Files
nethack/include/mondata.h
nethack.rankin fbfb8e92ab corpse revival and statue animation (trunk only)
Try to address the problem From a bug report:  turning the Wizard
of Yendor to stone preserves monster information with his statue and
presence of that information overrides the statue animation check
intended to prevent players from creating the Wizard (or other unique
monsters).  That's ok for the current game--the monster had to have been
in play in order to be turned to stone--but is a problem if the statue
is found in a bones file.  The report was for placing such a statue at
the location of an untriggered statue trap by a player who leaves bones,
but stone-to-flesh by the player who loads bones is a simpler way to
trigger this.  (Aside from getting unique monsters earlier than usual
under some degree of player control they won't have their starting
inventory so special items like the Candelabrum might not get created.)
Using undead turning to revive corpses found in bones was another way to
get into the same trouble (I thought corpses of special monsters were
already excluded from bones?).

     It looks like it's also possible to get strange quest behavior if
a corpse or statue of the leader or nemesis is brought into the dungeon,
left in bones, then revived by the second player, but I didn't attempt
to reproduce it.  More work is probably needed; this tightens up leader
handling a bit but doesn't do anything about the nemesis.  This patch
has already been spreading tentacles and I've got to cut it off....

     The patch discards saved monster traits for corpses and statues of
unique monsters while saving bones; reviving or reanimating them will
produce doppelgangers instead of the original monsters, same as stone-to-
flesh on wished-for statues behaves.  It also discards saved traits for
shopkeepers (also temple priests and vault guards--their traits weren't
saved in 3.4.2 though).  That info might be useable when the corpse or
statue is on the same level as the monster started (ie, where its special
room is located), but that's a complication I'm going to bypass.  This
patch also adds chameleon handling for statue activation--it wouldn't
have mattered in 3.4.2 since shapechangers didn't get their traits saved;
it does matter now but was omitted when trait-saving was extended to all
statues a while back.  (It adds chameleon handling to corpse revival too,
but they still don't get their traits saved with corpses so that's just
protection in case of future modifications.)

     Other bits:  `cant_create()' is renamed to `cant_revive()' since
the latter is a more signicant use than wizard mode <ctrl/G> handling.
Now save traits with nymph corses so that cancellation can be propagated
if they're revived; that doesn't matter much but matches statue handling
(where it was more important since it dealt with succubi as well as with
nymphs).  Explicitly initialize the shape-changer field of all monsters
instead of relying on implicit initialization to 0 (CHAM_ORDINARY).

     There'll be a *much* shorter patch for 3.4.3 which will have to get
by with most of these obscure problems--fortunately they're unlikely to
impact many (any?) players.
2003-11-30 21:19:01 +00:00

201 lines
9.7 KiB
C

/* SCCS Id: @(#)mondata.h 3.4 2003/11/29 */
/* Copyright (c) 1989 Mike Threepoint */
/* NetHack may be freely redistributed. See license for details. */
#ifndef MONDATA_H
#define MONDATA_H
#define verysmall(ptr) ((ptr)->msize < MZ_SMALL)
#define bigmonst(ptr) ((ptr)->msize >= MZ_LARGE)
#define pm_resistance(ptr,typ) (((ptr)->mresists & (typ)) != 0)
#define resists_fire(mon) (((mon)->mintrinsics & MR_FIRE) != 0)
#define resists_cold(mon) (((mon)->mintrinsics & MR_COLD) != 0)
#define resists_sleep(mon) (((mon)->mintrinsics & MR_SLEEP) != 0)
#define resists_disint(mon) (((mon)->mintrinsics & MR_DISINT) != 0)
#define resists_elec(mon) (((mon)->mintrinsics & MR_ELEC) != 0)
#define resists_poison(mon) (((mon)->mintrinsics & MR_POISON) != 0)
#define resists_acid(mon) (((mon)->mintrinsics & MR_ACID) != 0)
#define resists_ston(mon) (((mon)->mintrinsics & MR_STONE) != 0)
#define is_lminion(mon) (is_minion((mon)->data) && \
(mon)->data->maligntyp >= A_COALIGNED && \
((mon)->data != &mons[PM_ANGEL] || \
EPRI(mon)->shralign > 0))
#define is_flyer(ptr) (((ptr)->mflags1 & M1_FLY) != 0L)
#define is_floater(ptr) ((ptr)->mlet == S_EYE)
#define is_clinger(ptr) (((ptr)->mflags1 & M1_CLING) != 0L)
#define is_swimmer(ptr) (((ptr)->mflags1 & M1_SWIM) != 0L)
#define breathless(ptr) (((ptr)->mflags1 & M1_BREATHLESS) != 0L)
#define amphibious(ptr) (((ptr)->mflags1 & (M1_AMPHIBIOUS | M1_BREATHLESS)) != 0L)
#define passes_walls(ptr) (((ptr)->mflags1 & M1_WALLWALK) != 0L)
#define amorphous(ptr) (((ptr)->mflags1 & M1_AMORPHOUS) != 0L)
#define noncorporeal(ptr) ((ptr)->mlet == S_GHOST)
#define tunnels(ptr) (((ptr)->mflags1 & M1_TUNNEL) != 0L)
#define needspick(ptr) (((ptr)->mflags1 & M1_NEEDPICK) != 0L)
#define hides_under(ptr) (((ptr)->mflags1 & M1_CONCEAL) != 0L)
#define is_hider(ptr) (((ptr)->mflags1 & M1_HIDE) != 0L)
#define haseyes(ptr) (((ptr)->mflags1 & M1_NOEYES) == 0L)
#define eyecount(ptr) (!haseyes(ptr) ? 0 : \
((ptr) == &mons[PM_CYCLOPS] || \
(ptr) == &mons[PM_FLOATING_EYE]) ? 1 : 2)
#define nohands(ptr) (((ptr)->mflags1 & M1_NOHANDS) != 0L)
#define nolimbs(ptr) (((ptr)->mflags1 & M1_NOLIMBS) == M1_NOLIMBS)
#define notake(ptr) (((ptr)->mflags1 & M1_NOTAKE) != 0L)
#define has_head(ptr) (((ptr)->mflags1 & M1_NOHEAD) == 0L)
#define has_horns(ptr) (num_horns(ptr) > 0)
#define is_whirly(ptr) ((ptr)->mlet == S_VORTEX || \
(ptr) == &mons[PM_AIR_ELEMENTAL])
#define flaming(ptr) ((ptr) == &mons[PM_FIRE_VORTEX] || \
(ptr) == &mons[PM_FLAMING_SPHERE] || \
(ptr) == &mons[PM_FIRE_ELEMENTAL] || \
(ptr) == &mons[PM_SALAMANDER])
#define is_silent(ptr) ((ptr)->msound == MS_SILENT)
#define unsolid(ptr) (((ptr)->mflags1 & M1_UNSOLID) != 0L)
#define mindless(ptr) (((ptr)->mflags1 & M1_MINDLESS) != 0L)
#define humanoid(ptr) (((ptr)->mflags1 & M1_HUMANOID) != 0L)
#define is_animal(ptr) (((ptr)->mflags1 & M1_ANIMAL) != 0L)
#define slithy(ptr) (((ptr)->mflags1 & M1_SLITHY) != 0L)
#define is_wooden(ptr) ((ptr) == &mons[PM_WOOD_GOLEM])
#define thick_skinned(ptr) (((ptr)->mflags1 & M1_THICK_HIDE) != 0L)
#define lays_eggs(ptr) (((ptr)->mflags1 & M1_OVIPAROUS) != 0L)
#define regenerates(ptr) (((ptr)->mflags1 & M1_REGEN) != 0L)
#define perceives(ptr) (((ptr)->mflags1 & M1_SEE_INVIS) != 0L)
#define can_teleport(ptr) (((ptr)->mflags1 & M1_TPORT) != 0L)
#define control_teleport(ptr) (((ptr)->mflags1 & M1_TPORT_CNTRL) != 0L)
#define telepathic(ptr) ((ptr) == &mons[PM_FLOATING_EYE] || \
(ptr) == &mons[PM_MIND_FLAYER] || \
(ptr) == &mons[PM_MASTER_MIND_FLAYER])
#define is_armed(ptr) attacktype(ptr, AT_WEAP)
#define acidic(ptr) (((ptr)->mflags1 & M1_ACID) != 0L)
#define poisonous(ptr) (((ptr)->mflags1 & M1_POIS) != 0L)
#define carnivorous(ptr) (((ptr)->mflags1 & M1_CARNIVORE) != 0L)
#define herbivorous(ptr) (((ptr)->mflags1 & M1_HERBIVORE) != 0L)
#define metallivorous(ptr) (((ptr)->mflags1 & M1_METALLIVORE) != 0L)
#define polyok(ptr) (((ptr)->mflags2 & M2_NOPOLY) == 0L)
#define is_undead(ptr) (((ptr)->mflags2 & M2_UNDEAD) != 0L)
#define is_were(ptr) (((ptr)->mflags2 & M2_WERE) != 0L)
#define is_elf(ptr) (((ptr)->mflags2 & M2_ELF) != 0L)
#define is_dwarf(ptr) (((ptr)->mflags2 & M2_DWARF) != 0L)
#define is_gnome(ptr) (((ptr)->mflags2 & M2_GNOME) != 0L)
#define is_orc(ptr) (((ptr)->mflags2 & M2_ORC) != 0L)
#define is_human(ptr) (((ptr)->mflags2 & M2_HUMAN) != 0L)
#define your_race(ptr) (((ptr)->mflags2 & urace.selfmask) != 0L)
#define is_bat(ptr) ((ptr) == &mons[PM_BAT] || \
(ptr) == &mons[PM_GIANT_BAT] || \
(ptr) == &mons[PM_VAMPIRE_BAT])
#define is_bird(ptr) ((ptr)->mlet == S_BAT && !is_bat(ptr))
#define is_giant(ptr) (((ptr)->mflags2 & M2_GIANT) != 0L)
#define is_golem(ptr) ((ptr)->mlet == S_GOLEM)
#define is_domestic(ptr) (((ptr)->mflags2 & M2_DOMESTIC) != 0L)
#define is_demon(ptr) (((ptr)->mflags2 & M2_DEMON) != 0L)
#define is_mercenary(ptr) (((ptr)->mflags2 & M2_MERC) != 0L)
#define is_male(ptr) (((ptr)->mflags2 & M2_MALE) != 0L)
#define is_female(ptr) (((ptr)->mflags2 & M2_FEMALE) != 0L)
#define is_neuter(ptr) (((ptr)->mflags2 & M2_NEUTER) != 0L)
#define is_wanderer(ptr) (((ptr)->mflags2 & M2_WANDER) != 0L)
#define always_hostile(ptr) (((ptr)->mflags2 & M2_HOSTILE) != 0L)
#define always_peaceful(ptr) (((ptr)->mflags2 & M2_PEACEFUL) != 0L)
#define race_hostile(ptr) (((ptr)->mflags2 & urace.hatemask) != 0L)
#define race_peaceful(ptr) (((ptr)->mflags2 & urace.lovemask) != 0L)
#define extra_nasty(ptr) (((ptr)->mflags2 & M2_NASTY) != 0L)
#define strongmonst(ptr) (((ptr)->mflags2 & M2_STRONG) != 0L)
#define can_breathe(ptr) attacktype(ptr, AT_BREA)
#define cantwield(ptr) (nohands(ptr) || verysmall(ptr))
#define could_twoweap(ptr) ((ptr)->mattk[1].aatyp == AT_WEAP)
#define cantweararm(ptr) (breakarm(ptr) || sliparm(ptr))
#define throws_rocks(ptr) (((ptr)->mflags2 & M2_ROCKTHROW) != 0L)
#define type_is_pname(ptr) (((ptr)->mflags2 & M2_PNAME) != 0L)
#define is_lord(ptr) (((ptr)->mflags2 & M2_LORD) != 0L)
#define is_prince(ptr) (((ptr)->mflags2 & M2_PRINCE) != 0L)
#define is_ndemon(ptr) (is_demon(ptr) && \
(((ptr)->mflags2 & (M2_LORD|M2_PRINCE)) == 0L))
#define is_dlord(ptr) (is_demon(ptr) && is_lord(ptr))
#define is_dprince(ptr) (is_demon(ptr) && is_prince(ptr))
#define is_minion(ptr) ((ptr)->mflags2 & M2_MINION)
#define likes_gold(ptr) (((ptr)->mflags2 & M2_GREEDY) != 0L)
#define likes_gems(ptr) (((ptr)->mflags2 & M2_JEWELS) != 0L)
#define likes_objs(ptr) (((ptr)->mflags2 & M2_COLLECT) != 0L || \
is_armed(ptr))
#define likes_magic(ptr) (((ptr)->mflags2 & M2_MAGIC) != 0L)
#define webmaker(ptr) ((ptr) == &mons[PM_CAVE_SPIDER] || \
(ptr) == &mons[PM_GIANT_SPIDER])
#define is_unicorn(ptr) ((ptr)->mlet == S_UNICORN && likes_gems(ptr))
#define is_longworm(ptr) (((ptr) == &mons[PM_BABY_LONG_WORM]) || \
((ptr) == &mons[PM_LONG_WORM]) || \
((ptr) == &mons[PM_LONG_WORM_TAIL]))
#define is_covetous(ptr) ((ptr->mflags3 & M3_COVETOUS))
#define infravision(ptr) ((ptr->mflags3 & M3_INFRAVISION))
#define infravisible(ptr) ((ptr->mflags3 & M3_INFRAVISIBLE))
#ifdef BARGETHROUGH
#define is_displacer(ptr) (((ptr)->mflags3 & M3_DISPLACES) != 0L)
#endif
#define is_mplayer(ptr) (((ptr) >= &mons[PM_ARCHEOLOGIST]) && \
((ptr) <= &mons[PM_WIZARD]))
#define is_rider(ptr) ((ptr) == &mons[PM_DEATH] || \
(ptr) == &mons[PM_FAMINE] || \
(ptr) == &mons[PM_PESTILENCE])
#define is_placeholder(ptr) ((ptr) == &mons[PM_ORC] || \
(ptr) == &mons[PM_GIANT] || \
(ptr) == &mons[PM_ELF] || \
(ptr) == &mons[PM_HUMAN])
/* return TRUE if the monster tends to revive */
#define is_reviver(ptr) (is_rider(ptr) || (ptr)->mlet == S_TROLL)
/* monsters whose corpses and statues need special handling;
note that high priests and the Wizard of Yendor are flagged
as unique even though they really aren't; that's ok here */
#define unique_corpstat(ptr) (((ptr)->geno & G_UNIQ) != 0)
/* this returns the light's range, or 0 if none; if we add more light emitting
monsters, we'll likely have to add a new light range field to mons[] */
#define emits_light(ptr) (((ptr)->mlet == S_LIGHT || \
(ptr) == &mons[PM_FLAMING_SPHERE] || \
(ptr) == &mons[PM_SHOCKING_SPHERE] || \
(ptr) == &mons[PM_FIRE_VORTEX]) ? 1 : \
((ptr) == &mons[PM_FIRE_ELEMENTAL]) ? 1 : 0)
/* [note: the light ranges above were reduced to 1 for performance...] */
#define likes_lava(ptr) (ptr == &mons[PM_FIRE_ELEMENTAL] || \
ptr == &mons[PM_SALAMANDER])
#define pm_invisible(ptr) ((ptr) == &mons[PM_STALKER] || \
(ptr) == &mons[PM_BLACK_LIGHT])
/* could probably add more */
#define likes_fire(ptr) ((ptr) == &mons[PM_FIRE_VORTEX] || \
(ptr) == &mons[PM_FLAMING_SPHERE] || \
likes_lava(ptr))
#define touch_petrifies(ptr) ((ptr) == &mons[PM_COCKATRICE] || \
(ptr) == &mons[PM_CHICKATRICE])
#define is_mind_flayer(ptr) ((ptr) == &mons[PM_MIND_FLAYER] || \
(ptr) == &mons[PM_MASTER_MIND_FLAYER])
#define nonliving(ptr) (is_golem(ptr) || is_undead(ptr) || \
(ptr)->mlet == S_VORTEX || \
(ptr) == &mons[PM_MANES])
/* Used for conduct with corpses, tins, and digestion attacks */
/* G_NOCORPSE monsters might still be swallowed as a purple worm */
/* Maybe someday this could be in mflags... */
#define vegan(ptr) ((ptr)->mlet == S_BLOB || \
(ptr)->mlet == S_JELLY || \
(ptr)->mlet == S_FUNGUS || \
(ptr)->mlet == S_VORTEX || \
(ptr)->mlet == S_LIGHT || \
((ptr)->mlet == S_ELEMENTAL && \
(ptr) != &mons[PM_STALKER]) || \
((ptr)->mlet == S_GOLEM && \
(ptr) != &mons[PM_FLESH_GOLEM] && \
(ptr) != &mons[PM_LEATHER_GOLEM]) || \
noncorporeal(ptr))
#define vegetarian(ptr) (vegan(ptr) || \
((ptr)->mlet == S_PUDDING && \
(ptr) != &mons[PM_BLACK_PUDDING]))
#define befriend_with_obj(ptr, obj) ((obj)->oclass == FOOD_CLASS && \
is_domestic(ptr))
#endif /* MONDATA_H */