Functions for monster utilities. More...
|const char *||describe_race_flag (int flag)|
|Return a description for the given monster race flag. More...|
|void||create_mon_flag_mask (bitflag *f,...)|
|Create a mask of monster flags of a specific type. More...|
|struct monster_race *||lookup_monster (const char *name)|
|Returns the monster with the given name. More...|
|struct monster_base *||lookup_monster_base (const char *name)|
|Return the monster base matching the given name. More...|
|bool||match_monster_bases (const struct monster_base *base,...)|
|Return whether the given base matches any of the names given. More...|
|void||update_mon (struct monster *mon, struct chunk *c, bool full)|
|This function updates the monster record of the given monster. More...|
|void||update_monsters (bool full)|
|Updates all the (non-dead) monsters via update_mon(). More...|
|bool||monster_carry (struct chunk *c, struct monster *mon, struct object *obj)|
|Add the given object to the given monster's inventory. More...|
|void||monster_swap (int y1, int x1, int y2, int x2)|
|Swap the players/monsters (if any) at two locations. More...|
|void||become_aware (struct monster *m)|
|Make player fully aware of the given mimic. More...|
|void||update_smart_learn (struct monster *mon, struct player *p, int flag, int pflag, int element)|
|The given monster learns about an "observed" resistance or other player state property, or lack of it. More...|
|bool||find_any_nearby_injured_kin (struct chunk *c, const struct monster *mon)|
|Find out if there are any injured monsters nearby. More...|
|struct monster *||choose_nearby_injured_kin (struct chunk *c, const struct monster *mon)|
|Choose one injured monster of the same base in LOS of the provided monster. More...|
Functions for monster utilities.
Copyright (c) 1997-2007 Ben Harrison, James E. Wilson, Robert A. Koeneke
This work is free software; you can redistribute it and/or modify it under the terms of either:
a) the GNU General Public License as published by the Free Software Foundation, version 2, or
b) the "Angband licence": This software may be copied and distributed for educational, research, and not for profit purposes provided that this copyright and statement are included in all such copies. Other copyrights may also apply.
Make player fully aware of the given mimic.
When a player becomes aware of a mimic, we update the monster memory and delete the "fake item" that the monster was mimicking.
References cave, delist_object(), monster_lore::flags, monster_race::flags, monster::fx, monster::fy, get_lore(), object::ix, object::iy, monster::mflag, mflag_has, mflag_off, monster::mimicked_obj, object::mimicking_m_idx, monster_carry(), msg, NULL, object_delete(), object_desc(), ODESC_BASE, PR_ITEMLIST, PR_MONLIST, PU_MONSTERS, PU_UPDATE_VIEW, monster::race, player_upkeep::redraw, rf_has, rf_on, square_excise_object(), square_isseen(), square_light_spot(), square_note_spot(), player_upkeep::update, and player::upkeep.
Choose one injured monster of the same base in LOS of the provided monster.
Scan MAX_KIN_RADIUS grids around the monster to find potential grids, make a list of kin, and choose a random one.
Referenced by effect_handler_MON_HEAL_KIN().
Create a mask of monster flags of a specific type.
|f||is the flag array we're filling|
|...||is the list of flags we're looking for|
N.B. RFT_MAX must be the last item in the ... list
Returns the monster with the given name.
If no monster has the exact name given, returns the first monster with the given name as a (case-insensitive) substring.
Referenced by finish_parse_lore(), finish_parse_monster(), get_debug_command(), parse_lore_name(), parse_pit_mon_ban(), parse_prefs_monster(), parse_quest_race(), rd_item(), rd_monster(), rd_monster_memory(), and test_match_monster_bases().
Return the monster base matching the given name.
Referenced by get_message_type(), match_monster_bases(), mon_take_hit(), parse_lore_base(), parse_lore_friends_base(), parse_monster_base(), parse_monster_friends_base(), parse_pit_mon_base(), parse_prefs_monster_base(), parse_slay_base(), and test_defaults().
Add the given object to the given monster's inventory.
Currently always returns true - it is left as a bool rather than void in case a limit on monster inventory size is proposed in future.
Swap the players/monsters (if any) at two locations.
References cave, cave_monster(), monster_race::flags, monster::fx, monster::fy, square::mon, PR_MONLIST, PU_DISTANCE, PU_PANEL, PU_UPDATE_VIEW, player::px, player::py, monster::race, player_upkeep::redraw, rf_has, square_light_spot(), chunk::squares, player_upkeep::update, update_mon(), and player::upkeep.
Referenced by call_monster(), effect_handler_EARTHQUAKE(), effect_handler_TELEPORT(), effect_handler_TELEPORT_TO(), effect_handler_THRUST_AWAY(), hit_trap(), move_player(), process_monster(), and process_monster_try_push().
This function updates the monster record of the given monster.
This involves extracting the distance to the player (if requested), and then checking for visibility (natural, infravision, see-invis, telepathy), updating the monster visibility flag, redrawing (or erasing) the monster when its visibility changes, and taking note of any interesting monster flags (cold-blooded, invisible, etc).
Note the new "mflag" field which encodes several monster state flags, including "view" for when the monster is currently in line of sight, and "mark" for when the monster is currently visible via detection.
The only monster fields that are changed here are "cdis" (the distance from the player), "ml" (visible to the player), and "mflag" (to maintain the "MFLAG_VIEW" flag).
Note the special "update_monsters()" function which can be used to call this function once for every monster.
Note the "full" flag which requests that the "cdis" field be updated; this is only needed when the monster (or the player) has moved.
Every time a monster moves, we must call this function for that monster, and update the distance, and the visibility. Every time the player moves, we must call this function for every monster, and update the distance, and the visibility. Whenever the player "state" changes in certain ways ("blindness", "infravision", "telepathy", and "see invisible"), we must call this function for every monster, and update the visibility.
Routines that change the "illumination" of a grid must also call this function for any monster in that grid, since the "visibility" of some monsters may be based on the illumination of their grid.
Note that this function is called once per monster every time the player moves. When the player is running, this function is one of the primary bottlenecks, along with "update_view()" and the "process_monsters()" code, so efficiency is important.
Note the optimized "inline" version of the "distance()" function.
A monster is "visible" to the player if (1) it has been detected by the player, (2) it is close to the player and the player has telepathy, or (3) it is close to the player, and in line of sight of the player, and it is "illuminated" by some combination of infravision, torch light, or permanent light (invisible monsters are only affected by "light" if the player can see invisible).
Monsters which are not on the current panel may be "visible" to the player, and their descriptions will include an "offscreen" reference. Currently, offscreen monsters cannot be targeted or viewed directly, but old targets will remain set. XXX XXX
The player can choose to be disturbed by several things, including "OPT(player, disturb_near)" (monster which is "easily" viewable moves in some way). Note that "moves" includes "appears" and "disappears".
References monster::cdis, character_dungeon, disturb(), flag, FLAG_END, monster_lore::flags, monster_race::flags, flags_set(), monster::fx, monster::fy, get_lore(), player_upkeep::health_who, chunk::height, ignore_item_ok(), mask, monster::mflag, mflag_has, mflag_off, mflag_on, mflag_union, monster::midx, monster::mimicked_obj, monster_is_in_view(), monster_is_invisible(), monster_is_mimicking(), monster_is_visible(), NULL, OPT, player_of_has(), PR_HEALTH, PR_MONLIST, player::px, player::py, monster::race, player_upkeep::redraw, rf_has, rf_on, RF_SIZE, monster_lore::sights, square_isno_esp(), square_isseen(), square_isview(), square_light_spot(), player::timed, player::upkeep, and chunk::width.
Referenced by effect_handler_DETECT_EVIL(), effect_handler_DETECT_INVISIBLE_MONSTERS(), effect_handler_DETECT_VISIBLE_MONSTERS(), monster_swap(), place_monster(), process_player_cleanup(), project_m(), and update_monsters().
|void update_smart_learn||(||struct monster *||mon,|
|struct player *||p,|
The given monster learns about an "observed" resistance or other player state property, or lack of it.
Note that this function is robust to being called with
element as an arbitrary PROJ_ type
References player_state::el_info, ELEM_MAX, equip_learn_element(), equip_learn_flag(), player_state::flags, monster::known_pstate, monster_is_smart(), monster_is_stupid(), of_off, of_on, one_in_, OPT, pf_has, player_state::pflags, player_of_has(), element_info::res_level, and player::state.
Referenced by effect_handler_DRAIN_MANA(), melee_effect_elemental(), melee_effect_experience(), melee_effect_handler_DISENCHANT(), melee_effect_handler_HALLU(), melee_effect_handler_POISON(), melee_effect_timed(), and player_inc_check().