Files
nethack/include/monst.h
nethack.rankin 467899e307 <foo> suddenly appears next to you (trunk only)
Give demon lords and other monsters who teleport to your location a
oneshot arrival message.  Brought about by the report of the late "<demon>
appears" message delivered during its bribery demand, after the character
had already been able to see it for long enough to extract gold from a bag.
Now, if you can't see or sense a monster before it teleports to you, and
you can see or sense it after, you'll get "<monster> suddenly appears!".
The message will be given at most once for any given monster, and it won't
be shown at all if you already see/sense the monster before it teleports or
still don't see/sense it afterwards.  The fixes entry is deliberately a bit
vague (and I put it in the new feature section rather than the fix section).

     The change from long to unsigned long for monst.mstrategy may bring
some lint complaints along with it.  The various constants (STRAT_xxx) used
to populate it are still signed.  I didn't increment EDITLEVEL for this;
existing data should still work ok.
2006-09-07 04:42:13 +00:00

164 lines
5.7 KiB
C

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