1/* SCCS Id: @(#)monflag.h 3.4 1996/05/04 */ 2/* Copyright (c) 1989 Mike Threepoint */ 3/* NetHack may be freely redistributed. See license for details. */ 4 5#ifndef MONFLAG_H 6#define MONFLAG_H 7 8#define MS_SILENT 0 /* makes no sound */ 9#define MS_BARK 1 /* if full moon, may howl */ 10#define MS_MEW 2 /* mews or hisses */ 11#define MS_ROAR 3 /* roars */ 12#define MS_GROWL 4 /* growls */ 13#define MS_SQEEK 5 /* squeaks, as a rodent */ 14#define MS_SQAWK 6 /* squawks, as a bird */ 15#define MS_HISS 7 /* hisses */ 16#define MS_BUZZ 8 /* buzzes (killer bee) */ 17#define MS_GRUNT 9 /* grunts (or speaks own language) */ 18#define MS_NEIGH 10 /* neighs, as an equine */ 19#define MS_WAIL 11 /* wails, as a tortured soul */ 20#define MS_GURGLE 12 /* gurgles, as liquid or through saliva */ 21#define MS_BURBLE 13 /* burbles (jabberwock) */ 22#define MS_ANIMAL 13 /* up to here are animal noises */ 23#define MS_SHRIEK 15 /* wakes up others */ 24#define MS_BONES 16 /* rattles bones (skeleton) */ 25#define MS_LAUGH 17 /* grins, smiles, giggles, and laughs */ 26#define MS_MUMBLE 18 /* says something or other */ 27#define MS_IMITATE 19 /* imitates others (leocrotta) */ 28#define MS_ORC MS_GRUNT /* intelligent brutes */ 29#define MS_HUMANOID 20 /* generic traveling companion */ 30#ifdef KOPS 31#define MS_ARREST 21 /* "Stop in the name of the law!" (Kops) */ 32#endif 33#define MS_SOLDIER 22 /* army and watchmen expressions */ 34#define MS_GUARD 23 /* "Please drop that gold and follow me." */ 35#define MS_DJINNI 24 /* "Thank you for freeing me!" */ 36#define MS_NURSE 25 /* "Take off your shirt, please." */ 37#define MS_SEDUCE 26 /* "Hello, sailor." (Nymphs) */ 38#define MS_VAMPIRE 27 /* vampiric seduction, Vlad's exclamations */ 39#define MS_BRIBE 28 /* asks for money, or berates you */ 40#define MS_CUSS 29 /* berates (demons) or intimidates (Wiz) */ 41#define MS_RIDER 30 /* astral level special monsters */ 42#define MS_LEADER 31 /* your class leader */ 43#define MS_NEMESIS 32 /* your nemesis */ 44#define MS_GUARDIAN 33 /* your leader's guards */ 45#define MS_SELL 34 /* demand payment, complain about shoplifters */ 46#define MS_ORACLE 35 /* do a consultation */ 47#define MS_PRIEST 36 /* ask for contribution; do cleansing */ 48#define MS_SPELL 37 /* spellcaster not matching any of the above */ 49#define MS_WERE 38 /* lycanthrope in human form */ 50#define MS_BOAST 39 /* giants */ 51 52 53#define MR_FIRE 0x01 /* resists fire */ 54#define MR_COLD 0x02 /* resists cold */ 55#define MR_SLEEP 0x04 /* resists sleep */ 56#define MR_DISINT 0x08 /* resists disintegration */ 57#define MR_ELEC 0x10 /* resists electricity */ 58#define MR_POISON 0x20 /* resists poison */ 59#define MR_ACID 0x40 /* resists acid */ 60#define MR_STONE 0x80 /* resists petrification */ 61/* other resistances: magic, sickness */ 62/* other conveyances: teleport, teleport control, telepathy */ 63 64/* individual resistances */ 65#define MR2_SEE_INVIS 0x0100 /* see invisible */ 66#define MR2_LEVITATE 0x0200 /* levitation */ 67#define MR2_WATERWALK 0x0400 /* water walking */ 68#define MR2_MAGBREATH 0x0800 /* magical breathing */ 69#define MR2_DISPLACED 0x1000 /* displaced */ 70#define MR2_STRENGTH 0x2000 /* gauntlets of power */ 71#define MR2_FUMBLING 0x4000 /* clumsy */ 72 73 74#define M1_FLY 0x00000001L /* can fly or float */ 75#define M1_SWIM 0x00000002L /* can traverse water */ 76#define M1_AMORPHOUS 0x00000004L /* can flow under doors */ 77#define M1_WALLWALK 0x00000008L /* can phase thru rock */ 78#define M1_CLING 0x00000010L /* can cling to ceiling */ 79#define M1_TUNNEL 0x00000020L /* can tunnel thru rock */ 80#define M1_NEEDPICK 0x00000040L /* needs pick to tunnel */ 81#define M1_CONCEAL 0x00000080L /* hides under objects */ 82#define M1_HIDE 0x00000100L /* mimics, blends in with ceiling */ 83#define M1_AMPHIBIOUS 0x00000200L /* can survive underwater */ 84#define M1_BREATHLESS 0x00000400L /* doesn't need to breathe */ 85#define M1_NOTAKE 0x00000800L /* cannot pick up objects */ 86#define M1_NOEYES 0x00001000L /* no eyes to gaze into or blind */ 87#define M1_NOHANDS 0x00002000L /* no hands to handle things */ 88#define M1_NOLIMBS 0x00006000L /* no arms/legs to kick/wear on */ 89#define M1_NOHEAD 0x00008000L /* no head to behead */ 90#define M1_MINDLESS 0x00010000L /* has no mind--golem, zombie, mold */ 91#define M1_HUMANOID 0x00020000L /* has humanoid head/arms/torso */ 92#define M1_ANIMAL 0x00040000L /* has animal body */ 93#define M1_SLITHY 0x00080000L /* has serpent body */ 94#define M1_UNSOLID 0x00100000L /* has no solid or liquid body */ 95#define M1_THICK_HIDE 0x00200000L /* has thick hide or scales */ 96#define M1_OVIPAROUS 0x00400000L /* can lay eggs */ 97#define M1_REGEN 0x00800000L /* regenerates hit points */ 98#define M1_SEE_INVIS 0x01000000L /* can see invisible creatures */ 99#define M1_TPORT 0x02000000L /* can teleport */ 100#define M1_TPORT_CNTRL 0x04000000L /* controls where it teleports to */ 101#define M1_ACID 0x08000000L /* acidic to eat */ 102#define M1_POIS 0x10000000L /* poisonous to eat */ 103#define M1_CARNIVORE 0x20000000L /* eats corpses */ 104#define M1_HERBIVORE 0x40000000L /* eats fruits */ 105#define M1_OMNIVORE 0x60000000L /* eats both */ 106#ifdef NHSTDC 107#define M1_METALLIVORE 0x80000000UL /* eats metal */ 108#else 109#define M1_METALLIVORE 0x80000000L /* eats metal */ 110#endif 111 112#define M2_NOPOLY 0x00000001L /* players mayn't poly into one */ 113#define M2_UNDEAD 0x00000002L /* is walking dead */ 114#define M2_WERE 0x00000004L /* is a lycanthrope */ 115#define M2_HUMAN 0x00000008L /* is a human */ 116#define M2_ELF 0x00000010L /* is an elf */ 117#define M2_DWARF 0x00000020L /* is a dwarf */ 118#define M2_GNOME 0x00000040L /* is a gnome */ 119#define M2_ORC 0x00000080L /* is an orc */ 120#define M2_DEMON 0x00000100L /* is a demon */ 121#define M2_MERC 0x00000200L /* is a guard or soldier */ 122#define M2_LORD 0x00000400L /* is a lord to its kind */ 123#define M2_PRINCE 0x00000800L /* is an overlord to its kind */ 124#define M2_MINION 0x00001000L /* is a minion of a deity */ 125#define M2_GIANT 0x00002000L /* is a giant */ 126#define M2_MALE 0x00010000L /* always male */ 127#define M2_FEMALE 0x00020000L /* always female */ 128#define M2_NEUTER 0x00040000L /* neither male nor female */ 129#define M2_PNAME 0x00080000L /* monster name is a proper name */ 130#define M2_HOSTILE 0x00100000L /* always starts hostile */ 131#define M2_PEACEFUL 0x00200000L /* always starts peaceful */ 132#define M2_DOMESTIC 0x00400000L /* can be tamed by feeding */ 133#define M2_WANDER 0x00800000L /* wanders randomly */ 134#define M2_STALK 0x01000000L /* follows you to other levels */ 135#define M2_NASTY 0x02000000L /* extra-nasty monster (more xp) */ 136#define M2_STRONG 0x04000000L /* strong (or big) monster */ 137#define M2_ROCKTHROW 0x08000000L /* throws boulders */ 138#define M2_GREEDY 0x10000000L /* likes gold */ 139#define M2_JEWELS 0x20000000L /* likes gems */ 140#define M2_COLLECT 0x40000000L /* picks up weapons and food */ 141#ifdef NHSTDC 142#define M2_MAGIC 0x80000000UL /* picks up magic items */ 143#else 144#define M2_MAGIC 0x80000000L /* picks up magic items */ 145#endif 146 147#define M3_WANTSAMUL 0x0001 /* would like to steal the amulet */ 148#define M3_WANTSBELL 0x0002 /* wants the bell */ 149#define M3_WANTSBOOK 0x0004 /* wants the book */ 150#define M3_WANTSCAND 0x0008 /* wants the candelabrum */ 151#define M3_WANTSARTI 0x0010 /* wants the quest artifact */ 152#define M3_WANTSALL 0x001f /* wants any major artifact */ 153#define M3_WAITFORU 0x0040 /* waits to see you or get attacked */ 154#define M3_CLOSE 0x0080 /* lets you close unless attacked */ 155 156#define M3_COVETOUS 0x001f /* wants something */ 157#define M3_WAITMASK 0x00c0 /* waiting... */ 158 159/* Infravision is currently implemented for players only */ 160#define M3_INFRAVISION 0x0100 /* has infravision */ 161#define M3_INFRAVISIBLE 0x0200 /* visible by infravision */ 162 163#define MZ_TINY 0 /* < 2' */ 164#define MZ_SMALL 1 /* 2-4' */ 165#define MZ_MEDIUM 2 /* 4-7' */ 166#define MZ_HUMAN MZ_MEDIUM /* human-sized */ 167#define MZ_LARGE 3 /* 7-12' */ 168#define MZ_HUGE 4 /* 12-25' */ 169#define MZ_GIGANTIC 7 /* off the scale */ 170 171 172/* Monster races -- must stay within ROLE_RACEMASK */ 173/* Eventually this may become its own field */ 174#define MH_HUMAN M2_HUMAN 175#define MH_ELF M2_ELF 176#define MH_DWARF M2_DWARF 177#define MH_GNOME M2_GNOME 178#define MH_ORC M2_ORC 179 180 181/* for mons[].geno (constant during game) */ 182#define G_UNIQ 0x1000 /* generated only once */ 183#define G_NOHELL 0x0800 /* not generated in "hell" */ 184#define G_HELL 0x0400 /* generated only in "hell" */ 185#define G_NOGEN 0x0200 /* generated only specially */ 186#define G_SGROUP 0x0080 /* appear in small groups normally */ 187#define G_LGROUP 0x0040 /* appear in large groups normally */ 188#define G_GENO 0x0020 /* can be genocided */ 189#define G_NOCORPSE 0x0010 /* no corpse left ever */ 190#define G_FREQ 0x0007 /* creation frequency mask */ 191 192/* for mvitals[].mvflags (variant during game), along with G_NOCORPSE */ 193#define G_KNOWN 0x0004 /* have been encountered */ 194#define G_GONE (G_GENOD|G_EXTINCT) 195#define G_GENOD 0x0002 /* have been genocided */ 196#define G_EXTINCT 0x0001 /* have been extinguished as 197 population control */ 198#define MV_KNOWS_EGG 0x0008 /* player recognizes egg of this 199 monster type */ 200 201#endif /* MONFLAG_H */ 202