Angband
Functions
mon-util.h File Reference

Functions for monster utilities. More...

#include "monster.h"

Go to the source code of this file.

Functions

monster_racelookup_monster (const char *name)
 Functions.
monster_baselookup_monster_base (const char *name)
 Return the monster base matching the given name.
bool monster_is_nonliving (struct monster_race *race)
 Nonliving monsters are immune to life drain.
bool monster_is_unusual (struct monster_race *race)
 Nonliving and stupid monsters are destroyed rather than dying.
bool match_monster_bases (const monster_base *base,...)
 Return whether the given base matches any of the names given.
void update_mon (struct monster *m_ptr, struct chunk *c, bool full)
 This function updates the monster record of the given monster.
void update_monsters (bool full)
 Updates all the (non-dead) monsters via update_mon().
bool monster_carry (struct chunk *c, struct monster *mon, struct object *obj)
 Add the given object to the given monster's inventory.
void monster_swap (int y1, int x1, int y2, int x2)
 Swap the players/monsters (if any) at two locations.
void become_aware (struct monster *m)
 Make player fully aware of the given mimic.
bool is_mimicking (struct monster *m)
 Returns TRUE if the given monster is currently mimicking an item.
void update_smart_learn (struct monster *m, 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.

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

void become_aware ( struct monster m_ptr)
bool is_mimicking ( struct monster m)
monster_race* lookup_monster ( const char *  name)

Functions.

Functions.

If no monster has the exact name given, returns the first monster with the given name as a (case-insensitive) substring.

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

Referenced by finish_parse_lore(), finish_parse_monster(), get_debug_command(), parse_pit_mon_ban(), parse_prefs_monster(), parse_quest_race(), and rd_monster_memory().

monster_base* lookup_monster_base ( const char *  name)
bool match_monster_bases ( const 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.

References FALSE, lookup_monster_base(), name, and ok.

Referenced by summon_specific_okay(), and test_match_monster_bases().

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 FALSE, object::held_m_idx, monster::held_obj, object::ix, object::iy, object::marked, monster::midx, object::next, object_absorb(), object_similar(), OSTACK_MONSTER, pile_insert(), and TRUE.

Referenced by become_aware(), melee_effect_handler_EAT_GOLD(), melee_effect_handler_EAT_ITEM(), mon_create_drop(), and process_monster_grab_objects().

bool monster_is_nonliving ( struct monster_race race)

Nonliving monsters are immune to life drain.

References FLAG_END, monster_race::flags, flags_test(), and RF_SIZE.

Referenced by monster_is_unusual(), and project_monster_handler_OLD_DRAIN().

bool monster_is_unusual ( struct monster_race race)

Nonliving and stupid monsters are destroyed rather than dying.

References monster_race::flags, monster_is_nonliving(), and rf_has.

Referenced by look_mon_desc(), mon_take_hit(), project_m(), and ranged_helper().

void monster_swap ( int  y1,
int  x1,
int  y2,
int  x2 
)
void update_mon ( struct monster m_ptr,
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(disturb_near)" (monster which is "easily" viewable moves in some way). Note that "moves" includes "appears" and "disappears".

References monster::cdis, disturb(), FALSE, flag, FLAG_END, monster_lore::flags, monster_race::flags, flags_set(), monster::fx, monster::fy, get_lore(), player_upkeep::health_who, ignore_item_ok(), is_mimicking(), MAX_SHORT, monster::mflag, mflag_has, mflag_off, mflag_on, monster::midx, monster::mimicked_obj, OPT, player_has_los_bold(), 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, TRUE, and player::upkeep.

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_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().

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