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/**
* @file
* @brief Monster-related enums.
*
* Extracted from mon-util.h to cut down on mon-util.h
* dependencies.
**/
#pragma once
#include "tag-version.h"
#define HERD_COMFORT_RANGE 6
// TODO: Unify this and a player_equivalent (if applicable)
// and move into attack.h
enum attack_type
{
AT_NONE,
AT_HIT, // Including weapon attacks.
AT_FIRST_ATTACK = AT_HIT,
AT_BITE,
AT_STING,
AT_SPORE,
AT_TOUCH,
AT_ENGULF,
AT_CLAW,
AT_PECK,
AT_HEADBUTT,
AT_PUNCH,
AT_KICK,
AT_TENTACLE_SLAP,
AT_TAIL_SLAP,
AT_GORE,
AT_CONSTRICT,
AT_TRAMPLE,
AT_TRUNK_SLAP,
#if TAG_MAJOR_VERSION == 34
AT_SNAP,
AT_SPLASH,
#endif
AT_POUNCE,
#if TAG_MAJOR_VERSION == 34
AT_REACH_STING,
AT_LAST_REAL_ATTACK = AT_REACH_STING,
#else
AT_LAST_REAL_ATTACK = AT_POUNCE,
#endif
AT_CHERUB,
#if TAG_MAJOR_VERSION == 34
AT_SHOOT,
#endif
AT_WEAP_ONLY, // AT_HIT if wielding a melee weapon, AT_NONE otherwise
AT_RANDOM, // Anything but AT_SHOOT and AT_WEAP_ONLY.
NUM_ATTACK_TYPES,
};
// When adding an attack flavour, give it a short description in
// _describe_attack_flavour() in describe.cc.
enum attack_flavour
{
AF_PLAIN,
AF_ACID,
AF_BLINK,
AF_COLD,
AF_CONFUSE,
#if TAG_MAJOR_VERSION == 34
AF_DISEASE,
AF_DRAIN_STR,
AF_DRAIN_INT,
AF_DRAIN_DEX,
AF_DRAIN_STAT,
#endif
AF_DRAIN,
AF_ELEC,
AF_FIRE,
#if TAG_MAJOR_VERSION == 34
AF_HUNGER,
AF_MUTATE,
#endif
AF_POISON_PARALYSE,
AF_POISON,
#if TAG_MAJOR_VERSION == 34
AF_POISON_NASTY,
AF_POISON_MEDIUM,
#endif
AF_POISON_STRONG,
#if TAG_MAJOR_VERSION == 34
AF_POISON_STR,
AF_POISON_INT,
AF_POISON_DEX,
AF_POISON_STAT,
AF_ROT,
#endif
AF_VAMPIRIC,
#if TAG_MAJOR_VERSION == 34
AF_KLOWN,
#endif
AF_DISTORT,
AF_RAGE,
#if TAG_MAJOR_VERSION == 34
AF_STICKY_FLAME,
#endif
// Intentionally inconsistent with the naming of other chaos flavour enums
// which are usually * _CHAOS; due to AF_CHAOS conflicting with a macro for
// the CHAOS protocol on cygwin. See 3c404ee for full explanation.
AF_CHAOTIC,
AF_STEAL,
#if TAG_MAJOR_VERSION == 34
AF_STEAL_FOOD,
#endif
AF_CRUSH,
AF_REACH,
AF_HOLY,
AF_ANTIMAGIC,
AF_PAIN,
AF_ENSNARE,
AF_FLOOD,
AF_PURE_FIRE,
AF_DRAIN_SPEED,
AF_VULN,
#if TAG_MAJOR_VERSION == 34
AF_PLAGUE,
#endif
AF_REACH_STING,
AF_SHADOWSTAB,
AF_DROWN,
#if TAG_MAJOR_VERSION == 34
AF_FIREBRAND,
#endif
AF_CORRODE,
AF_SCARAB,
#if TAG_MAJOR_VERSION == 34
AF_KITE, // Hops backwards if attacking with a polearm.
#endif
AF_SWOOP, // Swoops in to perform a melee attack if far away.
AF_TRAMPLE, // Trampling effect.
AF_WEAKNESS,
#if TAG_MAJOR_VERSION == 34
AF_MIASMATA,
#endif
AF_REACH_TONGUE,
AF_BLINK_WITH,
AF_SEAR,
AF_BARBS,
AF_SPIDER,
AF_RIFT,
AF_BLOODZERK,
AF_SLEEP,
AF_MINIPARA,
AF_FLANK,
AF_DRAG,
AF_FOUL_FLAME,
AF_HELL_HUNT,
AF_SWARM,
AF_ALEMBIC,
AF_BOMBLET,
AF_AIRSTRIKE,
AF_TRICKSTER,
AF_REACH_CLEAVE_UGLY,
AF_DOOM,
AF_SLIMIFY,
AF_DIM,
};
// Non-spell "summoning" types to give to monster::mark_summoned(), or
// as the second parameter of mgen_data::set_summoned().
//
// Negative values since spells are non-negative.
enum mon_summon_type
{
MON_SUMM_CLONE = -10000, // Cloned from another monster
MON_SUMM_ANIMATE, // Item/feature/substance which was animated
MON_SUMM_CHAOS, // Was made from pure chaos
MON_SUMM_MISCAST, // Spell miscast
MON_SUMM_ZOT, // Zot trap
MON_SUMM_WRATH, // Divine wrath
MON_SUMM_AID, // Divine aid
MON_SUMM_SCROLL, // Scroll of summoning
#if TAG_MAJOR_VERSION == 34
MON_SUMM_SHADOW, // Shadow trap
MON_SUMM_LANTERN, // Lantern of shadows
#endif
MON_SUMM_BUTTERFLIES, // Scroll of butterflies
MON_SUMM_YRED_REAP, // Yred's reaping passive
MON_SUMM_WPN_REAP, // Reaping brand reaping
MON_SUMM_CACOPHONY, // Poltergeist ability
MON_SUMM_THRALL, // Vampiric thralls
MON_SUMM_HIVE, // Hive form insects
MON_SUMM_SUN_SCARAB, // Sun Scarab's solar ember
MON_SUMM_MULTIPLICITY, // Bane of Multiplicity
MON_SUMM_MORTALITY, // Bane of Mortality
MON_SUMM_STARDUST, // Orb of Stardust
MON_SUMM_SPITEFUL_BLOOD, // Spiteful Blood mutation
MON_SUMM_SPORE, // Spore form mushrooms
};
#include "mon-flags.h"
enum mon_intel_type // Must be in increasing intelligence order
{
I_BRAINLESS = 0,
I_ANIMAL,
I_HUMAN,
};
enum habitat_type
{
HT_NONE = 0,
HT_DRY_LAND = 1 << 0,
HT_SHALLOW_WATER = 1 << 1,
HT_DEEP_WATER = 1 << 2,
HT_LAVA = 1 << 3,
HT_MALIGN_GATEWAY = 1 << 4,
HT_WALLS_ONLY = 1 << 5,
HT_LAND = HT_DRY_LAND | HT_SHALLOW_WATER,
HT_AMPHIBIOUS = HT_LAND | HT_DEEP_WATER,
HT_WATER = HT_SHALLOW_WATER | HT_DEEP_WATER,
HT_AMPHIBIOUS_LAVA = HT_LAND | HT_LAVA,
HT_ELDRITCH_TENTACLE = HT_AMPHIBIOUS | HT_MALIGN_GATEWAY,
// Flying monsters will appear in all categories except HT_MALIGN_GATEWAY
HT_FLYER = HT_LAND | HT_WATER | HT_LAVA,
HT_WALL = HT_LAND | HT_WALLS_ONLY,
};
// order of these is important:
enum mon_itemuse_type
{
MONUSE_NOTHING,
MONUSE_OPEN_DOORS,
MONUSE_STARTING_EQUIPMENT,
MONUSE_WEAPONS_ARMOUR,
NUM_MONUSE
};
typedef uint32_t resists_t;
#define mrd(res, lev) (resists_t)((res) * ((lev) & 7))
enum mon_resist_flags
{
MR_NO_FLAGS = 0,
// resistances
// Notes:
// - negative energy is mostly handled via monster::res_negative_energy()
MR_RES_ELEC = 1 << 0,
MR_RES_POISON = 1 << 3,
MR_RES_FIRE = 1 << 6,
MR_RES_COLD = 1 << 9,
MR_RES_NEG = 1 << 12,
MR_RES_MIASMA = 1 << 15,
MR_RES_CORR = 1 << 18,
MR_LAST_MULTI, // must be >= any multi, < any boolean, exact value doesn't matter
MR_RES_TORMENT = 1 << 22,
MR_RES_PETRIFY = 1 << 23,
MR_RES_DAMNATION = 1 << 24,
#if TAG_MAJOR_VERSION == 34
MR_OLD_RES_ACID = 1 << 25,
#else
// unused 1 << 25,
#endif
// unused 1 << 26,
// unused 1 << 27,
MR_RES_STEAM = 1 << 28,
// vulnerabilities
#if TAG_MAJOR_VERSION == 34
MR_VUL_WATER = 1 << 29,
#endif
};
const mon_resist_flags ALL_MON_RESISTS[] = {
MR_RES_ELEC,
MR_RES_POISON,
MR_RES_FIRE,
MR_RES_COLD,
MR_RES_NEG,
MR_RES_CORR,
MR_RES_MIASMA,
MR_RES_TORMENT,
MR_RES_PETRIFY,
MR_RES_DAMNATION,
MR_RES_STEAM,
};
enum shout_type
{
S_SILENT, // silent
S_SHOUT, // shout
S_BARK, // bark
S_HOWL, // howl
S_SHOUT2, // shout twice (e.g. two-headed ogres)
S_ROAR, // roar
S_SCREAM, // scream
S_BELLOW, // bellow (yaks)
S_BLEAT, // bleat (sheep)
S_TRUMPET, // trumpets (elephants)
S_SCREECH, // screech
S_BUZZ, // buzz
S_MOAN, // moan
S_GURGLE, // gurgle
S_CROAK, // frog croak
S_GROWL, // for bears
S_HISS, // for reptiles, quiet!
S_SKITTER, // medium+ arachnids and similar
S_FAINT_SKITTER, // little/small arachnids/insects, quiet!
S_DEMON_TAUNT, // for pandemonium lords
S_CHERUB, // for cherubs
S_SQUEAL, // pigs
S_LOUD_ROAR, // dragons, &c. loud!
S_RUSTLE, // books
S_SQUEAK, // rats and similar
S_CAW, // ravens
S_LAUGH, // cacodemons
NUM_SHOUTS,
// Loudness setting for shouts that are only defined in dat/shout.txt
// Only used for the verb/volume of random demon taunts
S_VERY_SOFT,
S_SOFT,
S_NORMAL_VOLUME,
S_LOUD,
S_VERY_LOUD,
NUM_LOUDNESS,
S_RANDOM
};
enum zombie_size_type
{
Z_NOZOMBIE = 0,
Z_SMALL,
Z_BIG,
};
/**
* Monster body shapes. Set for each monster in the monster definitions of
* mon-data.h, the monster's shape affects various casting and melee attack
* messages.
*/
enum mon_body_shape
{
MON_SHAPE_BUGGY,
MON_SHAPE_HUMANOID,
MON_SHAPE_FIRST_HUMANOID = MON_SHAPE_HUMANOID,
MON_SHAPE_HUMANOID_WINGED,
MON_SHAPE_HUMANOID_TAILED,
MON_SHAPE_HUMANOID_WINGED_TAILED,
MON_SHAPE_CENTAUR,
MON_SHAPE_NAGA,
MON_SHAPE_LAST_HUMANOID = MON_SHAPE_NAGA,
// Everything before this should have at least a humanoid upper body
MON_SHAPE_QUADRUPED,
MON_SHAPE_QUADRUPED_TAILLESS,
MON_SHAPE_QUADRUPED_WINGED,
MON_SHAPE_BAT,
MON_SHAPE_BIRD,
MON_SHAPE_SNAKE, // Including eels and worms
MON_SHAPE_FISH,
MON_SHAPE_INSECT,
MON_SHAPE_INSECT_WINGED,
MON_SHAPE_ARACHNID,
MON_SHAPE_CENTIPEDE,
MON_SHAPE_SNAIL,
MON_SHAPE_PLANT,
MON_SHAPE_FUNGUS,
MON_SHAPE_ORB,
MON_SHAPE_BLOB,
MON_SHAPE_MISC,
};
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