enum ERROR *error);
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int canmove(lifeform_t *lf, int dir, enum ERROR *error);
int celldangerous(lifeform_t *lf, cell_t *cell, enum ERROR *error);
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int cellwalkable(lifeform_t *lf, cell_t *cell, enum ERROR *error);
int closedoorat(lifeform_t *lf, cell_t *c);
int closedoor(lifeform_t *lf, object_t *o);
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int diropposite(int dir);
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void dorandommove(lifeform_t *lf, int badmovesok);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
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int getdiraway(cell_t *src, cell_t *dst, int wantcheck, int dirtype);
int getdirtowards(cell_t *src, cell_t *dst, lifeform_t *srclf, int wantcheck, int dirtype);
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int knockback(lifeform_t *lf, int dir, int howfar, lifeform_t *pusher);
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int moveawayfrom(lifeform_t *lf, cell_t *dst);
void moveeffects(lifeform_t *lf);
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int movelf(lifeform_t *lf, cell_t *newcell);
int moveto(lifeform_t *lf, cell_t *newcell, int onpurpose);
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int movetowards(lifeform_t *lf, cell_t *dst);
int opendoorat(lifeform_t *lf, cell_t *c);
int opendoor(lifeform_t *lf, object_t *o);
int pullnextto(lifeform_t *lf, cell_t *c);
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int teleportto(lifeform_t *lf, cell_t *c, int wantsmoke);
int trymove(lifeform_t *lf, int dir, int onpurpose);
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int tryrun(lifeform_t *lf, int dir);
int willmove(lifeform_t *lf, int dir, enum ERROR *error);