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-|||||oy
-
-#####R /----------------------------------------\
-#####R < monster.pkg functions helper file >
-#####R \----------------------------------------/
-
-
-----------------------------------------------------------------------
-
-#####R=== race_info_idx ===
-
-#####GDeclaration
- extern monster_race* race_info_idx(int r_idx, int ego);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Return a (monster_race*) with the combinations of the monster
- * properties and the ego type
- */
-
-#####GDescription
-Get monster info and ego info for monster with monster index "r_idx"
-and monster ego "ego". The ego information is applied to the monster
-information and the new monster information is returned.
-
-For example, race_info_idx(141,7) will create a brown yeek (monster)
-shaman (ego).
-
-#####GParameters
-> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no
- range checking.
-> "ego" is an entry from the "re_info.txt". Beware: there is no range
- checking.
-
-----------------------------------------------------------------------
-
-#####R=== delete_monster_idx ===
-
-#####GDeclaration
- extern void delete_monster_idx(int i);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Delete a monster by index.
- *
- * When a monster is deleted, all of its objects are deleted.
- */
-
-#####GDescription
-Delete monster "i" from the monster array.
-
-#####GParameters
-> "i" is the index for the monster list (m_list[]). Beware: there is
- no range checking.
-
-----------------------------------------------------------------------
-
-#####R=== m_pop ===
-
-#####GDeclaration
- extern s16b m_pop(void);
-
-#####GFile
- monsters2.c
-
-#####GComment
-/*
- * Acquires and returns the index of a "free" monster.
- *
- * This routine should almost never fail, but it *can* happen.
- */
-
-#####GDescription
-Get an empty slot in the monster list (m_list[]). If there are no
-empty slots, a slot will be reclaimed from a "dead" monster. If all
-slots are full, 0 is returned, which means the function has failed
-("Too many monsters!").
-
-----------------------------------------------------------------------
-
-#####R=== get_mon_num_prep ===
-
-#####GDeclaration
- extern errr get_mon_num_prep(void);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Apply a "monster restriction function" to the "monster allocation table"
- */
-
-#####GDescription
-There are no parameters, but there are some other variables which will
-need to be set. They are get_mon_num_hook and get_mon_num2_hook. They
-are pointers to functions.
-
-For example, get_mon_num_hook = monster_volcano means when
-get_mon_num_hook is called (*get_mon_num_hook)(index), the actual
-function called is monster_volcano(index). This particular function
-returns TRUE if the monster indicated by "index" has the
-RF8_WILD_VOLCANO flag set.
-
-It is a good idea to store the old value of get_mon_num_hook before
-setting a new one, and restoring it when your function is finished.
-
-Following is a list of functions which can be assigned to
-get_mon_num_hook:
-
-create_molds_hook
-create_townpeople_hook
-mon_hook_bounty
-monster_dungeon
-monster_grass
-monster_mountain
-monster_ocean
-monster_quest
-monster_shore
-monster_town
-monster_volcano
-monster_waste
-monster_wood
-mutate_monster_okay
-place_monster_okay
-summon_specific_okay
-vault_aux_animal
-vault_aux_chapel
-vault_aux_clone
-vault_aux_demon
-vault_aux_dragon
-vault_aux_giant
-vault_aux_jelly
-vault_aux_kennel
-vault_aux_orc
-vault_aux_symbol
-vault_aux_treasure
-vault_aux_troll
-vault_aux_undead
-
-Or you can write your own. The function must take an integer (index)
-as a parameter and return boolean (TRUE if the monster is selected,
-or FALSE if it is not).
-
-----------------------------------------------------------------------
-
-#####R=== get_mon_num ===
-
-#####GDeclaration
- extern s16b get_mon_num(int level);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Choose a monster race that seems "appropriate" to the given level
- *
- * This function uses the "prob2" field of the "monster allocation table",
- * and various local information, to calculate the "prob3" field of the
- * same table, which is then used to choose an "appropriate" monster, in
- * a relatively efficient manner.
- *
- * Note that "town" monsters will *only* be created in the town, and
- * "normal" monsters will *never* be created in the town, unless the
- * "level" is "modified", for example, by polymorph or summoning.
- *
- * There is a small chance (1/50) of "boosting" the given depth by
- * a small amount (up to four levels), except in the town.
- *
- * It is (slightly) more likely to acquire a monster of the given level
- * than one of a lower level. This is done by choosing several monsters
- * appropriate to the given level and keeping the "hardest" one.
- *
- * Note that if no monsters are "appropriate", then this function will
- * fail, and return zero, but this should *almost* never happen.
- */
-
-Description:
-For the given level "level", return the index of an appropriate
-monster race.
-
-#####GParameters
-> "level" is a dungeon level
-
-----------------------------------------------------------------------
-
-#####R=== monster_desc ===
-
-#####GDeclaration
- extern void monster_desc(char *desc, monster_type *m_ptr,
- int mode);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Build a string describing a monster in some way.
- *
- * We can correctly describe monsters based on their visibility.
- * We can force all monsters to be treated as visible or invisible.
- * We can build nominatives, objectives, possessives, or reflexives.
- * We can selectively pronominalize hidden, visible, or all monsters.
- * We can use definite or indefinite descriptions for hidden monsters.
- * We can use definite or indefinite descriptions for visible monsters.
- *
- * Pronominalization involves the gender whenever possible and allowed,
- * so that by cleverly requesting pronominalization / visibility, you
- * can get messages like "You hit someone. She screams in agony!".
- *
- * Reflexives are acquired by requesting Objective plus Possessive.
- *
- * If no m_ptr arg is given (?), the monster is assumed to be hidden,
- * unless the "Assume Visible" mode is requested.
- *
- * If no r_ptr arg is given, it is extracted from m_ptr and r_info
- * If neither m_ptr nor r_ptr is given, the monster is assumed to
- * be neuter, singular, and hidden (unless "Assume Visible" is set),
- * in which case you may be in trouble... :-)
- *
- * I am assuming that no monster name is more than 70 characters long,
- * so that "char desc[80];" is sufficiently large for any result.
- *
- * Mode Flags:
- * 0x01 --> Objective (or Reflexive)
- * 0x02 --> Possessive (or Reflexive)
- * 0x04 --> Use indefinites for hidden monsters ("something")
- * 0x08 --> Use indefinites for visible monsters ("a kobold")
- * 0x10 --> Pronominalize hidden monsters
- * 0x20 --> Pronominalize visible monsters
- * 0x40 --> Assume the monster is hidden
- * 0x80 --> Assume the monster is visible
- *
- * Useful Modes:
- * 0x00 --> Full nominative name ("the kobold") or "it"
- * 0x04 --> Full nominative name ("the kobold") or "something"
- * 0x80 --> Genocide resistance name ("the kobold")
- * 0x88 --> Killing name ("a kobold")
- * 0x22 --> Possessive, genderized if visible ("his") or "its"
- * 0x23 --> Reflexive, genderized if visible ("himself") or "itself"
- */
-
-#####GDescription
-Return a monster description "desc" for monster "monster_type" using
-flag "mode". The modes are described above.
-
-#####GParameters
-> "desc" is the returned description.
-> "monster type" is the monster (monster pointer).
-> "mode" is one of the modes described in the comments.
-
-----------------------------------------------------------------------
-
-#####R=== monster_race_desc ===
-
-#####GDeclaration
- extern void monster_race_desc(char *desc, int r_idx,
- int ego);
-
-#####GFile
- monster2.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the monster description "desc" for monster with monster index
-"r_idx" and monster ego "ego". The monster description is made up of
-the ego name (if any) and monster name, or the unique name.
-
-#####GParameters
-> "desc" is the returned description.
-> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no
- range checking.
-> "ego" is an entry from the "re_info.txt". Beware: there is no range
- checking.
-
-----------------------------------------------------------------------
-
-#####R=== place_monster_aux ===
-
-#####GDeclaration
- extern bool place_monster_aux(int y, int x, int r_idx,
- bool slp, bool grp, int status);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Attempt to place a monster of the given race at the given location
- *
- * Note that certain monsters are now marked as requiring "friends".
- * These monsters, if successfully placed, and if the "grp" parameter
- * is TRUE, will be surrounded by a "group" of identical monsters.
- *
- * Note that certain monsters are now marked as requiring an "escort",
- * which is a collection of monsters with similar "race" but lower
- * level.
- *
- * Some monsters induce a fake "group" flag on their escorts.
- *
- * Note the "bizarre" use of non-recursion to prevent annoying output
- * when running a code profiler.
- *
- * Note the use of the new "monster allocation table" code to restrict
- * the "get_mon_num()" function to "legal" escort types.
- */
-
-#####GDescription
-Attempt to place a monster at grid "y", "x". The monster has monster
-index "m_idx". The monster may be asleep ("slp"). The monster may be
-surrounded by a group of identical monsters ("grp"). The monster has
-a status of "status" (see below). The function returns TRUE if the
-monster is placed successfully, otherwise FALSE.
-
-#####GParameters
-> "y" is the y co-ordinate of the target grid.
-> "x" is the x co-ordinate of the target grid.
-> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no
- range checking.
-> "slp" is TRUE if the monster is asleep, otherwise FALSE.
-> "grp" is TRUE if the monster is surrounded by a group, otherwise
- FALSE.
-> "status" is the status of the monster
- *****fields.txt*0[status]
-
-----------------------------------------------------------------------
-
-#####R=== place_monster ===
-
-#####GDeclaration
- extern bool place_monster(int y, int x, bool slp,
- bool grp);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Hack -- attempt to place a monster at the given location
- *
- * Attempt to find a monster appropriate to the "monster_level"
- */
-
-#####GDescription
-Attempt to place a monster at grid "y", "x". The monster may be asleep
-("slp"). The monster may be surrounded by a group of identical
-monsters ("grp"). The monster is of the appropriate monster level. The
-function returns TRUE if the monster is placed successfully, otherwise
-FALSE.
-
-#####GParameters
-> "y" is the y co-ordinate of the target grid.
-> "x" is the x co-ordinate of the target grid.
-> "slp" is TRUE if the monster is asleep, otherwise FALSE.
-> "grp" is TRUE if the monster is surrounded by a group, otherwise
- FALSE.
-
-----------------------------------------------------------------------
-
-#####R=== place_monster_one ===
-
-#####GDeclaration
- extern s16b place_monster_one(int y, int x, int r_idx,
- int ego, bool slp, int status);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Attempt to place a monster of the given race at the given location.
- *
- * To give the player a sporting chance, any monster that appears in
- * line-of-sight and is extremely dangerous can be marked as
- * "FORCE_SLEEP", which will cause them to be placed with low energy,
- * which often (but not always) lets the player move before they do.
- *
- * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
- *
- * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
- * remove old "cur_num" and "max_num" fields.
- *
- * XXX XXX XXX Actually, do something similar for artifacts, to simplify
- * the "preserve" mode, and to make the "what artifacts" flag more useful.
- *
- * This is the only function which may place a monster in the dungeon,
- * except for the savefile loading code.
- */
-
-#####GDescription
-Attempt to place a monster at grid "y", "x". The monster has monster
-index "m_idx". The monster may be asleep ("slp"). The monster may have
-an ego type ("ego"). The monster has a status of "status" (see below).
-The function returns TRUE if the monster is placed successfully,
-otherwise FALSE.
-
-#####GParameters
-> "y" is the y co-ordinate of the target grid.
-> "x" is the x co-ordinate of the target grid.
-> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no
- range checking.
-> "slp" is TRUE if the monster is asleep, otherwise FALSE.
-> "ego" is an entry from the "re_info.txt". Beware: there is no range
- checking.
-> "status" is the status of the monster
- *****fields.txt*0[status]
-
-----------------------------------------------------------------------
-
-#####R=== is_friend ===
-
-#####GDeclaration
- extern int is_friend(monster_type *m_ptr);
-
-#####GFile
- monster3.c
-
-#####GComment
-/*
- * Is the monster in friendly state(pet, friend, ..)
- * -1 = enemy, 0 = neutral, 1 = friend
- */
-
-#####GDescription
-Return a value to indicate the status of monster "m_ptr".
- *****fields.txt*0[status]
-
-#####GParameters
-> "m_ptr" is a pointer to a monster.
-
-----------------------------------------------------------------------
-
-#####R=== is_enemy ===
-
-#####GDeclaration
- extern bool is_enemy(monster_type *m_ptr,
- monster_type *t_ptr);
-
-#####GFile
- monster3.c
-
-#####GComment
-/* Should they attack each others */
-
-#####GDescription
-Return TRUE if monster "m_ptr" should attack monster "t_ptr". If
-"m_ptr" is stupid and "r_ptr" is a different type of monster then the
-function will return TRUE. If "m_ptr" is not neutral and "r_ptr" is a
-breeder, and "r_ptr" is a different type of monster then the function
-will return TRUE (and vice versa). If both monsters are not neutral
-and one is friendly and the other isn't then the function will return
-TRUE. Otherwise the function returns FALSE.
-
-#####GParameters
-> "m_ptr" is a pointer to a monster.
-> "t_ptr" is a pointer to a monster (target).
-
-----------------------------------------------------------------------
-
-#####R=== change_side ===
-
-#####GDeclaration
- extern bool change_side(monster_type *m_ptr);
-
-#####GFile
- monster3.c
-
-#####GComment
-(none)
-
-#####GDescription
-Change the status of monster "m_ptr" from friendly to unfriendly and
-vice versa. Friends and pets become enemies. Neutral Ms become
-neutral Ps and vice versa. Companions are unaffected. The
-function returns TRUE if the status changed, otherwise FALSE.
-
-#####GParameters
-> "m_ptr" is a pointer to a monster.
-
-----------------------------------------------------------------------
-
-#####R=== find_position ===
-
-#####GDeclaration
- extern void find_position(int y, int x, int *yy = 0,
- int *xx = 0);
-
-#####GFile
- lua_bind.c
-
-#####GComment
-(none)
-
-#####GDescription
-Find a new grid "yy", "xx" within 6 grids of target grid "y", "x".
-The new grid must be within line-of-sight of the target grid. A
-maximum of 5000 attempts is made.
-
-#####GParameters
-> "y" is the y co-ordinate of the target grid.
-> "x" is the x co-ordinate of the target grid.
-> "yy" is the y co-ordinate of the new grid.
-> "xx" is the x co-ordinate of the new grid.
-
-----------------------------------------------------------------------
-
-#####R=== can_create_companion ===
-
-#####GDeclaration
- extern bool can_create_companion();
-
-#####GFile
- monster3.c
-
-#####GComment
-/* Returns if a new companion is allowed */
-
-#####GDescription
-Return TRUE if a companion can be created, otherwise FALSE.
-
-----------------------------------------------------------------------
-
-Back to the *****lua.hlp*0[lua help index] .
-
-
- [[[[[gThis file by Chris Hadgis]