Angband
Data Fields
monster Struct Reference

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

#include <monster.h>

Data Fields

struct monster_racerace
 
int midx
 
byte fy
 
byte fx
 
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
 
byte ty
 Monster target. More...
 
byte tx
 
byte min_range
 What is the closest we want to be? Not saved. More...
 
byte best_range
 How close do we want to be? Not saved. More...
 

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

byte attr
byte best_range

How close do we want to be? Not saved.

Referenced by find_range().

byte cdis
byte energy
byte fx
byte fy
struct object* held_obj
s16b hp
struct player_state known_pstate
s16b m_timed[MON_TMD_MAX]
s16b maxhp
int midx
struct object* mimicked_obj
byte min_range

What is the closest we want to be? Not saved.

Referenced by find_range(), and get_moves().

byte mspeed
struct monster_race* race

Referenced by add_monster_lights(), add_monster_message(), become_aware(), call_monster(), can_call_monster(), cave_light(), chunk_copy(), chunk_write(), compact_monsters(), compare_monsters(), context_menu_cave(), delete_monster_idx(), do_animation(), do_cmd_wiz_zap(), do_mon_spell(), does_resist(), draw_path(), effect_handler_BALL(), effect_handler_BANISH(), effect_handler_BREATH(), effect_handler_DETECT_EVIL(), effect_handler_DETECT_INVISIBLE_MONSTERS(), effect_handler_DETECT_VISIBLE_MONSTERS(), effect_handler_EARTHQUAKE(), effect_handler_MASS_BANISH(), effect_handler_PROBE(), effect_handler_PROJECT_LOS(), effect_handler_PROJECT_LOS_AWARE(), effect_handler_SUMMON(), effect_handler_THRUST_AWAY(), effect_handler_WAKE(), find_range(), find_safety(), get_moves(), get_moves_fear(), get_moves_flow(), grid_data_as_text(), improve_attack_modifier(), look_mon_desc(), lore_do_probe(), lore_treasure(), make_attack_normal(), make_attack_spell(), make_ranged_shot(), make_ranged_throw(), mdam(), mon_create_drop(), mon_pop(), mon_set_timed(), mon_take_hit(), monster_can_flow(), monster_check_active(), monster_death(), monster_desc(), monster_list_collect(), monster_swap(), multiply_monster(), place_monster(), place_new_monster_one(), process_monster(), process_monster_can_move(), process_monster_glyph(), process_monster_grab_objects(), process_monster_multiply(), process_monster_should_stagger(), process_monster_timed(), process_monster_try_push(), 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_FORCE(), project_monster_handler_GRAVITY(), project_monster_handler_LIGHT(), project_monster_handler_MON_DRAIN(), 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_teleport_away(), py_attack_real(), quest_check(), ranged_helper(), rd_monster(), react_to_specific_slay(), regen_monster(), remove_bad_spells(), saving_throw(), setup_tests(), spell_value_base_spell_power(), square_monster(), stack_message(), summon_specific(), take1(), target_able(), target_set_closest(), target_set_interactive(), target_set_interactive_aux(), test_blows(), textui_process_click(), update_mon(), update_monsters(), update_smart_learn(), wipe_mon_list(), and wr_monster().

byte tx
byte ty

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