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.
159 lines
5.3 KiB
C
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 */
|