Angband
Data Fields
monster Struct Reference

Monster information, for a specific monster. More...

#include <monster.h>

Data Fields

struct monster_racerace
 
struct monster_raceoriginal_race
 
int midx
 
struct loc grid
 
s16b hp
 
s16b maxhp
 
s16b m_timed [MON_TMD_MAX]
 
byte mspeed
 
byte energy
 
byte cdis
 
bitflag mflag [MFLAG_SIZE]
 
struct objectmimicked_obj
 
struct objectheld_obj
 
byte attr
 
struct player_state known_pstate
 
struct target target
 
struct monster_group_info group_info [GROUP_MAX]
 
struct heatmap heatmap
 
byte min_range
 
byte best_range
 

Detailed Description

Monster information, for a specific monster.

Note: fy, fx constrain dungeon size to 256x256

The "held_obj" field points to the first object of a stack of objects (if any) being carried by the monster (see above).

Field Documentation

◆ attr

byte attr

◆ best_range

byte best_range

◆ cdis

byte cdis

◆ energy

byte energy

◆ grid

struct loc grid

Referenced by add_monster_lights(), arena_gen(), become_aware(), blow_knock_back(), call_monster(), can_call_monster(), choose_nearby_injured_kin(), chunk_copy(), compact_monsters(), compact_monsters_aux(), decrease_timeouts(), delete_monster_idx(), detect_monsters(), do_cmd_mon_command(), effect_handler_BALL(), effect_handler_BREATH(), effect_handler_DARKEN_AREA(), effect_handler_LASH(), effect_handler_PROBE(), effect_handler_PROJECT_LOS(), effect_handler_PROJECT_LOS_AWARE(), effect_handler_SINGLE_COMBAT(), effect_handler_SUMMON(), effect_handler_TELEPORT(), effect_handler_TELEPORT_TO(), effect_handler_TOUCH(), effect_handler_WAKE(), effect_handler_WEB(), find_any_nearby_injured_kin(), get_injured_kin(), get_move(), get_move_advance(), get_move_bodyguard(), get_move_find_hiding(), get_move_find_safety(), get_move_flee(), get_target(), make_attack_spell(), make_ranged_shot(), make_ranged_throw(), message_flags(), mon_create_mimicked_object(), monster_attack_monster(), monster_can_cast(), monster_can_hear(), monster_can_see(), monster_can_smell(), monster_change_shape(), monster_check_active(), monster_death(), monster_desc(), monster_group_rouse(), monster_list_collect(), monster_near_permwall(), monster_reduce_sleep(), monster_revert_shape(), monster_swap(), monster_take_terrain_damage(), monster_turn(), monster_turn_multiply(), monster_turn_try_push(), multiply_monster(), origin_get_loc(), place_monster(), place_new_monster_one(), process_player_cleanup(), project(), project_m(), project_player_handler_NEXUS(), quest_check(), rd_monster(), target_able(), target_okay(), target_set_monster(), update_mon(), wipe_mon_list(), and wr_monster().

◆ group_info

struct monster_group_info group_info[GROUP_MAX]

◆ heatmap

struct heatmap heatmap

◆ held_obj

struct object* held_obj

◆ hp

s16b hp

◆ known_pstate

struct player_state known_pstate

◆ m_timed

s16b m_timed[MON_TMD_MAX]

◆ maxhp

s16b maxhp

◆ mflag

◆ midx

int midx

◆ mimicked_obj

struct object* mimicked_obj

◆ min_range

byte min_range

Referenced by get_move(), and get_move_find_range().

◆ mspeed

byte mspeed

◆ original_race

struct monster_race* original_race

◆ race

struct monster_race* race

Referenced by add_monster_lights(), add_monster_message(), attempt_shield_bash(), become_aware(), call_monster(), can_call_monster(), check_hit_monster(), chunk_copy(), compact_monsters(), compare_monsters(), context_menu_cave(), delete_monster_idx(), detect_monsters(), do_animation(), do_cmd_mon_command(), do_cmd_wiz_zap(), do_mon_spell(), does_resist(), effect_handler_BALL(), effect_handler_BANISH(), effect_handler_COMMAND(), effect_handler_EARTHQUAKE(), effect_handler_LASH(), effect_handler_MASS_BANISH(), effect_handler_PROBE(), effect_handler_PROJECT_LOS(), effect_handler_PROJECT_LOS_AWARE(), effect_handler_READ_MINDS(), effect_handler_SINGLE_COMBAT(), effect_handler_SUMMON(), effect_handler_WAKE(), effect_handler_WEB(), get_commanded_monster(), get_injured_kin(), get_move(), get_move_advance(), get_move_find_range(), get_move_find_safety(), grid_data_as_text(), improve_attack_modifier(), lore_do_probe(), lore_treasure(), make_attack_normal(), make_attack_spell(), make_ranged_shot(), make_ranged_throw(), mdam(), mon_create_drop(), mon_create_mimicked_object(), mon_pop(), mon_set_timed(), mon_take_nonplayer_hit(), monster_attack_monster(), monster_breathes(), monster_can_be_scared(), monster_can_cast(), monster_can_hear(), monster_can_kill(), monster_can_move(), monster_can_smell(), monster_change_shape(), monster_check_active(), monster_death(), monster_desc(), monster_elemental_damage(), monster_group_remove_leader(), monster_group_split(), monster_has_innate_spells(), monster_has_non_innate_spells(), monster_has_spells(), monster_has_spirit(), monster_hates_grid(), monster_is_destroyed(), monster_is_esp_detectable(), monster_is_evil(), monster_is_invisible(), monster_is_nonliving(), monster_is_not_invisible(), monster_is_powerful(), monster_is_smart(), monster_is_stupid(), monster_is_undead(), monster_is_unique(), monster_list_collect(), monster_loves_archery(), monster_passes_walls(), monster_reduce_sleep(), monster_revert_shape(), monster_spell_failrate(), monster_swap(), monster_take_terrain_damage(), monster_turn(), monster_turn_attack_glyph(), monster_turn_can_move(), monster_turn_grab_objects(), monster_turn_multiply(), monster_turn_should_stagger(), monster_turn_try_push(), multiply_monster(), place_monster(), place_new_monster_one(), player_kill_monster(), process_monster_timed(), process_monsters(), process_player_cleanup(), project(), project_m(), project_m_apply_side_effects(), project_m_monster_attack(), project_monster_breath(), project_monster_dispel(), project_monster_handler_CHAOS(), project_monster_handler_DISEN(), project_monster_handler_FORCE(), project_monster_handler_GRAVITY(), project_monster_handler_LIGHT(), project_monster_handler_MON_CONF(), project_monster_handler_MON_HOLD(), project_monster_handler_MON_POLY(), project_monster_handler_MON_SLOW(), project_monster_handler_MON_STUN(), project_monster_handler_NETHER(), project_monster_hurt_immune(), project_monster_hurt_only(), project_monster_resist_element(), project_monster_resist_other(), project_monster_scare(), project_monster_sleep(), project_monster_teleport_away(), py_attack(), py_attack_real(), quest_check(), ranged_helper(), rd_monster(), react_to_specific_slay(), regen_monster(), saving_throw(), setup_tests(), spell_message(), spell_value_base_lash_damage(), spell_value_base_spell_power(), square_islit(), stack_message(), steal_monster_item(), summon_specific(), take1(), target_able(), target_set_closest(), target_set_interactive(), target_set_interactive_aux(), test_blows(), textui_process_click(), thrust_away(), update_mon(), update_monsters(), wipe_mon_list(), and wr_monster().

◆ target

struct target target

The documentation for this struct was generated from the following file: