Source:NetHack 3.6.0/include/monst.h

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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.

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  1.  /* NetHack 3.6	monst.h	$NHDT-Date: 1432512777 2015/05/25 00:12:57 $  $NHDT-Branch: master $:$NHDT-Revision: 1.20 $ */
  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 2-6 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.  #define NEED_AXE 5
  24.  #define NEED_PICK_OR_AXE 6
  25.  
  26.  /* The following flags are used for the second argument to display_minventory
  27.   * in invent.c:
  28.   *
  29.   * MINV_NOLET  If set, don't display inventory letters on monster's inventory.
  30.   * MINV_ALL    If set, display all items in monster's inventory, otherwise
  31.   *	       just display wielded weapons and worn items.
  32.   */
  33.  #define MINV_NOLET 0x01
  34.  #define MINV_ALL 0x02
  35.  
  36.  #ifndef MEXTRA_H
  37.  #include "mextra.h"
  38.  #endif
  39.  
  40.  struct monst {
  41.      struct monst *nmon;
  42.      struct permonst *data;
  43.      unsigned m_id;
  44.      short mnum;      /* permanent monster index number */
  45.      short cham;      /* if shapeshifter, orig mons[] idx goes here */
  46.      short movement;  /* movement points (derived from permonst definition and
  47.                          added effects */
  48.      uchar m_lev;     /* adjusted difficulty level of monster */
  49.      aligntyp malign; /* alignment of this monster, relative to the
  50.                          player (positive = good to kill) */
  51.      xchar mx, my;
  52.      xchar mux, muy; /* where the monster thinks you are */
  53.  #define MTSZ 4
  54.      coord mtrack[MTSZ]; /* monster track */
  55.      int mhp, mhpmax;
  56.      unsigned mappearance; /* for undetected mimics and the wiz */
  57.      uchar m_ap_type;      /* what mappearance is describing: */
  58.  #define M_AP_NOTHING                                                 \
  59.      0                    /* mappearance is unused -- monster appears \
  60.                              as itself */
  61.  #define M_AP_FURNITURE 1 /* stairs, a door, an altar, etc. */
  62.  #define M_AP_OBJECT 2    /* an object */
  63.  #define M_AP_MONSTER 3   /* a monster */
  64.  
  65.      schar mtame;                /* level of tameness, implies peaceful */
  66.      unsigned short mintrinsics; /* low 8 correspond to mresists */
  67.      int mspec_used;             /* monster's special ability attack timeout */
  68.  
  69.      Bitfield(female, 1);      /* is female */
  70.      Bitfield(minvis, 1);      /* currently invisible */
  71.      Bitfield(invis_blkd, 1);  /* invisibility blocked */
  72.      Bitfield(perminvis, 1);   /* intrinsic minvis value */
  73.      Bitfield(mcan, 1);        /* has been cancelled */
  74.      Bitfield(mburied, 1);     /* has been buried */
  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.      Bitfield(mcansee, 1);     /* cansee 1, temp.blinded 0, blind 0 */
  81.  
  82.      Bitfield(mspeed, 2);    /* current speed */
  83.      Bitfield(permspeed, 2); /* intrinsic mspeed value */
  84.      Bitfield(mrevived, 1);  /* has been revived from the dead */
  85.      Bitfield(mcloned, 1);   /* has been cloned from another */
  86.      Bitfield(mavenge, 1);   /* did something to deserve retaliation */
  87.      Bitfield(mflee, 1);     /* fleeing */
  88.  
  89.      Bitfield(mfleetim, 7);  /* timeout for mflee */
  90.      Bitfield(msleeping, 1); /* asleep until woken */
  91.  
  92.      Bitfield(mblinded, 7); /* cansee 0, temp.blinded n, blind 0 */
  93.      Bitfield(mstun, 1);    /* stunned (off balance) */
  94.  
  95.      Bitfield(mfrozen, 7);
  96.      Bitfield(mcanmove, 1); /* paralysis, similar to mblinded */
  97.  
  98.      Bitfield(mconf, 1);     /* confused */
  99.      Bitfield(mpeaceful, 1); /* does not attack unprovoked */
  100.      Bitfield(mtrapped, 1);  /* trapped in a pit, web or bear trap */
  101.      Bitfield(mleashed, 1);  /* monster is on a leash */
  102.      Bitfield(isshk, 1);     /* is shopkeeper */
  103.      Bitfield(isminion, 1);  /* is a minion */
  104.      Bitfield(isgd, 1);      /* is guard */
  105.      Bitfield(ispriest, 1);  /* is a priest */
  106.  
  107.      Bitfield(iswiz, 1);  /* is the Wizard of Yendor */
  108.      Bitfield(wormno, 5); /* at most 31 worms on any level */
  109.  /* 2 free bits */
  110.  
  111.  #define MAX_NUM_WORMS 32 /* should be 2^(wormno bitfield size) */
  112.  
  113.      unsigned long mstrategy; /* for monsters with mflag3: current strategy */
  114.  #ifdef NHSTDC
  115.  #define STRAT_APPEARMSG 0x80000000UL
  116.  #else
  117.  #define STRAT_APPEARMSG 0x80000000L
  118.  #endif
  119.  #define STRAT_ARRIVE 0x40000000L /* just arrived on current level */
  120.  #define STRAT_WAITFORU 0x20000000L
  121.  #define STRAT_CLOSE 0x10000000L
  122.  #define STRAT_WAITMASK (STRAT_CLOSE | STRAT_WAITFORU)
  123.  #define STRAT_HEAL 0x08000000L
  124.  #define STRAT_GROUND 0x04000000L
  125.  #define STRAT_MONSTR 0x02000000L
  126.  #define STRAT_PLAYER 0x01000000L
  127.  #define STRAT_NONE 0x00000000L
  128.  #define STRAT_STRATMASK 0x0f000000L
  129.  #define STRAT_XMASK 0x00ff0000L
  130.  #define STRAT_YMASK 0x0000ff00L
  131.  #define STRAT_GOAL 0x000000ffL
  132.  #define STRAT_GOALX(s) ((xchar)((s & STRAT_XMASK) >> 16))
  133.  #define STRAT_GOALY(s) ((xchar)((s & STRAT_YMASK) >> 8))
  134.  
  135.      long mtrapseen; /* bitmap of traps we've been trapped in */
  136.      long mlstmv;    /* for catching up with lost time */
  137.      long mspare1;
  138.      struct obj *minvent;
  139.  
  140.      struct obj *mw;
  141.      long misc_worn_check;
  142.      xchar weapon_check;
  143.  
  144.      int meating;           /* monster is eating timeout */
  145.      struct mextra *mextra; /* point to mextra struct */
  146.  };
  147.  
  148.  #define newmonst() (struct monst *) alloc(sizeof(struct monst))
  149.  
  150.  /* these are in mspeed */
  151.  #define MSLOW 1 /* slow monster */
  152.  #define MFAST 2 /* speeded monster */
  153.  
  154.  #define MON_WEP(mon) ((mon)->mw)
  155.  #define MON_NOWEP(mon) ((mon)->mw = (struct obj *) 0)
  156.  
  157.  #define DEADMONSTER(mon) ((mon)->mhp < 1)
  158.  #define is_starting_pet(mon) ((mon)->m_id == context.startingpet_mid)
  159.  #define is_vampshifter(mon)                                      \
  160.      ((mon)->cham == PM_VAMPIRE || (mon)->cham == PM_VAMPIRE_LORD \
  161.       || (mon)->cham == PM_VLAD_THE_IMPALER)
  162.  #define is_door_mappear(mon) ((mon)->m_ap_type == M_AP_FURNITURE \
  163.       && ((mon)->mappearance == S_hcdoor || (mon)->mappearance == S_vcdoor))
  164.  #define is_obj_mappear(mon,otyp) ((mon)->m_ap_type == M_AP_OBJECT \
  165.       && (mon)->mappearance == (otyp))
  166.  #endif /* MONST_H */