Source:NetHack 3.4.0/monst.h

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Below is the full text to monst.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/monst.h#line123]], for example.

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1.    /*	SCCS Id: @(#)monst.h	3.4	1999/01/04	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #ifndef MONST_H
6.    #define MONST_H
7.    
8.    /* The weapon_check flag is used two ways:
9.     * 1) When calling mon_wield_item, is 2, 3, or 4 depending on what is desired.
10.    * 2) Between calls to mon_wield_item, is 0 or 1 depending on whether or not
11.    *    the weapon is known by the monster to be cursed (so it shouldn't bother
12.    *    trying for another weapon).
13.    * I originally planned to also use 0 if the monster already had its best
14.    * weapon, to avoid the overhead of a call to mon_wield_item, but it turns out
15.    * that there are enough situations which might make a monster change its
16.    * weapon that this is impractical.  --KAA
17.    */
18.   # define NO_WEAPON_WANTED 0
19.   # define NEED_WEAPON 1
20.   # define NEED_RANGED_WEAPON 2
21.   # define NEED_HTH_WEAPON 3
22.   # define NEED_PICK_AXE 4
23.   
24.   /* The following flags are used for the second argument to display_minventory
25.    * in invent.c:
26.    *
27.    * MINV_NOLET  If set, don't display inventory letters on monster's inventory.
28.    * MINV_ALL    If set, display all items in monster's inventory, otherwise
29.    *	       just display wielded weapons and worn items.
30.    */
31.   #define MINV_NOLET 0x01
32.   #define MINV_ALL   0x02
33.   
34.   #ifndef ALIGN_H
35.   #include "align.h"
36.   #endif
37.   
38.   struct monst {
39.   	struct monst *nmon;
40.   	struct permonst *data;
41.   	unsigned m_id;
42.   	short mnum;		/* permanent monster index number */
43.   	short movement;		/* movement points (derived from permonst definition and added effects */
44.   	uchar m_lev;		/* adjusted difficulty level of monster */
45.   	aligntyp malign;	/* alignment of this monster, relative to the
46.   				   player (positive = good to kill) */
47.   	xchar mx, my;
48.   	xchar mux, muy;		/* where the monster thinks you are */
49.   #define MTSZ	4
50.   	coord mtrack[MTSZ];	/* monster track */
51.   	int mhp, mhpmax;
52.   	unsigned mappearance;	/* for undetected mimics and the wiz */
53.   	uchar	 m_ap_type;	/* what mappearance is describing: */
54.   #define M_AP_NOTHING	0	/* mappearance is unused -- monster appears
55.   				   as itself */
56.   #define M_AP_FURNITURE	1	/* stairs, a door, an altar, etc. */
57.   #define M_AP_OBJECT	2	/* an object */
58.   #define M_AP_MONSTER	3	/* a monster */
59.   
60.   	schar mtame;		/* level of tameness, implies peaceful */
61.   	unsigned short mintrinsics;	/* low 8 correspond to mresists */
62.   	int mspec_used;		/* monster's special ability attack timeout */
63.   
64.   	Bitfield(female,1);	/* is female */
65.   	Bitfield(minvis,1);	/* currently invisible */
66.   	Bitfield(invis_blkd,1); /* invisibility blocked */
67.   	Bitfield(perminvis,1);	/* intrinsic minvis value */
68.   	Bitfield(cham,3);	/* shape-changer */
69.   /* note: lychanthropes are handled elsewhere */
70.   #define CHAM_ORDINARY		0	/* not a shapechanger */
71.   #define CHAM_CHAMELEON		1	/* animal */
72.   #define CHAM_DOPPELGANGER	2	/* demi-human */
73.   #define CHAM_SANDESTIN		3	/* demon */
74.   #define CHAM_MAX_INDX		CHAM_SANDESTIN
75.   	Bitfield(mundetected,1);	/* not seen in present hiding place */
76.   				/* implies one of M1_CONCEAL or M1_HIDE,
77.   				 * but not mimic (that is, snake, spider,
78.   				 * trapper, piercer, eel)
79.   				 */
80.   
81.   	Bitfield(mcan,1);	/* has been cancelled */
82.   	Bitfield(mburied,1);	/* has been buried */
83.   	Bitfield(mspeed,2);	/* current speed */
84.   	Bitfield(permspeed,2);	/* intrinsic mspeed value */
85.   	Bitfield(mrevived,1);	/* has been revived from the dead */
86.   	Bitfield(mavenge,1);	/* did something to deserve retaliation */
87.   
88.   	Bitfield(mflee,1);	/* fleeing */
89.   	Bitfield(mfleetim,7);	/* timeout for mflee */
90.   
91.   	Bitfield(mcansee,1);	/* cansee 1, temp.blinded 0, blind 0 */
92.   	Bitfield(mblinded,7);	/* cansee 0, temp.blinded n, blind 0 */
93.   
94.   	Bitfield(mcanmove,1);	/* paralysis, similar to mblinded */
95.   	Bitfield(mfrozen,7);
96.   
97.   	Bitfield(msleeping,1);	/* asleep until woken */
98.   	Bitfield(mstun,1);	/* stunned (off balance) */
99.   	Bitfield(mconf,1);	/* confused */
100.  	Bitfield(mpeaceful,1);	/* does not attack unprovoked */
101.  	Bitfield(mtrapped,1);	/* trapped in a pit or bear trap */
102.  	Bitfield(mleashed,1);	/* monster is on a leash */
103.  	Bitfield(isshk,1);	/* is shopkeeper */
104.  	Bitfield(isminion,1);	/* is a minion */
105.  
106.  	Bitfield(isgd,1);	/* is guard */
107.  	Bitfield(ispriest,1);	/* is a priest */
108.  	Bitfield(iswiz,1);	/* is the Wizard of Yendor */
109.  	Bitfield(wormno,5);	/* at most 31 worms on any level */
110.  #define MAX_NUM_WORMS	32	/* should be 2^(wormno bitfield size) */
111.  
112.  	long mstrategy;		/* for monsters with mflag3: current strategy */
113.  #define STRAT_ARRIVE	0x40000000L	/* just arrived on current level */
114.  #define STRAT_WAITFORU	0x20000000L
115.  #define STRAT_CLOSE	0x10000000L
116.  #define STRAT_WAITMASK	0x30000000L
117.  #define STRAT_HEAL	0x08000000L
118.  #define STRAT_GROUND	0x04000000L
119.  #define STRAT_MONSTR	0x02000000L
120.  #define STRAT_PLAYER	0x01000000L
121.  #define STRAT_NONE	0x00000000L
122.  #define STRAT_STRATMASK 0x0f000000L
123.  #define STRAT_XMASK	0x00ff0000L
124.  #define STRAT_YMASK	0x0000ff00L
125.  #define STRAT_GOAL	0x000000ffL
126.  #define STRAT_GOALX(s)	((xchar)((s & STRAT_XMASK) >> 16))
127.  #define STRAT_GOALY(s)	((xchar)((s & STRAT_YMASK) >> 8))
128.  
129.  	long mtrapseen;		/* bitmap of traps we've been trapped in */
130.  	long mlstmv;		/* for catching up with lost time */
131.  #ifndef GOLDOBJ
132.  	long mgold;
133.  #endif
134.  	struct obj *minvent;
135.  
136.  	struct obj *mw;
137.  	long misc_worn_check;
138.  	xchar weapon_check;
139.  
140.  	uchar mnamelth;		/* length of name (following mxlth) */
141.  	short mxlth;		/* length of following data */
142.  	/* in order to prevent alignment problems mextra should
143.  	   be (or follow) a long int */
144.  	int meating;		/* monster is eating timeout */
145.  	long mextra[1]; /* monster dependent info */
146.  };
147.  
148.  /*
149.   * Note that mextra[] may correspond to any of a number of structures, which
150.   * are indicated by some of the other fields.
151.   *	isgd	 ->	struct egd
152.   *	ispriest ->	struct epri
153.   *	isshk	 ->	struct eshk
154.   *	isminion ->	struct emin
155.   *			(struct epri for roaming priests and angels, which is
156.   *			 compatible with emin for polymorph purposes)
157.   *	mtame	 ->	struct edog
158.   *			(struct epri for guardian angels, which do not eat
159.   *			 or do other doggy things)
160.   * Since at most one structure can be indicated in this manner, it is not
161.   * possible to tame any creatures using the other structures (the only
162.   * exception being the guardian angels which are tame on creation).
163.   */
164.  
165.  #define newmonst(xl) (struct monst *)alloc((unsigned)(xl) + sizeof(struct monst))
166.  #define dealloc_monst(mon) free((genericptr_t)(mon))
167.  
168.  /* these are in mspeed */
169.  #define MSLOW 1		/* slow monster */
170.  #define MFAST 2		/* speeded monster */
171.  
172.  #define NAME(mtmp)	(((char *)(mtmp)->mextra) + (mtmp)->mxlth)
173.  
174.  #define MON_WEP(mon)	((mon)->mw)
175.  #define MON_NOWEP(mon)	((mon)->mw = (struct obj *)0)
176.  
177.  #define DEADMONSTER(mon)	((mon)->mhp < 1)
178.  
179.  #endif /* MONST_H */