Difference between revisions of "Source:NetHack 3.6.0/include/monst.h"

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(Created page with "__MIXEDSYNTAXHIGHLIGHT__ Below is the full text to '''monst.h''' from the source code of NetHack 3.6.0. To link to a particular line, write [...")
 
 
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{{NGPL}}
 
{{NGPL}}
  <span id="line1">1.   /* NetHack 3.6 monst.h $NHDT-Date: 1432512777 2015/05/25 00:12:57 $  $NHDT-Branch: master $:$NHDT-Revision: 1.20 $ */</span>
+
  <span id="line1">1. /* NetHack 3.6 monst.h $NHDT-Date: 1432512777 2015/05/25 00:12:57 $  $NHDT-Branch: master $:$NHDT-Revision: 1.20 $ */</span>
  <span id="line2">2.   /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */</span>
+
  <span id="line2">2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */</span>
  <span id="line3">3.   /* NetHack may be freely redistributed.  See license for details. */</span>
+
  <span id="line3">3. /* NetHack may be freely redistributed.  See license for details. */</span>
  <span id="line4">4.   </span>
+
  <span id="line4">4. </span>
  <span id="line5">5.   #ifndef MONST_H</span>
+
  <span id="line5">5. #ifndef MONST_H</span>
  <span id="line6">6.   #define MONST_H</span>
+
  <span id="line6">6. #define MONST_H</span>
  <span id="line7">7.   </span>
+
  <span id="line7">7. </span>
  <span id="line8">8.   /* The weapon_check flag is used two ways:</span>
+
  <span id="line8">8. /* The weapon_check flag is used two ways:</span>
  <span id="line9">9.     * 1) When calling mon_wield_item, is 2-6 depending on what is desired.</span>
+
  <span id="line9">9.  * 1) When calling mon_wield_item, is 2-6 depending on what is desired.</span>
  <span id="line10">10.   * 2) Between calls to mon_wield_item, is 0 or 1 depending on whether or not</span>
+
  <span id="line10">10.  * 2) Between calls to mon_wield_item, is 0 or 1 depending on whether or not</span>
  <span id="line11">11.   *    the weapon is known by the monster to be cursed (so it shouldn't bother</span>
+
  <span id="line11">11.  *    the weapon is known by the monster to be cursed (so it shouldn't bother</span>
  <span id="line12">12.   *    trying for another weapon).</span>
+
  <span id="line12">12.  *    trying for another weapon).</span>
  <span id="line13">13.   * I originally planned to also use 0 if the monster already had its best</span>
+
  <span id="line13">13.  * I originally planned to also use 0 if the monster already had its best</span>
  <span id="line14">14.   * weapon, to avoid the overhead of a call to mon_wield_item, but it turns out</span>
+
  <span id="line14">14.  * weapon, to avoid the overhead of a call to mon_wield_item, but it turns out</span>
  <span id="line15">15.   * that there are enough situations which might make a monster change its</span>
+
  <span id="line15">15.  * that there are enough situations which might make a monster change its</span>
  <span id="line16">16.   * weapon that this is impractical.  --KAA</span>
+
  <span id="line16">16.  * weapon that this is impractical.  --KAA</span>
  <span id="line17">17.   */</span>
+
  <span id="line17">17.  */</span>
  <span id="line18">18.   #define NO_WEAPON_WANTED 0</span>
+
  <span id="line18">18. #define NO_WEAPON_WANTED 0</span>
  <span id="line19">19.   #define NEED_WEAPON 1</span>
+
  <span id="line19">19. #define NEED_WEAPON 1</span>
  <span id="line20">20.   #define NEED_RANGED_WEAPON 2</span>
+
  <span id="line20">20. #define NEED_RANGED_WEAPON 2</span>
  <span id="line21">21.   #define NEED_HTH_WEAPON 3</span>
+
  <span id="line21">21. #define NEED_HTH_WEAPON 3</span>
  <span id="line22">22.   #define NEED_PICK_AXE 4</span>
+
  <span id="line22">22. #define NEED_PICK_AXE 4</span>
  <span id="line23">23.   #define NEED_AXE 5</span>
+
  <span id="line23">23. #define NEED_AXE 5</span>
  <span id="line24">24.   #define NEED_PICK_OR_AXE 6</span>
+
  <span id="line24">24. #define NEED_PICK_OR_AXE 6</span>
  <span id="line25">25.   </span>
+
  <span id="line25">25. </span>
  <span id="line26">26.   /* The following flags are used for the second argument to display_minventory</span>
+
  <span id="line26">26. /* The following flags are used for the second argument to display_minventory</span>
  <span id="line27">27.   * in invent.c:</span>
+
  <span id="line27">27.  * in invent.c:</span>
  <span id="line28">28.   *</span>
+
  <span id="line28">28.  *</span>
  <span id="line29">29.   * MINV_NOLET  If set, don't display inventory letters on monster's inventory.</span>
+
  <span id="line29">29.  * MINV_NOLET  If set, don't display inventory letters on monster's inventory.</span>
  <span id="line30">30.   * MINV_ALL    If set, display all items in monster's inventory, otherwise</span>
+
  <span id="line30">30.  * MINV_ALL    If set, display all items in monster's inventory, otherwise</span>
  <span id="line31">31.   *       just display wielded weapons and worn items.</span>
+
  <span id="line31">31.  *       just display wielded weapons and worn items.</span>
  <span id="line32">32.   */</span>
+
  <span id="line32">32.  */</span>
  <span id="line33">33.   #define MINV_NOLET 0x01</span>
+
  <span id="line33">33. #define MINV_NOLET 0x01</span>
  <span id="line34">34.   #define MINV_ALL 0x02</span>
+
  <span id="line34">34. #define MINV_ALL 0x02</span>
  <span id="line35">35.   </span>
+
  <span id="line35">35. </span>
  <span id="line36">36.   #ifndef MEXTRA_H</span>
+
  <span id="line36">36. #ifndef MEXTRA_H</span>
  <span id="line37">37.   #include "mextra.h"</span>
+
  <span id="line37">37. #include "mextra.h"</span>
  <span id="line38">38.   #endif</span>
+
  <span id="line38">38. #endif</span>
  <span id="line39">39.   </span>
+
  <span id="line39">39. </span>
  <span id="line40">40.   struct monst {</span>
+
  <span id="line40">40. struct monst {</span>
  <span id="line41">41.       struct monst *nmon;</span>
+
  <span id="line41">41.     struct monst *nmon;</span>
  <span id="line42">42.       struct permonst *data;</span>
+
  <span id="line42">42.     struct permonst *data;</span>
  <span id="line43">43.       unsigned m_id;</span>
+
  <span id="line43">43.     unsigned m_id;</span>
  <span id="line44">44.       short mnum;      /* permanent monster index number */</span>
+
  <span id="line44">44.     short mnum;      /* permanent monster index number */</span>
  <span id="line45">45.       short cham;      /* if shapeshifter, orig mons[] idx goes here */</span>
+
  <span id="line45">45.     short cham;      /* if shapeshifter, orig mons[] idx goes here */</span>
  <span id="line46">46.       short movement;  /* movement points (derived from permonst definition and</span>
+
  <span id="line46">46.     short movement;  /* movement points (derived from permonst definition and</span>
  <span id="line47">47.                           added effects */</span>
+
  <span id="line47">47.                         added effects */</span>
  <span id="line48">48.       uchar m_lev;    /* adjusted difficulty level of monster */</span>
+
  <span id="line48">48.     uchar m_lev;    /* adjusted difficulty level of monster */</span>
  <span id="line49">49.       aligntyp malign; /* alignment of this monster, relative to the</span>
+
  <span id="line49">49.     aligntyp malign; /* alignment of this monster, relative to the</span>
  <span id="line50">50.                           player (positive = good to kill) */</span>
+
  <span id="line50">50.                         player (positive = good to kill) */</span>
  <span id="line51">51.       xchar mx, my;</span>
+
  <span id="line51">51.     xchar mx, my;</span>
  <span id="line52">52.       xchar mux, muy; /* where the monster thinks you are */</span>
+
  <span id="line52">52.     xchar mux, muy; /* where the monster thinks you are */</span>
  <span id="line53">53.   #define MTSZ 4</span>
+
  <span id="line53">53. #define MTSZ 4</span>
  <span id="line54">54.       coord mtrack[MTSZ]; /* monster track */</span>
+
  <span id="line54">54.     coord mtrack[MTSZ]; /* monster track */</span>
  <span id="line55">55.       int mhp, mhpmax;</span>
+
  <span id="line55">55.     int mhp, mhpmax;</span>
  <span id="line56">56.       unsigned mappearance; /* for undetected mimics and the wiz */</span>
+
  <span id="line56">56.     unsigned mappearance; /* for undetected mimics and the wiz */</span>
  <span id="line57">57.       uchar m_ap_type;      /* what mappearance is describing: */</span>
+
  <span id="line57">57.     uchar m_ap_type;      /* what mappearance is describing: */</span>
  <span id="line58">58.   #define M_AP_NOTHING                                                \</span>
+
  <span id="line58">58. #define M_AP_NOTHING                                                \</span>
  <span id="line59">59.       0                    /* mappearance is unused -- monster appears \</span>
+
  <span id="line59">59.     0                    /* mappearance is unused -- monster appears \</span>
  <span id="line60">60.                               as itself */</span>
+
  <span id="line60">60.                             as itself */</span>
  <span id="line61">61.   #define M_AP_FURNITURE 1 /* stairs, a door, an altar, etc. */</span>
+
  <span id="line61">61. #define M_AP_FURNITURE 1 /* stairs, a door, an altar, etc. */</span>
  <span id="line62">62.   #define M_AP_OBJECT 2    /* an object */</span>
+
  <span id="line62">62. #define M_AP_OBJECT 2    /* an object */</span>
  <span id="line63">63.   #define M_AP_MONSTER 3  /* a monster */</span>
+
  <span id="line63">63. #define M_AP_MONSTER 3  /* a monster */</span>
  <span id="line64">64.   </span>
+
  <span id="line64">64. </span>
  <span id="line65">65.       schar mtame;                /* level of tameness, implies peaceful */</span>
+
  <span id="line65">65.     schar mtame;                /* level of tameness, implies peaceful */</span>
  <span id="line66">66.       unsigned short mintrinsics; /* low 8 correspond to mresists */</span>
+
  <span id="line66">66.     unsigned short mintrinsics; /* low 8 correspond to mresists */</span>
  <span id="line67">67.       int mspec_used;            /* monster's special ability attack timeout */</span>
+
  <span id="line67">67.     int mspec_used;            /* monster's special ability attack timeout */</span>
  <span id="line68">68.   </span>
+
  <span id="line68">68. </span>
  <span id="line69">69.       Bitfield(female, 1);      /* is female */</span>
+
  <span id="line69">69.     Bitfield(female, 1);      /* is female */</span>
  <span id="line70">70.       Bitfield(minvis, 1);      /* currently invisible */</span>
+
  <span id="line70">70.     Bitfield(minvis, 1);      /* currently invisible */</span>
  <span id="line71">71.       Bitfield(invis_blkd, 1);  /* invisibility blocked */</span>
+
  <span id="line71">71.     Bitfield(invis_blkd, 1);  /* invisibility blocked */</span>
  <span id="line72">72.       Bitfield(perminvis, 1);  /* intrinsic minvis value */</span>
+
  <span id="line72">72.     Bitfield(perminvis, 1);  /* intrinsic minvis value */</span>
  <span id="line73">73.       Bitfield(mcan, 1);        /* has been cancelled */</span>
+
  <span id="line73">73.     Bitfield(mcan, 1);        /* has been cancelled */</span>
  <span id="line74">74.       Bitfield(mburied, 1);    /* has been buried */</span>
+
  <span id="line74">74.     Bitfield(mburied, 1);    /* has been buried */</span>
  <span id="line75">75.       Bitfield(mundetected, 1); /* not seen in present hiding place */</span>
+
  <span id="line75">75.     Bitfield(mundetected, 1); /* not seen in present hiding place */</span>
  <span id="line76">76.                                 /* implies one of M1_CONCEAL or M1_HIDE,</span>
+
  <span id="line76">76.                               /* implies one of M1_CONCEAL or M1_HIDE,</span>
  <span id="line77">77.                                 * but not mimic (that is, snake, spider,</span>
+
  <span id="line77">77.                               * but not mimic (that is, snake, spider,</span>
  <span id="line78">78.                                 * trapper, piercer, eel)</span>
+
  <span id="line78">78.                               * trapper, piercer, eel)</span>
  <span id="line79">79.                                 */</span>
+
  <span id="line79">79.                               */</span>
  <span id="line80">80.       Bitfield(mcansee, 1);    /* cansee 1, temp.blinded 0, blind 0 */</span>
+
  <span id="line80">80.     Bitfield(mcansee, 1);    /* cansee 1, temp.blinded 0, blind 0 */</span>
  <span id="line81">81.   </span>
+
  <span id="line81">81. </span>
  <span id="line82">82.       Bitfield(mspeed, 2);    /* current speed */</span>
+
  <span id="line82">82.     Bitfield(mspeed, 2);    /* current speed */</span>
  <span id="line83">83.       Bitfield(permspeed, 2); /* intrinsic mspeed value */</span>
+
  <span id="line83">83.     Bitfield(permspeed, 2); /* intrinsic mspeed value */</span>
  <span id="line84">84.       Bitfield(mrevived, 1);  /* has been revived from the dead */</span>
+
  <span id="line84">84.     Bitfield(mrevived, 1);  /* has been revived from the dead */</span>
  <span id="line85">85.       Bitfield(mcloned, 1);  /* has been cloned from another */</span>
+
  <span id="line85">85.     Bitfield(mcloned, 1);  /* has been cloned from another */</span>
  <span id="line86">86.       Bitfield(mavenge, 1);  /* did something to deserve retaliation */</span>
+
  <span id="line86">86.     Bitfield(mavenge, 1);  /* did something to deserve retaliation */</span>
  <span id="line87">87.       Bitfield(mflee, 1);    /* fleeing */</span>
+
  <span id="line87">87.     Bitfield(mflee, 1);    /* fleeing */</span>
  <span id="line88">88.   </span>
+
  <span id="line88">88. </span>
  <span id="line89">89.       Bitfield(mfleetim, 7);  /* timeout for mflee */</span>
+
  <span id="line89">89.     Bitfield(mfleetim, 7);  /* timeout for mflee */</span>
  <span id="line90">90.       Bitfield(msleeping, 1); /* asleep until woken */</span>
+
  <span id="line90">90.     Bitfield(msleeping, 1); /* asleep until woken */</span>
  <span id="line91">91.   </span>
+
  <span id="line91">91. </span>
  <span id="line92">92.       Bitfield(mblinded, 7); /* cansee 0, temp.blinded n, blind 0 */</span>
+
  <span id="line92">92.     Bitfield(mblinded, 7); /* cansee 0, temp.blinded n, blind 0 */</span>
  <span id="line93">93.       Bitfield(mstun, 1);    /* stunned (off balance) */</span>
+
  <span id="line93">93.     Bitfield(mstun, 1);    /* stunned (off balance) */</span>
  <span id="line94">94.   </span>
+
  <span id="line94">94. </span>
  <span id="line95">95.       Bitfield(mfrozen, 7);</span>
+
  <span id="line95">95.     Bitfield(mfrozen, 7);</span>
  <span id="line96">96.       Bitfield(mcanmove, 1); /* paralysis, similar to mblinded */</span>
+
  <span id="line96">96.     Bitfield(mcanmove, 1); /* paralysis, similar to mblinded */</span>
  <span id="line97">97.   </span>
+
  <span id="line97">97. </span>
  <span id="line98">98.       Bitfield(mconf, 1);    /* confused */</span>
+
  <span id="line98">98.     Bitfield(mconf, 1);    /* confused */</span>
  <span id="line99">99.       Bitfield(mpeaceful, 1); /* does not attack unprovoked */</span>
+
  <span id="line99">99.     Bitfield(mpeaceful, 1); /* does not attack unprovoked */</span>
  <span id="line100">100.     Bitfield(mtrapped, 1);  /* trapped in a pit, web or bear trap */</span>
+
  <span id="line100">100.     Bitfield(mtrapped, 1);  /* trapped in a pit, web or bear trap */</span>
  <span id="line101">101.     Bitfield(mleashed, 1);  /* monster is on a leash */</span>
+
  <span id="line101">101.     Bitfield(mleashed, 1);  /* monster is on a leash */</span>
  <span id="line102">102.     Bitfield(isshk, 1);    /* is shopkeeper */</span>
+
  <span id="line102">102.     Bitfield(isshk, 1);    /* is shopkeeper */</span>
  <span id="line103">103.     Bitfield(isminion, 1);  /* is a minion */</span>
+
  <span id="line103">103.     Bitfield(isminion, 1);  /* is a minion */</span>
  <span id="line104">104.     Bitfield(isgd, 1);      /* is guard */</span>
+
  <span id="line104">104.     Bitfield(isgd, 1);      /* is guard */</span>
  <span id="line105">105.     Bitfield(ispriest, 1);  /* is a priest */</span>
+
  <span id="line105">105.     Bitfield(ispriest, 1);  /* is a priest */</span>
  <span id="line106">106. </span>
+
  <span id="line106">106. </span>
  <span id="line107">107.     Bitfield(iswiz, 1);  /* is the Wizard of Yendor */</span>
+
  <span id="line107">107.     Bitfield(iswiz, 1);  /* is the Wizard of Yendor */</span>
  <span id="line108">108.     Bitfield(wormno, 5); /* at most 31 worms on any level */</span>
+
  <span id="line108">108.     Bitfield(wormno, 5); /* at most 31 worms on any level */</span>
  <span id="line109">109. /* 2 free bits */</span>
+
  <span id="line109">109. /* 2 free bits */</span>
  <span id="line110">110. </span>
+
  <span id="line110">110. </span>
  <span id="line111">111. #define MAX_NUM_WORMS 32 /* should be 2^(wormno bitfield size) */</span>
+
  <span id="line111">111. #define MAX_NUM_WORMS 32 /* should be 2^(wormno bitfield size) */</span>
  <span id="line112">112. </span>
+
  <span id="line112">112. </span>
  <span id="line113">113.     unsigned long mstrategy; /* for monsters with mflag3: current strategy */</span>
+
  <span id="line113">113.     unsigned long mstrategy; /* for monsters with mflag3: current strategy */</span>
  <span id="line114">114. #ifdef NHSTDC</span>
+
  <span id="line114">114. #ifdef NHSTDC</span>
  <span id="line115">115. #define STRAT_APPEARMSG 0x80000000UL</span>
+
  <span id="line115">115. #define STRAT_APPEARMSG 0x80000000UL</span>
  <span id="line116">116. #else</span>
+
  <span id="line116">116. #else</span>
  <span id="line117">117. #define STRAT_APPEARMSG 0x80000000L</span>
+
  <span id="line117">117. #define STRAT_APPEARMSG 0x80000000L</span>
  <span id="line118">118. #endif</span>
+
  <span id="line118">118. #endif</span>
  <span id="line119">119. #define STRAT_ARRIVE 0x40000000L /* just arrived on current level */</span>
+
  <span id="line119">119. #define STRAT_ARRIVE 0x40000000L /* just arrived on current level */</span>
  <span id="line120">120. #define STRAT_WAITFORU 0x20000000L</span>
+
  <span id="line120">120. #define STRAT_WAITFORU 0x20000000L</span>
  <span id="line121">121. #define STRAT_CLOSE 0x10000000L</span>
+
  <span id="line121">121. #define STRAT_CLOSE 0x10000000L</span>
  <span id="line122">122. #define STRAT_WAITMASK (STRAT_CLOSE | STRAT_WAITFORU)</span>
+
  <span id="line122">122. #define STRAT_WAITMASK (STRAT_CLOSE | STRAT_WAITFORU)</span>
  <span id="line123">123. #define STRAT_HEAL 0x08000000L</span>
+
  <span id="line123">123. #define STRAT_HEAL 0x08000000L</span>
  <span id="line124">124. #define STRAT_GROUND 0x04000000L</span>
+
  <span id="line124">124. #define STRAT_GROUND 0x04000000L</span>
  <span id="line125">125. #define STRAT_MONSTR 0x02000000L</span>
+
  <span id="line125">125. #define STRAT_MONSTR 0x02000000L</span>
  <span id="line126">126. #define STRAT_PLAYER 0x01000000L</span>
+
  <span id="line126">126. #define STRAT_PLAYER 0x01000000L</span>
  <span id="line127">127. #define STRAT_NONE 0x00000000L</span>
+
  <span id="line127">127. #define STRAT_NONE 0x00000000L</span>
  <span id="line128">128. #define STRAT_STRATMASK 0x0f000000L</span>
+
  <span id="line128">128. #define STRAT_STRATMASK 0x0f000000L</span>
  <span id="line129">129. #define STRAT_XMASK 0x00ff0000L</span>
+
  <span id="line129">129. #define STRAT_XMASK 0x00ff0000L</span>
  <span id="line130">130. #define STRAT_YMASK 0x0000ff00L</span>
+
  <span id="line130">130. #define STRAT_YMASK 0x0000ff00L</span>
  <span id="line131">131. #define STRAT_GOAL 0x000000ffL</span>
+
  <span id="line131">131. #define STRAT_GOAL 0x000000ffL</span>
  <span id="line132">132. #define STRAT_GOALX(s) ((xchar)((s & STRAT_XMASK) >> 16))</span>
+
  <span id="line132">132. #define STRAT_GOALX(s) ((xchar)((s & STRAT_XMASK) >> 16))</span>
  <span id="line133">133. #define STRAT_GOALY(s) ((xchar)((s & STRAT_YMASK) >> 8))</span>
+
  <span id="line133">133. #define STRAT_GOALY(s) ((xchar)((s & STRAT_YMASK) >> 8))</span>
  <span id="line134">134. </span>
+
  <span id="line134">134. </span>
  <span id="line135">135.     long mtrapseen; /* bitmap of traps we've been trapped in */</span>
+
  <span id="line135">135.     long mtrapseen; /* bitmap of traps we've been trapped in */</span>
  <span id="line136">136.     long mlstmv;    /* for catching up with lost time */</span>
+
  <span id="line136">136.     long mlstmv;    /* for catching up with lost time */</span>
  <span id="line137">137.     long mspare1;</span>
+
  <span id="line137">137.     long mspare1;</span>
  <span id="line138">138.     struct obj *minvent;</span>
+
  <span id="line138">138.     struct obj *minvent;</span>
  <span id="line139">139. </span>
+
  <span id="line139">139. </span>
  <span id="line140">140.     struct obj *mw;</span>
+
  <span id="line140">140.     struct obj *mw;</span>
  <span id="line141">141.     long misc_worn_check;</span>
+
  <span id="line141">141.     long misc_worn_check;</span>
  <span id="line142">142.     xchar weapon_check;</span>
+
  <span id="line142">142.     xchar weapon_check;</span>
  <span id="line143">143. </span>
+
  <span id="line143">143. </span>
  <span id="line144">144.     int meating;          /* monster is eating timeout */</span>
+
  <span id="line144">144.     int meating;          /* monster is eating timeout */</span>
  <span id="line145">145.     struct mextra *mextra; /* point to mextra struct */</span>
+
  <span id="line145">145.     struct mextra *mextra; /* point to mextra struct */</span>
  <span id="line146">146. };</span>
+
  <span id="line146">146. };</span>
  <span id="line147">147. </span>
+
  <span id="line147">147. </span>
  <span id="line148">148. #define newmonst() (struct monst *) alloc(sizeof(struct monst))</span>
+
  <span id="line148">148. #define newmonst() (struct monst *) alloc(sizeof(struct monst))</span>
  <span id="line149">149. </span>
+
  <span id="line149">149. </span>
  <span id="line150">150. /* these are in mspeed */</span>
+
  <span id="line150">150. /* these are in mspeed */</span>
  <span id="line151">151. #define MSLOW 1 /* slow monster */</span>
+
  <span id="line151">151. #define MSLOW 1 /* slow monster */</span>
  <span id="line152">152. #define MFAST 2 /* speeded monster */</span>
+
  <span id="line152">152. #define MFAST 2 /* speeded monster */</span>
  <span id="line153">153. </span>
+
  <span id="line153">153. </span>
  <span id="line154">154. #define MON_WEP(mon) ((mon)->mw)</span>
+
  <span id="line154">154. #define MON_WEP(mon) ((mon)->mw)</span>
  <span id="line155">155. #define MON_NOWEP(mon) ((mon)->mw = (struct obj *) 0)</span>
+
  <span id="line155">155. #define MON_NOWEP(mon) ((mon)->mw = (struct obj *) 0)</span>
  <span id="line156">156. </span>
+
  <span id="line156">156. </span>
  <span id="line157">157. #define DEADMONSTER(mon) ((mon)->mhp < 1)</span>
+
  <span id="line157">157. #define DEADMONSTER(mon) ((mon)->mhp < 1)</span>
  <span id="line158">158. #define is_starting_pet(mon) ((mon)->m_id == context.startingpet_mid)</span>
+
  <span id="line158">158. #define is_starting_pet(mon) ((mon)->m_id == context.startingpet_mid)</span>
  <span id="line159">159. #define is_vampshifter(mon)                                      \</span>
+
  <span id="line159">159. #define is_vampshifter(mon)                                      \</span>
  <span id="line160">160.     ((mon)->cham == PM_VAMPIRE || (mon)->cham == PM_VAMPIRE_LORD \</span>
+
  <span id="line160">160.     ((mon)->cham == PM_VAMPIRE || (mon)->cham == PM_VAMPIRE_LORD \</span>
  <span id="line161">161.       || (mon)->cham == PM_VLAD_THE_IMPALER)</span>
+
  <span id="line161">161.     || (mon)->cham == PM_VLAD_THE_IMPALER)</span>
  <span id="line162">162. #define is_door_mappear(mon) ((mon)->m_ap_type == M_AP_FURNITURE \</span>
+
  <span id="line162">162. #define is_door_mappear(mon) ((mon)->m_ap_type == M_AP_FURNITURE \</span>
  <span id="line163">163.       && ((mon)->mappearance == S_hcdoor || (mon)->mappearance == S_vcdoor))</span>
+
  <span id="line163">163.     && ((mon)->mappearance == S_hcdoor || (mon)->mappearance == S_vcdoor))</span>
  <span id="line164">164. #define is_obj_mappear(mon,otyp) ((mon)->m_ap_type == M_AP_OBJECT \</span>
+
  <span id="line164">164. #define is_obj_mappear(mon,otyp) ((mon)->m_ap_type == M_AP_OBJECT \</span>
  <span id="line165">165.       && (mon)->mappearance == (otyp))</span>
+
  <span id="line165">165.     && (mon)->mappearance == (otyp))</span>
  <span id="line166">166. #endif /* MONST_H */</span>
+
  <span id="line166">166. #endif /* MONST_H */</span>
 
[[Category:NetHack 3.6.0 source code|include/monst.h]]
 
[[Category:NetHack 3.6.0 source code|include/monst.h]]

Latest revision as of 13:32, 15 December 2015

Below is the full text to monst.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/monst.h#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

 /* NetHack 3.6	monst.h	$NHDT-Date: 1432512777 2015/05/25 00:12:57 $  $NHDT-Branch: master $:$NHDT-Revision: 1.20 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #ifndef MONST_H
 #define MONST_H
 
 /* The weapon_check flag is used two ways:
  * 1) When calling mon_wield_item, is 2-6 depending on what is desired.
  * 2) Between calls to mon_wield_item, is 0 or 1 depending on whether or not
  *    the weapon is known by the monster to be cursed (so it shouldn't bother
  *    trying for another weapon).
  * I originally planned to also use 0 if the monster already had its best
  * weapon, to avoid the overhead of a call to mon_wield_item, but it turns out
  * that there are enough situations which might make a monster change its
  * weapon that this is impractical.  --KAA
  */
 #define NO_WEAPON_WANTED 0
 #define NEED_WEAPON 1
 #define NEED_RANGED_WEAPON 2
 #define NEED_HTH_WEAPON 3
 #define NEED_PICK_AXE 4
 #define NEED_AXE 5
 #define NEED_PICK_OR_AXE 6
 
 /* The following flags are used for the second argument to display_minventory
  * in invent.c:
  *
  * MINV_NOLET  If set, don't display inventory letters on monster's inventory.
  * MINV_ALL    If set, display all items in monster's inventory, otherwise
  *	       just display wielded weapons and worn items.
  */
 #define MINV_NOLET 0x01
 #define MINV_ALL 0x02
 
 #ifndef MEXTRA_H
 #include "mextra.h"
 #endif
 
 struct monst {
     struct monst *nmon;
     struct permonst *data;
     unsigned m_id;
     short mnum;      /* permanent monster index number */
     short cham;      /* if shapeshifter, orig mons[] idx goes here */
     short movement;  /* movement points (derived from permonst definition and
                         added effects */
     uchar m_lev;     /* adjusted difficulty level of monster */
     aligntyp malign; /* alignment of this monster, relative to the
                         player (positive = good to kill) */
     xchar mx, my;
     xchar mux, muy; /* where the monster thinks you are */
 #define MTSZ 4
     coord mtrack[MTSZ]; /* monster track */
     int mhp, mhpmax;
     unsigned mappearance; /* for undetected mimics and the wiz */
     uchar m_ap_type;      /* what mappearance is describing: */
 #define M_AP_NOTHING                                                 \
     0                    /* mappearance is unused -- monster appears \
                             as itself */
 #define M_AP_FURNITURE 1 /* stairs, a door, an altar, etc. */
 #define M_AP_OBJECT 2    /* an object */
 #define M_AP_MONSTER 3   /* a monster */
 
     schar mtame;                /* level of tameness, implies peaceful */
     unsigned short mintrinsics; /* low 8 correspond to mresists */
     int mspec_used;             /* monster's special ability attack timeout */
 
     Bitfield(female, 1);      /* is female */
     Bitfield(minvis, 1);      /* currently invisible */
     Bitfield(invis_blkd, 1);  /* invisibility blocked */
     Bitfield(perminvis, 1);   /* intrinsic minvis value */
     Bitfield(mcan, 1);        /* has been cancelled */
     Bitfield(mburied, 1);     /* has been buried */
     Bitfield(mundetected, 1); /* not seen in present hiding place */
                               /* implies one of M1_CONCEAL or M1_HIDE,
                                * but not mimic (that is, snake, spider,
                                * trapper, piercer, eel)
                                */
     Bitfield(mcansee, 1);     /* cansee 1, temp.blinded 0, blind 0 */
 
     Bitfield(mspeed, 2);    /* current speed */
     Bitfield(permspeed, 2); /* intrinsic mspeed value */
     Bitfield(mrevived, 1);  /* has been revived from the dead */
     Bitfield(mcloned, 1);   /* has been cloned from another */
     Bitfield(mavenge, 1);   /* did something to deserve retaliation */
     Bitfield(mflee, 1);     /* fleeing */
 
     Bitfield(mfleetim, 7);  /* timeout for mflee */
     Bitfield(msleeping, 1); /* asleep until woken */
 
     Bitfield(mblinded, 7); /* cansee 0, temp.blinded n, blind 0 */
     Bitfield(mstun, 1);    /* stunned (off balance) */
 
     Bitfield(mfrozen, 7);
     Bitfield(mcanmove, 1); /* paralysis, similar to mblinded */
 
     Bitfield(mconf, 1);     /* confused */
     Bitfield(mpeaceful, 1); /* does not attack unprovoked */
     Bitfield(mtrapped, 1);  /* trapped in a pit, web or bear trap */
     Bitfield(mleashed, 1);  /* monster is on a leash */
     Bitfield(isshk, 1);     /* is shopkeeper */
     Bitfield(isminion, 1);  /* is a minion */
     Bitfield(isgd, 1);      /* is guard */
     Bitfield(ispriest, 1);  /* is a priest */
 
     Bitfield(iswiz, 1);  /* is the Wizard of Yendor */
     Bitfield(wormno, 5); /* at most 31 worms on any level */
 /* 2 free bits */
 
 #define MAX_NUM_WORMS 32 /* should be 2^(wormno bitfield size) */
 
     unsigned long mstrategy; /* for monsters with mflag3: current strategy */
 #ifdef NHSTDC
 #define STRAT_APPEARMSG 0x80000000UL
 #else
 #define STRAT_APPEARMSG 0x80000000L
 #endif
 #define STRAT_ARRIVE 0x40000000L /* just arrived on current level */
 #define STRAT_WAITFORU 0x20000000L
 #define STRAT_CLOSE 0x10000000L
 #define STRAT_WAITMASK (STRAT_CLOSE | STRAT_WAITFORU)
 #define STRAT_HEAL 0x08000000L
 #define STRAT_GROUND 0x04000000L
 #define STRAT_MONSTR 0x02000000L
 #define STRAT_PLAYER 0x01000000L
 #define STRAT_NONE 0x00000000L
 #define STRAT_STRATMASK 0x0f000000L
 #define STRAT_XMASK 0x00ff0000L
 #define STRAT_YMASK 0x0000ff00L
 #define STRAT_GOAL 0x000000ffL
 #define STRAT_GOALX(s) ((xchar)((s & STRAT_XMASK) >> 16))
 #define STRAT_GOALY(s) ((xchar)((s & STRAT_YMASK) >> 8))
 
     long mtrapseen; /* bitmap of traps we've been trapped in */
     long mlstmv;    /* for catching up with lost time */
     long mspare1;
     struct obj *minvent;
 
     struct obj *mw;
     long misc_worn_check;
     xchar weapon_check;
 
     int meating;           /* monster is eating timeout */
     struct mextra *mextra; /* point to mextra struct */
 };
 
 #define newmonst() (struct monst *) alloc(sizeof(struct monst))
 
 /* these are in mspeed */
 #define MSLOW 1 /* slow monster */
 #define MFAST 2 /* speeded monster */
 
 #define MON_WEP(mon) ((mon)->mw)
 #define MON_NOWEP(mon) ((mon)->mw = (struct obj *) 0)
 
 #define DEADMONSTER(mon) ((mon)->mhp < 1)
 #define is_starting_pet(mon) ((mon)->m_id == context.startingpet_mid)
 #define is_vampshifter(mon)                                      \
     ((mon)->cham == PM_VAMPIRE || (mon)->cham == PM_VAMPIRE_LORD \
      || (mon)->cham == PM_VLAD_THE_IMPALER)
 #define is_door_mappear(mon) ((mon)->m_ap_type == M_AP_FURNITURE \
      && ((mon)->mappearance == S_hcdoor || (mon)->mappearance == S_vcdoor))
 #define is_obj_mappear(mon,otyp) ((mon)->m_ap_type == M_AP_OBJECT \
      && (mon)->mappearance == (otyp))
 #endif /* MONST_H */