Files
nethack/include/monst.h
Pasi Kallinen 3160112ece Accessibility: Show a message when monster is spotted
Adds a new boolean option, spot_monsters.  If on, every time
the hero notices a monster which was out of sight before,
a message is given.  Combine with accessiblemsg to get the
monster location:

(3north): You see a newt.

Breaks saves and bones.
2024-01-14 13:33:02 +02:00

294 lines
12 KiB
C

/* NetHack 3.7 monst.h $NHDT-Date: 1678560511 2023/03/11 18:48:31 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.54 $ */
/* 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
/* start with incomplete types in case these aren't defined yet;
basic pointers to them don't need to know their details */
struct monst;
struct obj;
#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 = 1,
NEED_RANGED_WEAPON = 2,
NEED_HTH_WEAPON = 3,
NEED_PICK_AXE = 4,
NEED_AXE = 5,
NEED_PICK_OR_AXE = 6
};
/* 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
/* monster appearance types */
enum m_ap_types {
M_AP_NOTHING = 0, /* mappearance unused--monster appears as itself */
M_AP_FURNITURE = 1, /* stairs, a door, an altar, etc. */
M_AP_OBJECT = 2, /* an object */
M_AP_MONSTER = 3 /* a monster; mostly used for cloned Wizard */
};
#define MON_FLOOR 0x00
#define MON_OFFMAP 0x01
#define MON_DETACH 0x02
#define MON_MIGRATING 0x04
#define MON_LIMBO 0x08
#define MON_BUBBLEMOVE 0x10
#define MON_ENDGAME_FREE 0x20
#define MON_ENDGAME_MIGR 0x40
#define MON_OBLITERATE 0x80
#define M_AP_TYPMASK 0x7
#define M_AP_F_DKNOWN 0x8
#define U_AP_TYPE (gy.youmonst.m_ap_type & M_AP_TYPMASK)
#define U_AP_FLAG (gy.youmonst.m_ap_type & ~M_AP_TYPMASK)
#define M_AP_TYPE(m) ((m)->m_ap_type & M_AP_TYPMASK)
#define M_AP_FLAG(m) ((m)->m_ap_type & ~M_AP_TYPMASK)
enum m_seen_resistance {
M_SEEN_NOTHING = 0x0000,
M_SEEN_MAGR = 0x0001, /* Antimagic, AD_MAGM */
M_SEEN_FIRE = 0x0002, /* Fire_resistance, AD_FIRE */
M_SEEN_COLD = 0x0004, /* Cold_resistance, AD_COLD */
M_SEEN_SLEEP = 0x0008, /* Sleep_resistance, AD_SLEE */
M_SEEN_DISINT = 0x0010, /* Disint_resistance, AD_DISN */
M_SEEN_ELEC = 0x0020, /* Shock_resistance, AD_ELEC */
M_SEEN_POISON = 0x0040, /* AD_DRST */
M_SEEN_ACID = 0x0080, /* Acid_resistance, AD_ACID */
M_SEEN_REFL = 0x0100, /* reflection, no corresponding AD_foo */
};
#define m_seenres(mon, mask) ((mon)->seen_resistance & (mask))
#define m_setseenres(mon, mask) ((mon)->seen_resistance |= (mask))
#define m_clearseenres(mon, mask) ((mon)->seen_resistance &= ~(mask))
#define monstseesu_ad(adtyp) monstseesu(cvt_adtyp_to_mseenres(adtyp))
#define monstunseesu_ad(adtyp) monstunseesu(cvt_adtyp_to_mseenres(adtyp))
#define monstunseesu_prop(prop) monstunseesu(cvt_prop_to_mseenres(prop))
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) */
coordxy mx, my;
coordxy mux, muy; /* where the monster thinks you are */
#define MTSZ 4
/* mtrack[0..2] is used to keep extra data when migrating the monster */
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 */
unsigned short mextrinsics; /* low 8 correspond to mresists */
unsigned long seen_resistance; /* M_SEEN_x; saw you resist an effect */
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 */
Bitfield(mtemplit, 1); /* temporarily seen; only valid during bhit() */
Bitfield(meverseen, 1); /* mon has been seen at some point */
Bitfield(mspotted, 1); /* mon is currently seen by hero */
#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) ((coordxy) ((s & STRAT_XMASK) >> 16))
#define STRAT_GOALY(s) ((coordxy) ((s & STRAT_YMASK) >> 8))
long mtrapseen; /* bitmap of traps we've been trapped in */
long mlstmv; /* for catching up with lost time */
long mstate; /* debugging info on monsters stored here */
long migflags; /* migrating flags */
long mspare1;
struct obj *minvent; /* mon's inventory */
struct obj *mw; /* mon's weapon */
long misc_worn_check; /* mon's wornmask */
xint16 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)
/* dead monsters stay on the fmon list until dmonsfree() at end of turn */
#define DEADMONSTER(mon) ((mon)->mhp < 1)
#define is_starting_pet(mon) ((mon)->m_id == gc.context.startingpet_mid)
#define is_vampshifter(mon) \
((mon)->cham == PM_VAMPIRE || (mon)->cham == PM_VAMPIRE_LEADER \
|| (mon)->cham == PM_VLAD_THE_IMPALER)
#define vampshifted(mon) (is_vampshifter((mon)) && !is_vampire((mon)->data))
/* Vlad might be vampshifted so just checking monst->data is insufficient */
#define is_Vlad(m) ((m)->data == &mons[PM_VLAD_THE_IMPALER] \
|| (m)->cham == PM_VLAD_THE_IMPALER)
/* monsters which cannot be displaced: temple priests, shopkeepers,
vault guards, the Oracle, quest leader */
#define mundisplaceable(mon) \
((mon)->ispriest || (mon)->isshk \
|| (mon)->isgd || (mon)->data == &mons[PM_ORACLE] \
|| (mon)->m_id == gq.quest_status.leader_m_id)
/* mimic appearances that block vision/light */
#define is_lightblocker_mappear(mon) \
(is_obj_mappear(mon, BOULDER) \
|| (M_AP_TYPE(mon) == 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) (M_AP_TYPE(mon) == M_AP_FURNITURE \
&& ((mon)->mappearance == S_hcdoor \
|| (mon)->mappearance == S_vcdoor))
#define is_obj_mappear(mon,otyp) (M_AP_TYPE(mon) == M_AP_OBJECT \
&& (mon)->mappearance == (otyp))
/* is mon m (presumably just killed) a troll and obj o Trollsbane? */
#define troll_baned(m,o) \
((m)->data->mlet == S_TROLL && (o) && (o)->oartifact == ART_TROLLSBANE)
#define engulfing_u(mon) (u.uswallow && (u.ustuck == (mon)))
#define helpless(mon) ((mon)->msleeping || !(mon)->mcanmove)
#define mon_perma_blind(mon) (!mon->mcansee && !mon->mblinded)
#define mon_offmap(mon) ((mon)->mstate != MON_FLOOR)
/* Get the maximum difficulty monsters that can currently be generated,
given the current level difficulty and the hero's level. */
#define monmax_difficulty(levdif) (((levdif) + u.ulevel) / 2)
#define monmin_difficulty(levdif) ((levdif) / 6)
#define monmax_difficulty_lev() (monmax_difficulty(level_difficulty()))
/* Macros for whether a type of monster is too strong for a specific level. */
#define montoostrong(monindx, lev) (mons[monindx].difficulty > lev)
#define montooweak(monindx, lev) (mons[monindx].difficulty < lev)
#ifdef PMNAME_MACROS
#define Mgender(mon) ((mon)->female ? FEMALE : MALE)
#endif
#define mon_resistancebits(mon) \
((mon)->data->mresists | (mon)->mextrinsics | (mon)->mintrinsics)
#define resists_fire(mon) \
((mon_resistancebits(mon) & MR_FIRE) != 0)
#define resists_cold(mon) \
((mon_resistancebits(mon) & MR_COLD) != 0)
#define resists_sleep(mon) \
((mon_resistancebits(mon) & MR_SLEEP) != 0)
#define resists_disint(mon) \
((mon_resistancebits(mon) & MR_DISINT) != 0)
#define resists_elec(mon) \
((mon_resistancebits(mon) & MR_ELEC) != 0)
#define resists_poison(mon) \
((mon_resistancebits(mon) & MR_POISON) != 0)
#define resists_acid(mon) \
((mon_resistancebits(mon) & MR_ACID) != 0)
#define resists_ston(mon) \
((mon_resistancebits(mon) & MR_STONE) != 0)
#define is_lminion(mon) \
(is_minion((mon)->data) && mon_aligntyp(mon) == A_LAWFUL)
/* x is a valid index into mons[] array */
#define ismnum(x) ((x) >= LOW_PM && (x) < NUMMONS)
#endif /* MONST_H */