/* NetHack 3.7 mondata.h $NHDT-Date: 1703845738 2023/12/29 10:28:58 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.63 $ */ /* Copyright (c) 1989 Mike Threepoint */ /* NetHack may be freely redistributed. See license for details. */ #ifndef MONDATA_H #define MONDATA_H /* The macros in here take a permonst * as an argument */ #define monsndx(ptr) ((ptr)->pmidx) #define verysmall(ptr) ((ptr)->msize < MZ_SMALL) #define bigmonst(ptr) ((ptr)->msize >= MZ_LARGE) #define pm_resistance(ptr, typ) (((ptr)->mresists & (typ)) != 0) #define immune_poisongas(ptr) ((ptr) == &mons[PM_HEZROU] \ || (ptr) == &mons[PM_VROCK]) #define is_flyer(ptr) (((ptr)->mflags1 & M1_FLY) != 0L) #define is_floater(ptr) ((ptr)->mlet == S_EYE || (ptr)->mlet == S_LIGHT) /* clinger: piercers, mimics, wumpus -- generally don't fall down holes */ #define is_clinger(ptr) (((ptr)->mflags1 & M1_CLING) != 0L) #define grounded(ptr) (!is_flyer(ptr) && !is_floater(ptr) \ && (!is_clinger(ptr) || !has_ceiling(&u.uz))) #define is_swimmer(ptr) (((ptr)->mflags1 & M1_SWIM) != 0L) #define breathless(ptr) (((ptr)->mflags1 & M1_BREATHLESS) != 0L) #define amphibious(ptr) (((ptr)->mflags1 & M1_AMPHIBIOUS) != 0L) #define cant_drown(ptr) (is_swimmer(ptr) || amphibious(ptr) || breathless(ptr)) #define passes_walls(ptr) (((ptr)->mflags1 & M1_WALLWALK) != 0L) #define amorphous(ptr) (((ptr)->mflags1 & M1_AMORPHOUS) != 0L) #define noncorporeal(ptr) ((ptr)->mlet == S_GHOST) #define tunnels(ptr) (((ptr)->mflags1 & M1_TUNNEL) != 0L) #define needspick(ptr) (((ptr)->mflags1 & M1_NEEDPICK) != 0L) /* hides_under() requires an object at the location in order to hide */ #define hides_under(ptr) (((ptr)->mflags1 & M1_CONCEAL) != 0L) /* is_hider() is True for mimics but when hiding they appear as something else rather than become mon->mundetected, so use is_hider() with care */ #define is_hider(ptr) (((ptr)->mflags1 & M1_HIDE) != 0L) /* piercers cling to the ceiling; lurkers above are hiders but they fly so aren't classified as clingers; unfortunately mimics are classified as both hiders and clingers but have nothing to do with ceilings; wumpuses (not wumpi :-) cling but aren't hiders */ #define ceiling_hider(ptr) \ (is_hider(ptr) && ((is_clinger(ptr) && (ptr)->mlet != S_MIMIC) \ || is_flyer(ptr))) /* lurker above */ #define haseyes(ptr) (((ptr)->mflags1 & M1_NOEYES) == 0L) /* used to decide whether plural applies so no need for 'more than 2' */ #define eyecount(ptr) \ (!haseyes(ptr) ? 0 \ : ((ptr) == &mons[PM_CYCLOPS] || (ptr) == &mons[PM_FLOATING_EYE]) ? 1 \ : 2) #define nohands(ptr) (((ptr)->mflags1 & M1_NOHANDS) != 0L) #define nolimbs(ptr) (((ptr)->mflags1 & M1_NOLIMBS) == M1_NOLIMBS) #define notake(ptr) (((ptr)->mflags1 & M1_NOTAKE) != 0L) #define has_head(ptr) (((ptr)->mflags1 & M1_NOHEAD) == 0L) #define has_horns(ptr) (num_horns(ptr) > 0) #define is_whirly(ptr) \ ((ptr)->mlet == S_VORTEX || (ptr) == &mons[PM_AIR_ELEMENTAL]) #define flaming(ptr) \ ((ptr) == &mons[PM_FIRE_VORTEX] || (ptr) == &mons[PM_FLAMING_SPHERE] \ || (ptr) == &mons[PM_FIRE_ELEMENTAL] || (ptr) == &mons[PM_SALAMANDER]) #define is_silent(ptr) ((ptr)->msound == MS_SILENT) #define unsolid(ptr) (((ptr)->mflags1 & M1_UNSOLID) != 0L) #define mindless(ptr) (((ptr)->mflags1 & M1_MINDLESS) != 0L) #define humanoid(ptr) (((ptr)->mflags1 & M1_HUMANOID) != 0L) #define is_animal(ptr) (((ptr)->mflags1 & M1_ANIMAL) != 0L) #define slithy(ptr) (((ptr)->mflags1 & M1_SLITHY) != 0L) #define is_wooden(ptr) ((ptr) == &mons[PM_WOOD_GOLEM]) #define thick_skinned(ptr) (((ptr)->mflags1 & M1_THICK_HIDE) != 0L) #define hug_throttles(ptr) ((ptr) == &mons[PM_ROPE_GOLEM]) #define digests(ptr) \ (dmgtype_fromattack((ptr), AD_DGST, AT_ENGL) != 0) /* purple w*/ #define enfolds(ptr) \ (dmgtype_fromattack((ptr), AD_WRAP, AT_ENGL) != 0) /* 't' */ #define slimeproof(ptr) \ ((ptr) == &mons[PM_GREEN_SLIME] || flaming(ptr) || noncorporeal(ptr)) #define lays_eggs(ptr) (((ptr)->mflags1 & M1_OVIPAROUS) != 0L) #define eggs_in_water(ptr) \ (lays_eggs(ptr) && (ptr)->mlet == S_EEL && is_swimmer(ptr)) #define regenerates(ptr) (((ptr)->mflags1 & M1_REGEN) != 0L) #define perceives(ptr) (((ptr)->mflags1 & M1_SEE_INVIS) != 0L) #define can_teleport(ptr) (((ptr)->mflags1 & M1_TPORT) != 0L) #define control_teleport(ptr) (((ptr)->mflags1 & M1_TPORT_CNTRL) != 0L) #define telepathic(ptr) \ ((ptr) == &mons[PM_FLOATING_EYE] || (ptr) == &mons[PM_MIND_FLAYER] \ || (ptr) == &mons[PM_MASTER_MIND_FLAYER]) #define is_armed(ptr) attacktype(ptr, AT_WEAP) #define acidic(ptr) (((ptr)->mflags1 & M1_ACID) != 0L) #define poisonous(ptr) (((ptr)->mflags1 & M1_POIS) != 0L) #define carnivorous(ptr) (((ptr)->mflags1 & M1_CARNIVORE) != 0L) #define herbivorous(ptr) (((ptr)->mflags1 & M1_HERBIVORE) != 0L) #define metallivorous(ptr) (((ptr)->mflags1 & M1_METALLIVORE) != 0L) #define polyok(ptr) (((ptr)->mflags2 & M2_NOPOLY) == 0L) #define is_shapeshifter(ptr) (((ptr)->mflags2 & M2_SHAPESHIFTER) != 0L) #define is_undead(ptr) (((ptr)->mflags2 & M2_UNDEAD) != 0L) #define is_were(ptr) (((ptr)->mflags2 & M2_WERE) != 0L) #define is_elf(ptr) (((ptr)->mflags2 & M2_ELF) != 0L) #define is_dwarf(ptr) (((ptr)->mflags2 & M2_DWARF) != 0L) #define is_gnome(ptr) (((ptr)->mflags2 & M2_GNOME) != 0L) #define is_orc(ptr) (((ptr)->mflags2 & M2_ORC) != 0L) #define is_human(ptr) (((ptr)->mflags2 & M2_HUMAN) != 0L) #define your_race(ptr) (((ptr)->mflags2 & gu.urace.selfmask) != 0L) #define is_bat(ptr) \ ((ptr) == &mons[PM_BAT] || (ptr) == &mons[PM_GIANT_BAT] \ || (ptr) == &mons[PM_VAMPIRE_BAT]) #define is_bird(ptr) ((ptr)->mlet == S_BAT && !is_bat(ptr)) #define is_giant(ptr) (((ptr)->mflags2 & M2_GIANT) != 0L) #define is_golem(ptr) ((ptr)->mlet == S_GOLEM) #define is_domestic(ptr) (((ptr)->mflags2 & M2_DOMESTIC) != 0L) #define is_demon(ptr) (((ptr)->mflags2 & M2_DEMON) != 0L) #define is_mercenary(ptr) (((ptr)->mflags2 & M2_MERC) != 0L) #define is_male(ptr) (((ptr)->mflags2 & M2_MALE) != 0L) #define is_female(ptr) (((ptr)->mflags2 & M2_FEMALE) != 0L) #define is_neuter(ptr) (((ptr)->mflags2 & M2_NEUTER) != 0L) #define is_wanderer(ptr) (((ptr)->mflags2 & M2_WANDER) != 0L) #define always_hostile(ptr) (((ptr)->mflags2 & M2_HOSTILE) != 0L) #define always_peaceful(ptr) (((ptr)->mflags2 & M2_PEACEFUL) != 0L) #define race_hostile(ptr) (((ptr)->mflags2 & gu.urace.hatemask) != 0L) #define race_peaceful(ptr) (((ptr)->mflags2 & gu.urace.lovemask) != 0L) #define extra_nasty(ptr) (((ptr)->mflags2 & M2_NASTY) != 0L) #define strongmonst(ptr) (((ptr)->mflags2 & M2_STRONG) != 0L) #define can_breathe(ptr) attacktype(ptr, AT_BREA) #define cantwield(ptr) (nohands(ptr) || verysmall(ptr)) /* Does this type of monster have multiple weapon attacks? If so, hero poly'd into this form can use two-weapon combat. It used to just check mattk[1] and assume mattk[0], which was suitable for mons[] at the time but somewhat fragile. This is more robust without going to the extreme of checking all six slots. */ #define could_twoweap(ptr) \ (( ((ptr)->mattk[0].aatyp == AT_WEAP) \ + ((ptr)->mattk[1].aatyp == AT_WEAP) \ + ((ptr)->mattk[2].aatyp == AT_WEAP) ) > 1) #define cantweararm(ptr) (breakarm(ptr) || sliparm(ptr)) #define throws_rocks(ptr) (((ptr)->mflags2 & M2_ROCKTHROW) != 0L) #define type_is_pname(ptr) (((ptr)->mflags2 & M2_PNAME) != 0L) #define is_lord(ptr) (((ptr)->mflags2 & M2_LORD) != 0L) #define is_prince(ptr) (((ptr)->mflags2 & M2_PRINCE) != 0L) #define is_ndemon(ptr) \ (is_demon(ptr) && (((ptr)->mflags2 & (M2_LORD | M2_PRINCE)) == 0L)) #define is_dlord(ptr) (is_demon(ptr) && is_lord(ptr)) #define is_dprince(ptr) (is_demon(ptr) && is_prince(ptr)) #define is_minion(ptr) (((ptr)->mflags2 & M2_MINION) != 0L) #define likes_gold(ptr) (((ptr)->mflags2 & M2_GREEDY) != 0L) #define likes_gems(ptr) (((ptr)->mflags2 & M2_JEWELS) != 0L) #define likes_objs(ptr) (((ptr)->mflags2 & M2_COLLECT) != 0L || is_armed(ptr)) #define likes_magic(ptr) (((ptr)->mflags2 & M2_MAGIC) != 0L) #define webmaker(ptr) \ ((ptr) == &mons[PM_CAVE_SPIDER] || (ptr) == &mons[PM_GIANT_SPIDER]) #define is_unicorn(ptr) ((ptr)->mlet == S_UNICORN && likes_gems(ptr)) #define is_longworm(ptr) \ (((ptr) == &mons[PM_BABY_LONG_WORM]) || ((ptr) == &mons[PM_LONG_WORM]) \ || ((ptr) == &mons[PM_LONG_WORM_TAIL])) #define is_covetous(ptr) (((ptr)->mflags3 & M3_COVETOUS)) #define infravision(ptr) (((ptr)->mflags3 & M3_INFRAVISION)) #define infravisible(ptr) (((ptr)->mflags3 & M3_INFRAVISIBLE)) #define is_displacer(ptr) (((ptr)->mflags3 & M3_DISPLACES) != 0L) #define is_mplayer(ptr) \ (((ptr) >= &mons[PM_ARCHEOLOGIST]) && ((ptr) <= &mons[PM_WIZARD])) #define is_watch(ptr) \ ((ptr) == &mons[PM_WATCHMAN] || (ptr) == &mons[PM_WATCH_CAPTAIN]) #define is_rider(ptr) \ ((ptr) == &mons[PM_DEATH] || (ptr) == &mons[PM_FAMINE] \ || (ptr) == &mons[PM_PESTILENCE]) /* note: placeholder monsters are used for corpses of zombies and mummies; PM_DWARF and PM_GNOME are normal monsters, not placeholders */ #define is_placeholder(ptr) \ ((ptr) == &mons[PM_ORC] || (ptr) == &mons[PM_GIANT] \ || (ptr) == &mons[PM_ELF] || (ptr) == &mons[PM_HUMAN]) /* return TRUE if the monster tends to revive */ #define is_reviver(ptr) (is_rider(ptr) || (ptr)->mlet == S_TROLL) /* monsters whose corpses and statues need special handling; note that high priests and the Wizard of Yendor are flagged as unique even though they really aren't; that's ok here */ #define unique_corpstat(ptr) (((ptr)->geno & G_UNIQ) != 0) /* this returns the light's range, or 0 if none; if we add more light-emitting monsters, we'll likely have to add a new light range field to mons[] */ #define emits_light(ptr) \ (((ptr)->mlet == S_LIGHT || (ptr) == &mons[PM_FLAMING_SPHERE] \ || (ptr) == &mons[PM_SHOCKING_SPHERE] \ || (ptr) == &mons[PM_BABY_GOLD_DRAGON] \ || (ptr) == &mons[PM_FIRE_VORTEX]) \ ? 1 \ : ((ptr) == &mons[PM_FIRE_ELEMENTAL] \ || (ptr) == &mons[PM_GOLD_DRAGON]) ? 1 : 0) /* [Note: the light ranges above were reduced to 1 for performance, * otherwise screen updating on the plane of fire slowed to a crawl. * Note too: that was with 1990s hardware and before fumarole smoke * blocking line of sight was added, so might no longer be necessary.] */ #define likes_lava(ptr) \ (ptr == &mons[PM_FIRE_ELEMENTAL] || ptr == &mons[PM_SALAMANDER]) #define pm_invisible(ptr) \ ((ptr) == &mons[PM_STALKER] || (ptr) == &mons[PM_BLACK_LIGHT]) /* could probably add more */ #define likes_fire(ptr) \ ((ptr) == &mons[PM_FIRE_VORTEX] || (ptr) == &mons[PM_FLAMING_SPHERE] \ || likes_lava(ptr)) #define touch_petrifies(ptr) \ ((ptr) == &mons[PM_COCKATRICE] || (ptr) == &mons[PM_CHICKATRICE]) /* Medusa doesn't pass touch_petrifies() but does petrify if eaten */ #define flesh_petrifies(pm) (touch_petrifies(pm) || (pm) == &mons[PM_MEDUSA]) /* missiles made of rocks don't harm these: xorns and earth elementals (but not ghosts and shades because that would impact all missile use and also require an exception for blessed rocks/gems/boulders) */ #define passes_rocks(ptr) (passes_walls(ptr) && !unsolid(ptr)) #define is_mind_flayer(ptr) \ ((ptr) == &mons[PM_MIND_FLAYER] || (ptr) == &mons[PM_MASTER_MIND_FLAYER]) #define is_vampire(ptr) ((ptr)->mlet == S_VAMPIRE) #define hates_light(ptr) ((ptr) == &mons[PM_GREMLIN]) /* used to vary a few messages */ #define weirdnonliving(ptr) (is_golem(ptr) || (ptr)->mlet == S_VORTEX) #define nonliving(ptr) \ (is_undead(ptr) || (ptr) == &mons[PM_MANES] || weirdnonliving(ptr)) /* no corpse (ie, blank scrolls) if killed by fire; special case instakill */ #define completelyburns(ptr) \ ((ptr) == &mons[PM_PAPER_GOLEM] || (ptr) == &mons[PM_STRAW_GOLEM]) #define completelyrots(ptr) \ ((ptr) == &mons[PM_WOOD_GOLEM] || (ptr) == &mons[PM_LEATHER_GOLEM]) #define completelyrusts(ptr) ((ptr) == &mons[PM_IRON_GOLEM]) /* Used for conduct with corpses, tins, and digestion attacks */ /* G_NOCORPSE monsters might still be swallowed as a purple worm */ /* Maybe someday this could be in mflags... */ #define vegan(ptr) \ ((ptr)->mlet == S_BLOB || (ptr)->mlet == S_JELLY \ || (ptr)->mlet == S_FUNGUS || (ptr)->mlet == S_VORTEX \ || (ptr)->mlet == S_LIGHT \ || ((ptr)->mlet == S_ELEMENTAL && (ptr) != &mons[PM_STALKER]) \ || ((ptr)->mlet == S_GOLEM && (ptr) != &mons[PM_FLESH_GOLEM] \ && (ptr) != &mons[PM_LEATHER_GOLEM]) || noncorporeal(ptr)) #define vegetarian(ptr) \ (vegan(ptr) \ || ((ptr)->mlet == S_PUDDING && (ptr) != &mons[PM_BLACK_PUDDING])) #define corpse_eater(ptr) \ (ptr == &mons[PM_PURPLE_WORM] \ || ptr == &mons[PM_BABY_PURPLE_WORM] \ || ptr == &mons[PM_GHOUL] \ || ptr == &mons[PM_PIRANHA]) /* monkeys are tamable via bananas but not pacifiable via food, otherwise their theft attack could be nullified too easily; dogs and cats can be tamed by anything they like to eat and are pacified by any other food; horses can be tamed by always-veggy food or lichen corpses but not tamed or pacified by other corpses or tins of veggy critters */ #define befriend_with_obj(ptr, obj) \ (((ptr) == &mons[PM_MONKEY] || (ptr) == &mons[PM_APE]) \ ? (obj)->otyp == BANANA \ : (is_domestic(ptr) && (obj)->oclass == FOOD_CLASS \ && ((ptr)->mlet != S_UNICORN \ || objects[(obj)->otyp].oc_material == VEGGY \ || ((obj)->otyp == CORPSE && (obj)->corpsenm == PM_LICHEN)))) #ifdef PMNAME_MACROS #define pmname(ptr,g) ((((g) == MALE || (g) == FEMALE) && (ptr)->pmnames[g]) \ ? (ptr)->pmnames[g] : (ptr)->pmnames[NEUTRAL]) #endif #define monsym(ptr) (def_monsyms[(int) (ptr)->mlet].sym) #endif /* MONDATA_H */