Source:NetHack 3.4.0/monst.h

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.

Warning! This is the source code from an old release. For the latest release, see Source code

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 */