diff --git a/include/monflag.h b/include/monflag.h new file mode 100644 index 000000000..0d0b025f6 --- /dev/null +++ b/include/monflag.h @@ -0,0 +1,201 @@ +/* SCCS Id: @(#)monflag.h 3.3 96/05/04 */ +/* Copyright (c) 1989 Mike Threepoint */ +/* NetHack may be freely redistributed. See license for details. */ + +#ifndef MONFLAG_H +#define MONFLAG_H + +#define MS_SILENT 0 /* makes no sound */ +#define MS_BARK 1 /* if full moon, may howl */ +#define MS_MEW 2 /* mews or hisses */ +#define MS_ROAR 3 /* roars */ +#define MS_GROWL 4 /* growls */ +#define MS_SQEEK 5 /* squeaks, as a rodent */ +#define MS_SQAWK 6 /* squawks, as a bird */ +#define MS_HISS 7 /* hisses */ +#define MS_BUZZ 8 /* buzzes (killer bee) */ +#define MS_GRUNT 9 /* grunts (or speaks own language) */ +#define MS_NEIGH 10 /* neighs, as an equine */ +#define MS_WAIL 11 /* wails, as a tortured soul */ +#define MS_GURGLE 12 /* gurgles, as liquid or through saliva */ +#define MS_BURBLE 13 /* burbles (jabberwock) */ +#define MS_ANIMAL 13 /* up to here are animal noises */ +#define MS_SHRIEK 15 /* wakes up others */ +#define MS_BONES 16 /* rattles bones (skeleton) */ +#define MS_LAUGH 17 /* grins, smiles, giggles, and laughs */ +#define MS_MUMBLE 18 /* says something or other */ +#define MS_IMITATE 19 /* imitates others (leocrotta) */ +#define MS_ORC MS_GRUNT /* intelligent brutes */ +#define MS_HUMANOID 20 /* generic traveling companion */ +#ifdef KOPS +#define MS_ARREST 21 /* "Stop in the name of the law!" (Kops) */ +#endif +#define MS_SOLDIER 22 /* army and watchmen expressions */ +#define MS_GUARD 23 /* "Please drop that gold and follow me." */ +#define MS_DJINNI 24 /* "Thank you for freeing me!" */ +#define MS_NURSE 25 /* "Take off your shirt, please." */ +#define MS_SEDUCE 26 /* "Hello, sailor." (Nymphs) */ +#define MS_VAMPIRE 27 /* vampiric seduction, Vlad's exclamations */ +#define MS_BRIBE 28 /* asks for money, or berates you */ +#define MS_CUSS 29 /* berates (demons) or intimidates (Wiz) */ +#define MS_RIDER 30 /* astral level special monsters */ +#define MS_LEADER 31 /* your class leader */ +#define MS_NEMESIS 32 /* your nemesis */ +#define MS_GUARDIAN 33 /* your leader's guards */ +#define MS_SELL 34 /* demand payment, complain about shoplifters */ +#define MS_ORACLE 35 /* do a consultation */ +#define MS_PRIEST 36 /* ask for contribution; do cleansing */ +#define MS_SPELL 37 /* spellcaster not matching any of the above */ +#define MS_WERE 38 /* lycanthrope in human form */ +#define MS_BOAST 39 /* giants */ + + +#define MR_FIRE 0x01 /* resists fire */ +#define MR_COLD 0x02 /* resists cold */ +#define MR_SLEEP 0x04 /* resists sleep */ +#define MR_DISINT 0x08 /* resists disintegration */ +#define MR_ELEC 0x10 /* resists electricity */ +#define MR_POISON 0x20 /* resists poison */ +#define MR_ACID 0x40 /* resists acid */ +#define MR_STONE 0x80 /* resists petrification */ +/* other resistances: magic, sickness */ +/* other conveyances: teleport, teleport control, telepathy */ + +/* individual resistances */ +#define MR2_SEE_INVIS 0x0100 /* see invisible */ +#define MR2_LEVITATE 0x0200 /* levitation */ +#define MR2_WATERWALK 0x0400 /* water walking */ +#define MR2_MAGBREATH 0x0800 /* magical breathing */ +#define MR2_DISPLACED 0x1000 /* displaced */ +#define MR2_STRENGTH 0x2000 /* gauntlets of power */ +#define MR2_FUMBLING 0x4000 /* clumsy */ + + +#define M1_FLY 0x00000001L /* can fly or float */ +#define M1_SWIM 0x00000002L /* can traverse water */ +#define M1_AMORPHOUS 0x00000004L /* can flow under doors */ +#define M1_WALLWALK 0x00000008L /* can phase thru rock */ +#define M1_CLING 0x00000010L /* can cling to ceiling */ +#define M1_TUNNEL 0x00000020L /* can tunnel thru rock */ +#define M1_NEEDPICK 0x00000040L /* needs pick to tunnel */ +#define M1_CONCEAL 0x00000080L /* hides under objects */ +#define M1_HIDE 0x00000100L /* mimics, blends in with ceiling */ +#define M1_AMPHIBIOUS 0x00000200L /* can survive underwater */ +#define M1_BREATHLESS 0x00000400L /* doesn't need to breathe */ +#define M1_NOTAKE 0x00000800L /* cannot pick up objects */ +#define M1_NOEYES 0x00001000L /* no eyes to gaze into or blind */ +#define M1_NOHANDS 0x00002000L /* no hands to handle things */ +#define M1_NOLIMBS 0x00006000L /* no arms/legs to kick/wear on */ +#define M1_NOHEAD 0x00008000L /* no head to behead */ +#define M1_MINDLESS 0x00010000L /* has no mind--golem, zombie, mold */ +#define M1_HUMANOID 0x00020000L /* has humanoid head/arms/torso */ +#define M1_ANIMAL 0x00040000L /* has animal body */ +#define M1_SLITHY 0x00080000L /* has serpent body */ +#define M1_UNSOLID 0x00100000L /* has no solid or liquid body */ +#define M1_THICK_HIDE 0x00200000L /* has thick hide or scales */ +#define M1_OVIPAROUS 0x00400000L /* can lay eggs */ +#define M1_REGEN 0x00800000L /* regenerates hit points */ +#define M1_SEE_INVIS 0x01000000L /* can see invisible creatures */ +#define M1_TPORT 0x02000000L /* can teleport */ +#define M1_TPORT_CNTRL 0x04000000L /* controls where it teleports to */ +#define M1_ACID 0x08000000L /* acidic to eat */ +#define M1_POIS 0x10000000L /* poisonous to eat */ +#define M1_CARNIVORE 0x20000000L /* eats corpses */ +#define M1_HERBIVORE 0x40000000L /* eats fruits */ +#define M1_OMNIVORE 0x60000000L /* eats both */ +#ifdef NHSTDC +#define M1_METALLIVORE 0x80000000UL /* eats metal */ +#else +#define M1_METALLIVORE 0x80000000L /* eats metal */ +#endif + +#define M2_NOPOLY 0x00000001L /* players mayn't poly into one */ +#define M2_UNDEAD 0x00000002L /* is walking dead */ +#define M2_WERE 0x00000004L /* is a lycanthrope */ +#define M2_HUMAN 0x00000008L /* is a human */ +#define M2_ELF 0x00000010L /* is an elf */ +#define M2_DWARF 0x00000020L /* is a dwarf */ +#define M2_GNOME 0x00000040L /* is a gnome */ +#define M2_ORC 0x00000080L /* is an orc */ +#define M2_DEMON 0x00000100L /* is a demon */ +#define M2_MERC 0x00000200L /* is a guard or soldier */ +#define M2_LORD 0x00000400L /* is a lord to its kind */ +#define M2_PRINCE 0x00000800L /* is an overlord to its kind */ +#define M2_MINION 0x00001000L /* is a minion of a deity */ +#define M2_GIANT 0x00002000L /* is a giant */ +#define M2_MALE 0x00010000L /* always male */ +#define M2_FEMALE 0x00020000L /* always female */ +#define M2_NEUTER 0x00040000L /* neither male nor female */ +#define M2_PNAME 0x00080000L /* monster name is a proper name */ +#define M2_HOSTILE 0x00100000L /* always starts hostile */ +#define M2_PEACEFUL 0x00200000L /* always starts peaceful */ +#define M2_DOMESTIC 0x00400000L /* can be tamed by feeding */ +#define M2_WANDER 0x00800000L /* wanders randomly */ +#define M2_STALK 0x01000000L /* follows you to other levels */ +#define M2_NASTY 0x02000000L /* extra-nasty monster (more xp) */ +#define M2_STRONG 0x04000000L /* strong (or big) monster */ +#define M2_ROCKTHROW 0x08000000L /* throws boulders */ +#define M2_GREEDY 0x10000000L /* likes gold */ +#define M2_JEWELS 0x20000000L /* likes gems */ +#define M2_COLLECT 0x40000000L /* picks up weapons and food */ +#ifdef NHSTDC +#define M2_MAGIC 0x80000000UL /* picks up magic items */ +#else +#define M2_MAGIC 0x80000000L /* picks up magic items */ +#endif + +#define M3_WANTSAMUL 0x0001 /* would like to steal the amulet */ +#define M3_WANTSBELL 0x0002 /* wants the bell */ +#define M3_WANTSBOOK 0x0004 /* wants the book */ +#define M3_WANTSCAND 0x0008 /* wants the candelabrum */ +#define M3_WANTSARTI 0x0010 /* wants the quest artifact */ +#define M3_WANTSALL 0x001f /* wants any major artifact */ +#define M3_WAITFORU 0x0040 /* waits to see you or get attacked */ +#define M3_CLOSE 0x0080 /* lets you close unless attacked */ + +#define M3_COVETOUS 0x001f /* wants something */ +#define M3_WAITMASK 0x00c0 /* waiting... */ + +/* Infravision is currently implemented for players only */ +#define M3_INFRAVISION 0x0100 /* has infravision */ +#define M3_INFRAVISIBLE 0x0200 /* visible by infravision */ + +#define MZ_TINY 0 /* < 2' */ +#define MZ_SMALL 1 /* 2-4' */ +#define MZ_MEDIUM 2 /* 4-7' */ +#define MZ_HUMAN MZ_MEDIUM /* human-sized */ +#define MZ_LARGE 3 /* 7-12' */ +#define MZ_HUGE 4 /* 12-25' */ +#define MZ_GIGANTIC 7 /* off the scale */ + + +/* Monster races -- must stay within ROLE_RACEMASK */ +/* Eventually this may become its own field */ +#define MH_HUMAN M2_HUMAN +#define MH_ELF M2_ELF +#define MH_DWARF M2_DWARF +#define MH_GNOME M2_GNOME +#define MH_ORC M2_ORC + + +/* for mons[].geno (constant during game) */ +#define G_UNIQ 0x1000 /* generated only once */ +#define G_NOHELL 0x0800 /* not generated in "hell" */ +#define G_HELL 0x0400 /* generated only in "hell" */ +#define G_NOGEN 0x0200 /* generated only specially */ +#define G_SGROUP 0x0080 /* appear in small groups normally */ +#define G_LGROUP 0x0040 /* appear in large groups normally */ +#define G_GENO 0x0020 /* can be genocided */ +#define G_NOCORPSE 0x0010 /* no corpse left ever */ +#define G_FREQ 0x0007 /* creation frequency mask */ + +/* for mvitals[].mvflags (variant during game), along with G_NOCORPSE */ +#define G_KNOWN 0x0004 /* have been encountered */ +#define G_GONE (G_GENOD|G_EXTINCT) +#define G_GENOD 0x0002 /* have been genocided */ +#define G_EXTINCT 0x0001 /* have been extinguished as + population control */ +#define MV_KNOWS_EGG 0x0008 /* player recognizes egg of this + monster type */ + +#endif /* MONFLAG_H */