Source:NetHack 3.6.1/include/youprop.h

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Below is the full text to youprop.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/youprop.h#line123]], for example.

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 /* NetHack 3.6	youprop.h	$NHDT-Date: 1433291407 2015/06/03 00:30:07 $  $NHDT-Branch: master $:$NHDT-Revision: 1.23 $ */
 /* Copyright (c) 1989 Mike Threepoint				  */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #ifndef YOUPROP_H
 #define YOUPROP_H
 
 #include "prop.h"
 #include "permonst.h"
 #include "mondata.h"
 #include "pm.h"
 
 /* KMH, intrinsics patch.
  * Reorganized and rewritten for >32-bit properties.
  * HXxx refers to intrinsic bitfields while in human form.
  * EXxx refers to extrinsic bitfields from worn objects.
  * BXxx refers to the cause of the property being blocked.
  * Xxx refers to any source, including polymorph forms.
  * [Post-3.4.3: HXxx now includes a FROMFORM bit to handle
  * intrinsic conferred by being polymorphed.]
  */
 
 #define maybe_polyd(if_so, if_not) (Upolyd ? (if_so) : (if_not))
 
 /*** Resistances to troubles ***/
 /* With intrinsics and extrinsics */
 #define HFire_resistance u.uprops[FIRE_RES].intrinsic
 #define EFire_resistance u.uprops[FIRE_RES].extrinsic
 #define Fire_resistance (HFire_resistance || EFire_resistance)
 
 #define HCold_resistance u.uprops[COLD_RES].intrinsic
 #define ECold_resistance u.uprops[COLD_RES].extrinsic
 #define Cold_resistance (HCold_resistance || ECold_resistance)
 
 #define HSleep_resistance u.uprops[SLEEP_RES].intrinsic
 #define ESleep_resistance u.uprops[SLEEP_RES].extrinsic
 #define Sleep_resistance (HSleep_resistance || ESleep_resistance)
 
 #define HDisint_resistance u.uprops[DISINT_RES].intrinsic
 #define EDisint_resistance u.uprops[DISINT_RES].extrinsic
 #define Disint_resistance (HDisint_resistance || EDisint_resistance)
 
 #define HShock_resistance u.uprops[SHOCK_RES].intrinsic
 #define EShock_resistance u.uprops[SHOCK_RES].extrinsic
 #define Shock_resistance (HShock_resistance || EShock_resistance)
 
 #define HPoison_resistance u.uprops[POISON_RES].intrinsic
 #define EPoison_resistance u.uprops[POISON_RES].extrinsic
 #define Poison_resistance (HPoison_resistance || EPoison_resistance)
 
 #define HDrain_resistance u.uprops[DRAIN_RES].intrinsic
 #define EDrain_resistance u.uprops[DRAIN_RES].extrinsic
 #define Drain_resistance (HDrain_resistance || EDrain_resistance)
 
 /* Hxxx due to FROMFORM only */
 #define HAntimagic u.uprops[ANTIMAGIC].intrinsic
 #define EAntimagic u.uprops[ANTIMAGIC].extrinsic
 #define Antimagic (HAntimagic || EAntimagic)
 
 #define HAcid_resistance u.uprops[ACID_RES].intrinsic
 #define EAcid_resistance u.uprops[ACID_RES].extrinsic
 #define Acid_resistance (HAcid_resistance || EAcid_resistance)
 
 #define HStone_resistance u.uprops[STONE_RES].intrinsic
 #define EStone_resistance u.uprops[STONE_RES].extrinsic
 #define Stone_resistance (HStone_resistance || EStone_resistance)
 
 /* Intrinsics only */
 #define HSick_resistance u.uprops[SICK_RES].intrinsic
 #define Sick_resistance (HSick_resistance || defends(AD_DISE, uwep))
 
 #define Invulnerable u.uprops[INVULNERABLE].intrinsic /* [Tom] */
 
 /*** Troubles ***/
 /* Pseudo-property */
 #define Punished (uball != 0)
 
 /* Those implemented solely as timeouts (we use just intrinsic) */
 #define HStun u.uprops[STUNNED].intrinsic
 #define Stunned HStun
 
 #define HConfusion u.uprops[CONFUSION].intrinsic
 #define Confusion HConfusion
 
 #define Blinded u.uprops[BLINDED].intrinsic
 #define Blindfolded (ublindf && ublindf->otyp != LENSES)
 /* ...means blind because of a cover */
 #define Blind                                     \
     ((u.uroleplay.blind || Blinded || Blindfolded \
       || !haseyes(youmonst.data))                 \
      && !(ublindf && ublindf->oartifact == ART_EYES_OF_THE_OVERWORLD))
 /* ...the Eyes operate even when you really are blind
     or don't have any eyes */
 #define Blindfolded_only                                            \
     (Blindfolded && ublindf->oartifact != ART_EYES_OF_THE_OVERWORLD \
      && !u.uroleplay.blind && !Blinded && haseyes(youmonst.data))
 /* ...blind because of a blindfold, and *only* that */
 
 #define Sick u.uprops[SICK].intrinsic
 #define Stoned u.uprops[STONED].intrinsic
 #define Strangled u.uprops[STRANGLED].intrinsic
 #define Vomiting u.uprops[VOMITING].intrinsic
 #define Glib u.uprops[GLIB].intrinsic
 #define Slimed u.uprops[SLIMED].intrinsic /* [Tom] */
 
 /* Hallucination is solely a timeout */
 #define HHallucination u.uprops[HALLUC].intrinsic
 #define HHalluc_resistance u.uprops[HALLUC_RES].intrinsic
 #define EHalluc_resistance u.uprops[HALLUC_RES].extrinsic
 #define Halluc_resistance (HHalluc_resistance || EHalluc_resistance)
 #define Hallucination (HHallucination && !Halluc_resistance)
 
 /* Timeout, plus a worn mask */
 #define HDeaf u.uprops[DEAF].intrinsic
 #define EDeaf u.uprops[DEAF].extrinsic
 #define Deaf (HDeaf || EDeaf)
 
 #define HFumbling u.uprops[FUMBLING].intrinsic
 #define EFumbling u.uprops[FUMBLING].extrinsic
 #define Fumbling (HFumbling || EFumbling)
 
 #define HWounded_legs u.uprops[WOUNDED_LEGS].intrinsic
 #define EWounded_legs u.uprops[WOUNDED_LEGS].extrinsic
 #define Wounded_legs (HWounded_legs || EWounded_legs)
 
 #define HSleepy u.uprops[SLEEPY].intrinsic
 #define ESleepy u.uprops[SLEEPY].extrinsic
 #define Sleepy (HSleepy || ESleepy)
 
 #define HHunger u.uprops[HUNGER].intrinsic
 #define EHunger u.uprops[HUNGER].extrinsic
 #define Hunger (HHunger || EHunger)
 
 /*** Vision and senses ***/
 #define HSee_invisible u.uprops[SEE_INVIS].intrinsic
 #define ESee_invisible u.uprops[SEE_INVIS].extrinsic
 #define See_invisible (HSee_invisible || ESee_invisible)
 
 #define HTelepat u.uprops[TELEPAT].intrinsic
 #define ETelepat u.uprops[TELEPAT].extrinsic
 #define Blind_telepat (HTelepat || ETelepat)
 #define Unblind_telepat (ETelepat)
 
 #define HWarning u.uprops[WARNING].intrinsic
 #define EWarning u.uprops[WARNING].extrinsic
 #define Warning (HWarning || EWarning)
 
 /* Warning for a specific type of monster */
 #define HWarn_of_mon u.uprops[WARN_OF_MON].intrinsic
 #define EWarn_of_mon u.uprops[WARN_OF_MON].extrinsic
 #define Warn_of_mon (HWarn_of_mon || EWarn_of_mon)
 
 #define HUndead_warning u.uprops[WARN_UNDEAD].intrinsic
 #define Undead_warning (HUndead_warning)
 
 #define HSearching u.uprops[SEARCHING].intrinsic
 #define ESearching u.uprops[SEARCHING].extrinsic
 #define Searching (HSearching || ESearching)
 
 #define HClairvoyant u.uprops[CLAIRVOYANT].intrinsic
 #define EClairvoyant u.uprops[CLAIRVOYANT].extrinsic
 #define BClairvoyant u.uprops[CLAIRVOYANT].blocked
 #define Clairvoyant ((HClairvoyant || EClairvoyant) && !BClairvoyant)
 
 #define HInfravision u.uprops[INFRAVISION].intrinsic
 #define EInfravision u.uprops[INFRAVISION].extrinsic
 #define Infravision (HInfravision || EInfravision)
 
 #define HDetect_monsters u.uprops[DETECT_MONSTERS].intrinsic
 #define EDetect_monsters u.uprops[DETECT_MONSTERS].extrinsic
 #define Detect_monsters (HDetect_monsters || EDetect_monsters)
 
 /*** Appearance and behavior ***/
 #define Adornment u.uprops[ADORNED].extrinsic
 
 #define HInvis u.uprops[INVIS].intrinsic
 #define EInvis u.uprops[INVIS].extrinsic
 #define BInvis u.uprops[INVIS].blocked
 #define Invis ((HInvis || EInvis) && !BInvis)
 #define Invisible (Invis && !See_invisible)
 /* Note: invisibility also hides inventory and steed */
 
 #define EDisplaced u.uprops[DISPLACED].extrinsic
 #define Displaced EDisplaced
 
 #define HStealth u.uprops[STEALTH].intrinsic
 #define EStealth u.uprops[STEALTH].extrinsic
 #define BStealth u.uprops[STEALTH].blocked
 #define Stealth ((HStealth || EStealth) && !BStealth)
 
 #define HAggravate_monster u.uprops[AGGRAVATE_MONSTER].intrinsic
 #define EAggravate_monster u.uprops[AGGRAVATE_MONSTER].extrinsic
 #define Aggravate_monster (HAggravate_monster || EAggravate_monster)
 
 #define HConflict u.uprops[CONFLICT].intrinsic
 #define EConflict u.uprops[CONFLICT].extrinsic
 #define Conflict (HConflict || EConflict)
 
 /*** Transportation ***/
 #define HJumping u.uprops[JUMPING].intrinsic
 #define EJumping u.uprops[JUMPING].extrinsic
 #define Jumping (HJumping || EJumping)
 
 #define HTeleportation u.uprops[TELEPORT].intrinsic
 #define ETeleportation u.uprops[TELEPORT].extrinsic
 #define Teleportation (HTeleportation || ETeleportation)
 
 #define HTeleport_control u.uprops[TELEPORT_CONTROL].intrinsic
 #define ETeleport_control u.uprops[TELEPORT_CONTROL].extrinsic
 #define Teleport_control (HTeleport_control || ETeleport_control)
 
 #define HLevitation u.uprops[LEVITATION].intrinsic
 #define ELevitation u.uprops[LEVITATION].extrinsic
 #define BLevitation u.uprops[LEVITATION].blocked
 #define Levitation ((HLevitation || ELevitation) && !BLevitation)
 /* Can't touch surface, can't go under water; overrides all others */
 #define Lev_at_will                                                    \
     (((HLevitation & I_SPECIAL) != 0L || (ELevitation & W_ARTI) != 0L) \
      && (HLevitation & ~(I_SPECIAL | TIMEOUT)) == 0L                   \
      && (ELevitation & ~W_ARTI) == 0L)
 
 #define HFlying u.uprops[FLYING].intrinsic
 #define EFlying u.uprops[FLYING].extrinsic
 #define BFlying u.uprops[FLYING].blocked
 #define Flying                                                      \
     ((HFlying || EFlying || (u.usteed && is_flyer(u.usteed->data))) \
      && !BFlying)
 /* May touch surface; does not override any others */
 
 #define EWwalking u.uprops[WWALKING].extrinsic
 #define Wwalking (EWwalking && !Is_waterlevel(&u.uz))
 /* Don't get wet, can't go under water; overrides others except levitation */
 /* Wwalking is meaningless on water level */
 
 #define HSwimming u.uprops[SWIMMING].intrinsic
 #define ESwimming u.uprops[SWIMMING].extrinsic /* [Tom] */
 #define Swimming \
     (HSwimming || ESwimming || (u.usteed && is_swimmer(u.usteed->data)))
 /* Get wet, don't go under water unless if amphibious */
 
 #define HMagical_breathing u.uprops[MAGICAL_BREATHING].intrinsic
 #define EMagical_breathing u.uprops[MAGICAL_BREATHING].extrinsic
 #define Amphibious \
     (HMagical_breathing || EMagical_breathing || amphibious(youmonst.data))
 /* Get wet, may go under surface */
 
 #define Breathless \
     (HMagical_breathing || EMagical_breathing || breathless(youmonst.data))
 
 #define Underwater (u.uinwater)
 /* Note that Underwater and u.uinwater are both used in code.
    The latter form is for later implementation of other in-water
    states, like swimming, wading, etc. */
 
 #define HPasses_walls u.uprops[PASSES_WALLS].intrinsic
 #define EPasses_walls u.uprops[PASSES_WALLS].extrinsic
 #define Passes_walls (HPasses_walls || EPasses_walls)
 
 /*** Physical attributes ***/
 #define HSlow_digestion u.uprops[SLOW_DIGESTION].intrinsic
 #define ESlow_digestion u.uprops[SLOW_DIGESTION].extrinsic
 #define Slow_digestion (HSlow_digestion || ESlow_digestion) /* KMH */
 
 #define HHalf_spell_damage u.uprops[HALF_SPDAM].intrinsic
 #define EHalf_spell_damage u.uprops[HALF_SPDAM].extrinsic
 #define Half_spell_damage (HHalf_spell_damage || EHalf_spell_damage)
 
 /*
  * Physical damage
  *
  * Damage is NOT physical damage if (in order of priority):
  * 1. it already qualifies for some other special category
  *    for which a special resistance already exists in the game
  *    including: cold, fire, shock, acid, and magic.
  *    Note that fire is extended to include all non-acid forms of
  *    burning, even boiling water since that is already dealt with
  *    by fire resistance, and in most or all cases is caused by fire.
  * 2. it doesn't leave a mark. Marks include destruction of, or
  *    damage to, an internal organ (including the brain),
  *    lacerations, bruises, crushed body parts, bleeding.
  *
  * The following were evaluated and determined _NOT_ to be
  * susceptible to Half_physical_damage protection:
  *   Being caught in a fireball                      [fire damage]
  *   Sitting in lava                                 [lava damage]
  *   Thrown potion (acid)                            [acid damage]
  *   Splattered burning oil from thrown potion       [fire damage]
  *   Mixing water and acid                           [acid damage]
  *   Molten lava (entering or being splashed)        [lava damage]
  *   boiling water from a sink                       [fire damage]
  *   Fire traps                                      [fire damage]
  *   Scrolls of fire (confused and otherwise)        [fire damage]
  *   Alchemical explosion                            [not physical]
  *   System shock                                    [shock damage]
  *   Bag of holding explosion                        [magical]
  *   Being undead-turned by your god                 [magical]
  *   Level-drain                                     [magical]
  *   Magical explosion of a magic trap               [magical]
  *   Sitting on a throne with a bad effect           [magical]
  *   Contaminated water from a sink                  [poison/sickness]
  *   Contact-poisoned spellbooks                     [poison/sickness]
  *   Eating acidic/poisonous/mildly-old corpses      [poison/sickness]
  *   Eating a poisoned weapon while polyselfed       [poison/sickness]
  *   Engulfing a zombie or mummy (AT_ENGL in hmonas) [poison/sickness]
  *   Quaffed potions of sickness, lit oil, acid      [poison/sickness]
  *   Pyrolisks' fiery gaze                           [fire damage]
  *   Any passive attack                              [most don't qualify]
  */
 
 #define HHalf_physical_damage u.uprops[HALF_PHDAM].intrinsic
 #define EHalf_physical_damage u.uprops[HALF_PHDAM].extrinsic
 #define Half_physical_damage (HHalf_physical_damage || EHalf_physical_damage)
 
 #define HRegeneration u.uprops[REGENERATION].intrinsic
 #define ERegeneration u.uprops[REGENERATION].extrinsic
 #define Regeneration (HRegeneration || ERegeneration)
 
 #define HEnergy_regeneration u.uprops[ENERGY_REGENERATION].intrinsic
 #define EEnergy_regeneration u.uprops[ENERGY_REGENERATION].extrinsic
 #define Energy_regeneration (HEnergy_regeneration || EEnergy_regeneration)
 
 #define HProtection u.uprops[PROTECTION].intrinsic
 #define EProtection u.uprops[PROTECTION].extrinsic
 #define Protection (HProtection || EProtection)
 
 #define HProtection_from_shape_changers \
     u.uprops[PROT_FROM_SHAPE_CHANGERS].intrinsic
 #define EProtection_from_shape_changers \
     u.uprops[PROT_FROM_SHAPE_CHANGERS].extrinsic
 #define Protection_from_shape_changers \
     (HProtection_from_shape_changers || EProtection_from_shape_changers)
 
 #define HPolymorph u.uprops[POLYMORPH].intrinsic
 #define EPolymorph u.uprops[POLYMORPH].extrinsic
 #define Polymorph (HPolymorph || EPolymorph)
 
 #define HPolymorph_control u.uprops[POLYMORPH_CONTROL].intrinsic
 #define EPolymorph_control u.uprops[POLYMORPH_CONTROL].extrinsic
 #define Polymorph_control (HPolymorph_control || EPolymorph_control)
 
 #define HUnchanging u.uprops[UNCHANGING].intrinsic
 #define EUnchanging u.uprops[UNCHANGING].extrinsic
 #define Unchanging (HUnchanging || EUnchanging) /* KMH */
 
 #define HFast u.uprops[FAST].intrinsic
 #define EFast u.uprops[FAST].extrinsic
 #define Fast (HFast || EFast)
 #define Very_fast ((HFast & ~INTRINSIC) || EFast)
 
 #define HReflecting u.uprops[REFLECTING].intrinsic
 #define EReflecting u.uprops[REFLECTING].extrinsic
 #define Reflecting (HReflecting || EReflecting)
 
 #define Free_action u.uprops[FREE_ACTION].extrinsic /* [Tom] */
 
 #define Fixed_abil u.uprops[FIXED_ABIL].extrinsic /* KMH */
 
 #define Lifesaved u.uprops[LIFESAVED].extrinsic
 
 /*
  * Some pseudo-properties.
  */
 
 /* unconscious() includes u.usleep but not is_fainted(); the multi test is
    redundant but allows the function calls to be skipped most of the time */
 #define Unaware (multi < 0 && (unconscious() || is_fainted()))
 
 #define Hate_silver (u.ulycn >= LOW_PM || hates_silver(youmonst.data))
 
 #endif /* YOUPROP_H */