Difference between revisions of "Source:NetHack 3.6.0/include/monattk.h"

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(Created page with "__MIXEDSYNTAXHIGHLIGHT__ Below is the full text to '''monattk.h''' from the source code of NetHack 3.6.0. To link to a particular line, write...")
 
 
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{{NGPL}}
 
{{NGPL}}
  <span id="line1">1.   /* NetHack 3.6 monattk.h $NHDT-Date: 1432512775 2015/05/25 00:12:55 $  $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ */</span>
+
  <span id="line1">1. /* NetHack 3.6 monattk.h $NHDT-Date: 1432512775 2015/05/25 00:12:55 $  $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ */</span>
  <span id="line2">2.   /* NetHack may be freely redistributed.  See license for details. */</span>
+
  <span id="line2">2. /* NetHack may be freely redistributed.  See license for details. */</span>
  <span id="line3">3.   /* Copyright 1988, M. Stephenson */</span>
+
  <span id="line3">3. /* Copyright 1988, M. Stephenson */</span>
  <span id="line4">4.   </span>
+
  <span id="line4">4. </span>
  <span id="line5">5.   #ifndef MONATTK_H</span>
+
  <span id="line5">5. #ifndef MONATTK_H</span>
  <span id="line6">6.   #define MONATTK_H</span>
+
  <span id="line6">6. #define MONATTK_H</span>
  <span id="line7">7.   </span>
+
  <span id="line7">7. </span>
  <span id="line8">8.   /* Add new attack types below - ordering affects experience (exper.c).</span>
+
  <span id="line8">8. /* Add new attack types below - ordering affects experience (exper.c).</span>
  <span id="line9">9.     * Attacks > AT_BUTT are worth extra experience.</span>
+
  <span id="line9">9.  * Attacks > AT_BUTT are worth extra experience.</span>
  <span id="line10">10.   */</span>
+
  <span id="line10">10.  */</span>
  <span id="line11">11.   #define AT_ANY (-1) /* fake attack; dmgtype_fromattack wildcard */</span>
+
  <span id="line11">11. #define AT_ANY (-1) /* fake attack; dmgtype_fromattack wildcard */</span>
  <span id="line12">12.   #define AT_NONE 0  /* passive monster (ex. acid blob) */</span>
+
  <span id="line12">12. #define AT_NONE 0  /* passive monster (ex. acid blob) */</span>
  <span id="line13">13.   #define AT_CLAW 1  /* claw (punch, hit, etc.) */</span>
+
  <span id="line13">13. #define AT_CLAW 1  /* claw (punch, hit, etc.) */</span>
  <span id="line14">14.   #define AT_BITE 2  /* bite */</span>
+
  <span id="line14">14. #define AT_BITE 2  /* bite */</span>
  <span id="line15">15.   #define AT_KICK 3  /* kick */</span>
+
  <span id="line15">15. #define AT_KICK 3  /* kick */</span>
  <span id="line16">16.   #define AT_BUTT 4  /* head butt (ex. a unicorn) */</span>
+
  <span id="line16">16. #define AT_BUTT 4  /* head butt (ex. a unicorn) */</span>
  <span id="line17">17.   #define AT_TUCH 5  /* touches */</span>
+
  <span id="line17">17. #define AT_TUCH 5  /* touches */</span>
  <span id="line18">18.   #define AT_STNG 6  /* sting */</span>
+
  <span id="line18">18. #define AT_STNG 6  /* sting */</span>
  <span id="line19">19.   #define AT_HUGS 7  /* crushing bearhug */</span>
+
  <span id="line19">19. #define AT_HUGS 7  /* crushing bearhug */</span>
  <span id="line20">20.   #define AT_SPIT 10  /* spits substance - ranged */</span>
+
  <span id="line20">20. #define AT_SPIT 10  /* spits substance - ranged */</span>
  <span id="line21">21.   #define AT_ENGL 11  /* engulf (swallow or by a cloud) */</span>
+
  <span id="line21">21. #define AT_ENGL 11  /* engulf (swallow or by a cloud) */</span>
  <span id="line22">22.   #define AT_BREA 12  /* breath - ranged */</span>
+
  <span id="line22">22. #define AT_BREA 12  /* breath - ranged */</span>
  <span id="line23">23.   #define AT_EXPL 13  /* explodes - proximity */</span>
+
  <span id="line23">23. #define AT_EXPL 13  /* explodes - proximity */</span>
  <span id="line24">24.   #define AT_BOOM 14  /* explodes when killed */</span>
+
  <span id="line24">24. #define AT_BOOM 14  /* explodes when killed */</span>
  <span id="line25">25.   #define AT_GAZE 15  /* gaze - ranged */</span>
+
  <span id="line25">25. #define AT_GAZE 15  /* gaze - ranged */</span>
  <span id="line26">26.   #define AT_TENT 16  /* tentacles */</span>
+
  <span id="line26">26. #define AT_TENT 16  /* tentacles */</span>
  <span id="line27">27.   </span>
+
  <span id="line27">27. </span>
  <span id="line28">28.   #define AT_WEAP 254 /* uses weapon */</span>
+
  <span id="line28">28. #define AT_WEAP 254 /* uses weapon */</span>
  <span id="line29">29.   #define AT_MAGC 255 /* uses magic spell(s) */</span>
+
  <span id="line29">29. #define AT_MAGC 255 /* uses magic spell(s) */</span>
  <span id="line30">30.   </span>
+
  <span id="line30">30. </span>
  <span id="line31">31.   /* Add new damage types below.</span>
+
  <span id="line31">31. /* Add new damage types below.</span>
  <span id="line32">32.   *</span>
+
  <span id="line32">32.  *</span>
  <span id="line33">33.   * Note that 1-10 correspond to the types of attack used in buzz().</span>
+
  <span id="line33">33.  * Note that 1-10 correspond to the types of attack used in buzz().</span>
  <span id="line34">34.   * Please don't disturb the order unless you rewrite the buzz() code.</span>
+
  <span id="line34">34.  * Please don't disturb the order unless you rewrite the buzz() code.</span>
  <span id="line35">35.   */</span>
+
  <span id="line35">35.  */</span>
  <span id="line36">36.   #define AD_ANY (-1) /* fake damage; attacktype_fordmg wildcard */</span>
+
  <span id="line36">36. #define AD_ANY (-1) /* fake damage; attacktype_fordmg wildcard */</span>
  <span id="line37">37.   #define AD_PHYS 0  /* ordinary physical */</span>
+
  <span id="line37">37. #define AD_PHYS 0  /* ordinary physical */</span>
  <span id="line38">38.   #define AD_MAGM 1  /* magic missiles */</span>
+
  <span id="line38">38. #define AD_MAGM 1  /* magic missiles */</span>
  <span id="line39">39.   #define AD_FIRE 2  /* fire damage */</span>
+
  <span id="line39">39. #define AD_FIRE 2  /* fire damage */</span>
  <span id="line40">40.   #define AD_COLD 3  /* frost damage */</span>
+
  <span id="line40">40. #define AD_COLD 3  /* frost damage */</span>
  <span id="line41">41.   #define AD_SLEE 4  /* sleep ray */</span>
+
  <span id="line41">41. #define AD_SLEE 4  /* sleep ray */</span>
  <span id="line42">42.   #define AD_DISN 5  /* disintegration (death ray) */</span>
+
  <span id="line42">42. #define AD_DISN 5  /* disintegration (death ray) */</span>
  <span id="line43">43.   #define AD_ELEC 6  /* shock damage */</span>
+
  <span id="line43">43. #define AD_ELEC 6  /* shock damage */</span>
  <span id="line44">44.   #define AD_DRST 7  /* drains str (poison) */</span>
+
  <span id="line44">44. #define AD_DRST 7  /* drains str (poison) */</span>
  <span id="line45">45.   #define AD_ACID 8  /* acid damage */</span>
+
  <span id="line45">45. #define AD_ACID 8  /* acid damage */</span>
  <span id="line46">46.   #define AD_SPC1 9  /* for extension of buzz() */</span>
+
  <span id="line46">46. #define AD_SPC1 9  /* for extension of buzz() */</span>
  <span id="line47">47.   #define AD_SPC2 10  /* for extension of buzz() */</span>
+
  <span id="line47">47. #define AD_SPC2 10  /* for extension of buzz() */</span>
  <span id="line48">48.   #define AD_BLND 11  /* blinds (yellow light) */</span>
+
  <span id="line48">48. #define AD_BLND 11  /* blinds (yellow light) */</span>
  <span id="line49">49.   #define AD_STUN 12  /* stuns */</span>
+
  <span id="line49">49. #define AD_STUN 12  /* stuns */</span>
  <span id="line50">50.   #define AD_SLOW 13  /* slows */</span>
+
  <span id="line50">50. #define AD_SLOW 13  /* slows */</span>
  <span id="line51">51.   #define AD_PLYS 14  /* paralyses */</span>
+
  <span id="line51">51. #define AD_PLYS 14  /* paralyses */</span>
  <span id="line52">52.   #define AD_DRLI 15  /* drains life levels (Vampire) */</span>
+
  <span id="line52">52. #define AD_DRLI 15  /* drains life levels (Vampire) */</span>
  <span id="line53">53.   #define AD_DREN 16  /* drains magic energy */</span>
+
  <span id="line53">53. #define AD_DREN 16  /* drains magic energy */</span>
  <span id="line54">54.   #define AD_LEGS 17  /* damages legs (xan) */</span>
+
  <span id="line54">54. #define AD_LEGS 17  /* damages legs (xan) */</span>
  <span id="line55">55.   #define AD_STON 18  /* petrifies (Medusa, cockatrice) */</span>
+
  <span id="line55">55. #define AD_STON 18  /* petrifies (Medusa, cockatrice) */</span>
  <span id="line56">56.   #define AD_STCK 19  /* sticks to you (mimic) */</span>
+
  <span id="line56">56. #define AD_STCK 19  /* sticks to you (mimic) */</span>
  <span id="line57">57.   #define AD_SGLD 20  /* steals gold (leppie) */</span>
+
  <span id="line57">57. #define AD_SGLD 20  /* steals gold (leppie) */</span>
  <span id="line58">58.   #define AD_SITM 21  /* steals item (nymphs) */</span>
+
  <span id="line58">58. #define AD_SITM 21  /* steals item (nymphs) */</span>
  <span id="line59">59.   #define AD_SEDU 22  /* seduces & steals multiple items */</span>
+
  <span id="line59">59. #define AD_SEDU 22  /* seduces & steals multiple items */</span>
  <span id="line60">60.   #define AD_TLPT 23  /* teleports you (Quantum Mech.) */</span>
+
  <span id="line60">60. #define AD_TLPT 23  /* teleports you (Quantum Mech.) */</span>
  <span id="line61">61.   #define AD_RUST 24  /* rusts armour (Rust Monster)*/</span>
+
  <span id="line61">61. #define AD_RUST 24  /* rusts armour (Rust Monster)*/</span>
  <span id="line62">62.   #define AD_CONF 25  /* confuses (Umber Hulk) */</span>
+
  <span id="line62">62. #define AD_CONF 25  /* confuses (Umber Hulk) */</span>
  <span id="line63">63.   #define AD_DGST 26  /* digests opponent (trapper, etc.) */</span>
+
  <span id="line63">63. #define AD_DGST 26  /* digests opponent (trapper, etc.) */</span>
  <span id="line64">64.   #define AD_HEAL 27  /* heals opponent's wounds (nurse) */</span>
+
  <span id="line64">64. #define AD_HEAL 27  /* heals opponent's wounds (nurse) */</span>
  <span id="line65">65.   #define AD_WRAP 28  /* special "stick" for eels */</span>
+
  <span id="line65">65. #define AD_WRAP 28  /* special "stick" for eels */</span>
  <span id="line66">66.   #define AD_WERE 29  /* confers lycanthropy */</span>
+
  <span id="line66">66. #define AD_WERE 29  /* confers lycanthropy */</span>
  <span id="line67">67.   #define AD_DRDX 30  /* drains dexterity (quasit) */</span>
+
  <span id="line67">67. #define AD_DRDX 30  /* drains dexterity (quasit) */</span>
  <span id="line68">68.   #define AD_DRCO 31  /* drains constitution */</span>
+
  <span id="line68">68. #define AD_DRCO 31  /* drains constitution */</span>
  <span id="line69">69.   #define AD_DRIN 32  /* drains intelligence (mind flayer) */</span>
+
  <span id="line69">69. #define AD_DRIN 32  /* drains intelligence (mind flayer) */</span>
  <span id="line70">70.   #define AD_DISE 33  /* confers diseases */</span>
+
  <span id="line70">70. #define AD_DISE 33  /* confers diseases */</span>
  <span id="line71">71.   #define AD_DCAY 34  /* decays organics (brown Pudding) */</span>
+
  <span id="line71">71. #define AD_DCAY 34  /* decays organics (brown Pudding) */</span>
  <span id="line72">72.   #define AD_SSEX 35  /* Succubus seduction (extended) */</span>
+
  <span id="line72">72. #define AD_SSEX 35  /* Succubus seduction (extended) */</span>
  <span id="line73">73.   #define AD_HALU 36  /* causes hallucination */</span>
+
  <span id="line73">73. #define AD_HALU 36  /* causes hallucination */</span>
  <span id="line74">74.   #define AD_DETH 37  /* for Death only */</span>
+
  <span id="line74">74. #define AD_DETH 37  /* for Death only */</span>
  <span id="line75">75.   #define AD_PEST 38  /* for Pestilence only */</span>
+
  <span id="line75">75. #define AD_PEST 38  /* for Pestilence only */</span>
  <span id="line76">76.   #define AD_FAMN 39  /* for Famine only */</span>
+
  <span id="line76">76. #define AD_FAMN 39  /* for Famine only */</span>
  <span id="line77">77.   #define AD_SLIM 40  /* turns you into green slime */</span>
+
  <span id="line77">77. #define AD_SLIM 40  /* turns you into green slime */</span>
  <span id="line78">78.   #define AD_ENCH 41  /* remove enchantment (disenchanter) */</span>
+
  <span id="line78">78. #define AD_ENCH 41  /* remove enchantment (disenchanter) */</span>
  <span id="line79">79.   #define AD_CORR 42  /* corrode armor (black pudding) */</span>
+
  <span id="line79">79. #define AD_CORR 42  /* corrode armor (black pudding) */</span>
  <span id="line80">80.   </span>
+
  <span id="line80">80. </span>
  <span id="line81">81.   #define AD_CLRC 240 /* random clerical spell */</span>
+
  <span id="line81">81. #define AD_CLRC 240 /* random clerical spell */</span>
  <span id="line82">82.   #define AD_SPEL 241 /* random magic spell */</span>
+
  <span id="line82">82. #define AD_SPEL 241 /* random magic spell */</span>
  <span id="line83">83.   #define AD_RBRE 242 /* random breath weapon */</span>
+
  <span id="line83">83. #define AD_RBRE 242 /* random breath weapon */</span>
  <span id="line84">84.   </span>
+
  <span id="line84">84. </span>
  <span id="line85">85.   #define AD_SAMU 252 /* hits, may steal Amulet (Wizard) */</span>
+
  <span id="line85">85. #define AD_SAMU 252 /* hits, may steal Amulet (Wizard) */</span>
  <span id="line86">86.   #define AD_CURS 253 /* random curse (ex. gremlin) */</span>
+
  <span id="line86">86. #define AD_CURS 253 /* random curse (ex. gremlin) */</span>
  <span id="line87">87.   </span>
+
  <span id="line87">87. </span>
  <span id="line88">88.   /*</span>
+
  <span id="line88">88. /*</span>
  <span id="line89">89.   *  Monster to monster attacks.  When a monster attacks another (mattackm),</span>
+
  <span id="line89">89.  *  Monster to monster attacks.  When a monster attacks another (mattackm),</span>
  <span id="line90">90.   *  any or all of the following can be returned.  See mattackm() for more</span>
+
  <span id="line90">90.  *  any or all of the following can be returned.  See mattackm() for more</span>
  <span id="line91">91.   *  details.</span>
+
  <span id="line91">91.  *  details.</span>
  <span id="line92">92.   */</span>
+
  <span id="line92">92.  */</span>
  <span id="line93">93.   #define MM_MISS 0x0    /* aggressor missed */</span>
+
  <span id="line93">93. #define MM_MISS 0x0    /* aggressor missed */</span>
  <span id="line94">94.   #define MM_HIT 0x1      /* aggressor hit defender */</span>
+
  <span id="line94">94. #define MM_HIT 0x1      /* aggressor hit defender */</span>
  <span id="line95">95.   #define MM_DEF_DIED 0x2 /* defender died */</span>
+
  <span id="line95">95. #define MM_DEF_DIED 0x2 /* defender died */</span>
  <span id="line96">96.   #define MM_AGR_DIED 0x4 /* aggressor died */</span>
+
  <span id="line96">96. #define MM_AGR_DIED 0x4 /* aggressor died */</span>
  <span id="line97">97.   </span>
+
  <span id="line97">97. </span>
  <span id="line98">98.   #endif /* MONATTK_H */</span>
+
  <span id="line98">98. #endif /* MONATTK_H */</span>
 
[[Category:NetHack 3.6.0 source code|include/monattk.h]]
 
[[Category:NetHack 3.6.0 source code|include/monattk.h]]

Latest revision as of 13:31, 15 December 2015

Below is the full text to monattk.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/monattk.h#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

 /* NetHack 3.6	monattk.h	$NHDT-Date: 1432512775 2015/05/25 00:12:55 $  $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ */
 /* NetHack may be freely redistributed.  See license for details. */
 /* Copyright 1988, M. Stephenson */
 
 #ifndef MONATTK_H
 #define MONATTK_H
 
 /*	Add new attack types below - ordering affects experience (exper.c).
  *	Attacks > AT_BUTT are worth extra experience.
  */
 #define AT_ANY (-1) /* fake attack; dmgtype_fromattack wildcard */
 #define AT_NONE 0   /* passive monster (ex. acid blob) */
 #define AT_CLAW 1   /* claw (punch, hit, etc.) */
 #define AT_BITE 2   /* bite */
 #define AT_KICK 3   /* kick */
 #define AT_BUTT 4   /* head butt (ex. a unicorn) */
 #define AT_TUCH 5   /* touches */
 #define AT_STNG 6   /* sting */
 #define AT_HUGS 7   /* crushing bearhug */
 #define AT_SPIT 10  /* spits substance - ranged */
 #define AT_ENGL 11  /* engulf (swallow or by a cloud) */
 #define AT_BREA 12  /* breath - ranged */
 #define AT_EXPL 13  /* explodes - proximity */
 #define AT_BOOM 14  /* explodes when killed */
 #define AT_GAZE 15  /* gaze - ranged */
 #define AT_TENT 16  /* tentacles */
 
 #define AT_WEAP 254 /* uses weapon */
 #define AT_MAGC 255 /* uses magic spell(s) */
 
 /*	Add new damage types below.
  *
  *	Note that 1-10 correspond to the types of attack used in buzz().
  *	Please don't disturb the order unless you rewrite the buzz() code.
  */
 #define AD_ANY (-1) /* fake damage; attacktype_fordmg wildcard */
 #define AD_PHYS 0   /* ordinary physical */
 #define AD_MAGM 1   /* magic missiles */
 #define AD_FIRE 2   /* fire damage */
 #define AD_COLD 3   /* frost damage */
 #define AD_SLEE 4   /* sleep ray */
 #define AD_DISN 5   /* disintegration (death ray) */
 #define AD_ELEC 6   /* shock damage */
 #define AD_DRST 7   /* drains str (poison) */
 #define AD_ACID 8   /* acid damage */
 #define AD_SPC1 9   /* for extension of buzz() */
 #define AD_SPC2 10  /* for extension of buzz() */
 #define AD_BLND 11  /* blinds (yellow light) */
 #define AD_STUN 12  /* stuns */
 #define AD_SLOW 13  /* slows */
 #define AD_PLYS 14  /* paralyses */
 #define AD_DRLI 15  /* drains life levels (Vampire) */
 #define AD_DREN 16  /* drains magic energy */
 #define AD_LEGS 17  /* damages legs (xan) */
 #define AD_STON 18  /* petrifies (Medusa, cockatrice) */
 #define AD_STCK 19  /* sticks to you (mimic) */
 #define AD_SGLD 20  /* steals gold (leppie) */
 #define AD_SITM 21  /* steals item (nymphs) */
 #define AD_SEDU 22  /* seduces & steals multiple items */
 #define AD_TLPT 23  /* teleports you (Quantum Mech.) */
 #define AD_RUST 24  /* rusts armour (Rust Monster)*/
 #define AD_CONF 25  /* confuses (Umber Hulk) */
 #define AD_DGST 26  /* digests opponent (trapper, etc.) */
 #define AD_HEAL 27  /* heals opponent's wounds (nurse) */
 #define AD_WRAP 28  /* special "stick" for eels */
 #define AD_WERE 29  /* confers lycanthropy */
 #define AD_DRDX 30  /* drains dexterity (quasit) */
 #define AD_DRCO 31  /* drains constitution */
 #define AD_DRIN 32  /* drains intelligence (mind flayer) */
 #define AD_DISE 33  /* confers diseases */
 #define AD_DCAY 34  /* decays organics (brown Pudding) */
 #define AD_SSEX 35  /* Succubus seduction (extended) */
 #define AD_HALU 36  /* causes hallucination */
 #define AD_DETH 37  /* for Death only */
 #define AD_PEST 38  /* for Pestilence only */
 #define AD_FAMN 39  /* for Famine only */
 #define AD_SLIM 40  /* turns you into green slime */
 #define AD_ENCH 41  /* remove enchantment (disenchanter) */
 #define AD_CORR 42  /* corrode armor (black pudding) */
 
 #define AD_CLRC 240 /* random clerical spell */
 #define AD_SPEL 241 /* random magic spell */
 #define AD_RBRE 242 /* random breath weapon */
 
 #define AD_SAMU 252 /* hits, may steal Amulet (Wizard) */
 #define AD_CURS 253 /* random curse (ex. gremlin) */
 
 /*
  *  Monster to monster attacks.  When a monster attacks another (mattackm),
  *  any or all of the following can be returned.  See mattackm() for more
  *  details.
  */
 #define MM_MISS 0x0     /* aggressor missed */
 #define MM_HIT 0x1      /* aggressor hit defender */
 #define MM_DEF_DIED 0x2 /* defender died */
 #define MM_AGR_DIED 0x4 /* aggressor died */
 
 #endif /* MONATTK_H */