/* File: borg6.h */ /* Purpose: Header file for "borg6.c" -BEN- */ #ifndef INCLUDED_BORG6_H #define INCLUDED_BORG6_H #include "angband.h" #ifdef ALLOW_BORG /* * This file provides support for "borg6.c". */ #include "borg1.h" #include "borg2.h" #include "borg3.h" /* * Possible values of "goal" */ #define GOAL_KILL 1 /* Monsters */ #define GOAL_TAKE 2 /* Objects */ #define GOAL_MISC 3 /* Stores */ #define GOAL_DARK 4 /* Exploring */ #define GOAL_XTRA 5 /* Searching */ #define GOAL_BORE 6 /* Leaving */ #define GOAL_FLEE 7 /* Fleeing */ /* * Minimum "harmless" food */ #define SV_FOOD_MIN_OKAY SV_FOOD_CURE_POISON /* * Attempt to induce "word of recall" */ extern bool borg_recall(void); /* * Low level goals */ extern bool borg_caution(void); extern bool borg_attack(void); extern bool borg_recover(void); extern bool borg_defend(void); /* * Twitchy goals */ extern bool borg_charge_kill(void); extern bool borg_charge_take(void); extern bool borg_twitchy(void); /* * Continue a high level goal */ extern bool borg_flow_old(int why); /* * Flow to stairs */ extern bool borg_flow_stair_both(int why); extern bool borg_flow_stair_less(int why); extern bool borg_flow_stair_more(int why); /* * Flow to shops */ extern bool borg_flow_shop_visit(void); extern bool borg_flow_shop_entry(int n); /* * Flow towards monsters/objects */ extern bool borg_flow_kill(bool viewable); extern bool borg_flow_take(bool viewable); /* * Flow towards "interesting" grids */ extern bool borg_flow_dark(bool neer); /* * Search for secret doors */ extern bool borg_flow_spastic(bool bored); /* * Initialize this file */ extern void borg_init_6(void); #endif #endif