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/**
* @file
* @brief Monster-related enums.
*
* Extracted from mon-util.h to cut down on mon-util.h
* dependencies.
**/
#ifndef MON_ENUM_H
#define MON_ENUM_H
#define HERD_COMFORT_RANGE 6
enum corpse_effect_type
{
CE_NOCORPSE,
CE_CLEAN,
CE_POISONOUS,
CE_ROT,
CE_MUTAGEN,
CE_ROTTEN,
};
enum gender_type
{
GENDER_NEUTER,
GENDER_MALE,
GENDER_FEMALE,
GENDER_YOU, // A person, not a gender, but close enough.
NUM_GENDERS
};
// 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_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,
AT_REACH_STING,
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.
};
// 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,
#endif
AF_DRAIN_STR,
AF_DRAIN_INT,
AF_DRAIN_DEX,
AF_DRAIN_STAT,
AF_DRAIN_XP,
AF_ELEC,
AF_FIRE,
AF_HUNGER,
AF_MUTATE,
AF_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,
#endif
AF_ROT,
AF_VAMPIRIC,
AF_KLOWN,
AF_DISTORT,
AF_RAGE,
AF_STICKY_FLAME,
AF_CHAOS,
AF_STEAL,
#if TAG_MAJOR_VERSION == 34
AF_STEAL_FOOD,
#endif
AF_CRUSH,
AF_REACH,
AF_HOLY,
AF_ANTIMAGIC,
AF_PAIN,
AF_ENSNARE,
AF_ENGULF,
AF_PURE_FIRE,
AF_DRAIN_SPEED,
AF_VULN,
#if TAG_MAJOR_VERSION == 34
AF_PLAGUE,
#endif
AF_WEAKNESS_POISON,
AF_SHADOWSTAB,
AF_DROWN,
AF_FIREBRAND,
};
// Non-spell "summoning" types to give to monster::mark_summoned(), or
// as the fourth parameter of mgen_data's constructor.
//
// 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
};
#include "mon-flags.h"
enum mon_intel_type // Must be in increasing intelligence order
{
I_PLANT = 0,
I_INSECT,
I_REPTILE,
I_ANIMAL,
I_NORMAL,
I_HIGH,
};
enum habitat_type
{
// Flying monsters will appear in all categories except rock walls
HT_LAND = 0, // Land critters
HT_AMPHIBIOUS, // Amphibious creatures
HT_WATER, // Water critters
HT_LAVA, // Lava critters
HT_AMPHIBIOUS_LAVA, // Amphibious w/ lava (salamanders)
NUM_HABITATS
};
// order of these is important:
enum mon_itemuse_type
{
MONUSE_NOTHING,
MONUSE_OPEN_DOORS,
MONUSE_STARTING_EQUIPMENT,
MONUSE_WEAPONS_ARMOUR,
NUM_MONUSE
};
enum mon_itemeat_type
{
MONEAT_NOTHING,
MONEAT_ITEMS,
MONEAT_CORPSES,
#if TAG_MAJOR_VERSION == 34
MONEAT_FOOD,
#endif
NUM_MONEAT
};
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_HELLFIRE = mrd(MR_RES_FIRE, 4),
MR_RES_COLD = 1 << 9,
MR_RES_NEG = 1 << 12,
MR_RES_ROTTING = 1 << 15,
MR_RES_ACID = 1 << 18,
MR_LAST_MULTI, // must be >= any multi, < any boolean, exact value doesn't matter
MR_RES_ASPHYX = 1 << 24,
#if TAG_MAJOR_VERSION == 34
MR_OLD_RES_ACID = 1 << 25,
#else
// unused 1 << 25,
#endif
MR_RES_STICKY_FLAME = 1 << 26,
// unused 1 << 27,
MR_RES_STEAM = 1 << 28,
// vulnerabilities
MR_VUL_WATER = 1 << 29,
MR_VUL_ELEC = mrd(MR_RES_ELEC, -1),
MR_VUL_POISON = mrd(MR_RES_POISON, -1),
MR_VUL_FIRE = mrd(MR_RES_FIRE, -1),
MR_VUL_COLD = mrd(MR_RES_COLD, -1),
};
enum shout_type
{
S_SILENT, // silent
S_SHOUT, // shout
S_BARK, // bark
S_SHOUT2, // shout twice (e.g. two-headed ogres)
S_ROAR, // roar
S_SCREAM, // scream
S_BELLOW, // bellow (yaks)
S_TRUMPET, // trumpets (elephants)
S_SCREECH, // screech
S_BUZZ, // buzz
S_MOAN, // moan
S_GURGLE, // gurgle
S_WHINE, // irritating whine (mosquitos)
S_CROAK, // frog croak
S_GROWL, // for bears
S_HISS, // for snakes and lizards
S_DEMON_TAUNT, // for pandemonium lords
S_CAW, // for ravens
S_CHERUB, // for cherubs
NUM_SHOUTS,
// Loudness setting for shouts that are only defined in dat/shout.txt
S_VERY_SOFT,
S_SOFT,
S_NORMAL,
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_HUMANOID,
MON_SHAPE_HUMANOID_WINGED,
MON_SHAPE_HUMANOID_TAILED,
MON_SHAPE_HUMANOID_WINGED_TAILED,
MON_SHAPE_CENTAUR,
MON_SHAPE_NAGA,
MON_SHAPE_QUADRUPED,
MON_SHAPE_QUADRUPED_TAILLESS,
MON_SHAPE_QUADRUPED_WINGED,
MON_SHAPE_BAT,
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,
};
#endif
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