Source:NetHack 3.6.0/include/monflag.h

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

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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.

  1.  /* NetHack 3.6	monflag.h	$NHDT-Date: 1432512778 2015/05/25 00:12:58 $  $NHDT-Branch: master $:$NHDT-Revision: 1.14 $ */
  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.  #define MS_ARREST 21    /* "Stop in the name of the law!" (Kops) */
  31.  #define MS_SOLDIER 22   /* army and watchmen expressions */
  32.  #define MS_GUARD 23     /* "Please drop that gold and follow me." */
  33.  #define MS_DJINNI 24    /* "Thank you for freeing me!" */
  34.  #define MS_NURSE 25     /* "Take off your shirt, please." */
  35.  #define MS_SEDUCE 26    /* "Hello, sailor." (Nymphs) */
  36.  #define MS_VAMPIRE 27   /* vampiric seduction, Vlad's exclamations */
  37.  #define MS_BRIBE 28     /* asks for money, or berates you */
  38.  #define MS_CUSS 29      /* berates (demons) or intimidates (Wiz) */
  39.  #define MS_RIDER 30     /* astral level special monsters */
  40.  #define MS_LEADER 31    /* your class leader */
  41.  #define MS_NEMESIS 32   /* your nemesis */
  42.  #define MS_GUARDIAN 33  /* your leader's guards */
  43.  #define MS_SELL 34      /* demand payment, complain about shoplifters */
  44.  #define MS_ORACLE 35    /* do a consultation */
  45.  #define MS_PRIEST 36    /* ask for contribution; do cleansing */
  46.  #define MS_SPELL 37     /* spellcaster not matching any of the above */
  47.  #define MS_WERE 38      /* lycanthrope in human form */
  48.  #define MS_BOAST 39     /* giants */
  49.  
  50.  #define MR_FIRE 0x01   /* resists fire */
  51.  #define MR_COLD 0x02   /* resists cold */
  52.  #define MR_SLEEP 0x04  /* resists sleep */
  53.  #define MR_DISINT 0x08 /* resists disintegration */
  54.  #define MR_ELEC 0x10   /* resists electricity */
  55.  #define MR_POISON 0x20 /* resists poison */
  56.  #define MR_ACID 0x40   /* resists acid */
  57.  #define MR_STONE 0x80  /* resists petrification */
  58.  /* other resistances: magic, sickness */
  59.  /* other conveyances: teleport, teleport control, telepathy */
  60.  
  61.  /* individual resistances */
  62.  #define MR2_SEE_INVIS 0x0100 /* see invisible */
  63.  #define MR2_LEVITATE 0x0200  /* levitation */
  64.  #define MR2_WATERWALK 0x0400 /* water walking */
  65.  #define MR2_MAGBREATH 0x0800 /* magical breathing */
  66.  #define MR2_DISPLACED 0x1000 /* displaced */
  67.  #define MR2_STRENGTH 0x2000  /* gauntlets of power */
  68.  #define MR2_FUMBLING 0x4000  /* clumsy */
  69.  
  70.  #define M1_FLY 0x00000001L         /* can fly or float */
  71.  #define M1_SWIM 0x00000002L        /* can traverse water */
  72.  #define M1_AMORPHOUS 0x00000004L   /* can flow under doors */
  73.  #define M1_WALLWALK 0x00000008L    /* can phase thru rock */
  74.  #define M1_CLING 0x00000010L       /* can cling to ceiling */
  75.  #define M1_TUNNEL 0x00000020L      /* can tunnel thru rock */
  76.  #define M1_NEEDPICK 0x00000040L    /* needs pick to tunnel */
  77.  #define M1_CONCEAL 0x00000080L     /* hides under objects */
  78.  #define M1_HIDE 0x00000100L        /* mimics, blends in with ceiling */
  79.  #define M1_AMPHIBIOUS 0x00000200L  /* can survive underwater */
  80.  #define M1_BREATHLESS 0x00000400L  /* doesn't need to breathe */
  81.  #define M1_NOTAKE 0x00000800L      /* cannot pick up objects */
  82.  #define M1_NOEYES 0x00001000L      /* no eyes to gaze into or blind */
  83.  #define M1_NOHANDS 0x00002000L     /* no hands to handle things */
  84.  #define M1_NOLIMBS 0x00006000L     /* no arms/legs to kick/wear on */
  85.  #define M1_NOHEAD 0x00008000L      /* no head to behead */
  86.  #define M1_MINDLESS 0x00010000L    /* has no mind--golem, zombie, mold */
  87.  #define M1_HUMANOID 0x00020000L    /* has humanoid head/arms/torso */
  88.  #define M1_ANIMAL 0x00040000L      /* has animal body */
  89.  #define M1_SLITHY 0x00080000L      /* has serpent body */
  90.  #define M1_UNSOLID 0x00100000L     /* has no solid or liquid body */
  91.  #define M1_THICK_HIDE 0x00200000L  /* has thick hide or scales */
  92.  #define M1_OVIPAROUS 0x00400000L   /* can lay eggs */
  93.  #define M1_REGEN 0x00800000L       /* regenerates hit points */
  94.  #define M1_SEE_INVIS 0x01000000L   /* can see invisible creatures */
  95.  #define M1_TPORT 0x02000000L       /* can teleport */
  96.  #define M1_TPORT_CNTRL 0x04000000L /* controls where it teleports to */
  97.  #define M1_ACID 0x08000000L        /* acidic to eat */
  98.  #define M1_POIS 0x10000000L        /* poisonous to eat */
  99.  #define M1_CARNIVORE 0x20000000L   /* eats corpses */
  100.  #define M1_HERBIVORE 0x40000000L   /* eats fruits */
  101.  #define M1_OMNIVORE 0x60000000L    /* eats both */
  102.  #ifdef NHSTDC
  103.  #define M1_METALLIVORE 0x80000000UL /* eats metal */
  104.  #else
  105.  #define M1_METALLIVORE 0x80000000L /* eats metal */
  106.  #endif
  107.  
  108.  #define M2_NOPOLY 0x00000001L       /* players mayn't poly into one */
  109.  #define M2_UNDEAD 0x00000002L       /* is walking dead */
  110.  #define M2_WERE 0x00000004L         /* is a lycanthrope */
  111.  #define M2_HUMAN 0x00000008L        /* is a human */
  112.  #define M2_ELF 0x00000010L          /* is an elf */
  113.  #define M2_DWARF 0x00000020L        /* is a dwarf */
  114.  #define M2_GNOME 0x00000040L        /* is a gnome */
  115.  #define M2_ORC 0x00000080L          /* is an orc */
  116.  #define M2_DEMON 0x00000100L        /* is a demon */
  117.  #define M2_MERC 0x00000200L         /* is a guard or soldier */
  118.  #define M2_LORD 0x00000400L         /* is a lord to its kind */
  119.  #define M2_PRINCE 0x00000800L       /* is an overlord to its kind */
  120.  #define M2_MINION 0x00001000L       /* is a minion of a deity */
  121.  #define M2_GIANT 0x00002000L        /* is a giant */
  122.  #define M2_SHAPESHIFTER 0x00004000L /* is a shapeshifting species */
  123.  #define M2_MALE 0x00010000L         /* always male */
  124.  #define M2_FEMALE 0x00020000L       /* always female */
  125.  #define M2_NEUTER 0x00040000L       /* neither male nor female */
  126.  #define M2_PNAME 0x00080000L        /* monster name is a proper name */
  127.  #define M2_HOSTILE 0x00100000L      /* always starts hostile */
  128.  #define M2_PEACEFUL 0x00200000L     /* always starts peaceful */
  129.  #define M2_DOMESTIC 0x00400000L     /* can be tamed by feeding */
  130.  #define M2_WANDER 0x00800000L       /* wanders randomly */
  131.  #define M2_STALK 0x01000000L        /* follows you to other levels */
  132.  #define M2_NASTY 0x02000000L        /* extra-nasty monster (more xp) */
  133.  #define M2_STRONG 0x04000000L       /* strong (or big) monster */
  134.  #define M2_ROCKTHROW 0x08000000L    /* throws boulders */
  135.  #define M2_GREEDY 0x10000000L       /* likes gold */
  136.  #define M2_JEWELS 0x20000000L       /* likes gems */
  137.  #define M2_COLLECT 0x40000000L      /* picks up weapons and food */
  138.  #ifdef NHSTDC
  139.  #define M2_MAGIC 0x80000000UL /* picks up magic items */
  140.  #else
  141.  #define M2_MAGIC 0x80000000L /* picks up magic items */
  142.  #endif
  143.  
  144.  #define M3_WANTSAMUL 0x0001 /* would like to steal the amulet */
  145.  #define M3_WANTSBELL 0x0002 /* wants the bell */
  146.  #define M3_WANTSBOOK 0x0004 /* wants the book */
  147.  #define M3_WANTSCAND 0x0008 /* wants the candelabrum */
  148.  #define M3_WANTSARTI 0x0010 /* wants the quest artifact */
  149.  #define M3_WANTSALL 0x001f  /* wants any major artifact */
  150.  #define M3_WAITFORU 0x0040  /* waits to see you or get attacked */
  151.  #define M3_CLOSE 0x0080     /* lets you close unless attacked */
  152.  
  153.  #define M3_COVETOUS 0x001f /* wants something */
  154.  #define M3_WAITMASK 0x00c0 /* waiting... */
  155.  
  156.  /* Infravision is currently implemented for players only */
  157.  #define M3_INFRAVISION 0x0100  /* has infravision */
  158.  #define M3_INFRAVISIBLE 0x0200 /* visible by infravision */
  159.  
  160.  #define M3_DISPLACES 0x0400 /* moves monsters out of its way */
  161.  
  162.  #define MZ_TINY 0          /* < 2' */
  163.  #define MZ_SMALL 1         /* 2-4' */
  164.  #define MZ_MEDIUM 2        /* 4-7' */
  165.  #define MZ_HUMAN MZ_MEDIUM /* human-sized */
  166.  #define MZ_LARGE 3         /* 7-12' */
  167.  #define MZ_HUGE 4          /* 12-25' */
  168.  #define MZ_GIGANTIC 7      /* off the scale */
  169.  
  170.  /* Monster races -- must stay within ROLE_RACEMASK */
  171.  /* Eventually this may become its own field */
  172.  #define MH_HUMAN M2_HUMAN
  173.  #define MH_ELF M2_ELF
  174.  #define MH_DWARF M2_DWARF
  175.  #define MH_GNOME M2_GNOME
  176.  #define MH_ORC M2_ORC
  177.  
  178.  /* for mons[].geno (constant during game) */
  179.  #define G_UNIQ 0x1000     /* generated only once */
  180.  #define G_NOHELL 0x0800   /* not generated in "hell" */
  181.  #define G_HELL 0x0400     /* generated only in "hell" */
  182.  #define G_NOGEN 0x0200    /* generated only specially */
  183.  #define G_SGROUP 0x0080   /* appear in small groups normally */
  184.  #define G_LGROUP 0x0040   /* appear in large groups normally */
  185.  #define G_GENO 0x0020     /* can be genocided */
  186.  #define G_NOCORPSE 0x0010 /* no corpse left ever */
  187.  #define G_FREQ 0x0007     /* creation frequency mask */
  188.  
  189.  /* for mvitals[].mvflags (variant during game), along with G_NOCORPSE */
  190.  #define G_KNOWN 0x0004 /* have been encountered */
  191.  #define G_GONE (G_GENOD | G_EXTINCT)
  192.  #define G_GENOD 0x0002 /* have been genocided */
  193.  #define G_EXTINCT                       \
  194.      0x0001 /* have been extinguished as \
  195.                population control */
  196.  #define MV_KNOWS_EGG                        \
  197.      0x0008 /* player recognizes egg of this \
  198.                monster type */
  199.  
  200.  #endif /* MONFLAG_H */