The recent change to mkclass() was letting genocided monsters be created when role-specific monsters were chosen for quest levels. makemon(Null) -> rndmonst() -> qt_montype() -> mkclass() -> mk_gen_ok() was accepting members of the quest-specified class even when they should have been rejected. I'm still not sure why the revised bit manipulation didn't work as intended; the re-revised code does. G_IGNORE was a bug waiting to happen since it gets passed to mkclass() as a mons[].geno flag but is used to control the use of mvitals[].mvflags values. It's still being misused but at least it doesn't conflict with any of the other flags now. Fixes #352
211 lines
10 KiB
C
211 lines
10 KiB
C
/* NetHack 3.6 monflag.h $NHDT-Date: 1590879610 2020/05/30 23:00:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.20 $ */
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/* Copyright (c) 1989 Mike Threepoint */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef MONFLAG_H
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#define MONFLAG_H
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/* clang-format off */
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/* *INDENT-OFF* */
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enum ms_sounds {
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MS_SILENT = 0, /* makes no sound */
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MS_BARK = 1, /* if full moon, may howl */
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MS_MEW = 2, /* mews or hisses */
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MS_ROAR = 3, /* roars */
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MS_GROWL = 4, /* growls */
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MS_SQEEK = 5, /* squeaks, as a rodent */
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MS_SQAWK = 6, /* squawks, as a bird */
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MS_HISS = 7, /* hisses */
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MS_BUZZ = 8, /* buzzes (killer bee) */
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MS_GRUNT = 9, /* grunts (or speaks own language) */
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MS_NEIGH = 10, /* neighs, as an equine */
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MS_MOO = 11, /* minotaurs, rothes */
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MS_WAIL = 12, /* wails, as a tortured soul */
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MS_GURGLE = 13, /* gurgles, as liquid or through saliva */
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MS_BURBLE = 14, /* burbles (jabberwock) */
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MS_TRUMPET = 15, /* trumpets (elephant) */
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MS_ANIMAL = 15, /* up to here are animal noises */
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/* FIXME? the grunt "speaks own language" case
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shouldn't be classified as animal */
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MS_SHRIEK = 16, /* wakes up others */
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MS_BONES = 17, /* rattles bones (skeleton) */
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MS_LAUGH = 18, /* grins, smiles, giggles, and laughs */
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MS_MUMBLE = 19, /* says something or other */
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MS_IMITATE = 20, /* imitates others (leocrotta) */
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MS_WERE = 21, /* lycanthrope in human form */
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MS_ORC = 22, /* intelligent brutes */
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/* from here onward, can speach can be comprehended */
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MS_HUMANOID = 23, /* generic traveling companion */
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MS_ARREST = 24, /* "Stop in the name of the law!" (Kops) */
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MS_SOLDIER = 25, /* army and watchmen expressions */
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MS_GUARD = 26, /* "Please drop that gold and follow me." */
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MS_DJINNI = 27, /* "Thank you for freeing me!" */
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MS_NURSE = 28, /* "Take off your shirt, please." */
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MS_SEDUCE = 29, /* "Hello, sailor." (Nymphs) */
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MS_VAMPIRE = 30, /* vampiric seduction, Vlad's exclamations */
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MS_BRIBE = 31, /* asks for money, or berates you */
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MS_CUSS = 32, /* berates (demons) or intimidates (Wiz) */
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MS_RIDER = 33, /* astral level special monsters */
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MS_LEADER = 34, /* your class leader */
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MS_NEMESIS = 35, /* your nemesis */
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MS_GUARDIAN = 36, /* your leader's guards */
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MS_SELL = 37, /* demand payment, complain about shoplifters */
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MS_ORACLE = 38, /* do a consultation */
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MS_PRIEST = 39, /* ask for contribution; do cleansing */
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MS_SPELL = 40, /* spellcaster not matching any of the above */
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MS_BOAST = 41 /* giants */
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};
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#define MR_FIRE 0x01 /* resists fire */
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#define MR_COLD 0x02 /* resists cold */
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#define MR_SLEEP 0x04 /* resists sleep */
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#define MR_DISINT 0x08 /* resists disintegration */
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#define MR_ELEC 0x10 /* resists electricity */
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#define MR_POISON 0x20 /* resists poison */
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#define MR_ACID 0x40 /* resists acid */
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#define MR_STONE 0x80 /* resists petrification */
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/* other resistances: magic, sickness */
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/* other conveyances: teleport, teleport control, telepathy */
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/* individual resistances */
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#define MR2_SEE_INVIS 0x0100 /* see invisible */
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#define MR2_LEVITATE 0x0200 /* levitation */
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#define MR2_WATERWALK 0x0400 /* water walking */
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#define MR2_MAGBREATH 0x0800 /* magical breathing */
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#define MR2_DISPLACED 0x1000 /* displaced */
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#define MR2_STRENGTH 0x2000 /* gauntlets of power */
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#define MR2_FUMBLING 0x4000 /* clumsy */
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#define M1_FLY 0x00000001L /* can fly or float */
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#define M1_SWIM 0x00000002L /* can traverse water */
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#define M1_AMORPHOUS 0x00000004L /* can flow under doors */
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#define M1_WALLWALK 0x00000008L /* can phase thru rock */
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#define M1_CLING 0x00000010L /* can cling to ceiling */
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#define M1_TUNNEL 0x00000020L /* can tunnel thru rock */
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#define M1_NEEDPICK 0x00000040L /* needs pick to tunnel */
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#define M1_CONCEAL 0x00000080L /* hides under objects */
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#define M1_HIDE 0x00000100L /* mimics, blends in with ceiling */
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#define M1_AMPHIBIOUS 0x00000200L /* can survive underwater */
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#define M1_BREATHLESS 0x00000400L /* doesn't need to breathe */
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#define M1_NOTAKE 0x00000800L /* cannot pick up objects */
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#define M1_NOEYES 0x00001000L /* no eyes to gaze into or blind */
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#define M1_NOHANDS 0x00002000L /* no hands to handle things */
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#define M1_NOLIMBS 0x00006000L /* no arms/legs to kick/wear on */
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#define M1_NOHEAD 0x00008000L /* no head to behead */
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#define M1_MINDLESS 0x00010000L /* has no mind--golem, zombie, mold */
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#define M1_HUMANOID 0x00020000L /* has humanoid head/arms/torso */
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#define M1_ANIMAL 0x00040000L /* has animal body */
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#define M1_SLITHY 0x00080000L /* has serpent body */
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#define M1_UNSOLID 0x00100000L /* has no solid or liquid body */
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#define M1_THICK_HIDE 0x00200000L /* has thick hide or scales */
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#define M1_OVIPAROUS 0x00400000L /* can lay eggs */
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#define M1_REGEN 0x00800000L /* regenerates hit points */
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#define M1_SEE_INVIS 0x01000000L /* can see invisible creatures */
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#define M1_TPORT 0x02000000L /* can teleport */
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#define M1_TPORT_CNTRL 0x04000000L /* controls where it teleports to */
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#define M1_ACID 0x08000000L /* acidic to eat */
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#define M1_POIS 0x10000000L /* poisonous to eat */
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#define M1_CARNIVORE 0x20000000L /* eats corpses */
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#define M1_HERBIVORE 0x40000000L /* eats fruits */
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#define M1_OMNIVORE 0x60000000L /* eats both */
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#ifdef NHSTDC
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#define M1_METALLIVORE 0x80000000UL /* eats metal */
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#else
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#define M1_METALLIVORE 0x80000000L /* eats metal */
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#endif
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#define M2_NOPOLY 0x00000001L /* players mayn't poly into one */
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#define M2_UNDEAD 0x00000002L /* is walking dead */
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#define M2_WERE 0x00000004L /* is a lycanthrope */
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#define M2_HUMAN 0x00000008L /* is a human */
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#define M2_ELF 0x00000010L /* is an elf */
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#define M2_DWARF 0x00000020L /* is a dwarf */
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#define M2_GNOME 0x00000040L /* is a gnome */
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#define M2_ORC 0x00000080L /* is an orc */
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#define M2_DEMON 0x00000100L /* is a demon */
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#define M2_MERC 0x00000200L /* is a guard or soldier */
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#define M2_LORD 0x00000400L /* is a lord to its kind */
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#define M2_PRINCE 0x00000800L /* is an overlord to its kind */
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#define M2_MINION 0x00001000L /* is a minion of a deity */
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#define M2_GIANT 0x00002000L /* is a giant */
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#define M2_SHAPESHIFTER 0x00004000L /* is a shapeshifting species */
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#define M2_MALE 0x00010000L /* always male */
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#define M2_FEMALE 0x00020000L /* always female */
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#define M2_NEUTER 0x00040000L /* neither male nor female */
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#define M2_PNAME 0x00080000L /* monster name is a proper name */
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#define M2_HOSTILE 0x00100000L /* always starts hostile */
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#define M2_PEACEFUL 0x00200000L /* always starts peaceful */
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#define M2_DOMESTIC 0x00400000L /* can be tamed by feeding */
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#define M2_WANDER 0x00800000L /* wanders randomly */
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#define M2_STALK 0x01000000L /* follows you to other levels */
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#define M2_NASTY 0x02000000L /* extra-nasty monster (more xp) */
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#define M2_STRONG 0x04000000L /* strong (or big) monster */
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#define M2_ROCKTHROW 0x08000000L /* throws boulders */
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#define M2_GREEDY 0x10000000L /* likes gold */
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#define M2_JEWELS 0x20000000L /* likes gems */
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#define M2_COLLECT 0x40000000L /* picks up weapons and food */
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#ifdef NHSTDC
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#define M2_MAGIC 0x80000000UL /* picks up magic items */
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#else
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#define M2_MAGIC 0x80000000L /* picks up magic items */
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#endif
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#define M3_WANTSAMUL 0x0001 /* would like to steal the amulet */
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#define M3_WANTSBELL 0x0002 /* wants the bell */
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#define M3_WANTSBOOK 0x0004 /* wants the book */
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#define M3_WANTSCAND 0x0008 /* wants the candelabrum */
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#define M3_WANTSARTI 0x0010 /* wants the quest artifact */
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#define M3_WANTSALL 0x001f /* wants any major artifact */
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#define M3_WAITFORU 0x0040 /* waits to see you or get attacked */
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#define M3_CLOSE 0x0080 /* lets you close unless attacked */
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#define M3_COVETOUS 0x001f /* wants something */
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#define M3_WAITMASK 0x00c0 /* waiting... */
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/* Infravision is currently implemented for players only */
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#define M3_INFRAVISION 0x0100 /* has infravision */
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#define M3_INFRAVISIBLE 0x0200 /* visible by infravision */
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#define M3_DISPLACES 0x0400 /* moves monsters out of its way */
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#define MZ_TINY 0 /* < 2' */
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#define MZ_SMALL 1 /* 2-4' */
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#define MZ_MEDIUM 2 /* 4-7' */
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#define MZ_HUMAN MZ_MEDIUM /* human-sized */
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#define MZ_LARGE 3 /* 7-12' */
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#define MZ_HUGE 4 /* 12-25' */
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#define MZ_GIGANTIC 7 /* off the scale */
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/* Monster races -- must stay within ROLE_RACEMASK */
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/* Eventually this may become its own field */
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#define MH_HUMAN M2_HUMAN
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#define MH_ELF M2_ELF
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#define MH_DWARF M2_DWARF
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#define MH_GNOME M2_GNOME
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#define MH_ORC M2_ORC
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/* for mons[].geno (constant during game) */
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#define G_UNIQ 0x1000 /* generated only once */
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#define G_NOHELL 0x0800 /* not generated in "hell" */
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#define G_HELL 0x0400 /* generated only in "hell" */
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#define G_NOGEN 0x0200 /* generated only specially */
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#define G_SGROUP 0x0080 /* appear in small groups normally */
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#define G_LGROUP 0x0040 /* appear in large groups normally */
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#define G_GENO 0x0020 /* can be genocided */
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#define G_NOCORPSE 0x0010 /* no corpse left ever */
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#define G_FREQ 0x0007 /* creation frequency mask */
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/* note: G_IGNORE controls handling of mvitals[].mvflags bits but is
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passed to mkclass() as if it dealt with mons[].geno bits */
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#define G_IGNORE 0x8000 /* for mkclass(), ignore G_GENOD|G_EXTINCT */
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/* for g.mvitals[].mvflags (variant during game), along with G_NOCORPSE */
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#define G_KNOWN 0x04 /* have been encountered */
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#define G_GENOD 0x02 /* have been genocided */
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#define G_EXTINCT 0x01 /* population control; create no more */
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#define G_GONE (G_GENOD | G_EXTINCT)
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#define MV_KNOWS_EGG 0x08 /* player recognizes egg of this monster type */
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/* *INDENT-ON* */
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/* clang-format on */
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#endif /* MONFLAG_H */
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