/* NetHack 3.6 monst.h $NHDT-Date: 1461028522 2016/04/19 01:15:22 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.24 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /*-Copyright (c) Robert Patrick Rankin, 2016. */ /* NetHack may be freely redistributed. See license for details. */ #ifndef MONST_H #define MONST_H #ifndef MEXTRA_H #include "mextra.h" #endif /* The weapon_check flag is used two ways: * 1) When calling mon_wield_item, is 2-6 depending on what is desired. * 2) Between calls to mon_wield_item, is 0 or 1 depending on whether or not * the weapon is known by the monster to be cursed (so it shouldn't bother * trying for another weapon). * I originally planned to also use 0 if the monster already had its best * weapon, to avoid the overhead of a call to mon_wield_item, but it turns out * that there are enough situations which might make a monster change its * weapon that this is impractical. --KAA */ enum wpn_chk_flags { NO_WEAPON_WANTED = 0, NEED_WEAPON, NEED_RANGED_WEAPON, NEED_HTH_WEAPON, NEED_PICK_AXE, NEED_AXE, NEED_PICK_OR_AXE }; /* The following flags are used for the second argument to display_minventory * in invent.c: * * PICK_NONE, PICK_ONE, PICK_ANY (wintype.h) 0, 1, 2 * MINV_NOLET If set, don't display inventory letters on monster's inventory. * MINV_ALL If set, display all items in monster's inventory, otherwise * just display wielded weapons and worn items. */ #define MINV_PICKMASK 0x03 /* 1|2 */ #define MINV_NOLET 0x04 #define MINV_ALL 0x08 enum m_ap_types { M_AP_NOTHING = 0, /* mappearance unused--monster appears as itself */ M_AP_FURNITURE, /* stairs, a door, an altar, etc. */ M_AP_OBJECT, /* an object */ M_AP_MONSTER /* a monster */ }; struct monst { struct monst *nmon; struct permonst *data; unsigned m_id; short mnum; /* permanent monster index number */ short cham; /* if shapeshifter, orig mons[] idx goes here */ short movement; /* movement points (derived from permonst definition and added effects */ uchar m_lev; /* adjusted difficulty level of monster */ aligntyp malign; /* alignment of this monster, relative to the player (positive = good to kill) */ xchar mx, my; xchar mux, muy; /* where the monster thinks you are */ #define MTSZ 4 coord mtrack[MTSZ]; /* monster track */ int mhp, mhpmax; unsigned mappearance; /* for undetected mimics and the wiz */ uchar m_ap_type; /* what mappearance is describing, m_ap_types */ schar mtame; /* level of tameness, implies peaceful */ unsigned short mintrinsics; /* low 8 correspond to mresists */ int mspec_used; /* monster's special ability attack timeout */ Bitfield(female, 1); /* is female */ Bitfield(minvis, 1); /* currently invisible */ Bitfield(invis_blkd, 1); /* invisibility blocked */ Bitfield(perminvis, 1); /* intrinsic minvis value */ Bitfield(mcan, 1); /* has been cancelled */ Bitfield(mburied, 1); /* has been buried */ Bitfield(mundetected, 1); /* not seen in present hiding place; * implies one of M1_CONCEAL or M1_HIDE, * but not mimic (that is, snake, spider, * trapper, piercer, eel) */ Bitfield(mcansee, 1); /* cansee 1, temp.blinded 0, blind 0 */ Bitfield(mspeed, 2); /* current speed */ Bitfield(permspeed, 2); /* intrinsic mspeed value */ Bitfield(mrevived, 1); /* has been revived from the dead */ Bitfield(mcloned, 1); /* has been cloned from another */ Bitfield(mavenge, 1); /* did something to deserve retaliation */ Bitfield(mflee, 1); /* fleeing */ Bitfield(mfleetim, 7); /* timeout for mflee */ Bitfield(msleeping, 1); /* asleep until woken */ Bitfield(mblinded, 7); /* cansee 0, temp.blinded n, blind 0 */ Bitfield(mstun, 1); /* stunned (off balance) */ Bitfield(mfrozen, 7); Bitfield(mcanmove, 1); /* paralysis, similar to mblinded */ Bitfield(mconf, 1); /* confused */ Bitfield(mpeaceful, 1); /* does not attack unprovoked */ Bitfield(mtrapped, 1); /* trapped in a pit, web or bear trap */ Bitfield(mleashed, 1); /* monster is on a leash */ Bitfield(isshk, 1); /* is shopkeeper */ Bitfield(isminion, 1); /* is a minion */ Bitfield(isgd, 1); /* is guard */ Bitfield(ispriest, 1); /* is an aligned priest or high priest */ Bitfield(iswiz, 1); /* is the Wizard of Yendor */ Bitfield(wormno, 5); /* at most 31 worms on any level */ /* 2 free bits */ #define MAX_NUM_WORMS 32 /* should be 2^(wormno bitfield size) */ unsigned long mstrategy; /* for monsters with mflag3: current strategy */ #ifdef NHSTDC #define STRAT_APPEARMSG 0x80000000UL #else #define STRAT_APPEARMSG 0x80000000L #endif #define STRAT_ARRIVE 0x40000000L /* just arrived on current level */ #define STRAT_WAITFORU 0x20000000L #define STRAT_CLOSE 0x10000000L #define STRAT_WAITMASK (STRAT_CLOSE | STRAT_WAITFORU) #define STRAT_HEAL 0x08000000L #define STRAT_GROUND 0x04000000L #define STRAT_MONSTR 0x02000000L #define STRAT_PLAYER 0x01000000L #define STRAT_NONE 0x00000000L #define STRAT_STRATMASK 0x0f000000L #define STRAT_XMASK 0x00ff0000L #define STRAT_YMASK 0x0000ff00L #define STRAT_GOAL 0x000000ffL #define STRAT_GOALX(s) ((xchar) ((s & STRAT_XMASK) >> 16)) #define STRAT_GOALY(s) ((xchar) ((s & STRAT_YMASK) >> 8)) long mtrapseen; /* bitmap of traps we've been trapped in */ long mlstmv; /* for catching up with lost time */ long mspare1; struct obj *minvent; /* mon's inventory */ struct obj *mw; /* mon's weapon */ long misc_worn_check; /* mon's wornmask */ xchar weapon_check; /* flag for whether to try switching weapons */ int meating; /* monster is eating timeout */ struct mextra *mextra; /* point to mextra struct */ }; #define newmonst() (struct monst *) alloc(sizeof (struct monst)) /* these are in mspeed */ #define MSLOW 1 /* slowed monster */ #define MFAST 2 /* speeded monster */ #define MON_WEP(mon) ((mon)->mw) #define MON_NOWEP(mon) ((mon)->mw = (struct obj *) 0) #define DEADMONSTER(mon) ((mon)->mhp < 1) #define is_starting_pet(mon) ((mon)->m_id == context.startingpet_mid) #define is_vampshifter(mon) \ ((mon)->cham == PM_VAMPIRE || (mon)->cham == PM_VAMPIRE_LORD \ || (mon)->cham == PM_VLAD_THE_IMPALER) /* mimic appearances that block vision/light */ #define is_lightblocker_mappear(mon) \ (is_obj_mappear(mon, BOULDER) \ || ((mon)->m_ap_type == M_AP_FURNITURE \ && ((mon)->mappearance == S_hcdoor \ || (mon)->mappearance == S_vcdoor \ || (mon)->mappearance < S_ndoor /* = walls */ \ || (mon)->mappearance == S_tree))) #define is_door_mappear(mon) ((mon)->m_ap_type == M_AP_FURNITURE \ && ((mon)->mappearance == S_hcdoor \ || (mon)->mappearance == S_vcdoor)) #define is_obj_mappear(mon,otyp) ((mon)->m_ap_type == M_AP_OBJECT \ && (mon)->mappearance == (otyp)) #endif /* MONST_H */