Files
nethack/include/prop.h
PatR a7db78f7d6 fix #K4060 - "you walk quietly" while riding
Donning elven boots while riding and not already stealthy, you'd get
the message "you walk quietly" when not walking at all.  Instead of
just changing the message, make riding a non-flying steed block
stealth.  Riding a flying steed (or one you take aloft with an amulet
of flying) does not.  It would have been quite a bit simpler to have
made riding anything block stealth, but the hard part is done.
2023-12-10 22:09:26 -08:00

159 lines
5.3 KiB
C

/* NetHack 3.7 prop.h $NHDT-Date: 1702274027 2023/12/11 05:53:47 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.24 $ */
/* Copyright (c) 1989 Mike Threepoint */
/* NetHack may be freely redistributed. See license for details. */
#ifndef PROP_H
#define PROP_H
/*** What the properties are ***
*
* note: propertynames[] array in timeout.c has string values for these.
* Property #0 is not used.
*/
/* Resistances to troubles */
enum prop_types {
FIRE_RES = 1,
COLD_RES = 2,
SLEEP_RES = 3,
DISINT_RES = 4,
SHOCK_RES = 5,
POISON_RES = 6,
ACID_RES = 7,
STONE_RES = 8,
/* note: for the first eight properties, MR_xxx == (1 << (xxx_RES - 1)) */
DRAIN_RES = 9,
SICK_RES = 10,
INVULNERABLE = 11,
ANTIMAGIC = 12,
/* Troubles */
STUNNED = 13,
CONFUSION = 14,
BLINDED = 15,
DEAF = 16,
SICK = 17,
STONED = 18,
STRANGLED = 19,
VOMITING = 20,
GLIB = 21,
SLIMED = 22,
HALLUC = 23,
HALLUC_RES = 24,
FUMBLING = 25,
WOUNDED_LEGS = 26,
SLEEPY = 27,
HUNGER = 28,
/* Vision and senses */
SEE_INVIS = 29,
TELEPAT = 30,
WARNING = 31,
WARN_OF_MON = 32,
WARN_UNDEAD = 33,
SEARCHING = 34,
CLAIRVOYANT = 35,
INFRAVISION = 36,
DETECT_MONSTERS = 37,
/* Appearance and behavior */
ADORNED = 38,
INVIS = 39,
DISPLACED = 40,
STEALTH = 41,
AGGRAVATE_MONSTER = 42,
CONFLICT = 43,
/* Transportation */
JUMPING = 44,
TELEPORT = 45,
TELEPORT_CONTROL = 46,
LEVITATION = 47,
FLYING = 48,
WWALKING = 49,
SWIMMING = 50,
MAGICAL_BREATHING = 51,
PASSES_WALLS = 52,
/* Physical attributes */
SLOW_DIGESTION = 53,
HALF_SPDAM = 54,
HALF_PHDAM = 55,
REGENERATION = 56,
ENERGY_REGENERATION = 57,
PROTECTION = 58,
PROT_FROM_SHAPE_CHANGERS = 59,
POLYMORPH = 60,
POLYMORPH_CONTROL = 61,
UNCHANGING = 62,
FAST = 63,
REFLECTING = 64,
FREE_ACTION = 65,
FIXED_ABIL = 66,
LIFESAVED = 67
};
#define LAST_PROP (LIFESAVED)
/*** Where the properties come from ***/
/* Definitions were moved here from obj.h and you.h */
struct prop {
/*** Properties conveyed by objects ***/
long extrinsic;
/* Armor */
#define W_ARM 0x00000001L /* Body armor */
#define W_ARMC 0x00000002L /* Cloak */
#define W_ARMH 0x00000004L /* Helmet/hat */
#define W_ARMS 0x00000008L /* Shield */
#define W_ARMG 0x00000010L /* Gloves/gauntlets */
#define W_ARMF 0x00000020L /* Footwear */
#define W_ARMU 0x00000040L /* Undershirt */
#define W_ARMOR (W_ARM | W_ARMC | W_ARMH | W_ARMS | W_ARMG | W_ARMF | W_ARMU)
/* Weapons and artifacts */
#define W_WEP 0x00000100L /* Wielded weapon */
#define W_QUIVER 0x00000200L /* Quiver for (f)iring ammo */
#define W_SWAPWEP 0x00000400L /* Secondary weapon */
#define W_WEAPONS (W_WEP | W_SWAPWEP | W_QUIVER)
#define W_ART 0x00001000L /* Carrying artifact (not really worn) */
#define W_ARTI 0x00002000L /* Invoked artifact (not really worn) */
/* Amulets, rings, tools, and other items */
#define W_AMUL 0x00010000L /* Amulet */
#define W_RINGL 0x00020000L /* Left ring */
#define W_RINGR 0x00040000L /* Right ring */
#define W_RING (W_RINGL | W_RINGR)
#define W_TOOL 0x00080000L /* Eyewear */
#define W_ACCESSORY (W_RING | W_AMUL | W_TOOL)
/* historical note: originally in slash'em, 'worn' saddle stayed in
hero's inventory; in nethack, it's kept in the steed's inventory */
#define W_SADDLE 0x00100000L /* KMH -- For riding monsters */
#define W_BALL 0x00200000L /* Punishment ball */
#define W_CHAIN 0x00400000L /* Punishment chain */
/*** Property is blocked by an object ***/
long blocked; /* Same assignments as extrinsic */
/*** Timeouts, permanent properties, and other flags ***/
long intrinsic;
/* Timed properties */
#define TIMEOUT 0x00ffffffL /* Up to 16 million turns */
/* Permanent properties */
#define FROMEXPER 0x01000000L /* Gain/lose with experience, for role */
#define FROMRACE 0x02000000L /* Gain/lose with experience, for race */
#define FROMOUTSIDE 0x04000000L /* By corpses, prayer, thrones, etc. */
#define INTRINSIC (FROMOUTSIDE | FROMRACE | FROMEXPER)
/* Control flags */
#define FROMFORM 0x10000000L /* Polyd; conferred by monster form */
#define I_SPECIAL 0x20000000L /* Property is controllable */
};
/*** Definitions for backwards compatibility ***/
#define LEFT_RING W_RINGL
#define RIGHT_RING W_RINGR
#define LEFT_SIDE LEFT_RING
#define RIGHT_SIDE RIGHT_RING
#define BOTH_SIDES (LEFT_SIDE | RIGHT_SIDE)
#define WORN_ARMOR W_ARM
#define WORN_CLOAK W_ARMC
#define WORN_HELMET W_ARMH
#define WORN_SHIELD W_ARMS
#define WORN_GLOVES W_ARMG
#define WORN_BOOTS W_ARMF
#define WORN_AMUL W_AMUL
#define WORN_BLINDF W_TOOL
#define WORN_SHIRT W_ARMU
#endif /* PROP_H */