The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
220 lines
11 KiB
C
220 lines
11 KiB
C
/* NetHack 3.7 monflag.h $NHDT-Date: 1596498549 2020/08/03 23:49:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.21 $ */
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/* Copyright (c) 1989 Mike Threepoint */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef MONFLAG_H
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#define MONFLAG_H
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/* clang-format off */
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/* *INDENT-OFF* */
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enum ms_sounds {
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MS_SILENT = 0, /* makes no sound */
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MS_BARK = 1, /* if full moon, may howl */
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MS_MEW = 2, /* mews or hisses */
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MS_ROAR = 3, /* roars */
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MS_BELLOW = 4, /* adult male crocodiles; hatchlings 'chirp' */
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MS_GROWL = 5, /* growls */
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MS_SQEEK = 6, /* squeaks, as a rodent */
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MS_SQAWK = 7, /* squawks, as a bird */
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MS_CHIRP = 8, /* baby crocodile */
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MS_HISS = 9, /* hisses */
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MS_BUZZ = 10, /* buzzes (killer bee) */
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MS_GRUNT = 11, /* grunts (or speaks own language) */
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MS_NEIGH = 12, /* neighs, as an equine */
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MS_MOO = 13, /* minotaurs, rothes */
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MS_WAIL = 14, /* wails, as a tortured soul */
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MS_GURGLE = 15, /* gurgles, as liquid or through saliva */
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MS_BURBLE = 16, /* burbles (jabberwock) */
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MS_TRUMPET = 17, /* trumpets (elephant) */
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MS_ANIMAL = 17, /* up to here are animal noises */
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/* FIXME? the grunt "speaks own language" case above
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shouldn't be classified as animal */
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MS_SHRIEK = 18, /* wakes up others */
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MS_BONES = 19, /* rattles bones (skeleton) */
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MS_LAUGH = 20, /* grins, smiles, giggles, and laughs */
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MS_MUMBLE = 21, /* says something or other */
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MS_IMITATE = 22, /* imitates others (leocrotta) */
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MS_WERE = 23, /* lycanthrope in human form */
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MS_ORC = 24, /* intelligent brutes */
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/* from here onward, speech can be comprehended */
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MS_HUMANOID = 25, /* generic traveling companion */
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MS_ARREST = 26, /* "Stop in the name of the law!" (Kops) */
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MS_SOLDIER = 27, /* army and watchmen expressions */
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MS_GUARD = 28, /* "Please drop that gold and follow me." */
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MS_DJINNI = 29, /* "Thank you for freeing me!" */
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MS_NURSE = 30, /* "Take off your shirt, please." */
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MS_SEDUCE = 31, /* "Hello, sailor." (Nymphs) */
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MS_VAMPIRE = 32, /* vampiric seduction, Vlad's exclamations */
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MS_BRIBE = 33, /* asks for money, or berates you */
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MS_CUSS = 34, /* berates (demons) or intimidates (Wiz) */
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MS_RIDER = 35, /* astral level special monsters */
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MS_LEADER = 36, /* your class leader */
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MS_NEMESIS = 37, /* your nemesis */
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MS_GUARDIAN = 38, /* your leader's guards */
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MS_SELL = 39, /* demand payment, complain about shoplifters */
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MS_ORACLE = 40, /* do a consultation */
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MS_PRIEST = 41, /* ask for contribution; do cleansing */
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MS_SPELL = 42, /* spellcaster not matching any of the above */
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MS_BOAST = 43, /* giants */
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MS_GROAN = 44, /* zombies groan */
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};
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#define MR_FIRE 0x01 /* resists fire */
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#define MR_COLD 0x02 /* resists cold */
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#define MR_SLEEP 0x04 /* resists sleep */
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#define MR_DISINT 0x08 /* resists disintegration */
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#define MR_ELEC 0x10 /* resists electricity */
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#define MR_POISON 0x20 /* resists poison */
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#define MR_ACID 0x40 /* resists acid */
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#define MR_STONE 0x80 /* resists petrification */
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/* NB: the above resistances correspond to the first 8 hero properties in
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prop_types (FIRE_RES through STONE_RES), which can be converted to their
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MR_foo equivalents with the macro res_to_mr() defined in prop.h */
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/* other resistances: magic, sickness */
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/* other conveyances: teleport, teleport control, telepathy */
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/* individual resistances */
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#define MR2_SEE_INVIS 0x0100 /* see invisible */
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#define MR2_LEVITATE 0x0200 /* levitation */
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#define MR2_WATERWALK 0x0400 /* water walking */
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#define MR2_MAGBREATH 0x0800 /* magical breathing */
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#define MR2_DISPLACED 0x1000 /* displaced */
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#define MR2_STRENGTH 0x2000 /* gauntlets of power */
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#define MR2_FUMBLING 0x4000 /* clumsy */
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#define M1_FLY 0x00000001L /* can fly or float */
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#define M1_SWIM 0x00000002L /* can traverse water */
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#define M1_AMORPHOUS 0x00000004L /* can flow under doors */
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#define M1_WALLWALK 0x00000008L /* can phase thru rock */
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#define M1_CLING 0x00000010L /* can cling to ceiling */
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#define M1_TUNNEL 0x00000020L /* can tunnel thru rock */
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#define M1_NEEDPICK 0x00000040L /* needs pick to tunnel */
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#define M1_CONCEAL 0x00000080L /* hides under objects */
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#define M1_HIDE 0x00000100L /* mimics, blends in with ceiling */
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#define M1_AMPHIBIOUS 0x00000200L /* can survive underwater */
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#define M1_BREATHLESS 0x00000400L /* doesn't need to breathe */
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#define M1_NOTAKE 0x00000800L /* cannot pick up objects */
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#define M1_NOEYES 0x00001000L /* no eyes to gaze into or blind */
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#define M1_NOHANDS 0x00002000L /* no hands to handle things */
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#define M1_NOLIMBS 0x00006000L /* no arms/legs to kick/wear on */
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#define M1_NOHEAD 0x00008000L /* no head to behead */
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#define M1_MINDLESS 0x00010000L /* has no mind--golem, zombie, mold */
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#define M1_HUMANOID 0x00020000L /* has humanoid head/arms/torso */
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#define M1_ANIMAL 0x00040000L /* has animal body */
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#define M1_SLITHY 0x00080000L /* has serpent body */
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#define M1_UNSOLID 0x00100000L /* has no solid or liquid body */
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#define M1_THICK_HIDE 0x00200000L /* has thick hide or scales */
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#define M1_OVIPAROUS 0x00400000L /* can lay eggs */
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#define M1_REGEN 0x00800000L /* regenerates hit points */
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#define M1_SEE_INVIS 0x01000000L /* can see invisible creatures */
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#define M1_TPORT 0x02000000L /* can teleport */
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#define M1_TPORT_CNTRL 0x04000000L /* controls where it teleports to */
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#define M1_ACID 0x08000000L /* acidic to eat */
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#define M1_POIS 0x10000000L /* poisonous to eat */
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#define M1_CARNIVORE 0x20000000L /* eats corpses */
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#define M1_HERBIVORE 0x40000000L /* eats fruits */
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#define M1_OMNIVORE 0x60000000L /* eats both */
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#ifdef NHSTDC
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#define M1_METALLIVORE 0x80000000UL /* eats metal */
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#else
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#define M1_METALLIVORE 0x80000000L /* eats metal */
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#endif
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#define M2_NOPOLY 0x00000001L /* players mayn't poly into one */
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#define M2_UNDEAD 0x00000002L /* is walking dead */
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#define M2_WERE 0x00000004L /* is a lycanthrope */
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#define M2_HUMAN 0x00000008L /* is a human */
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#define M2_ELF 0x00000010L /* is an elf */
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#define M2_DWARF 0x00000020L /* is a dwarf */
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#define M2_GNOME 0x00000040L /* is a gnome */
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#define M2_ORC 0x00000080L /* is an orc */
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#define M2_DEMON 0x00000100L /* is a demon */
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#define M2_MERC 0x00000200L /* is a guard or soldier */
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#define M2_LORD 0x00000400L /* is a lord to its kind */
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#define M2_PRINCE 0x00000800L /* is an overlord to its kind */
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#define M2_MINION 0x00001000L /* is a minion of a deity */
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#define M2_GIANT 0x00002000L /* is a giant */
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#define M2_SHAPESHIFTER 0x00004000L /* is a shapeshifting species */
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#define M2_MALE 0x00010000L /* always male */
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#define M2_FEMALE 0x00020000L /* always female */
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#define M2_NEUTER 0x00040000L /* neither male nor female */
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#define M2_PNAME 0x00080000L /* monster name is a proper name */
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#define M2_HOSTILE 0x00100000L /* always starts hostile */
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#define M2_PEACEFUL 0x00200000L /* always starts peaceful */
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#define M2_DOMESTIC 0x00400000L /* can be tamed by feeding */
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#define M2_WANDER 0x00800000L /* wanders randomly */
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#define M2_STALK 0x01000000L /* follows you to other levels */
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#define M2_NASTY 0x02000000L /* extra-nasty monster (more xp) */
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#define M2_STRONG 0x04000000L /* strong (or big) monster */
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#define M2_ROCKTHROW 0x08000000L /* throws boulders */
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#define M2_GREEDY 0x10000000L /* likes gold */
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#define M2_JEWELS 0x20000000L /* likes gems */
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#define M2_COLLECT 0x40000000L /* picks up weapons and food */
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#ifdef NHSTDC
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#define M2_MAGIC 0x80000000UL /* picks up magic items */
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#else
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#define M2_MAGIC 0x80000000L /* picks up magic items */
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#endif
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#define M3_WANTSAMUL 0x0001 /* would like to steal the amulet */
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#define M3_WANTSBELL 0x0002 /* wants the bell */
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#define M3_WANTSBOOK 0x0004 /* wants the book */
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#define M3_WANTSCAND 0x0008 /* wants the candelabrum */
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#define M3_WANTSARTI 0x0010 /* wants the quest artifact */
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#define M3_WANTSALL 0x001f /* wants any major artifact */
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#define M3_WAITFORU 0x0040 /* waits to see you or get attacked */
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#define M3_CLOSE 0x0080 /* lets you close unless attacked */
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#define M3_COVETOUS 0x001f /* wants something */
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#define M3_WAITMASK 0x00c0 /* waiting... */
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/* Infravision is currently implemented for players only */
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#define M3_INFRAVISION 0x0100 /* has infravision */
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#define M3_INFRAVISIBLE 0x0200 /* visible by infravision */
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#define M3_DISPLACES 0x0400 /* moves monsters out of its way */
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#define MZ_TINY 0 /* < 2' */
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#define MZ_SMALL 1 /* 2-4' */
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#define MZ_MEDIUM 2 /* 4-7' */
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#define MZ_HUMAN MZ_MEDIUM /* human-sized */
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#define MZ_LARGE 3 /* 7-12' */
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#define MZ_HUGE 4 /* 12-25' */
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#define MZ_GIGANTIC 7 /* off the scale */
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/* Monster races -- must stay within ROLE_RACEMASK */
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/* Eventually this may become its own field */
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#define MH_HUMAN M2_HUMAN
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#define MH_ELF M2_ELF
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#define MH_DWARF M2_DWARF
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#define MH_GNOME M2_GNOME
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#define MH_ORC M2_ORC
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/* for mons[].geno (constant during game) */
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#define G_UNIQ 0x1000 /* generated only once */
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#define G_NOHELL 0x0800 /* not generated in "hell" */
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#define G_HELL 0x0400 /* generated only in "hell" */
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#define G_NOGEN 0x0200 /* generated only specially */
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#define G_SGROUP 0x0080 /* appear in small groups normally */
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#define G_LGROUP 0x0040 /* appear in large groups normally */
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#define G_GENO 0x0020 /* can be genocided */
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#define G_NOCORPSE 0x0010 /* no corpse left ever */
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#define G_FREQ 0x0007 /* creation frequency mask */
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/* note: G_IGNORE controls handling of mvitals[].mvflags bits but is
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passed to mkclass() as if it dealt with mons[].geno bits */
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#define G_IGNORE 0x8000 /* for mkclass(), ignore G_GENOD|G_EXTINCT */
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/* for svm.mvitals[].mvflags (variant during game), along with G_NOCORPSE */
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#define G_KNOWN 0x04 /* have been encountered */
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#define G_GENOD 0x02 /* have been genocided */
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#define G_EXTINCT 0x01 /* population control; create no more */
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#define G_GONE (G_GENOD | G_EXTINCT)
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#define MV_KNOWS_EGG 0x08 /* player recognizes egg of this monster type */
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enum mgender { MALE, FEMALE, NEUTRAL,
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NUM_MGENDERS };
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/* *INDENT-ON* */
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/* clang-format on */
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#endif /* MONFLAG_H */
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