Angband
Functions
mon-util.h File Reference

Functions for monster utilities. More...

#include "monster.h"
#include "mon-msg.h"

Go to the source code of this file.

Functions

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_racelookup_monster (const char *name)
 Returns the monster with the given name. More...
 
struct monster_baselookup_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 (struct loc grid1, struct loc grid2)
 Swap the players/monsters (if any) at two locations. More...
 
void monster_wake (struct monster *mon, bool notify, int aware_chance)
 Monster wakes up and possibly becomes aware of the player. More...
 
bool monster_can_see (struct chunk *c, struct monster *mon, struct loc grid)
 Monster can see a grid. 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 monsterchoose_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...
 
void monster_death (struct monster *mon, bool stats)
 Handles the "death" of a monster. More...
 
bool mon_take_nonplayer_hit (int dam, struct monster *t_mon, enum mon_messages hurt_msg, enum mon_messages die_msg)
 Deal damage to a monster from another monster (or at least not the player). More...
 
bool mon_take_hit (struct monster *mon, int dam, bool *fear, const char *note)
 Decreases a monster's hit points by dam and handle monster death. More...
 
void kill_arena_monster (struct monster *mon)
 
void monster_take_terrain_damage (struct monster *mon)
 Terrain damages monster. More...
 
bool monster_taking_terrain_damage (struct monster *mon)
 Terrain is currently damaging monster. More...
 
struct monsterget_commanded_monster (void)
 Returns the monster currently commanded, or NULL. More...
 
struct objectget_random_monster_object (struct monster *mon)
 Get a random object from a monster's inventory. More...
 
void steal_monster_item (struct monster *mon, int midx)
 Player or monster midx steals an item from a monster. More...
 
bool monster_change_shape (struct monster *mon)
 Monster shapechange. More...
 
bool monster_revert_shape (struct monster *mon)
 Monster reverse shapechange. More...
 

Detailed Description

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.

Function Documentation

◆ become_aware()

void become_aware ( struct monster mon)

◆ choose_nearby_injured_kin()

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.

Scan MAX_KIN_RADIUS grids around the monster to find potential grids, make a list of kin, and choose a random one.

References get_injured_kin(), monster::grid, MAX_KIN_RADIUS, set_add(), set_choose(), set_free(), set_new(), loc::x, and loc::y.

Referenced by effect_handler_MON_HEAL_KIN().

◆ create_mon_flag_mask()

void create_mon_flag_mask ( bitflag f,
  ... 
)

Create a mask of monster flags of a specific type.

Parameters
fis 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

References args, i, monster_flag::index, RF_MAX, rf_on, rf_wipe, RFT_MAX, and monster_flag::type.

Referenced by lore_append_abilities(), lore_append_movement(), and lore_update().

◆ describe_race_flag()

const char* describe_race_flag ( int  flag)

Return a description for the given monster race flag.

Returns an empty string for an out-of-range flag.

Parameters
flagis one of the RF_ flags.

References monster_flag::desc, flag, and RF_MAX.

Referenced by lore_append_abilities(), lore_append_clause(), and lore_append_movement().

◆ find_any_nearby_injured_kin()

bool find_any_nearby_injured_kin ( struct chunk c,
const struct monster mon 
)

Find out if there are any injured monsters nearby.

See get_injured_kin() above for more details on what monsters qualify.

References get_injured_kin(), monster::grid, MAX_KIN_RADIUS, loc::x, and loc::y.

Referenced by remove_bad_spells().

◆ get_commanded_monster()

struct monster* get_commanded_monster ( void  )

Returns the monster currently commanded, or NULL.

References cave, cave_monster(), cave_monster_max(), i, monster::m_timed, and monster::race.

Referenced by decrease_timeouts(), and do_cmd_mon_command().

◆ get_random_monster_object()

struct object* get_random_monster_object ( struct monster mon)

Get a random object from a monster's inventory.

References monster::held_obj, object::next, and randint1.

Referenced by do_cmd_mon_command(), and steal_monster_item().

◆ kill_arena_monster()

void kill_arena_monster ( struct monster mon)

◆ lookup_monster()

struct monster_race* lookup_monster ( const char *  name)

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.

References i, my_stricmp(), my_stristr(), monster_race::name, r_info, angband_constants::r_max, and z_info.

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().

◆ lookup_monster_base()

struct monster_base* lookup_monster_base ( const char *  name)

◆ match_monster_bases()

bool match_monster_bases ( const struct monster_base base,
  ... 
)

Return whether the given base matches any of the names given.

Accepts a variable-length list of name strings. The list must end with NULL.

This function is currently unused, except in a test... -NRM-

References lookup_monster_base(), name, and ok.

Referenced by test_match_monster_bases().

◆ mon_take_hit()

bool mon_take_hit ( struct monster mon,
int  dam,
bool *  fear,
const char *  note 
)

Decreases a monster's hit points by dam and handle monster death.

Hack – we "delay" fear messages by passing around a "fear" flag.

We announce monster death (using an optional "death message" (note) if given, and a otherwise a generic killed/destroyed message).

Returns true if the monster has been killed (and deleted).

TODO: Consider decreasing monster experience over time, say, by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))" instead of simply "(m_exp * m_lev) / (p_lev)", to make the first monster worth more than subsequent monsters. This would also need to induce changes in the monster recall code. XXX XXX XXX

References player_upkeep::arena_level, become_aware(), player_upkeep::generate_level, player_upkeep::health_who, monster::hp, mon_clear_timed(), MON_TMD_FLG_NOTIFY, monster_is_camouflaged(), monster_scared_by_damage(), monster_wake(), player_kill_monster(), PR_HEALTH, player_upkeep::redraw, and player::upkeep.

Referenced by attempt_shield_bash(), blow_knock_back(), effect_handler_CURSE(), effect_handler_JUMP_AND_BITE(), effect_handler_TAP_UNLIFE(), project_m_player_attack(), py_attack_real(), and ranged_helper().

◆ mon_take_nonplayer_hit()

bool mon_take_nonplayer_hit ( int  dam,
struct monster t_mon,
enum mon_messages  hurt_msg,
enum mon_messages  die_msg 
)

Deal damage to a monster from another monster (or at least not the player).

This is a helper for melee handlers. It is very similar to mon_take_hit(), but eliminates the player-oriented stuff of that function.

Parameters
contextis the project_m context.
hurt_msgis the message if the monster is hurt (if any).
Returns
true if the monster died, false if it is still alive.

References add_monster_message(), delete_monster_idx(), monster_race::flags, player_upkeep::health_who, monster::hp, monster::m_timed, message_pain(), monster::midx, monster_death(), monster_is_mimicking(), monster_scared_by_damage(), monster_wake(), PR_HEALTH, monster::race, player_upkeep::redraw, rf_has, player::upkeep, and void().

Referenced by effect_handler_DAMAGE(), melee_effect_elemental(), melee_effect_experience(), monster_damage_target(), and monster_take_terrain_damage().

◆ monster_can_see()

bool monster_can_see ( struct chunk c,
struct monster mon,
struct loc  grid 
)

Monster can see a grid.

References monster::grid, and los().

Referenced by monster_group_rouse().

◆ monster_carry()

bool monster_carry ( struct chunk c,
struct monster mon,
struct object obj 
)

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.

References object::grid, object::held_m_idx, monster::held_obj, list_object(), loc(), monster::midx, object::next, object_absorb(), object_similar(), OSTACK_MONSTER, and pile_insert().

Referenced by become_aware(), melee_effect_handler_EAT_GOLD(), mon_create_drop(), mon_create_mimicked_object(), monster_turn_grab_objects(), steal_monster_item(), and steal_player_item().

◆ monster_change_shape()

bool monster_change_shape ( struct monster mon)

◆ monster_death()

void monster_death ( struct monster mon,
bool  stats 
)

Handles the "death" of a monster.

Disperses treasures carried by the monster centered at the monster location. Note that objects dropped may disappear in crowded rooms.

Checks for "Quest" completion when a quest monster is killed.

Note that only the player can induce "monster_death()" on Uniques. Thus (for now) all Quest monsters should be Uniques.

If stats is true, then we skip updating the monster memory. This is used by stats-generation code, for efficiency.

References cave, drop_near(), monster::grid, object::held_m_idx, monster::held_obj, monster_race::light, lore_treasure(), monster::mimicked_obj, monster_is_unique(), monster_is_visible(), object::next, object_delete(), object::origin, pile_excise(), PR_MONLIST, PU_UPDATE_VIEW, quest_check(), monster::race, player_upkeep::redraw, tval_is_money(), player_upkeep::update, and player::upkeep.

Referenced by mon_take_nonplayer_hit(), player_kill_monster(), and project_m_monster_attack().

◆ monster_revert_shape()

bool monster_revert_shape ( struct monster mon)

◆ monster_swap()

void monster_swap ( struct loc  grid1,
struct loc  grid2 
)

◆ monster_take_terrain_damage()

void monster_take_terrain_damage ( struct monster mon)

◆ monster_taking_terrain_damage()

bool monster_taking_terrain_damage ( struct monster mon)

◆ monster_wake()

void monster_wake ( struct monster mon,
bool  notify,
int  aware_chance 
)

◆ steal_monster_item()

void steal_monster_item ( struct monster mon,
int  midx 
)

◆ update_mon()

void update_mon ( struct monster mon,
struct chunk c,
bool  full 
)

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 ABS, cave, monster::cdis, character_dungeon, disturb(), flag, FLAG_END, monster_lore::flags, monster_race::flags, flags_set(), get_lore(), monster::grid, player::grid, player_upkeep::health_who, chunk::height, ignore_item_ok(), loc(), monster::mflag, mflag_has, mflag_off, mflag_on, monster::mimicked_obj, monster_is_esp_detectable(), monster_is_in_view(), monster_is_invisible(), monster_is_mimicking(), monster_is_visible(), OPT, path_analyse(), player_of_has(), PR_HEALTH, PR_MONLIST, 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, chunk::width, loc::x, and loc::y.

Referenced by arena_gen(), detect_monsters(), kill_arena_monster(), monster_swap(), place_monster(), process_player_cleanup(), project_m(), and update_monsters().

◆ update_monsters()

void update_monsters ( bool  full)

Updates all the (non-dead) monsters via update_mon().

References cave, cave_monster(), cave_monster_max(), i, monster::race, and update_mon().

Referenced by update_stuff().

◆ update_smart_learn()

void update_smart_learn ( struct monster mon,
struct player p,
int  flag,
int  pflag,
int  element 
)