Source:NetHack 3.3.0/monflag.h

Below is the full text to monflag.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/monflag.h#line123 ]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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 */