Files
nethack/include/monst.h
nethack.rankin d7a0044056 farmed pudding (trunk only)
I've gotten tired of seeing newsgroup claims along the lines of
"since devteam is aware of this and has chosen not to eliminate it, they
must endorse it", so weaken the tactic of "pudding farming".  It is still
possible to gain unlimited experience (past level 15 or so there's not
much point), but will be less effective for gaining items and for providing
sacrifice fodder.  Keep track of which monsters have been created via
cloning (mostly puddings; gremlins and blue jellies are affected too but
nobody's likely to care much about them) so that they can receive special
handling.  Make cloned monsters progressively less likely to leave corpses
as the number killed for a particular type goes up, and also much less
likely to drop random items at death.  This is sure to need some tuning
once hard core farmers point out how they can still abuse it.  For the
absurdly extreme case, see

http://scavenger.homeip.net/farmbot/HomePage

FYI, farmbot/PuddingFarmingHOWTO includes an impressive screen shot of a
dungeon level where rampant farming is taking place.
2005-07-17 05:00:25 +00:00

184 lines
6.6 KiB
C

/* SCCS Id: @(#)monst.h 3.5 2005/07/13 */
/* 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 ALIGN_H
#include "align.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 */
#define CHAM_ORDINARY 0 /* not a shapechanger */
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) */
long mstrategy; /* for monsters with mflag3: current strategy */
#define STRAT_ARRIVE 0x40000000L /* just arrived on current level */
#define STRAT_WAITFORU 0x20000000L
#define STRAT_CLOSE 0x10000000L
#define STRAT_WAITMASK 0x30000000L
#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;
uchar mnamelth; /* length of name (following mxlth) */
short mxlth; /* length of following data */
/* in order to prevent alignment problems mextra should
be (or follow) a long int */
int meating; /* monster is eating timeout */
long mextra[1]; /* monster dependent info */
};
/*
* Note that mextra[] may correspond to any of a number of structures, which
* are indicated by some of the other fields.
* isgd -> struct egd
* ispriest -> struct epri
* isshk -> struct eshk
* isminion -> struct emin
* (struct epri for roaming priests and angels, which is
* compatible with emin for polymorph purposes)
* mtame -> struct edog
* (struct epri for guardian angels, which do not eat
* or do other doggy things)
* Since at most one structure can be indicated in this manner, it is not
* possible to tame any creatures using the other structures (the only
* exception being the guardian angels which are tame on creation).
*/
#define newmonst(xl) (struct monst *)alloc((unsigned)(xl) + sizeof(struct monst))
#define dealloc_monst(mon) free((genericptr_t)(mon))
/* these are in mspeed */
#define MSLOW 1 /* slow monster */
#define MFAST 2 /* speeded monster */
#define NAME(mtmp) (((char *)(mtmp)->mextra) + (mtmp)->mxlth)
#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 */