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 aaf
int speed
int mexp
long power
long scaled_power
int freq_innate
int freq_spell
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 aaf
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(), cave_light(), compact_monsters(), count_known_monsters(), delete_monster_idx(), describe_origin(), display_monster(), do_animation(), do_cmd_knowledge_monsters(), do_cmd_query_symbol(), 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(), eval_hp_adjust(), eval_max_dam(), eval_monster_power(), find_range(), flush_monster_messages(), get_mon_name(), get_mon_num(), get_moves(), get_moves_flow(), grid_data_as_text(), improve_attack_modifier(), lore_append_movement(), lore_description(), lore_monster_sex(), lore_title(), make_attack_normal(), make_attack_spell(), mon_create_drop(), mon_create_drop_count(), mon_pit_hook(), mon_resist_effect(), mon_select(), mon_take_hit(), monster_death(), monster_desc(), monster_flags_known(), monster_is_nonliving(), monster_is_unusual(), monster_list_entry_line_color(), monster_swap(), object_absorb_merge(), object_notice_brands(), 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(), remove_bad_spells(), spoil_mon_desc(), spoil_mon_info(), store_object_absorb(), summon_specific_okay(), target_set_interactive_aux(), test_blows(), test_flags0(), unset_spells(), update_mon(), and update_smart_learn().

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

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