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Below is the full text to include/monst.h from NetHack 3.4.3. To link to a particular line, write [[monst.h#line123]], for example.

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.    
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
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 ALIGN_H
37.   #include "align.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 movement;		/* movement points (derived from permonst definition and added effects */
46.   	uchar m_lev;		/* adjusted difficulty level of monster */
47.   	aligntyp malign;	/* alignment of this monster, relative to the
48.   				   player (positive = good to kill) */
49.   	xchar mx, my;
50.   	xchar mux, muy;		/* where the monster thinks you are */
51.   #define MTSZ	4
52.   	coord mtrack[MTSZ];	/* monster track */
53.   	int mhp, mhpmax;
54.   	unsigned mappearance;	/* for undetected mimics and the wiz */
55.   	uchar	 m_ap_type;	/* what mappearance is describing: */
56.   #define M_AP_NOTHING	0	/* mappearance is unused -- monster appears
57.   				   as itself */
58.   #define M_AP_FURNITURE	1	/* stairs, a door, an altar, etc. */
59.   #define M_AP_OBJECT	2	/* an object */
60.   #define M_AP_MONSTER	3	/* a monster */
61.   
62.   	schar mtame;		/* level of tameness, implies peaceful */
63.   	unsigned short mintrinsics;	/* low 8 correspond to mresists */
64.   	int mspec_used;		/* monster's special ability attack timeout */
65.   
66.   	Bitfield(female,1);	/* is female */
67.   	Bitfield(minvis,1);	/* currently invisible */
68.   	Bitfield(invis_blkd,1); /* invisibility blocked */
69.   	Bitfield(perminvis,1);	/* intrinsic minvis value */
70.   	Bitfield(cham,3);	/* shape-changer */
71.   /* note: lychanthropes are handled elsewhere */
72.   #define CHAM_ORDINARY		0	/* not a shapechanger */
73.   #define CHAM_CHAMELEON		1	/* animal */
74.   #define CHAM_DOPPELGANGER	2	/* demi-human */
75.   #define CHAM_SANDESTIN		3	/* demon */
76.   #define CHAM_MAX_INDX		CHAM_SANDESTIN
77.   	Bitfield(mundetected,1);	/* not seen in present hiding place */
78.   				/* implies one of M1_CONCEAL or M1_HIDE,
79.   				 * but not mimic (that is, snake, spider,
80.   				 * trapper, piercer, eel)
81.   				 */
82.   
83.   	Bitfield(mcan,1);	/* has been cancelled */
84.   	Bitfield(mburied,1);	/* has been buried */
85.   	Bitfield(mspeed,2);	/* current speed */
86.   	Bitfield(permspeed,2);	/* intrinsic mspeed value */
87.   	Bitfield(mrevived,1);	/* has been revived from the dead */
88.   	Bitfield(mavenge,1);	/* did something to deserve retaliation */
89.   
90.   	Bitfield(mflee,1);	/* fleeing */
91.   	Bitfield(mfleetim,7);	/* timeout for mflee */
92.   
93.   	Bitfield(mcansee,1);	/* cansee 1, temp.blinded 0, blind 0 */
94.   	Bitfield(mblinded,7);	/* cansee 0, temp.blinded n, blind 0 */
95.   
96.   	Bitfield(mcanmove,1);	/* paralysis, similar to mblinded */
97.   	Bitfield(mfrozen,7);
98.   
99.   	Bitfield(msleeping,1);	/* asleep until woken */
100.  	Bitfield(mstun,1);	/* stunned (off balance) */
101.  	Bitfield(mconf,1);	/* confused */
102.  	Bitfield(mpeaceful,1);	/* does not attack unprovoked */
103.  	Bitfield(mtrapped,1);	/* trapped in a pit, web or bear trap */
104.  	Bitfield(mleashed,1);	/* monster is on a leash */
105.  	Bitfield(isshk,1);	/* is shopkeeper */
106.  	Bitfield(isminion,1);	/* is a minion */
107.  
108.  	Bitfield(isgd,1);	/* is guard */
109.  	Bitfield(ispriest,1);	/* is a priest */
110.  	Bitfield(iswiz,1);	/* is the Wizard of Yendor */
111.  	Bitfield(wormno,5);	/* at most 31 worms on any level */
112.  #define MAX_NUM_WORMS	32	/* should be 2^(wormno bitfield size) */
113.  
114.  	long mstrategy;		/* for monsters with mflag3: current strategy */
115.  #define STRAT_ARRIVE	0x40000000L	/* just arrived on current level */
116.  #define STRAT_WAITFORU	0x20000000L
117.  #define STRAT_CLOSE	0x10000000L
118.  #define STRAT_WAITMASK	0x30000000L
119.  #define STRAT_HEAL	0x08000000L
120.  #define STRAT_GROUND	0x04000000L
121.  #define STRAT_MONSTR	0x02000000L
122.  #define STRAT_PLAYER	0x01000000L
123.  #define STRAT_NONE	0x00000000L
124.  #define STRAT_STRATMASK 0x0f000000L
125.  #define STRAT_XMASK	0x00ff0000L
126.  #define STRAT_YMASK	0x0000ff00L
127.  #define STRAT_GOAL	0x000000ffL
128.  #define STRAT_GOALX(s)	((xchar)((s & STRAT_XMASK) >> 16))
129.  #define STRAT_GOALY(s)	((xchar)((s & STRAT_YMASK) >> 8))
130.  
131.  	long mtrapseen;		/* bitmap of traps we've been trapped in */
132.  	long mlstmv;		/* for catching up with lost time */
133.  #ifndef GOLDOBJ
134.  	long mgold;
135.  #endif
136.  	struct obj *minvent;
137.  
138.  	struct obj *mw;
139.  	long misc_worn_check;
140.  	xchar weapon_check;
141.  
142.  	uchar mnamelth;		/* length of name (following mxlth) */
143.  	short mxlth;		/* length of following data */
144.  	/* in order to prevent alignment problems mextra should
145.  	   be (or follow) a long int */
146.  	int meating;		/* monster is eating timeout */
147.  	long mextra[1]; /* monster dependent info */
148.  };
149.  
150.  /*
151.   * Note that mextra[] may correspond to any of a number of structures, which
152.   * are indicated by some of the other fields.
153.   *	isgd	 ->	struct egd
154.   *	ispriest ->	struct epri
155.   *	isshk	 ->	struct eshk
156.   *	isminion ->	struct emin
157.   *			(struct epri for roaming priests and angels, which is
158.   *			 compatible with emin for polymorph purposes)
159.   *	mtame	 ->	struct edog
160.   *			(struct epri for guardian angels, which do not eat
161.   *			 or do other doggy things)
162.   * Since at most one structure can be indicated in this manner, it is not
163.   * possible to tame any creatures using the other structures (the only
164.   * exception being the guardian angels which are tame on creation).
165.   */
166.  
167.  #define newmonst(xl) (struct monst *)alloc((unsigned)(xl) + sizeof(struct monst))
168.  #define dealloc_monst(mon) free((genericptr_t)(mon))
169.  
170.  /* these are in mspeed */
171.  #define MSLOW 1		/* slow monster */
172.  #define MFAST 2		/* speeded monster */
173.  
174.  #define NAME(mtmp)	(((char *)(mtmp)->mextra) + (mtmp)->mxlth)
175.  
176.  #define MON_WEP(mon)	((mon)->mw)
177.  #define MON_NOWEP(mon)	((mon)->mw = (struct obj *)0)
178.  
179.  #define DEADMONSTER(mon)	((mon)->mhp < 1)
180.  
181.  #endif /* MONST_H */
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