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nethack/include/monst.h
2015-02-27 19:33:40 -05:00

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C

/* NetHack 3.5 monst.h $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
/* NetHack 3.5 monst.h $Date: 2009/05/06 10:44:55 $ $Revision: 1.14 $ */
/* 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;
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 */