This is useful for debugging and it allows the index
to be used directly instead of calculated in a
monsndx() function, which has been removed.
I left monsndx() in as a simple short-hand macro for the value
and didn't change the use cases, the reasoning being that this:
monsndx(mon->data)
is arguably a little easier on the eyes than:
mon->data->pmidx
LOW_PM, NON_PM, SPECIAL_PM have been included in the 'enum monnums'
now, instead of as individual macro definitions.
I chose to add the pmidx field as an instance of the enum declaration,
because that has very advantageous results in some debuggers, where it is
then shown as:
pmidx PM_GRAND_MASTER (349) monnums
instead of the less-informative:
pmidx 349 int
Adding the element count to the extern declaration for mons from:
'extern struct permonst *mons[];'
to the more specific declaration to that in src/monst.c:
'extern struct permonst *mons[NUMMONS + 1];'
then allows navigation through the mons array in one of the debuggers.
93 lines
3.3 KiB
C
93 lines
3.3 KiB
C
/* NetHack 3.7 permonst.h $NHDT-Date: 1596498555 2020/08/03 23:49:15 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.14 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Kenneth Lorber, Kensington, Maryland, 2015. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef PERMONST_H
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#define PERMONST_H
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/* This structure covers all attack forms.
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* aatyp is the gross attack type (eg. claw, bite, breath, ...)
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* adtyp is the damage type (eg. physical, fire, cold, spell, ...)
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* damn is the number of hit dice of damage from the attack.
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* damd is the number of sides on each die.
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*
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* Some attacks can do no points of damage. Additionally, some can
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* have special effects *and* do damage as well. If damn and damd
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* are set, they may have a special meaning. For example, if set
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* for a blinding attack, they determine the amount of time blinded.
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*/
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enum monnums {
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#define MONS_ENUM
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#include "monsters.h"
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#undef MONS_ENUM
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NUMMONS,
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NON_PM = -1, /* "not a monster */
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LOW_PM = NON_PM + 1, /* first monster in mons */
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SPECIAL_PM = PM_LONG_WORM_TAIL /* [normal] < ~ < [special] */
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/* mons[SPECIAL_PM] through mons[NUMMONS-1], inclusive, are
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never generated randomly and cannot be polymorphed into */
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};
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struct attack {
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uchar aatyp;
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uchar adtyp, damn, damd;
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};
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/* Max # of attacks for any given monster.
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*/
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#define NATTK 6
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/* Weight of human body, elf, dragon
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*/
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#define WT_HUMAN 1450U
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#define WT_ELF 800U
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#define WT_DRAGON 4500U
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#ifndef ALIGN_H
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#include "align.h"
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#endif
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#include "monattk.h"
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#include "monflag.h"
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struct permonst {
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const char *pmnames[NUM_MGENDERS];
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const enum monnums pmidx; /* mons array index aka PM_ identifier */
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char mlet; /* symbol */
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schar mlevel, /* base monster level */
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mmove, /* move speed */
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ac, /* (base) armor class */
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mr; /* (base) magic resistance */
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aligntyp maligntyp; /* basic monster alignment */
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unsigned short geno; /* creation/geno mask value */
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struct attack mattk[NATTK]; /* attacks matrix */
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unsigned short cwt, /* weight of corpse */
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cnutrit; /* its nutritional value */
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uchar msound; /* noise it makes (6 bits) */
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uchar msize; /* physical size (3 bits) */
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uchar mresists; /* resistances */
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uchar mconveys; /* conveyed by eating */
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unsigned long mflags1, /* boolean bitflags */
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mflags2; /* more boolean bitflags */
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unsigned short mflags3; /* yet more boolean bitflags */
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uchar difficulty; /* toughness (formerly from makedefs -m) */
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uchar mcolor; /* color to use */
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};
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extern NEARDATA struct permonst mons[NUMMONS + 1]; /* the master list of monster types */
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#define VERY_SLOW 3
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#define SLOW_SPEED 9
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#define NORMAL_SPEED 12 /* movement rates */
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#define FAST_SPEED 15
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#define VERY_FAST 24
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#ifdef PMNAME_MACROS
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#define pmname(pm,g) ((((g) == MALE || (g) == FEMALE) && (pm)->pmnames[g]) \
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? (pm)->pmnames[g] : (pm)->pmnames[NEUTRAL])
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#endif
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#endif /* PERMONST_H */
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