If monsters see you resist something, generally elemental or magical attack, or if they see you reflect an attack, they learn that and will adjust their attack accordingly. Originally from SporkHack, but this version comes via EvilHack with some minor changes.
250 lines
10 KiB
C
250 lines
10 KiB
C
/* NetHack 3.7 monst.h $NHDT-Date: 1596498550 2020/08/03 23:49:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.42 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2016. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef MONST_H
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#define MONST_H
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#ifndef MEXTRA_H
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#include "mextra.h"
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#endif
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/* The weapon_check flag is used two ways:
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* 1) When calling mon_wield_item, is 2-6 depending on what is desired.
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* 2) Between calls to mon_wield_item, is 0 or 1 depending on whether or not
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* the weapon is known by the monster to be cursed (so it shouldn't bother
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* trying for another weapon).
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* I originally planned to also use 0 if the monster already had its best
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* weapon, to avoid the overhead of a call to mon_wield_item, but it turns out
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* that there are enough situations which might make a monster change its
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* weapon that this is impractical. --KAA
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*/
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enum wpn_chk_flags {
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NO_WEAPON_WANTED = 0,
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NEED_WEAPON = 1,
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NEED_RANGED_WEAPON = 2,
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NEED_HTH_WEAPON = 3,
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NEED_PICK_AXE = 4,
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NEED_AXE = 5,
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NEED_PICK_OR_AXE = 6
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};
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/* The following flags are used for the second argument to display_minventory
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* in invent.c:
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*
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* PICK_NONE, PICK_ONE, PICK_ANY (wintype.h) 0, 1, 2
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* MINV_NOLET If set, don't display inventory letters on monster's inventory.
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* MINV_ALL If set, display all items in monster's inventory, otherwise
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* just display wielded weapons and worn items.
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*/
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#define MINV_PICKMASK 0x03 /* 1|2 */
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#define MINV_NOLET 0x04
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#define MINV_ALL 0x08
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/* monster appearance types */
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enum m_ap_types {
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M_AP_NOTHING = 0, /* mappearance unused--monster appears as itself */
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M_AP_FURNITURE = 1, /* stairs, a door, an altar, etc. */
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M_AP_OBJECT = 2, /* an object */
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M_AP_MONSTER = 3 /* a monster; mostly used for cloned Wizard */
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};
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#define MON_FLOOR 0x00
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#define MON_OFFMAP 0x01
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#define MON_DETACH 0x02
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#define MON_MIGRATING 0x04
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#define MON_LIMBO 0x08
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#define MON_BUBBLEMOVE 0x10
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#define MON_ENDGAME_FREE 0x20
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#define MON_ENDGAME_MIGR 0x40
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#define MON_OBLITERATE 0x80
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#define MSTATE_MASK 0xFF
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#define M_AP_TYPMASK 0x7
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#define M_AP_F_DKNOWN 0x8
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#define U_AP_TYPE (g.youmonst.m_ap_type & M_AP_TYPMASK)
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#define U_AP_FLAG (g.youmonst.m_ap_type & ~M_AP_TYPMASK)
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#define M_AP_TYPE(m) ((m)->m_ap_type & M_AP_TYPMASK)
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#define M_AP_FLAG(m) ((m)->m_ap_type & ~M_AP_TYPMASK)
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enum m_seen_resistance {
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M_SEEN_NOTHING = 0x0000,
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M_SEEN_MAGR = 0x0001, /* Antimagic, AD_MAGM */
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M_SEEN_FIRE = 0x0002, /* Fire_resistance, AD_FIRE */
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M_SEEN_COLD = 0x0004, /* Cold_resistance, AD_COLD */
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M_SEEN_SLEEP = 0x0008, /* Sleep_resistance, AD_SLEE */
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M_SEEN_DISINT = 0x0010, /* Disint_resistance, AD_DISN */
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M_SEEN_ELEC = 0x0020, /* Shock_resistance, AD_ELEC */
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M_SEEN_POISON = 0x0040, /* AD_DRST */
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M_SEEN_ACID = 0x0080, /* Acid_resistance, AD_ACID */
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M_SEEN_REFL = 0x0100, /* reflection, no corresponding AD_foo */
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};
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#define m_seenres(mon, mask) ((mon)->seen_resistance & (mask))
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#define m_setseenres(mon, mask) ((mon)->seen_resistance |= (mask))
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#define monstseesu_ad(adtyp) monstseesu(cvt_adtyp_to_mseenres(adtyp))
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struct monst {
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struct monst *nmon;
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struct permonst *data;
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unsigned m_id;
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short mnum; /* permanent monster index number */
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short cham; /* if shapeshifter, orig mons[] idx goes here */
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short movement; /* movement points (derived from permonst definition
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and added effects */
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uchar m_lev; /* adjusted difficulty level of monster */
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aligntyp malign; /* alignment of this monster, relative to the
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player (positive = good to kill) */
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xchar mx, my;
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xchar mux, muy; /* where the monster thinks you are */
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#define MTSZ 4
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/* mtrack[0..2] is used to keep extra data when migrating the monster */
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coord mtrack[MTSZ]; /* monster track */
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int mhp, mhpmax;
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unsigned mappearance; /* for undetected mimics and the wiz */
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uchar m_ap_type; /* what mappearance is describing, m_ap_types */
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schar mtame; /* level of tameness, implies peaceful */
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unsigned short mextrinsics; /* low 8 correspond to mresists */
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unsigned long seen_resistance; /* M_SEEN_x; saw you resist an effect */
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int mspec_used; /* monster's special ability attack timeout */
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Bitfield(female, 1); /* is female */
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Bitfield(minvis, 1); /* currently invisible */
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Bitfield(invis_blkd, 1); /* invisibility blocked */
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Bitfield(perminvis, 1); /* intrinsic minvis value */
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Bitfield(mcan, 1); /* has been cancelled */
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Bitfield(mburied, 1); /* has been buried */
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Bitfield(mundetected, 1); /* not seen in present hiding place;
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* implies one of M1_CONCEAL or M1_HIDE,
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* but not mimic (that is, snake, spider,
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* trapper, piercer, eel) */
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Bitfield(mcansee, 1); /* cansee 1, temp.blinded 0, blind 0 */
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Bitfield(mspeed, 2); /* current speed */
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Bitfield(permspeed, 2); /* intrinsic mspeed value */
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Bitfield(mrevived, 1); /* has been revived from the dead */
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Bitfield(mcloned, 1); /* has been cloned from another */
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Bitfield(mavenge, 1); /* did something to deserve retaliation */
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Bitfield(mflee, 1); /* fleeing */
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Bitfield(mfleetim, 7); /* timeout for mflee */
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Bitfield(msleeping, 1); /* asleep until woken */
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Bitfield(mblinded, 7); /* cansee 0, temp.blinded n, blind 0 */
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Bitfield(mstun, 1); /* stunned (off balance) */
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Bitfield(mfrozen, 7);
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Bitfield(mcanmove, 1); /* paralysis, similar to mblinded */
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Bitfield(mconf, 1); /* confused */
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Bitfield(mpeaceful, 1); /* does not attack unprovoked */
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Bitfield(mtrapped, 1); /* trapped in a pit, web or bear trap */
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Bitfield(mleashed, 1); /* monster is on a leash */
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Bitfield(isshk, 1); /* is shopkeeper */
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Bitfield(isminion, 1); /* is a minion */
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Bitfield(isgd, 1); /* is guard */
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Bitfield(ispriest, 1); /* is an aligned priest or high priest */
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Bitfield(iswiz, 1); /* is the Wizard of Yendor */
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Bitfield(wormno, 5); /* at most 31 worms on any level */
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Bitfield(mtemplit, 1); /* temporarily seen; only valid during bhit() */
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/* 1 free bit */
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#define MAX_NUM_WORMS 32 /* should be 2^(wormno bitfield size) */
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unsigned long mstrategy; /* for monsters with mflag3: current strategy */
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#ifdef NHSTDC
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#define STRAT_APPEARMSG 0x80000000UL
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#else
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#define STRAT_APPEARMSG 0x80000000L
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#endif
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#define STRAT_ARRIVE 0x40000000L /* just arrived on current level */
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#define STRAT_WAITFORU 0x20000000L
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#define STRAT_CLOSE 0x10000000L
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#define STRAT_WAITMASK (STRAT_CLOSE | STRAT_WAITFORU)
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#define STRAT_HEAL 0x08000000L
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#define STRAT_GROUND 0x04000000L
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#define STRAT_MONSTR 0x02000000L
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#define STRAT_PLAYER 0x01000000L
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#define STRAT_NONE 0x00000000L
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#define STRAT_STRATMASK 0x0f000000L
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#define STRAT_XMASK 0x00ff0000L
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#define STRAT_YMASK 0x0000ff00L
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#define STRAT_GOAL 0x000000ffL
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#define STRAT_GOALX(s) ((xchar) ((s & STRAT_XMASK) >> 16))
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#define STRAT_GOALY(s) ((xchar) ((s & STRAT_YMASK) >> 8))
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long mtrapseen; /* bitmap of traps we've been trapped in */
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long mlstmv; /* for catching up with lost time */
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long mstate; /* debugging info on monsters stored here */
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long migflags; /* migrating flags */
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long mspare1;
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struct obj *minvent; /* mon's inventory */
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struct obj *mw; /* mon's weapon */
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long misc_worn_check; /* mon's wornmask */
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xchar weapon_check; /* flag for whether to try switching weapons */
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int meating; /* monster is eating timeout */
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struct mextra *mextra; /* point to mextra struct */
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};
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#define newmonst() (struct monst *) alloc(sizeof (struct monst))
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/* these are in mspeed */
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#define MSLOW 1 /* slowed monster */
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#define MFAST 2 /* speeded monster */
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#define MON_WEP(mon) ((mon)->mw)
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#define MON_NOWEP(mon) ((mon)->mw = (struct obj *) 0)
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#define DEADMONSTER(mon) ((mon)->mhp < 1)
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#define is_starting_pet(mon) ((mon)->m_id == g.context.startingpet_mid)
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#define is_vampshifter(mon) \
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((mon)->cham == PM_VAMPIRE || (mon)->cham == PM_VAMPIRE_LEADER \
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|| (mon)->cham == PM_VLAD_THE_IMPALER)
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#define vampshifted(mon) (is_vampshifter((mon)) && !is_vampire((mon)->data))
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/* monsters which cannot be displaced: priests, shopkeepers, vault guards,
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Oracle, quest leader */
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#define mundisplaceable(mon) ((mon)->ispriest \
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|| (mon)->isshk \
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|| (mon)->isgd \
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|| (mon)->data == &mons[PM_ORACLE] \
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|| (mon)->m_id == g.quest_status.leader_m_id)
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/* mimic appearances that block vision/light */
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#define is_lightblocker_mappear(mon) \
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(is_obj_mappear(mon, BOULDER) \
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|| (M_AP_TYPE(mon) == M_AP_FURNITURE \
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&& ((mon)->mappearance == S_hcdoor \
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|| (mon)->mappearance == S_vcdoor \
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|| (mon)->mappearance < S_ndoor /* = walls */ \
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|| (mon)->mappearance == S_tree)))
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#define is_door_mappear(mon) (M_AP_TYPE(mon) == M_AP_FURNITURE \
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&& ((mon)->mappearance == S_hcdoor \
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|| (mon)->mappearance == S_vcdoor))
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#define is_obj_mappear(mon,otyp) (M_AP_TYPE(mon) == M_AP_OBJECT \
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&& (mon)->mappearance == (otyp))
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/* is mon m (presumably just killed) a troll and obj o Trollsbane? */
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#define troll_baned(m,o) \
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((m)->data->mlet == S_TROLL && (o) && (o)->oartifact == ART_TROLLSBANE)
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/* Get the maximum difficulty monsters that can currently be generated,
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given the current level difficulty and the hero's level. */
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#define monmax_difficulty(levdif) (((levdif) + u.ulevel) / 2)
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#define monmin_difficulty(levdif) ((levdif) / 6)
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#define monmax_difficulty_lev() (monmax_difficulty(level_difficulty()))
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/* Macros for whether a type of monster is too strong for a specific level. */
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#define montoostrong(monindx, lev) (mons[monindx].difficulty > lev)
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#define montooweak(monindx, lev) (mons[monindx].difficulty < lev)
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#ifdef PMNAME_MACROS
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#define Mgender(mon) ((mon)->female ? FEMALE : MALE)
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#endif
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#endif /* MONST_H */
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