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notnotdnethack/include/monflag.h
Ron Nazarov b46d155203 Misc typo fixes
amulet of Yendor -> Amulet of Yendor
truely -> truly
sprit -> spirit

(cherry picked from commit 9828dcaa32)
2024-05-15 14:52:35 -04:00

474 lines
24 KiB
C

/* SCCS Id: @(#)monflag.h 3.4 1996/05/04 */
/* Copyright (c) 1989 Mike Threepoint */
/* NetHack may be freely redistributed. See license for details. */
#ifndef MONFLAG_H
#define MONFLAG_H
//msound tokens
#define MS_SILENT 0 /* makes no sound */
#define MS_BARK 1 /* if full moon, may howl */
#define MS_MEW 2 /* mews or hisses */
#define MS_ROAR 3 /* roars */
#define MS_GROWL 4 /* growls */
#define MS_SQEEK 5 /* squeaks, as a rodent */
#define MS_SQAWK 6 /* squawks, as a bird */
#define MS_HISS 7 /* hisses */
#define MS_BUZZ 8 /* buzzes (killer bee) */
#define MS_GRUNT 9 /* grunts (or speaks own language) */
#define MS_NEIGH 10 /* neighs, as an equine */
#define MS_WAIL 11 /* wails, as a tortured soul */
#define MS_SHEEP 12 /* wails, as a tortured soul */
#define MS_GURGLE 13 /* gurgles, as liquid or through saliva */
#define MS_BURBLE 14 /* burbles (jabberwock) */
#define MS_JUBJUB 15 /* jubjub bird's fear inducing call */
#define MS_ANIMAL 15 /* up to here are animal noises */ //note: checks are <=, so this should be == the last animal sound
#define MS_HOWL 16 /* wakes up others */
#define MS_SHRIEK 17 /* wakes up others, calls monsters */
#define MS_SHOG 18 /* wakes up others, shoggoth style */
#define MS_BONES 19 /* rattles bones (skeleton) */
#define MS_LAUGH 20 /* grins, smiles, giggles, and laughs */
#define MS_MUMBLE 21 /* says something or other */
#define MS_IMITATE 22 /* imitates others (leocrotta) */
#define MS_ORC MS_GRUNT /* intelligent brutes */
#define MS_HUMANOID 23 /* generic traveling companion */
#define MS_ARREST 24 /* "Stop in the name of the law!" (was Keystones) */
#define MS_SOLDIER 25 /* army and watchmen expressions */
#define MS_GUARD 26 /* "Please drop that gold and follow me." */
#define MS_DJINNI 27 /* "Thank you for freeing me!" */
#define MS_NURSE 28 /* "Take off your shirt, please." */
#define MS_SEDUCE 29 /* "Hello, sailor." (Nymphs) */
#define MS_VAMPIRE 30 /* vampiric seduction, Vlad's exclamations */
#define MS_BRIBE 31 /* asks for money, or berates you */
#define MS_CUSS 32 /* berates (demons) or intimidates (Wiz) */
#define MS_RIDER 33 /* astral level special monsters */
#define MS_LEADER 34 /* your class leader */
#define MS_NEMESIS 35 /* your nemesis */
#define MS_GUARDIAN 36 /* your leader's guards */
#define MS_SELL 37 /* demand payment, complain about shoplifters */
#define MS_ORACLE 38 /* do a consultation */
#define MS_PRIEST 39 /* ask for contribution; do cleansing */
#define MS_SPELL 40 /* spellcaster not matching any of the above */
#define MS_WERE 41 /* lycanthrope in human form */
#define MS_BOAST 42 /* giants */
#define MS_DREAD 43 /* song of the dread seraphim */
#define MS_OONA 44 /* song of Oona */
#define MS_SONG 45 /* other singers */
#define MS_INTONE 46 /* regular songs plus black flower's songs */
#define MS_FLOWER 47 /* black flower's songs */
#define MS_TRUMPET 48 /* Archon's trumpet */
#define MS_UNCURSE 49 /* Curse merchant */
#define MS_STATS 50 /* Sells stat points */
#define MS_GLYPHS 51 /* Exchanges glyphs for artifacts */
#define MS_SECRETS 52 /* Tells secrets */
#define MS_SCREAM 53 /* Screams in madness */
#define MS_HARROW 54 /* Summon wraiths */
#define MS_APOC 55 /* Dire Revelations */
#define MS_COUGH 56 /* Sick coughing */
#define MS_RIBBIT 57 /* Frog sounds */
#define MS_TATTOO 58 /* Tattoos service */
#define MS_SMITH 59 /* Armorsmith service */
#define MS_PORTAL 60 /* Offer portal options */
#define MS_DYE 61 /* Sell object dyeing */
#define MR_FIRE 0x0001 /* 1 resists fire */
#define MR_COLD 0x0002 /* 2 resists cold */
#define MR_SLEEP 0x0004 /* 4 resists sleep */
#define MR_DISINT 0x0008 /* 8 resists disintegration */
#define MR_ELEC 0x0010 /* 16 resists electricity */
#define MR_POISON 0x0020 /* 32 resists poison */
#define MR_ACID 0x0040 /* 64 resists acid */
#define MR_STONE 0x0080 /* 128 resists petrification */
#define MR_DRAIN 0x0100 /* 256 resists level drain */
#define MR_SICK 0x0200 /* resists sickness */
#define MR_MAGIC 0x0400 /* has player-style magic resistance */
#define MR_REFLECT 0x0800 /* reflects */
#define MR_MASK 0x0FFF /* mask that covers all MR resistances */
#define MR_ALL (MR_STONE|MR_ACID|MR_POISON|MR_ELEC|MR_DISINT|MR_SLEEP|MR_COLD|MR_FIRE|MR_DRAIN|MR_SICK)
/* other conveyances: teleport, teleport control, telepathy */
//MM_ Monster Motility
#define MM_FLY 0x00000001L /* can fly or float */
#define MM_SWIM 0x00000002L /* can traverse water */
#define MM_AMORPHOUS 0x00000004L /* can flow under doors */
#define MM_WALLWALK 0x00000008L /* can phase thru rock */
#define MM_CLING 0x00000010L /* can cling to ceiling */
#define MM_TUNNEL 0x00000020L /* can tunnel thru rock */
#define MM_NEEDPICK 0x00000040L /* needs pick to tunnel */
#define MM_AMPHIBIOUS 0x00000080L /* can survive underwater */
#define MM_BREATHLESS 0x00000100L /* doesn't need to breathe */
#define MM_TPORT 0x00000200L /* can teleport */
#define MM_TPORT_CNTRL 0x00000400L /* controls where it teleports to */
#define MM_TENGTPORT 0x00000800L /* Monster teleports as Tengu */
#define MM_STATIONARY 0x00001000L /* does not move. */
#define MM_FLOAT 0x00002000L /* Monster floats instead of truly flying (modifier) */
#define MM_NOTONL 0x00004000L /* Tries to avoid being on same line as player */
#define MM_FLEETFLEE 0x00008000L /* Flees if adjacent if it thinks it can outrun you */
#define MM_WEBRIP 0x00010000L /* Tears through webs instead of getting stuck */
#define MM_DOORBUST 0x00020000L /* Breaks down locked doors (UNIMPLEMENTED, part of ma_giant currently!) */
//Monster Thoughts and behavior
#define MT_WANTSAMUL 0x00000001L /* would like to steal the amulet */
#define MT_WANTSBELL 0x00000002L /* wants the bell */
#define MT_WANTSBOOK 0x00000004L /* wants the book */
#define MT_WANTSCAND 0x00000008L /* wants the candelabrum */
#define MT_WANTSARTI 0x00000010L /* wants the quest artifact */
#define MT_WAITFORU 0x00000020L /* waits to see you or get attacked */
#define MT_CLOSE 0x00000040L /* lets you close unless attacked */
//^MUST FIT WITHIN STRAT_GOAL: 0x000000ffL, see monst.h, wizard.c
#define MT_PEACEFUL 0x00000080L /* always starts peaceful */
#define MT_DOMESTIC 0x00000100L /* can be tamed by feeding */
#define MT_WANDER 0x00000200L /* wanders randomly */
#define MT_STALK 0x00000400L /* follows you to other levels */
#define MT_ROCKTHROW 0x00000800L /* throws boulders */
#define MT_GREEDY 0x00001000L /* likes gold */
#define MT_JEWELS 0x00002000L /* likes gems */
#define MT_COLLECT 0x00004000L /* picks up weapons and food */
#define MT_MAGIC 0x00008000L /* picks up magic items */
#define MT_CONCEAL 0x00010000L /* hides under objects */
#define MT_HIDE 0x00020000L /* mimics, blends in with ceiling */
#define MT_MINDLESS 0x00040000L /* has no mind--golem, zombie, mold */
#define MT_ANIMAL 0x00080000L /* has animal mind */
#define MT_CARNIVORE 0x00100000L /* eats corpses */
#define MT_HERBIVORE 0x00200000L /* eats fruits */
#define MT_HOSTILE 0x00400000L /* always starts hostile */
#define MT_TRAITOR 0x00800000L /* slash'em tag. */
#define MT_NOTAKE 0x01000000L /* doesn't pick up items. */
#define MT_METALLIVORE 0x02000000L /* eats metal. */
#define MT_MAGIVORE 0x04000000L /* eats magic */
#define MT_BOLD 0x08000000L /* recovers from fear quickly */
#define MT_DETACHED 0x10000000L /* detached from purpose/subsumed but intelligent, mindless but with muse roughly */
#define MT_OMNIVORE (MT_CARNIVORE|MT_HERBIVORE) /* eats both */
#define MT_MAID (MT_MAGIC|MT_COLLECT|MT_JEWELS|MT_GREEDY) /* tiddies up the dungeon */
#define MT_WANTSALL (MT_WANTSAMUL|MT_WANTSBELL|MT_WANTSBOOK|MT_WANTSCAND|MT_WANTSARTI) /* wants any major artifact */
#define MT_COVETOUS MT_WANTSALL /* wants something */
#define MT_WAITMASK (MT_WAITFORU|MT_CLOSE) /* waiting... */
//Monster Skills
#define MF_MARTIAL_B 0x00000001L /* basic martial skill */
#define MF_MARTIAL_S 0x00000002L /* skilled martial skill */
#define MF_MARTIAL_E 0x00000004L /* expert martial skill */
#define MF_BAB_FULL 0x00000008L /* full base attack bonus */
#define MF_BAB_HALF 0x00000010L /* half base attack bonus */
#define MF_LEVEL_30 0x00000020L /* can reach level 30 */
#define MF_LEVEL_45 0x00000040L /* can reach level 45 */
#define MF_PHYS_SCALING 0x00000080L /* recieves HD-based bonus on physical damage */
//Monster Body plan
#define MB_NOEYES 0x00000001L /* no eyes to gaze into or blind */
#define MB_NOHANDS 0x00000002L /* no hands to handle things */
#define MB_NOLIMBS 0x00000004L /* no arms/legs to kick/wear on */
#define MB_NOHEAD 0x00000008L /* no head to behead */
#define MB_HUMANOID 0x00000010L /* has humanoid head/arms/torso */
#define MB_ANIMAL 0x00000020L /* has animal body */
#define MB_SLITHY 0x00000040L /* has serpent body */
#define MB_UNSOLID 0x00000080L /* has no solid or liquid body */
#define MB_THICK_HIDE 0x00000100L /* has thick hide or scales */
#define MB_OVIPAROUS 0x00000200L /* can lay eggs */
#define MB_ACID 0x00000400L /* acidic to eat */
#define MB_POIS 0x00000800L /* poisonous to eat */
#define MB_CHILL 0x00001000L /* cold to eat */
#define MB_TOSTY 0x00002000L /* hot to eat */
#define MB_HALUC 0x00004000L /* hallucinogenic */
#define MB_MALE 0x00008000L /* always male */
#define MB_FEMALE 0x00010000L /* always female */
#define MB_NEUTER 0x00020000L /* neither male nor female */
#define MB_STRONG 0x00040000L /* strong (or big) monster */
#define MB_WINGS 0x00080000L /* has wings */
#define MB_LONGHEAD 0x00100000L /* has 'long' (animal) head */
#define MB_LONGNECK 0x00200000L /* has 'long' (snakelike) head and neck */
#define MB_NOFEET 0x00400000L /* no feet to wear boots */
#define MB_HAS_FEET 0x00800000L /* does have humanoid feet, even though it has a non-humanoid body plan */
#define MB_CAN_AMULET 0x01000000L /* can wear an amulet even if it has no head */
#define MB_INDIGESTIBLE 0x02000000L /* immune to purple worms */
#define MB_INSUBSTANTIAL 0x04000000L /* Weapons pass through the monster */
#define MB_NOGLOVES 0x08000000L /* can handle things but has no glove slot */
#define MB_NOHAT 0x10000000L /* has a head to be beheaded but has no helm slot */
#define MB_SNAKELEG (MB_HUMANOID|MB_SLITHY)
#define MB_CENTAUR (MB_HUMANOID|MB_ANIMAL)
#define MB_BODYTYPEMASK (MB_HUMANOID|MB_ANIMAL|MB_SLITHY)
#define MB_HEADMODIMASK (MB_LONGHEAD|MB_LONGNECK)
//Monster Vision types and other sensorium details
#define MV_NORMAL 0x00000001L /* can't see more than 1 square in the dark */
#define MV_INFRAVISION 0x00000002L /* has infravision (does not show squares) */
#define MV_DARKSIGHT 0x00000004L /* sees in the dark, blinded by light */
#define MV_LOWLIGHT2 0x00000008L /* sees farther in the dark (2 squares) */
#define MV_LOWLIGHT3 0x00000010L /* sees farther in the dark (3 squares) */
#define MV_CATSIGHT 0x00000020L /* sees in the dark, sees in the light, not both at once */
#define MV_ECHOLOCATE 0x00800040L /* sees via sound, in both light and dark, blinded and stunned by loud noises */
#define MV_BLOODSENSE 0x00000080L /* detect monsters by seeing their blood (does not show squares, does not require eyes) */
#define MV_LIFESENSE 0x00000100L /* detect monsters by sensing their life-force (does not show squares, does not require eyes) */
#define MV_EXTRAMISSION 0x00000200L /* see perfectly in light and dark */
//define MV_BLINDSIGHT 0x00000000L /* see without eyes OBSOLETE*/
#define MV_TELEPATHIC 0x00000400L /* Monster is telepathic, detects any non-mindless creatures on the level (does not show squares) */
#define MV_RLYEHIAN 0x00000800L /* Cannot see into or through water squares. Blind in water */
#define MV_SEE_INVIS 0x00001000L /* can see invisible creatures (modifier) */
#define MV_DETECTION 0x00002000L /* detect monsters in line-of-sight (does not show squares) */
#define MV_OMNI 0x00004000L /* non-square-sight does not require line-of-sight */
#define MV_SCENT 0x00008000L /* has a sensitive nose or other chemoreception (6 square detection range) */
#define MV_EARTHSENSE 0x00010000L /* detect monsters by hearing their steps through the ground (blocked by stealth, flying, defness) */
//Monster Game mechanics and bookkeeping
#define MG_REGEN 0x00000001L /* regenerates hit points */
#define MG_NOPOLY 0x00000002L /* players mayn't poly into one */
#define MG_MERC 0x00000004L /* is a guard or soldier */
#define MG_PNAME 0x00000008L /* monster name is a proper name */
#define MG_LORD 0x00000010L /* is a lord to its kind */
#define MG_PRINCE 0x00000020L /* is an overlord to its kind */
#define MG_NASTY 0x00000040L /* extra-nasty monster (more xp) */
#define MG_INFRAVISIBLE 0x00000080L /* visible by infravision */
#define MG_OPAQUE 0x00000100L /* Monster blocks line of sight */
#define MG_DISPLACEMENT 0x00000200L /* Monster has displacement */
#define MG_HATESSILVER 0x00000400L /* Monster hates silver */
#define MG_HATESIRON 0x00000800L /* Monster hates iron/steel */
#define MG_HATESUNHOLY 0x00001000L /* Monster hates cursed objects */
#define MG_HATESHOLY 0x00002000L /* Monster hates blessed objects */
#define MG_RIDER 0x00004000L /* Monster has perfect resurection */
#define MG_DEADLY 0x00008000L /* Monster's corpse is deadly to taste */
#define MG_TRACKER 0x00010000L /* Monster can track players by sight or scent (guideline: predators with mv_scent or 'woodsy' inteligent beings) */
#define MG_NOSPELLCOOLDOWN 0x00020000L /* Monster can cast spells without depending on or increasing mspec_used */
#define MG_RBLUNT 0x00040000L /* Monster takes reduced damage from blunt weapons */
#define MG_RSLASH 0x00080000L /* Monster takes reduced damage from slashing weapons */
#define MG_RPIERCE 0x00100000L /* Monster takes reduced damage from piercing weapons */
#define MG_VBLUNT (MG_RSLASH|MG_RPIERCE)
#define MG_VSLASH (MG_RBLUNT|MG_RPIERCE)
#define MG_VPIERCE (MG_RSLASH|MG_RBLUNT)
#define MG_RALL (MG_RPIERCE|MG_RSLASH|MG_RBLUNT) /* Monster takes reduced damage from weapons */
#define MG_WRESIST 0x00200000L /* Monster takes 1 damage from weapons */
#define MG_NOTAME 0x00400000L /* Monster can't be tamed (replaces S_HUMAN as the check) */
#define MG_NOWISH 0x00800000L /* Monster can't be wished for in figurine/statue form */
#define MG_BACKSTAB 0x01000000L /* Monster does extra damage vs. incapacitated foes (as rogue) */
#define MG_COMMANDER 0x02000000L /* Monster commands its underlings to fight better */
#define MG_SANLOSS 0x04000000L /* Seeing the monster damages sanity */
#define MG_INSIGHT 0x08000000L /* Seeing the monster grants insight */
#define MG_RIDER_HP 0x10000000L /* Has 10d8 HP */
#define MG_FUTURE_WISH 0x20000000L /* Wishable by tourists only */
#define MG_HATESUNBLESSED 0x40000000L /* Monster hates neutral holiness objects */
//Monster rAce
#define MA_UNDEAD 0x00000001L /* is walking dead */
#define MA_WERE 0x00000002L /* is a lycanthrope */
#define MA_HUMAN 0x00000004L /* is a human */
#define MA_ELF 0x00000008L /* is an elf */
#define MA_DROW 0x00000010L /* is a drow */
#define MA_DWARF 0x00000020L /* is a dwarf */
#define MA_GNOME 0x00000040L /* is a gnome */
#define MA_ORC 0x00000080L /* is an orc */
#define MA_VAMPIRE 0x00000100L /* is a vampire */
#define MA_CLOCK 0x00000200L /* is a clockwork automaton */
#define MA_UNLIVING 0x00000400L /* isn't alive */
#define MA_PLANT 0x00000800L /* is a plant (or a fungus. Which is SORTA a plant) */
#define MA_GIANT 0x00001000L /* is a giant */
#define MA_INSECTOID 0x00002000L /* is an insectoid creature */
#define MA_ARACHNID 0x00004000L /* is an arachind creature */
#define MA_AVIAN 0x00008000L /* is a bird-like-creature */
#define MA_REPTILIAN 0x00010000L /* is a reptilian creature */
#define MA_ANIMAL 0x00020000L /* is a more-or-less mundane animal (or a hybrid of an animal and something else) */
#define MA_AQUATIC 0x00040000L /* is a water-dwelling creature */
#define MA_DEMIHUMAN 0x00080000L /* is a humanoid with animal traits */
#define MA_FEY 0x00100000L /* is a member of the fair folk */
#define MA_ELEMENTAL 0x00200000L /* is an elemental being */
#define MA_DRAGON 0x00400000L /* is a dragon */
#define MA_DEMON 0x00800000L /* is a demon */
#define MA_MINION 0x01000000L /* is a minion of a deity */
#define MA_PRIMORDIAL 0x02000000L /* is an ancient race */
#define MA_ET 0x04000000L /* is an alien race */
#define MA_G_O_O 0x08000000L /* is a Great Old One */
#define MA_ETHEREAL 0x10000000L /* is an ethereal being*/
#define MA_XORN 0x20000000L /* is a Xorn */
#define MZ_TINY 0 /* < 2' */
#define MZ_SMALL 1 /* 2-4' */
#define MZ_MEDIUM 2 /* 4-7' */
#define MZ_HUMAN MZ_MEDIUM /* human-sized */
#define MZ_LARGE 3 /* 7-12' */
#define MZ_HUGE 4 /* 12-25' */
#define MZ_GIGANTIC 7 /* off the scale */
//Monster Warded
#define MW_ELDER_SIGN 0x00000001L /* by the elder sign */
#define MW_EYE_OF_YGG 0x00000002L /* by the fully-reinforced elder sign */
#define MW_ELDER_EYE_ELEM 0x00000004L /* by the basic elder elemental eye */
#define MW_ELDER_EYE_ENERGY 0x00000008L /* by the 4-level elder eye */
#define MW_ELDER_EYE_PLANES 0x00000010L /* by the 7-level elder eye */
/* for mons[].geno (constant during game) */
#define G_NON_GEN_CORPSE (G_SPCORPSE|G_NOCORPSE) /* nongenerated corpse */
#define G_DEPTHS 0x00200000 /* generated only in the lost cities/depths */
#define G_SPCORPSE 0x00100000 /* Corpse is special, and should be non-wishable */
#define G_INSTMSK 0x000FC000 /* mask for insight (five bits, 0 to 63), 11111100000000000000 */
#define G_S_INST(x) (x<<14)
#define G_C_INST(x) ((x&G_INSTMSK)>>14)
#define G_UNIQ 0x00002000 /* generated only once */
#define G_PLANES 0x00001000 /* generated only in planes */
#define G_NOHELL 0x00000800 /* not generated in "hell" */
#define G_HELL 0x00000400 /* generated only in "hell" */
#define G_NOGEN 0x00000200 /* generated only specially */
#define G_SGROUP 0x00000080 /* appear in small groups normally */
#define G_LGROUP 0x00000040 /* appear in large groups normally */
#define G_GENO 0x00000020 /* can be genocided */
#define G_NOCORPSE 0x00000010 /* no corpse left ever */
#define G_FREQ 0x00000007 /* creation frequency mask */
/* for mvitals[].mvflags (variant during game), along with G_NOCORPSE */
#define G_KNOWN 0x0004 /* have been encountered */
#define G_GONE (G_GENOD|G_EXTINCT)
#define G_GENOD 0x0002 /* have been genocided */
#define G_EXTINCT 0x0001 /* have been extinguished as
population control */
#define MV_KNOWS_EGG 0x0008 /* player recognizes egg of this
monster type */
/* tactics() may call for a specific spell */
/* 0 = no spell */
/* attack spells */
#define PSI_BOLT 1
#define OPEN_WOUNDS PSI_BOLT+1
#define MAGIC_MISSILE OPEN_WOUNDS+1 /* magic missile */
#define DRAIN_LIFE MAGIC_MISSILE+1 /* drain life */
#define ARROW_RAIN DRAIN_LIFE+1
//5
#define CONE_OF_COLD ARROW_RAIN+1 /* cone of cold */
#define LIGHTNING CONE_OF_COLD+1
#define LIGHTNING_BOLT LIGHTNING+1
#define FIRE_PILLAR LIGHTNING_BOLT+1
#define GEYSER FIRE_PILLAR+1
//10
#define ACID_RAIN GEYSER+1
#define ICE_STORM ACID_RAIN+1
#define HAIL_FLURY ICE_STORM+1
#define SUMMON_MONS HAIL_FLURY+1
#define SUMMON_DEVIL SUMMON_MONS+1
//15
#define DEATH_TOUCH SUMMON_DEVIL+1
/* healing spells */
#define CURE_SELF DEATH_TOUCH+1 /* healing */
#define MASS_CURE_CLOSE CURE_SELF+1 /* heal allies */
#define MASS_CURE_FAR MASS_CURE_CLOSE+1 /* heal allies */
#define RECOVER MASS_CURE_FAR+1 /* remove afflictions */
/* divination spells */
//20
#define MAKE_VISIBLE RECOVER+1
/* (dis)enchantment spells */
#define HASTE_SELF MAKE_VISIBLE+1 /* haste self */
#define STUN_YOU HASTE_SELF+1
#define CONFUSE_YOU STUN_YOU+1
#define PARALYZE CONFUSE_YOU+1
//25
#define BLIND_YOU PARALYZE+1
#define SLEEP BLIND_YOU+1 /* sleep */
#define DRAIN_ENERGY SLEEP+1
#define WEAKEN_STATS DRAIN_ENERGY+1
#define WEAKEN_YOU WEAKEN_STATS+1
//30
#define DESTRY_ARMR WEAKEN_YOU+1
#define DESTRY_WEPN DESTRY_ARMR+1
#define EVIL_EYE DESTRY_WEPN+1
/* clerical spells */
#define CURSE_ITEMS EVIL_EYE+1
#define INSECTS CURSE_ITEMS+1
//35
#define RAISE_DEAD INSECTS+1
#define SUMMON_ANGEL RAISE_DEAD+1
#define SUMMON_ALIEN SUMMON_ANGEL+1
#define SUMMON_YOUNG SUMMON_ALIEN+1
#define PLAGUE SUMMON_YOUNG+1
//40
#define PUNISH PLAGUE+1
#define AGGRAVATION PUNISH+1
/* escape spells */
#define DISAPPEAR AGGRAVATION+1 /* invisibility */
/* matter spells */
#define DARKNESS DISAPPEAR+1
#define SUMMON_SPHERE DARKNESS+1 /* flame sphere */
//45
#define MAKE_WEB SUMMON_SPHERE+1
#define DROP_BOULDER MAKE_WEB+1
#define EARTHQUAKE DROP_BOULDER+1
#define SLIMIFY EARTHQUAKE+1
#define TURN_TO_STONE SLIMIFY+1
/* unique monster spells */
//50
#define NIGHTMARE TURN_TO_STONE+1
#define FILTH NIGHTMARE+1
#define CLONE_WIZ FILTH+1
#define STRANGLE CLONE_WIZ+1
#define MON_FIRA STRANGLE+1
//55
#define MON_FIRAGA MON_FIRA+1
#define MON_BLIZZARA MON_FIRAGA+1
#define MON_BLIZZAGA MON_BLIZZARA+1
#define MON_THUNDARA MON_BLIZZAGA+1
#define MON_THUNDAGA MON_THUNDARA+1
//60
#define MON_FLARE MON_THUNDAGA+1
#define MON_WARP MON_FLARE+1
#define MON_POISON_GAS MON_WARP+1
#define MON_PROTECTION MON_POISON_GAS+1
#define SOLID_FOG MON_PROTECTION+1
//65
#define ACID_BLAST SOLID_FOG+1
#define PRISMATIC_SPRAY ACID_BLAST+1
#define SILVER_RAYS PRISMATIC_SPRAY+1
#define GOLDEN_WAVE SILVER_RAYS+1
#define VULNERABILITY GOLDEN_WAVE+1
//70
#define MASS_HASTE VULNERABILITY+1
#define MON_TIME_STOP MASS_HASTE+1
#define TIME_DUPLICATE MON_TIME_STOP+1
#define NAIL_TO_THE_SKY TIME_DUPLICATE+1
#define STERILITY_CURSE NAIL_TO_THE_SKY+1
//75
#define DISINT_RAY STERILITY_CURSE+1
#define MON_WARP_THROW DISINT_RAY+1
#define MAGM_BLAST MON_WARP_THROW+1
#define SUMMON_TANNIN MAGM_BLAST+1
#define DISINTEGRATION SUMMON_TANNIN+1
//80
#define TREMOR DISINTEGRATION+1
#define INCARCERATE TREMOR+1
#define MUMMY_CURSE INCARCERATE+1
#define YELLOW_DEAD MUMMY_CURSE+1
#define MON_CANCEL YELLOW_DEAD+1
#define STARFALL MON_CANCEL+1
//85
#define EARTH_CRACK STARFALL+1
#define MON_AURA_BOLT EARTH_CRACK+1
#define RAIN MON_AURA_BOLT+1
#define BLOOD_RAIN RAIN+1
#define STEAM_GEYSER BLOOD_RAIN+1
//90
#define MOTHER_S_GAZE STEAM_GEYSER+1
#define PAIN_BOLT MOTHER_S_GAZE+1
#define SAN_BOLT PAIN_BOLT+1
#define DOUBT_BOLT SAN_BOLT+1
#define BARF_BOLT DOUBT_BOLT+1
//95
#define BABBLE_BOLT BARF_BOLT+1
#define MON_SPE_BEARTRAP BABBLE_BOLT+1
#define PYRO_STORM MON_SPE_BEARTRAP+1
#define GOD_RAY PYRO_STORM+1
#define MON_RED_WORD GOD_RAY+1
//100
#define HYPNOTIC_COLORS MON_RED_WORD+1
#define CRUSH_BOLT HYPNOTIC_COLORS+1
#define MADF_BURST CRUSH_BOLT+1
#define HOLY_BOLT MADF_BURST+1
#define MON_LASTSPELL HOLY_BOLT
//Not yet implemented
// #define MON_FIRE STRANGLE+1
// #define MON_BLIZZARD MON_FIRAGA+1
// #define MON_THUNDER MON_BLIZZAGA+1
#endif /* MONFLAG_H */