1    | /*	SCCS Id: @(#)monflag.h	3.3	96/05/04	*/
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 */