Ludum Dare 29
HackSoc's entry for the Ludum Dare Jam 29
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Data Fields
Mob Struct Reference

#include <mob.h>

Collaboration diagram for Mob:
Collaboration graph
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Data Fields

List moblist
 
struct Levellevel
 
unsigned int xpos
 
unsigned int ypos
 
char symbol
 
int colour
 
bool is_bold
 
Listinventory
 
struct Itemweapon
 
struct Itemoffhand
 
struct Itemarmour
 
void(* turn_action )(struct Mob *)
 
void(* death_action )(struct Mob *)
 
int effect_duration
 
void(* effect_action )(struct Mob *)
 
bool hostile
 
char * name
 
char * race
 
char * profession
 
int score
 
unsigned int attack
 
int health
 
unsigned int max_health
 
bool darksight
 
unsigned int luminosity
 
void * data
 

Detailed Description

A mob is something which roams around the world, they are tied to a level, and all the mobs in one level form a doubly-linked list. There are a couple of callbacks associated with them to determine what happens in certain situations.

Field Documentation

struct Item* Mob::armour

The armour of the mob.

unsigned int Mob::attack

The unarmed attack strength of the mob.

int Mob::colour

The colour to use to render the mob.

bool Mob::darksight

Whether the mob can see in the dark or not.

void* Mob::data

Mob type specific data, eg PlayerData

void(* Mob::death_action)(struct Mob *)

What to do on death.

void(* Mob::effect_action)(struct Mob *)

The effect to apply every turn.

int Mob::effect_duration

How long the current efefct will last.

int Mob::health

The current health, signed to prevent underflow.

bool Mob::hostile

A mob is hostile if the player can damage it.

List* Mob::inventory

List of items the mob is holding.

bool Mob::is_bold

Whether to render the mob bold.

struct Level* Mob::level

The level the mob is in.

unsigned int Mob::luminosity

Number of light sources the mob is holding.

unsigned int Mob::max_health

The maximum health.

List Mob::moblist

The list of mobs to which this belongs

char* Mob::name

The name of the mob (may be NULL for NPC).

struct Item* Mob::offhand

The offhand weapon of the mob.

char* Mob::profession

The job of the mob (may be NULL for NPC).

char* Mob::race

The race of the mob (may be NULL for NPC).

int Mob::score

The score of the mob (ignored for NPCs).

char Mob::symbol

The symbol to use to render the mob.

void(* Mob::turn_action)(struct Mob *)

What to do every turn.

struct Item* Mob::weapon

The weapon of the mob.

unsigned int Mob::xpos

The X position.

unsigned int Mob::ypos

The Y position.


The documentation for this struct was generated from the following file: