Files
nethack/include/monflag.h
PatR 8659dcd7bc monster sound changes
MS_MOO was placed among the humanoid sounds, resulting in a minotaur
being able to articulate "I'm hungry".  Move it to the animal sounds,
which causes almost all the sounds to be renumbered.

Give MS_MOO to rothes.

Change mumak from MS_ROAR to new sound MS_TRUMPET and mastodon from
silent to that.

I changed MS_ORC from a synonym for MS_GRUNT into a distinct type
which also just grunts.  Grunt is in the animal group of sounds and
orc is now in the 'other' group (neither animal nor understandable
humanoid).  [There are a bunch of other humanoid monsters (gnomes and
ogres, for example) that still use MS_GRUNT.  They aren't animals so
that's not right.]

Have pets who beg for food but happen to have 'other' sounds between
animal and humanoid be described as looking hungry instead of being
skipped.

Hat tipped to a peaceful humanoid will behave as non-peaceful if
Conflict is active (without giving the monster a resistance check).

Despite mons[].msound getting new values, save files should be ok.
2020-02-18 13:33:00 -08:00

208 lines
9.9 KiB
C

/* NetHack 3.6 monflag.h $NHDT-Date: 1582061573 2020/02/18 21:32:53 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.17 $ */
/* Copyright (c) 1989 Mike Threepoint */
/* NetHack may be freely redistributed. See license for details. */
#ifndef MONFLAG_H
#define MONFLAG_H
enum ms_sounds {
MS_SILENT = 0, /* makes no sound */
MS_BARK = 1, /* if full moon, may howl */
MS_MEW = 2, /* mews or hisses */
MS_ROAR = 3, /* roars */
MS_GROWL = 4, /* growls */
MS_SQEEK = 5, /* squeaks, as a rodent */
MS_SQAWK = 6, /* squawks, as a bird */
MS_HISS = 7, /* hisses */
MS_BUZZ = 8, /* buzzes (killer bee) */
MS_GRUNT = 9, /* grunts (or speaks own language) */
MS_NEIGH = 10, /* neighs, as an equine */
MS_MOO = 11, /* minotaurs, rothes */
MS_WAIL = 12, /* wails, as a tortured soul */
MS_GURGLE = 13, /* gurgles, as liquid or through saliva */
MS_BURBLE = 14, /* burbles (jabberwock) */
MS_TRUMPET = 15, /* trumpets (elephant) */
MS_ANIMAL = 15, /* up to here are animal noises */
/* FIXME? the grunt "speaks own language" case
shouldn't be classified as animal */
MS_SHRIEK = 16, /* wakes up others */
MS_BONES = 17, /* rattles bones (skeleton) */
MS_LAUGH = 18, /* grins, smiles, giggles, and laughs */
MS_MUMBLE = 19, /* says something or other */
MS_IMITATE = 20, /* imitates others (leocrotta) */
MS_WERE = 21, /* lycanthrope in human form */
MS_ORC = 22, /* intelligent brutes */
/* from here onward, can speach can be comprehended */
MS_HUMANOID = 23, /* generic traveling companion */
MS_ARREST = 24, /* "Stop in the name of the law!" (Kops) */
MS_SOLDIER = 25, /* army and watchmen expressions */
MS_GUARD = 26, /* "Please drop that gold and follow me." */
MS_DJINNI = 27, /* "Thank you for freeing me!" */
MS_NURSE = 28, /* "Take off your shirt, please." */
MS_SEDUCE = 29, /* "Hello, sailor." (Nymphs) */
MS_VAMPIRE = 30, /* vampiric seduction, Vlad's exclamations */
MS_BRIBE = 31, /* asks for money, or berates you */
MS_CUSS = 32, /* berates (demons) or intimidates (Wiz) */
MS_RIDER = 33, /* astral level special monsters */
MS_LEADER = 34, /* your class leader */
MS_NEMESIS = 35, /* your nemesis */
MS_GUARDIAN = 36, /* your leader's guards */
MS_SELL = 37, /* demand payment, complain about shoplifters */
MS_ORACLE = 38, /* do a consultation */
MS_PRIEST = 39, /* ask for contribution; do cleansing */
MS_SPELL = 40, /* spellcaster not matching any of the above */
MS_BOAST = 41 /* giants */
};
#define MR_FIRE 0x01 /* resists fire */
#define MR_COLD 0x02 /* resists cold */
#define MR_SLEEP 0x04 /* resists sleep */
#define MR_DISINT 0x08 /* resists disintegration */
#define MR_ELEC 0x10 /* resists electricity */
#define MR_POISON 0x20 /* resists poison */
#define MR_ACID 0x40 /* resists acid */
#define MR_STONE 0x80 /* resists petrification */
/* other resistances: magic, sickness */
/* other conveyances: teleport, teleport control, telepathy */
/* individual resistances */
#define MR2_SEE_INVIS 0x0100 /* see invisible */
#define MR2_LEVITATE 0x0200 /* levitation */
#define MR2_WATERWALK 0x0400 /* water walking */
#define MR2_MAGBREATH 0x0800 /* magical breathing */
#define MR2_DISPLACED 0x1000 /* displaced */
#define MR2_STRENGTH 0x2000 /* gauntlets of power */
#define MR2_FUMBLING 0x4000 /* clumsy */
#define M1_FLY 0x00000001L /* can fly or float */
#define M1_SWIM 0x00000002L /* can traverse water */
#define M1_AMORPHOUS 0x00000004L /* can flow under doors */
#define M1_WALLWALK 0x00000008L /* can phase thru rock */
#define M1_CLING 0x00000010L /* can cling to ceiling */
#define M1_TUNNEL 0x00000020L /* can tunnel thru rock */
#define M1_NEEDPICK 0x00000040L /* needs pick to tunnel */
#define M1_CONCEAL 0x00000080L /* hides under objects */
#define M1_HIDE 0x00000100L /* mimics, blends in with ceiling */
#define M1_AMPHIBIOUS 0x00000200L /* can survive underwater */
#define M1_BREATHLESS 0x00000400L /* doesn't need to breathe */
#define M1_NOTAKE 0x00000800L /* cannot pick up objects */
#define M1_NOEYES 0x00001000L /* no eyes to gaze into or blind */
#define M1_NOHANDS 0x00002000L /* no hands to handle things */
#define M1_NOLIMBS 0x00006000L /* no arms/legs to kick/wear on */
#define M1_NOHEAD 0x00008000L /* no head to behead */
#define M1_MINDLESS 0x00010000L /* has no mind--golem, zombie, mold */
#define M1_HUMANOID 0x00020000L /* has humanoid head/arms/torso */
#define M1_ANIMAL 0x00040000L /* has animal body */
#define M1_SLITHY 0x00080000L /* has serpent body */
#define M1_UNSOLID 0x00100000L /* has no solid or liquid body */
#define M1_THICK_HIDE 0x00200000L /* has thick hide or scales */
#define M1_OVIPAROUS 0x00400000L /* can lay eggs */
#define M1_REGEN 0x00800000L /* regenerates hit points */
#define M1_SEE_INVIS 0x01000000L /* can see invisible creatures */
#define M1_TPORT 0x02000000L /* can teleport */
#define M1_TPORT_CNTRL 0x04000000L /* controls where it teleports to */
#define M1_ACID 0x08000000L /* acidic to eat */
#define M1_POIS 0x10000000L /* poisonous to eat */
#define M1_CARNIVORE 0x20000000L /* eats corpses */
#define M1_HERBIVORE 0x40000000L /* eats fruits */
#define M1_OMNIVORE 0x60000000L /* eats both */
#ifdef NHSTDC
#define M1_METALLIVORE 0x80000000UL /* eats metal */
#else
#define M1_METALLIVORE 0x80000000L /* eats metal */
#endif
#define M2_NOPOLY 0x00000001L /* players mayn't poly into one */
#define M2_UNDEAD 0x00000002L /* is walking dead */
#define M2_WERE 0x00000004L /* is a lycanthrope */
#define M2_HUMAN 0x00000008L /* is a human */
#define M2_ELF 0x00000010L /* is an elf */
#define M2_DWARF 0x00000020L /* is a dwarf */
#define M2_GNOME 0x00000040L /* is a gnome */
#define M2_ORC 0x00000080L /* is an orc */
#define M2_DEMON 0x00000100L /* is a demon */
#define M2_MERC 0x00000200L /* is a guard or soldier */
#define M2_LORD 0x00000400L /* is a lord to its kind */
#define M2_PRINCE 0x00000800L /* is an overlord to its kind */
#define M2_MINION 0x00001000L /* is a minion of a deity */
#define M2_GIANT 0x00002000L /* is a giant */
#define M2_SHAPESHIFTER 0x00004000L /* is a shapeshifting species */
#define M2_MALE 0x00010000L /* always male */
#define M2_FEMALE 0x00020000L /* always female */
#define M2_NEUTER 0x00040000L /* neither male nor female */
#define M2_PNAME 0x00080000L /* monster name is a proper name */
#define M2_HOSTILE 0x00100000L /* always starts hostile */
#define M2_PEACEFUL 0x00200000L /* always starts peaceful */
#define M2_DOMESTIC 0x00400000L /* can be tamed by feeding */
#define M2_WANDER 0x00800000L /* wanders randomly */
#define M2_STALK 0x01000000L /* follows you to other levels */
#define M2_NASTY 0x02000000L /* extra-nasty monster (more xp) */
#define M2_STRONG 0x04000000L /* strong (or big) monster */
#define M2_ROCKTHROW 0x08000000L /* throws boulders */
#define M2_GREEDY 0x10000000L /* likes gold */
#define M2_JEWELS 0x20000000L /* likes gems */
#define M2_COLLECT 0x40000000L /* picks up weapons and food */
#ifdef NHSTDC
#define M2_MAGIC 0x80000000UL /* picks up magic items */
#else
#define M2_MAGIC 0x80000000L /* picks up magic items */
#endif
#define M3_WANTSAMUL 0x0001 /* would like to steal the amulet */
#define M3_WANTSBELL 0x0002 /* wants the bell */
#define M3_WANTSBOOK 0x0004 /* wants the book */
#define M3_WANTSCAND 0x0008 /* wants the candelabrum */
#define M3_WANTSARTI 0x0010 /* wants the quest artifact */
#define M3_WANTSALL 0x001f /* wants any major artifact */
#define M3_WAITFORU 0x0040 /* waits to see you or get attacked */
#define M3_CLOSE 0x0080 /* lets you close unless attacked */
#define M3_COVETOUS 0x001f /* wants something */
#define M3_WAITMASK 0x00c0 /* waiting... */
/* Infravision is currently implemented for players only */
#define M3_INFRAVISION 0x0100 /* has infravision */
#define M3_INFRAVISIBLE 0x0200 /* visible by infravision */
#define M3_DISPLACES 0x0400 /* moves monsters out of its way */
#define MZ_TINY 0 /* < 2' */
#define MZ_SMALL 1 /* 2-4' */
#define MZ_MEDIUM 2 /* 4-7' */
#define MZ_HUMAN MZ_MEDIUM /* human-sized */
#define MZ_LARGE 3 /* 7-12' */
#define MZ_HUGE 4 /* 12-25' */
#define MZ_GIGANTIC 7 /* off the scale */
/* Monster races -- must stay within ROLE_RACEMASK */
/* Eventually this may become its own field */
#define MH_HUMAN M2_HUMAN
#define MH_ELF M2_ELF
#define MH_DWARF M2_DWARF
#define MH_GNOME M2_GNOME
#define MH_ORC M2_ORC
/* for mons[].geno (constant during game) */
#define G_UNIQ 0x1000 /* generated only once */
#define G_NOHELL 0x0800 /* not generated in "hell" */
#define G_HELL 0x0400 /* generated only in "hell" */
#define G_NOGEN 0x0200 /* generated only specially */
#define G_SGROUP 0x0080 /* appear in small groups normally */
#define G_LGROUP 0x0040 /* appear in large groups normally */
#define G_GENO 0x0020 /* can be genocided */
#define G_NOCORPSE 0x0010 /* no corpse left ever */
#define G_FREQ 0x0007 /* creation frequency mask */
/* for g.mvitals[].mvflags (variant during game), along with G_NOCORPSE */
#define G_KNOWN 0x0004 /* have been encountered */
#define G_GONE (G_GENOD | G_EXTINCT)
#define G_GENOD 0x0002 /* have been genocided */
#define G_EXTINCT \
0x0001 /* have been extinguished as \
population control */
#define MV_KNOWS_EGG \
0x0008 /* player recognizes egg of this \
monster type */
#endif /* MONFLAG_H */