163 lines
5.8 KiB
C
163 lines
5.8 KiB
C
/* NetHack 3.6 monst.h $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
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/* NetHack 3.6 monst.h $Date: 2009/05/06 10:44:55 $ $Revision: 1.14 $ */
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/* SCCS Id: @(#)monst.h 3.5 2006/09/06 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef MONST_H
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#define MONST_H
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/* The weapon_check flag is used two ways:
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* 1) When calling mon_wield_item, is 2-6 depending on what is desired.
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* 2) Between calls to mon_wield_item, is 0 or 1 depending on whether or not
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* the weapon is known by the monster to be cursed (so it shouldn't bother
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* trying for another weapon).
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* I originally planned to also use 0 if the monster already had its best
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* weapon, to avoid the overhead of a call to mon_wield_item, but it turns out
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* that there are enough situations which might make a monster change its
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* weapon that this is impractical. --KAA
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*/
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# define NO_WEAPON_WANTED 0
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# define NEED_WEAPON 1
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# define NEED_RANGED_WEAPON 2
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# define NEED_HTH_WEAPON 3
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# define NEED_PICK_AXE 4
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# define NEED_AXE 5
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# define NEED_PICK_OR_AXE 6
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/* The following flags are used for the second argument to display_minventory
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* in invent.c:
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*
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* MINV_NOLET If set, don't display inventory letters on monster's inventory.
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* MINV_ALL If set, display all items in monster's inventory, otherwise
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* just display wielded weapons and worn items.
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*/
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#define MINV_NOLET 0x01
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#define MINV_ALL 0x02
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#ifndef MEXTRA_H
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#include "mextra.h"
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#endif
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struct monst {
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struct monst *nmon;
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struct permonst *data;
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unsigned m_id;
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short mnum; /* permanent monster index number */
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short cham; /* if shapeshifter, orig mons[] idx goes here */
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short movement; /* movement points (derived from permonst definition and added effects */
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uchar m_lev; /* adjusted difficulty level of monster */
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aligntyp malign; /* alignment of this monster, relative to the
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player (positive = good to kill) */
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xchar mx, my;
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xchar mux, muy; /* where the monster thinks you are */
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#define MTSZ 4
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coord mtrack[MTSZ]; /* monster track */
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int mhp, mhpmax;
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unsigned mappearance; /* for undetected mimics and the wiz */
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uchar m_ap_type; /* what mappearance is describing: */
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#define M_AP_NOTHING 0 /* mappearance is unused -- monster appears
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as itself */
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#define M_AP_FURNITURE 1 /* stairs, a door, an altar, etc. */
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#define M_AP_OBJECT 2 /* an object */
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#define M_AP_MONSTER 3 /* a monster */
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schar mtame; /* level of tameness, implies peaceful */
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unsigned short mintrinsics; /* low 8 correspond to mresists */
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int mspec_used; /* monster's special ability attack timeout */
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Bitfield(female,1); /* is female */
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Bitfield(minvis,1); /* currently invisible */
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Bitfield(invis_blkd,1); /* invisibility blocked */
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Bitfield(perminvis,1); /* intrinsic minvis value */
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Bitfield(mcan,1); /* has been cancelled */
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Bitfield(mburied,1); /* has been buried */
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Bitfield(mundetected,1); /* not seen in present hiding place */
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/* implies one of M1_CONCEAL or M1_HIDE,
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* but not mimic (that is, snake, spider,
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* trapper, piercer, eel)
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*/
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Bitfield(mcansee,1); /* cansee 1, temp.blinded 0, blind 0 */
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Bitfield(mspeed,2); /* current speed */
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Bitfield(permspeed,2); /* intrinsic mspeed value */
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Bitfield(mrevived,1); /* has been revived from the dead */
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Bitfield(mcloned,1); /* has been cloned from another */
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Bitfield(mavenge,1); /* did something to deserve retaliation */
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Bitfield(mflee,1); /* fleeing */
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Bitfield(mfleetim,7); /* timeout for mflee */
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Bitfield(msleeping,1); /* asleep until woken */
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Bitfield(mblinded,7); /* cansee 0, temp.blinded n, blind 0 */
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Bitfield(mstun,1); /* stunned (off balance) */
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Bitfield(mfrozen,7);
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Bitfield(mcanmove,1); /* paralysis, similar to mblinded */
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Bitfield(mconf,1); /* confused */
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Bitfield(mpeaceful,1); /* does not attack unprovoked */
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Bitfield(mtrapped,1); /* trapped in a pit, web or bear trap */
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Bitfield(mleashed,1); /* monster is on a leash */
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Bitfield(isshk,1); /* is shopkeeper */
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Bitfield(isminion,1); /* is a minion */
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Bitfield(isgd,1); /* is guard */
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Bitfield(ispriest,1); /* is a priest */
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Bitfield(iswiz,1); /* is the Wizard of Yendor */
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Bitfield(wormno,5); /* at most 31 worms on any level */
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/* 2 free bits */
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#define MAX_NUM_WORMS 32 /* should be 2^(wormno bitfield size) */
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unsigned long mstrategy; /* for monsters with mflag3: current strategy */
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#ifdef NHSTDC
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#define STRAT_APPEARMSG 0x80000000UL
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#else
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#define STRAT_APPEARMSG 0x80000000L
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#endif
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#define STRAT_ARRIVE 0x40000000L /* just arrived on current level */
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#define STRAT_WAITFORU 0x20000000L
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#define STRAT_CLOSE 0x10000000L
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#define STRAT_WAITMASK (STRAT_CLOSE | STRAT_WAITFORU)
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#define STRAT_HEAL 0x08000000L
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#define STRAT_GROUND 0x04000000L
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#define STRAT_MONSTR 0x02000000L
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#define STRAT_PLAYER 0x01000000L
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#define STRAT_NONE 0x00000000L
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#define STRAT_STRATMASK 0x0f000000L
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#define STRAT_XMASK 0x00ff0000L
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#define STRAT_YMASK 0x0000ff00L
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#define STRAT_GOAL 0x000000ffL
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#define STRAT_GOALX(s) ((xchar)((s & STRAT_XMASK) >> 16))
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#define STRAT_GOALY(s) ((xchar)((s & STRAT_YMASK) >> 8))
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long mtrapseen; /* bitmap of traps we've been trapped in */
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long mlstmv; /* for catching up with lost time */
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long mspare1;
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struct obj *minvent;
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struct obj *mw;
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long misc_worn_check;
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xchar weapon_check;
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int meating; /* monster is eating timeout */
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struct mextra *mextra; /* point to mextra struct */
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};
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#define newmonst() (struct monst *)alloc(sizeof(struct monst))
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/* these are in mspeed */
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#define MSLOW 1 /* slow monster */
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#define MFAST 2 /* speeded monster */
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#define MON_WEP(mon) ((mon)->mw)
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#define MON_NOWEP(mon) ((mon)->mw = (struct obj *)0)
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#define DEADMONSTER(mon) ((mon)->mhp < 1)
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#define is_starting_pet(mon) ((mon)->m_id == context.startingpet_mid)
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#define is_vampshifter(mon) ((mon)->cham == PM_VAMPIRE || \
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(mon)->cham == PM_VAMPIRE_LORD || \
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(mon)->cham == PM_VLAD_THE_IMPALER)
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#endif /* MONST_H */
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