Source:NetHack 3.2.0/monst.h

Below is the full text to monst.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/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	3.2	96/02/11	*/ 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 or 3 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. 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.  	uchar m_lev;		/* adjusted difficulty level of monster */ 44.  	aligntyp malign;	/* alignment of this monster, relative to the 45.  				   player (positive = good to kill) */ 46.  	xchar mx, my; 47.  	xchar mux, muy;		/* where the monster thinks you are */ 48.  #define MTSZ	4 49.  	coord mtrack[MTSZ];	/* monster track */ 50.  	int mhp, mhpmax; 51.  	unsigned mappearance;	/* for undetected mimics and the wiz */ 52.  	uchar	 m_ap_type;	/* what mappearance is describing: */ 53.  #define M_AP_NOTHING	0	/* mappearance is unused -- monster appears 54.  				   as itself */ 55.  #define M_AP_FURNITURE	1	/* stairs, a door, an altar, etc. */ 56.  #define M_AP_OBJECT	2	/* an object */ 57.  #define M_AP_MONSTER	3	/* a monster */ 58.   59.   	schar mtame;		/* level of tameness, implies peaceful */ 60.  	unsigned short mintrinsics;	/* low 8 correspond to mresists */ 61.  	int mspec_used;		/* monster's special ability attack timeout */ 62.   63.   	Bitfield(female,1);	/* is female */ 64.  	Bitfield(minvis,1);	/* currently invisible */ 65.  	Bitfield(invis_blkd,1);	/* invisibility blocked */ 66.  	Bitfield(perminvis,1);	/* intrinsic minvis value */ 67.  	Bitfield(cham,1);	/* shape-changer */ 68.  	Bitfield(mundetected,1);	/* not seen in present hiding place */ 69.  				/* implies one of M1_CONCEAL or M1_HIDE, 70.  				 * but not mimic (that is, snake, spider,  71.   				 * trapper, piercer) 72.  				 */  73.   	Bitfield(mcan,1);	/* has been cancelled */ 74.  	Bitfield(mburied,1);	/* has been buried */ 75.   76.   	Bitfield(mspeed,2);	/* current speed */ 77.  	Bitfield(permspeed,2);	/* intrinsic mspeed value */ 78.   79.   	Bitfield(mflee,1);	/* fleeing */ 80.  	Bitfield(mfleetim,7);	/* timeout for mflee */ 81.   82.   	Bitfield(mcansee,1);	/* cansee 1, temp.blinded 0, blind 0 */ 83.  	Bitfield(mblinded,7);	/* cansee 0, temp.blinded n, blind 0 */ 84.   85.   	Bitfield(mcanmove,1);	/* paralysis, similar to mblinded */ 86.  	Bitfield(mfrozen,7); 87.   88.   	Bitfield(msleep,1);	/* sleeping */ 89.  	Bitfield(mstun,1);	/* stunned (off balance) */ 90.  	Bitfield(mconf,1);	/* confused */ 91.  	Bitfield(mpeaceful,1);	/* does not attack unprovoked */ 92.  	Bitfield(mtrapped,1);	/* trapped in a pit or bear trap */ 93.  	Bitfield(mleashed,1);	/* monster is on a leash */ 94.  	Bitfield(isshk,1);	/* is shopkeeper */ 95.  	Bitfield(isminion,1);	/* is a minion */ 96.   97.   	Bitfield(isgd,1);	/* is guard */ 98.  	Bitfield(ispriest,1);	/* is a priest */ 99.  	Bitfield(iswiz,1);	/* is the Wizard of Yendor */ 100. 	Bitfield(wormno,5);	/* at most 31 worms on any level */ 101. #define MAX_NUM_WORMS	32	/* should be 2^(wormno bitfield size) */ 102.  103.  	long mstrategy;		/* for monsters with mflag3: current strategy */ 104. #define STRAT_ARRIVE	0x40000000L	/* just arrived on current level */ 105. #define STRAT_WAITFORU	0x20000000L 106. #define STRAT_CLOSE	0x10000000L 107. #define STRAT_WAITMASK	0x30000000L 108. #define STRAT_HEAL	0x08000000L 109. #define STRAT_GROUND	0x04000000L 110. #define STRAT_MONSTR	0x02000000L 111. #define STRAT_PLAYER	0x01000000L 112. #define STRAT_NONE	0x00000000L 113. #define STRAT_STRATMASK	0x0f000000L 114. #define STRAT_XMASK	0x00ff0000L 115. #define STRAT_YMASK	0x0000ff00L 116. #define STRAT_GOAL	0x000000ffL 117. #define STRAT_GOALX(s)	((xchar)((s & STRAT_XMASK) >> 16)) 118. #define STRAT_GOALY(s)	((xchar)((s & STRAT_YMASK) >> 8)) 119.  120.  	long mtrapseen;		/* bitmap of traps we've been trapped in */ 121. 	long mlstmv;		/* prevent two moves at once */ 122. 	long mgold; 123. 	struct obj *minvent; 124.  125.  	struct obj *mw; 126. 	long misc_worn_check; 127. 	xchar weapon_check; 128.  129.  	uchar mnamelth;		/* length of name (following mxlth) */ 130. 	short mxlth;		/* length of following data */ 131. 	/* in order to prevent alignment problems mextra should 132. 	   be (or follow) a long int */ 133. 	int meating;		/* monster is eating timeout */ 134. 	long mextra[1];	/* monster dependent info */ 135. };  136.   137.  /*  138.   * Note that mextra[] may correspond to any of a number of structures, which 139.  * are indicated by some of the other fields. 140.  *	isgd	 ->	struct egd 141.  *	ispriest ->	struct epri 142.  *	isshk	 ->	struct eshk 143.  *	isminion ->	struct emin 144.  *			(struct epri for roaming priests and angels, which is  145.   *			 compatible with emin for polymorph purposes) 146.  *	mtame	 ->	struct edog 147.  *			(struct epri for guardian angels, which do not eat  148.   *			 or do other doggy things) 149.  * Since at most one structure can be indicated in this manner, it is not 150.  * possible to tame any creatures using the other structures (the only  151.   * exception being the guardian angels which are tame on creation). 152.  */  153.   154.  #define newmonst(xl) (struct monst *)alloc((unsigned)(xl) + sizeof(struct monst)) 155. #define dealloc_monst(mon) free((genericptr_t)(mon)) 156.  157.  /* these are in mspeed */ 158. #define MSLOW 1		/* slow monster */ 159. #define MFAST 2		/* speeded monster */ 160.  161.  #define NAME(mtmp)	(((char *)(mtmp)->mextra) + (mtmp)->mxlth) 162.  163.  #define MON_WEP(mon)	((mon)->mw) 164. #define MON_NOWEP(mon)	((mon)->mw = (struct obj *)0) 165.  166.  #endif /* MONST_H */