#ifndef _MON_H_1e12701e_ #define _MON_H_1e12701e_ /* * APIs exported by mon.c. */ #include "structs.h" /* * Fuse function for creating new monsters. */ extern void makemon_fuse(long int, void *); /* * The standard animal-intelligence and human-intelligence monster tick * functions. Most monsters' tick functions just call one of these. */ extern void std_animal_tick(MONST *); extern void std_human_tick(MONST *); /* * The standard monster take-damage, kill, and destroy functions. */ extern TDRV std_takedamage(MONST *, int); extern void std_kill(MONST *); extern void std_destroy(MONST *); /* * Return a monster's name, with an article, suitable for messages like * "There's %s there!". */ extern char *amonname(MONST *); /* * Create a new monster of a given type on a given level. Returns the * new monster. */ extern MONST *newmon(int, LEVEL *); /* * Place a monster in a location. */ extern int placemon(MONST *, LOC *); /* * Gate a monster in (to is the destination gate's location). */ extern void gatemon(MONST *, LOC *); /* * Move a monster to a location. */ extern void movemon(MONST *, LOC *); /* * See if the player needs to be told about a mosnter at the other end * of stairs. Returns true if the player was told, false if there's * no mosnter there or it's the one the player has already been told * about. */ extern int seestairs(void); /* * Kill a monster. */ extern void killmon(MONST *); /* * Initialize the mosnter subsystem. */ extern void initmonst(void); /* * Toggle aggravation. Developer support. */ extern void aggravate(void); /* * Heal a given monster by a given number of hit points. */ extern void gainhp(MONST *, int); #endif