2 #include "monsterrace.h"
4 typedef bool(*monsterrace_hook_type)(MONRACE_IDX r_idx);
6 extern MONSTER_IDX hack_m_idx;
7 extern MONSTER_IDX hack_m_idx_ii;
9 /* Maximum "Nazguls" number */
10 #define MAX_NAZGUL_NUM 5
12 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
13 #define MTIMED_FAST 1 /* Monster is temporarily fast */
14 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
15 #define MTIMED_STUNNED 3 /* Monster is stunned */
16 #define MTIMED_CONFUSED 4 /* Monster is confused */
17 #define MTIMED_MONFEAR 5 /* Monster is afraid */
18 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
22 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
23 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
24 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
25 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
26 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
27 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
28 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
31 * Monster information, for a specific monster.
32 * Note: fy, fx constrain dungeon size to 256x256
33 * The "hold_o_idx" field points to the first object of a stack
34 * of objects (if any) being carried by the monster (see above).
37 typedef struct monster_type monster_type;
42 MONRACE_IDX r_idx; /* Monster race index 0 = dead. */
43 MONRACE_IDX ap_r_idx; /* Monster race appearance index */
44 struct floor_type *current_floor_ptr;
46 /* Sub-alignment flags for neutral monsters */
47 #define SUB_ALIGN_NEUTRAL 0x0000
48 #define SUB_ALIGN_EVIL 0x0001
49 #define SUB_ALIGN_GOOD 0x0002
50 BIT_FLAGS8 sub_align; /* Sub-alignment for a neutral monster */
52 POSITION fy; /* Y location on map */
53 POSITION fx; /* X location on map */
55 HIT_POINT hp; /* Current Hit points */
56 HIT_POINT maxhp; /* Max Hit points */
57 HIT_POINT max_maxhp; /* Max Max Hit points */
58 HIT_POINT dealt_damage; /* Sum of damages dealt by player */
60 TIME_EFFECT mtimed[MAX_MTIMED]; /* Timed status counter */
62 SPEED mspeed; /* Monster "speed" */
63 ACTION_ENERGY energy_need; /* Monster "energy" */
65 POSITION cdis; /* Current dis from player */
67 BIT_FLAGS8 mflag; /* Extra monster flags */
68 #define MFLAG_VIEW 0x01 /* Monster is in line of sight */
69 #define MFLAG_LOS 0x02 /* Monster is marked for project_all_los(caster_ptr, ) */
70 #define MFLAG_XXX2 0x04 /* (unused) */
71 #define MFLAG_ETF 0x08 /* Monster is entering the field. */
72 #define MFLAG_BORN 0x10 /* Monster is still being born */
73 #define MFLAG_NICE 0x20 /* Monster is still being nice */
75 BIT_FLAGS8 mflag2; /* Extra monster flags */
76 #define MFLAG2_KAGE 0x01 /* Monster is kage */
77 #define MFLAG2_NOPET 0x02 /* Cannot make monster pet */
78 #define MFLAG2_NOGENO 0x04 /* Cannot genocide */
79 #define MFLAG2_CHAMELEON 0x08 /* Monster is chameleon */
80 #define MFLAG2_NOFLOW 0x10 /* Monster is in no_flow_by_smell mode */
81 #define MFLAG2_SHOW 0x20 /* Monster is recently memorized */
82 #define MFLAG2_MARK 0x40 /* Monster is currently memorized */
84 bool ml; /* Monster is "visible" */
86 OBJECT_IDX hold_o_idx; /* Object being held (if any) */
88 POSITION target_y; /* Can attack !los player */
89 POSITION target_x; /* Can attack !los player */
91 STR_OFFSET nickname; /* Monster's Nickname */
95 /* TODO: クローン、ペット、有効化は意義が異なるので別変数に切り離すこと。save/loadのバージョン更新が面倒そうだけど */
96 BIT_FLAGS smart; /*!< Field for "smart_learn" - Some bit-flags for the "smart" field */
97 #define SM_RES_ACID 0x00000001 /*!< モンスターの学習フラグ: プレイヤーに酸耐性あり */
98 #define SM_RES_ELEC 0x00000002 /*!< モンスターの学習フラグ: プレイヤーに電撃耐性あり */
99 #define SM_RES_FIRE 0x00000004 /*!< モンスターの学習フラグ: プレイヤーに火炎耐性あり */
100 #define SM_RES_COLD 0x00000008 /*!< モンスターの学習フラグ: プレイヤーに冷気耐性あり */
101 #define SM_RES_POIS 0x00000010 /*!< モンスターの学習フラグ: プレイヤーに毒耐性あり */
102 #define SM_RES_NETH 0x00000020 /*!< モンスターの学習フラグ: プレイヤーに地獄耐性あり */
103 #define SM_RES_LITE 0x00000040 /*!< モンスターの学習フラグ: プレイヤーに閃光耐性あり */
104 #define SM_RES_DARK 0x00000080 /*!< モンスターの学習フラグ: プレイヤーに暗黒耐性あり */
105 #define SM_RES_FEAR 0x00000100 /*!< モンスターの学習フラグ: プレイヤーに恐怖耐性あり */
106 #define SM_RES_CONF 0x00000200 /*!< モンスターの学習フラグ: プレイヤーに混乱耐性あり */
107 #define SM_RES_CHAOS 0x00000400 /*!< モンスターの学習フラグ: プレイヤーにカオス耐性あり */
108 #define SM_RES_DISEN 0x00000800 /*!< モンスターの学習フラグ: プレイヤーに劣化耐性あり */
109 #define SM_RES_BLIND 0x00001000 /*!< モンスターの学習フラグ: プレイヤーに盲目耐性あり */
110 #define SM_RES_NEXUS 0x00002000 /*!< モンスターの学習フラグ: プレイヤーに因果混乱耐性あり */
111 #define SM_RES_SOUND 0x00004000 /*!< モンスターの学習フラグ: プレイヤーに轟音耐性あり */
112 #define SM_RES_SHARD 0x00008000 /*!< モンスターの学習フラグ: プレイヤーに破片耐性あり */
113 #define SM_OPP_ACID 0x00010000 /*!< モンスターの学習フラグ: プレイヤーに二重酸耐性あり */
114 #define SM_OPP_ELEC 0x00020000 /*!< モンスターの学習フラグ: プレイヤーに二重電撃耐性あり */
115 #define SM_OPP_FIRE 0x00040000 /*!< モンスターの学習フラグ: プレイヤーに二重火炎耐性あり */
116 #define SM_OPP_COLD 0x00080000 /*!< モンスターの学習フラグ: プレイヤーに二重冷気耐性あり */
117 #define SM_OPP_POIS 0x00100000 /*!< モンスターの学習フラグ: プレイヤーに二重毒耐性あり */
118 #define SM_OPP_XXX1 0x00200000 /*!< 未使用 / (unused) */
119 #define SM_CLONED 0x00400000 /*!< クローンである / Cloned */
120 #define SM_PET 0x00800000 /*!< ペットである / Pet */
121 #define SM_IMM_ACID 0x01000000 /*!< モンスターの学習フラグ: プレイヤーに酸免疫あり */
122 #define SM_IMM_ELEC 0x02000000 /*!< モンスターの学習フラグ: プレイヤーに電撃免疫あり */
123 #define SM_IMM_FIRE 0x04000000 /*!< モンスターの学習フラグ: プレイヤーに火炎免疫あり */
124 #define SM_IMM_COLD 0x08000000 /*!< モンスターの学習フラグ: プレイヤーに冷気免疫あり */
125 #define SM_FRIENDLY 0x10000000 /*!< 友好的である / Friendly */
126 #define SM_IMM_REFLECT 0x20000000 /*!< モンスターの学習フラグ: プレイヤーに反射あり */
127 #define SM_IMM_FREE 0x40000000 /*!< モンスターの学習フラグ: プレイヤーに麻痺耐性あり */
128 #define SM_IMM_MANA 0x80000000 /*!< モンスターの学習フラグ: プレイヤーにMPがない */
130 MONSTER_IDX parent_m_idx;
133 #define MON_BEGGAR 12
135 #define MON_BLACK_MARKET 14
136 #define MON_LION_HEART 19
138 #define MON_NOV_PRIEST 45
143 #define MON_PIRANHA 70
144 #define MON_COPPER_COINS 85
145 #define MON_NOV_PALADIN 97
146 #define MON_GREEN_G 100
147 #define MON_NOV_PRIEST_G 109
148 #define MON_SILVER_COINS 117
149 #define MON_D_ELF 122
150 #define MON_MANES 128
151 #define MON_LOST_SOUL 133
152 #define MON_ROBIN_HOOD 138
153 #define MON_NOV_PALADIN_G 147
154 #define MON_PHANTOM_W 152
155 #define MON_WOUNDED_BEAR 159
156 #define MON_D_ELF_MAGE 178
157 #define MON_D_ELF_WARRIOR 182
158 #define MON_BLUE_HORROR 189
159 #define MON_GOLD_COINS 195
160 #define MON_VORPAL_BUNNY 205
161 #define MON_MASTER_YEEK 224
162 #define MON_PRIEST 225
163 #define MON_D_ELF_PRIEST 226
164 #define MON_TIGER 230
165 #define MON_MITHRIL_COINS 239
166 #define MON_DRUID 241
167 #define MON_PINK_HORROR 242
168 #define MON_HILL_GIANT 255
169 #define MON_WERERAT 270
170 #define MON_UMBER_HULK 283
171 #define MON_ORC_CAPTAIN 285
172 #define MON_BERSERKER 293
174 #define MON_SHAGRAT 314
175 #define MON_GORBAG 315
176 #define MON_STONE_GIANT 321
177 #define MON_LIZARD_KING 332
178 #define MON_WYVERN 334
179 #define MON_SABRE_TIGER 339
180 #define MON_D_ELF_LORD 348
181 #define MON_FIRE_VOR 354
182 #define MON_WATER_VOR 355
183 #define MON_ARCH_VILE 357
184 #define MON_COLD_VOR 358
185 #define MON_ENERGY_VOR 359
186 #define MON_IRON_GOLEM 367
187 #define MON_JADE_MONK 370
188 #define MON_D_ELF_WARLOCK 375
189 #define MON_HAGEN 383
190 #define MON_MENELDOR 384
191 #define MON_PHANTOM_B 385
192 #define MON_C_CRAWLER 395
193 #define MON_XICLOTLAN 396
194 #define MON_D_ELF_DRUID 400
195 #define MON_TROLL_PRIEST 403
196 #define MON_GWAIHIR 410
197 #define MON_ANGEL 417
198 #define MON_ADAMANT_COINS 423
199 #define MON_COLBRAN 435
200 #define MON_SPIRIT_NAGA 436
201 #define MON_GACHAPIN 441
202 #define MON_BASILISK 453
203 #define MON_ARCHANGEL 456
204 #define MON_MITHRIL_GOLEM 464
205 #define MON_THORONDOR 468
206 #define MON_SHADOW_DRAKE 471
207 #define MON_GHOST 477
208 #define MON_OGRE_SHAMAN 479
209 #define MON_GHOUL_KING 483
210 #define MON_NINJA 485
211 #define MON_BICLOPS 490
212 #define MON_IVORY_MONK 492
213 #define MON_LOG_MASTER 498
214 #define MON_ETHER_DRAKE 504
215 #define MON_GOEMON 505
216 #define MON_CHERUB 511
217 #define MON_WATER_ELEM 512
220 #define MON_BLOODLETTER 523
221 #define MON_HALFLING_S 539
222 #define MON_GRAV_HOUND 540
223 #define MON_REVENANT 555
225 #define MON_COLOSSUS 558
226 #define MON_NIGHTBLADE 564
227 #define MON_ELDER_THING 569
228 #define MON_CRYPT_THING 577
229 #define MON_NEXUS_VOR 587
230 #define MON_PLASMA_VOR 588
231 #define MON_TIME_VOR 589
232 #define MON_M_MH_DRAGON 593
233 #define MON_MANDOR 598
234 #define MON_SHIM_VOR 600
235 #define MON_SERAPH 605
236 #define MON_BARON_HELL 609
237 #define MON_KAVLAX 616
238 #define MON_ETTIN 621
239 #define MON_VAMPIRE_LORD 623
240 #define MON_JUBJUB 640
241 #define MON_G_C_DRAKE 646
242 #define MON_CLUB_DEMON 648
243 #define MON_F_ANGEL 652
244 #define MON_D_ELF_SORC 657
245 #define MON_MASTER_LICH 658
246 #define MON_RINALDO 660
247 #define MON_ARCHON 661
248 #define MON_UND_BEHOLDER 664
249 #define MON_IRON_LICH 666
250 #define MON_JACK_SHADOWS 670
251 #define MON_LLOIGOR 682
252 #define MON_DREADMASTER 690
253 #define MON_DROLEM 691
255 #define MON_NAZGUL 696
256 #define MON_SMAUG 697
257 #define MON_STORMBRINGER 698
258 #define MON_ULTRA_PALADIN 699
259 #define MON_G_TITAN 702
260 #define MON_S_TYRANNO 705
261 #define MON_FAFNER 712
262 #define MON_G_BALROG 720
263 #define MON_TIME_HOUND 725
264 #define MON_PLASMA_HOUND 726
265 #define MON_BULLGATES 732
266 #define MON_SANTACLAUS 733
267 #define MON_LORD_CHAOS 737
268 #define MON_TINDALOS 739
269 #define MON_DEMILICH 742
270 #define MON_NIGHTCRAWLER 744
271 #define MON_CHAOS_VOR 751
272 #define MON_AETHER_VOR 752
273 #define MON_FUNDIN 762
274 #define MON_DWORKIN 763
275 #define MON_NIGHTWALKER 768
276 #define MON_RAPHAEL 769
277 #define MON_SARUMAN 771
278 #define MON_GANDALF 772
279 #define MON_BRAND 773
280 #define MON_SHADOWLORD 774
281 #define MON_ARCHLICH 776
282 #define MON_JABBERWOCK 778
283 #define MON_CHAOS_HOUND 779
284 #define MON_ULT_BEHOLDER 781
285 #define MON_SHAMBLER 786
286 #define MON_BLEYS 789
287 #define MON_FIONA 791
288 #define MON_SKY_DRAKE 793
289 #define MON_JULIAN 794
290 #define MON_BLACK_REAVER 798
291 #define MON_CAINE 799
292 #define MON_GERARD 807
293 #define MON_UNGOLIANT 808
294 #define MON_ATLACH_NACHA 809
295 #define MON_Y_GOLONAC 810
296 #define MON_AETHER_HOUND 811
297 #define MON_WARP_DEMON 812
299 #define MON_UNMAKER 815
300 #define MON_CYBER 816
301 #define MON_KLING 819
302 #define MON_CORWIN 820
303 #define MON_ANGMAR 825
304 #define MON_CANTORAS 830
305 #define MON_GODZILLA 832
306 #define MON_SPAWN_CTH 836
307 #define MON_SURTUR 837
308 #define MON_TARRASQUE 838
309 #define MON_LUNGORTHIN 839
310 #define MON_CYBER_KING 843
311 #define MON_WYRM_POWER 847
312 #define MON_NODENS 849
313 #define MON_JORMUNGAND 854
314 #define MON_DESTROYER 855
315 #define MON_GOTHMOG 856
316 #define MON_G_CTHULHU 857
317 #define MON_SAURON 858
318 #define MON_UNICORN_ORD 859
319 #define MON_OBERON 860
320 #define MON_MORGOTH 861
321 #define MON_SERPENT 862
322 #define MON_ONE_RING 864
323 #define MON_CAAWS 866
324 #define MON_CULVERIN 867
325 #define MON_EBONY_MONK 870
326 #define MON_HAGURE 871
327 #define MON_OROCHI 872
328 #define MON_ECHIZEN 873
329 #define MON_SPECT_WYRM 874
333 #define MON_ZOMBI_SERPENT 883
334 #define MON_D_ELF_SHADE 886
335 #define MON_MANA_HOUND 887
336 #define MON_VENOM_WYRM 890
337 #define MON_TROLL_KING 894
338 #define MON_BAZOOKER 896
339 #define MON_SHARD_VOR 897
340 #define MON_ELF_LORD 900
341 #define MON_MASTER_MYS 916
342 #define MON_G_MASTER_MYS 917
344 #define MON_TSUCHINOKO 926
345 #define MON_GCWADL 929
346 #define MON_LOCKE_CLONE 930
347 #define MON_CALDARM 931
348 #define MON_BANORLUPART 932
349 #define MON_BANOR 933
350 #define MON_LUPART 934
351 #define MON_KENSHIROU 936
352 #define MON_W_KNIGHT 938
353 #define MON_PLANETAR 942
354 #define MON_SOLAR 943
355 #define MON_BIKETAL 945
357 #define MON_IKETA 949
358 #define MON_B_DEATH_SWORD 953
359 #define MON_YASE_HORSE 955
360 #define MON_HORSE 956
361 #define MON_BOTEI 963
363 #define MON_JAIAN 967
365 #define MON_THAT_BAT 975
366 #define MON_SHUTEN 979
367 #define MON_FENGHUANG 988
368 #define MON_KIRIN 989
369 #define MON_BAHAMUT 1000
370 #define MON_SUKE 1001
371 #define MON_KAKU 1002
372 #define MON_GHOST_Q 1003
374 #define MON_A_GOLD 1010
375 #define MON_A_SILVER 1011
376 #define MON_ROLENTO 1013
377 #define MON_RAOU 1018
378 #define MON_SHURYUUDAN 1023
379 #define MON_WAHHA 1031
380 #define MON_DEBBY 1032
381 #define MON_KNI_TEMPLAR 1037
382 #define MON_PALADIN 1038
383 #define MON_CHAMELEON 1040
384 #define MON_CHAMELEON_K 1041
385 #define MON_TOPAZ_MONK 1047
386 #define MON_M_MINDCRAFTER 1056
387 #define MON_ELDER_VAMPIRE 1058
388 #define MON_NOBORTA 1059
389 #define MON_MORI_TROLL 1060
390 #define MON_BARNEY 1061
391 #define MON_GROO 1062
392 #define MON_LOUSY 1063
393 #define MON_WYRM_SPACE 1064
394 #define MON_JIZOTAKO 1065
395 #define MON_TANUKI 1067
396 #define MON_ALIEN_JURAL 1082
397 #define MON_HATOPOPPO 1083
398 #define MON_KOGAN 1096
401 * Bit flags for the place_monster_???() (etc)
403 #define PM_ALLOW_SLEEP 0x00000001 /*!< モンスター生成フラグ: 眠っている状態で生成されても良い */
404 #define PM_ALLOW_GROUP 0x00000002 /*!< モンスター生成フラグ: 集団生成されても良い */
405 #define PM_FORCE_FRIENDLY 0x00000004 /*!< モンスター生成フラグ: 必ず友好的に生成される */
406 #define PM_FORCE_PET 0x00000008 /*!< モンスター生成フラグ: 必ずペットとして生成される */
407 #define PM_NO_KAGE 0x00000010 /*!< モンスター生成フラグ: 必ずあやしい影としては生成されない */
408 #define PM_NO_PET 0x00000020 /*!< モンスター生成フラグ: 必ずペットとして生成されない */
409 #define PM_ALLOW_UNIQUE 0x00000040 /*!< モンスター生成フラグ: ユニークの選択生成を許可する */
410 #define PM_IGNORE_TERRAIN 0x00000080 /*!< モンスター生成フラグ: 侵入可能地形を考慮せずに生成する */
411 #define PM_HASTE 0x00000100 /*!< モンスター生成フラグ: 加速状態で生成する */
412 #define PM_KAGE 0x00000200 /*!< モンスター生成フラグ: 必ずあやしい影として生成する */
413 #define PM_MULTIPLY 0x00000400 /*!< モンスター生成フラグ: 増殖処理時として生成する */
415 extern bool place_monster_aux(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode);
416 extern bool place_monster(player_type *player_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
417 extern bool alloc_horde(player_type *player_ptr, POSITION y, POSITION x);
418 extern bool alloc_guardian(player_type *player_ptr, bool def_val);
419 extern bool alloc_monster(player_type *player_ptr, POSITION dis, BIT_FLAGS mode);
421 extern void monster_desc(player_type *player_ptr, char *desc, monster_type *m_ptr, BIT_FLAGS mode);
422 /* Bit flags for monster_desc() */
423 #define MD_OBJECTIVE 0x00000001 /* Objective (or Reflexive) */
424 #define MD_POSSESSIVE 0x00000002 /* Possessive (or Reflexive) */
425 #define MD_INDEF_HIDDEN 0x00000004 /* Use indefinites for hidden monsters ("something") */
426 #define MD_INDEF_VISIBLE 0x00000008 /* Use indefinites for visible monsters ("a kobold") */
427 #define MD_PRON_HIDDEN 0x00000010 /* Pronominalize hidden monsters */
428 #define MD_PRON_VISIBLE 0x00000020 /* Pronominalize visible monsters */
429 #define MD_ASSUME_HIDDEN 0x00000040 /* Assume the monster is hidden */
430 #define MD_ASSUME_VISIBLE 0x00000080 /* Assume the monster is visible */
431 #define MD_TRUE_NAME 0x00000100 /* Chameleon's true name */
432 #define MD_IGNORE_HALLU 0x00000200 /* Ignore hallucination, and penetrate shape change */
434 #define MD_WRONGDOER_NAME (MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE) /* 加害明記向け */
436 extern void monster_name(player_type *player_ptr, MONSTER_IDX m_idx, char* m_name);
438 extern void roff_top(MONRACE_IDX r_idx);
439 extern void screen_roff(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode);
440 extern void display_roff(player_type *player_ptr);
441 extern void output_monster_spoiler(player_type *player_ptr, MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str));
442 extern concptr extract_note_dies(MONRACE_IDX r_idx);
443 extern void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item);
444 extern monsterrace_hook_type get_monster_hook(player_type *player_ptr);
445 extern monsterrace_hook_type get_monster_hook2(player_type *player_ptr, POSITION y, POSITION x);
446 extern void set_friendly(monster_type *m_ptr);
447 extern void set_pet(player_type *player_ptr, monster_type *m_ptr);
448 extern void set_hostile(player_type *player_ptr, monster_type *m_ptr);
449 extern void anger_monster(player_type *player_ptr, monster_type *m_ptr);
452 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
454 #define CEM_RIDING 0x0001
455 #define CEM_P_CAN_ENTER_PATTERN 0x0002
456 extern bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode);
457 extern bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode);
459 extern bool are_enemies(monster_type *m_ptr1, monster_type *m_ptr2);
460 extern bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr);
461 extern void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg);
462 extern concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode);
463 extern int get_monster_crowd_number(player_type *player_ptr, MONSTER_IDX m_idx);
464 extern void message_pain(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam);
467 extern void set_target(monster_type *m_ptr, POSITION y, POSITION x);
468 extern void reset_target(monster_type *m_ptr);
469 extern monster_race *real_r_ptr(monster_type *m_ptr);
470 extern MONRACE_IDX real_r_idx(monster_type *m_ptr);
471 extern void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i);
472 extern void compact_monsters(player_type *player_ptr, int size);
473 extern void wipe_monsters_list(player_type *player_ptr);
474 extern MONSTER_IDX m_pop(player_type *player_ptr);
475 extern errr get_mon_num_prep(player_type *player_ptr, monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2);
476 extern MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH level);
477 extern int lore_do_probe(player_type *player_ptr, MONRACE_IDX r_idx);
478 extern void lore_treasure(player_type *player_ptr, MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold);
479 extern void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full);
480 extern void update_monsters(player_type *player_ptr, bool full);
481 extern bool multiply_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode);
482 extern bool summon_specific(player_type *player_ptr, MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode);
483 extern bool summon_named_creature(player_type *player_ptr, MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode);
486 * Some things which induce learning
506 #define DRS_REFLECT 32
507 extern void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what);
509 extern void choose_new_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx);
510 extern SPEED get_mspeed(player_type *player_ptr, monster_race *r_ptr);
511 extern void monster_drop_carried_objects(player_type *player_ptr, monster_type *m_ptr);
512 extern bool is_original_ap_and_seen(player_type *player_ptr, monster_type *m_ptr);
514 #define is_friendly(A) \
515 (bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE)
518 (bool)(((A)->smart & SM_PET) ? TRUE : FALSE)
520 #define is_hostile(A) \
521 (bool)((is_friendly(A) || is_pet(A)) ? FALSE : TRUE)
523 /* Hack -- Determine monster race appearance index is same as race index */
524 #define is_original_ap(A) \
525 (bool)(((A)->ap_r_idx == (A)->r_idx) ? TRUE : FALSE)