/* ************************************************************************ * file: mob.c , Definitions for mobile creatures Part of DIKUMUD * * Usage : Accessed through ch->mob_info * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #ident "@(#) $Id:$\n" /* $Log:$ */ #ifndef MOB_H #define MOB_H /* We need the structure of time_info_data */ #ifndef STRUCTS_H #include "structs.h" #endif #define CONCERN_AUTONOMIC 0 /* that which is not considered */ #define CONCERN_SAFETY 1 #define CONCERN_FEED 2 #define CONCERN_COMMUNICATE 3 #define CONCERN_GOTO 4 #define CONCERN_ACQUIRE 5 #define CONCERN_SHELTER 6 #define CONCERN_SELL 7 #define CONCERN_BUY 8 /* part of acquire? */ #define CONCERN_ADVENTURE 9 /* learn new things to satisfy curiousity */ #define CONCERN_FELLOWSHIP 10 /* companions to be concerned about */ #define CONCERN_AID 11 /* bring aid to somebody */ #define CONCERN_IDLE_CONV 12 /* talk about whatever */ struct concern { int type; int data1,data2; int pri; int failures; /* how to show subordination? */ struct concern *next; }; struct memory { int type; struct time_info_data when; int data1,data2; /* Needs to be generalized greatly */ struct memory *next; }; /* Moods for mobs */ #define MOOD_NORMAL 0 #define MOOD_ANGER 1 #define MOOD_MOB 2 #define ACTIVITY_NONE 0 #define ACTIVITY_KILL 1 #define ACTIVITY_SUBDUE 2 #define ACTIVITY_TORTURE 3 #define ACTIVITY_BARGAIN 4 #define ACTIVITY_PRAY 5 #define ACTIVITY_MEDITATE 6 #define ACTIVITY_xxxx #define MOOD_RESTLESS 1 #define MOOD_ANGRY 2 struct char_mob_data { /* updated stats */ int evaltime; int retval; int mood; int goal; /* ?? */ /* constant stats */ char disposition; /* 0-100 */ char appearance; /* 0-10 */ char sanity; /* 0-100 */ char sensitivity; /* 0-100 */ char bravery; /* 0-100 */ char morals; /* 0-100 */ char greed; /* 0-100 */ struct concern *concerns; struct memory *short_mem, *long_mem; /* perhaps silly, but... */ }; #endif /* !defined(MOB_H) */