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 */
202