/* SCCS Id: @(#)monst.h 3.5 2006/09/06 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ #ifndef MONST_H #define MONST_H /* 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 */ # define NO_WEAPON_WANTED 0 # define NEED_WEAPON 1 # define NEED_RANGED_WEAPON 2 # define NEED_HTH_WEAPON 3 # define NEED_PICK_AXE 4 # define NEED_AXE 5 # define NEED_PICK_OR_AXE 6 /* The following flags are used for the second argument to display_minventory * in invent.c: * * 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_NOLET 0x01 #define MINV_ALL 0x02 #ifndef MEXTRA_H #include "mextra.h" #endif 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: */ #define M_AP_NOTHING 0 /* mappearance is unused -- monster appears as itself */ #define M_AP_FURNITURE 1 /* stairs, a door, an altar, etc. */ #define M_AP_OBJECT 2 /* an object */ #define M_AP_MONSTER 3 /* a monster */ 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 a 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; #ifndef GOLDOBJ #define mgold mspare1 #endif struct obj *minvent; struct obj *mw; long misc_worn_check; xchar weapon_check; 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 /* slow 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) #endif /* MONST_H */