Angband
Data Fields
monster_race Struct Reference

Monster "race" information, including racial memories. More...

#include <monster.h>

Data Fields

struct monster_racenext
 
unsigned int ridx
 
char * name
 
char * text
 
char * plural
 
struct monster_basebase
 
int avg_hp
 
int ac
 
int sleep
 
int hearing
 
int smell
 
int speed
 
int mexp
 
int freq_innate
 
int freq_spell
 
int spell_power
 
bitflag flags [RF_SIZE]
 
bitflag spell_flags [RSF_SIZE]
 
struct monster_blowblow
 
int level
 
int rarity
 
byte d_attr
 
wchar_t d_char
 
byte max_num
 
int cur_num
 
struct monster_dropdrops
 
struct monster_friendsfriends
 
struct monster_friends_basefriends_base
 
struct monster_mimicmimic_kinds
 

Detailed Description

Monster "race" information, including racial memories.

Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.

Note that "cur_num" (and "max_num") represent the number of monsters of the given race currently on (and allowed on) the current level. This information yields the "dead" flag for Unique monsters.

Note that "max_num" is reset when a new player is created. Note that "cur_num" is reset when a new level is created.

Maybe "cur_num", and "max_num" should be moved out of this array since they are not read from "monster.txt".

Field Documentation

int ac
int avg_hp
struct monster_base* base
struct monster_blow* blow
int cur_num
byte d_attr
wchar_t d_char
struct monster_drop* drops
bitflag flags[RF_SIZE]

Referenced by add_monster_lights(), become_aware(), cave_generate(), compact_monsters(), count_known_monsters(), delete_monster_idx(), describe_origin(), display_monster(), do_animation(), do_cmd_knowledge_monsters(), do_cmd_query_symbol(), does_resist(), effect_handler_EARTHQUAKE(), effect_handler_THRUST_AWAY(), find_range(), find_safety(), get_message_type(), get_mon_name(), get_mon_num(), get_moves(), get_subject(), grid_data_as_text(), improve_attack_modifier(), lore_append_movement(), lore_description(), lore_monster_sex(), lore_title(), make_attack_normal(), mon_create_drop(), mon_create_drop_count(), mon_pit_hook(), mon_select(), mon_take_hit(), monster_death(), monster_desc(), monster_flags_known(), monster_is_destroyed(), monster_is_evil(), monster_is_invisible(), monster_is_nonliving(), monster_is_powerful(), monster_is_smart(), monster_is_stupid(), monster_is_unique(), monster_list_entry_line_color(), monster_passes_walls(), monster_swap(), object_origin_combine(), parse_monster_base(), parse_monster_flags(), parse_monster_flags_off(), place_friends(), place_monster(), place_monster_base_okay(), place_new_monster_one(), player_init(), poly_race(), process_monster(), process_monster_can_move(), process_monster_grab_objects(), process_monster_multiply(), process_monster_should_stagger(), process_monster_try_push(), process_player_cleanup(), project_m_apply_side_effects(), project_m_monster_attack(), project_monster_dispel(), project_monster_handler_LIGHT(), 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(), quest_check(), rd_monster_memory(), react_to_specific_slay(), regen_monster(), saving_throw(), spoil_mon_desc(), spoil_mon_info(), summon_specific_okay(), target_set_interactive_aux(), test_blows(), test_flags0(), and update_mon().

int freq_innate
int freq_spell
struct monster_friends* friends
struct monster_friends_base* friends_base
int hearing
int level
byte max_num
int mexp
struct monster_mimic* mimic_kinds
char* name
struct monster_race* next
char* plural
int rarity
unsigned int ridx
int sleep
int smell
int speed
bitflag spell_flags[RSF_SIZE]
int spell_power
char* text

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