Source:NetHack 3.2.0/rm.h
Jump to navigation
Jump to search
Below is the full text to rm.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/rm.h#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
1. /* SCCS Id: @(#)rm.h 3.2 93/02/21 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #ifndef RM_H 6. #define RM_H 7. 8. /* 9. * The dungeon presentation graphics code and data structures were rewritten 10. * and generalized for NetHack's release 2 by Eric S. Raymond (eric@snark) 11. * building on Don G. Kneller's MS-DOS implementation. See drawing.c for 12. * the code that permits the user to set the contents of the symbol structure. 13. * 14. * The door representation was changed by Ari Huttunen(ahuttune@niksula.hut.fi) 15. */ 16. 17. /* 18. * TLCORNER TDWALL TRCORNER 19. * +- -+- -+ 20. * | | | 21. * 22. * TRWALL CROSSWALL TLWALL HWALL 23. * | | | 24. * +- -+- -+ --- 25. * | | | 26. * 27. * BLCORNER TUWALL BRCORNER VWALL 28. * | | | | 29. * +- -+- -+ | 30. */ 31. 32. /* Level location types */ 33. #define STONE 0 34. #define VWALL 1 35. #define HWALL 2 36. #define TLCORNER 3 37. #define TRCORNER 4 38. #define BLCORNER 5 39. #define BRCORNER 6 40. #define CROSSWALL 7 /* For pretty mazes and special levels */ 41. #define TUWALL 8 42. #define TDWALL 9 43. #define TLWALL 10 44. #define TRWALL 11 45. #define DBWALL 12 46. #define SDOOR 13 47. #define SCORR 14 48. #define POOL 15 49. #define MOAT 16 /* pool that doesn't boil, adjust messages */ 50. #define WATER 17 51. #define DRAWBRIDGE_UP 18 52. #define LAVAPOOL 19 53. #define DOOR 20 54. #define CORR 21 55. #define ROOM 22 56. #define STAIRS 23 57. #define LADDER 24 58. #define FOUNTAIN 25 59. #define THRONE 26 60. #define SINK 27 61. #define ALTAR 28 62. #define ICE 29 63. #define DRAWBRIDGE_DOWN 30 64. #define AIR 31 65. #define CLOUD 32 66. 67. #define MAX_TYPE 33 68. #define INVALID_TYPE 127 69. 70. /* 71. * Avoid using the level types in inequalities: 72. * these types are subject to change. 73. * Instead, use one of the macros below. 74. */ 75. #define IS_WALL(typ) ((typ) && (typ) <= DBWALL) 76. #define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */ 77. #define IS_ROCK(typ) ((typ) < POOL) /* absolutely nonaccessible */ 78. #define IS_DOOR(typ) ((typ) == DOOR) 79. #define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */ 80. #define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */ 81. #define ZAP_POS(typ) ((typ) >= POOL) 82. #define SPACE_POS(typ) ((typ) > DOOR) 83. #define IS_POOL(typ) ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP) 84. #define IS_THRONE(typ) ((typ) == THRONE) 85. #define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN) 86. #define IS_SINK(typ) ((typ) == SINK) 87. #define IS_ALTAR(typ) ((typ) == ALTAR) 88. #define IS_DRAWBRIDGE(typ) ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN) 89. #define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR) 90. #define IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD) 91. #define IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ)) 92. 93. /* 94. * The screen symbols may be the default or defined at game startup time. 95. * See drawing.c for defaults. 96. * Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in synch. 97. */ 98. 99. /* begin dungeon characters */ 100. 101. #define S_stone 0 102. #define S_vwall 1 103. #define S_hwall 2 104. #define S_tlcorn 3 105. #define S_trcorn 4 106. #define S_blcorn 5 107. #define S_brcorn 6 108. #define S_crwall 7 109. #define S_tuwall 8 110. #define S_tdwall 9 111. #define S_tlwall 10 112. #define S_trwall 11 113. #define S_ndoor 12 114. #define S_vodoor 13 115. #define S_hodoor 14 116. #define S_vcdoor 15 /* closed door, vertical wall */ 117. #define S_hcdoor 16 /* closed door, horizontal wall */ 118. #define S_room 17 119. #define S_corr 18 120. #define S_litcorr 19 121. #define S_upstair 20 122. #define S_dnstair 21 123. #define S_upladder 22 124. #define S_dnladder 23 125. #define S_altar 24 126. #define S_throne 25 127. #define S_sink 26 128. #define S_fountain 27 129. #define S_pool 28 130. #define S_ice 29 131. #define S_lava 30 132. #define S_vodbridge 31 133. #define S_hodbridge 32 134. #define S_vcdbridge 33 /* closed drawbridge, vertical wall */ 135. #define S_hcdbridge 34 /* closed drawbridge, horizontal wall */ 136. #define S_air 35 137. #define S_cloud 36 138. #define S_water 37 139. 140. /* end dungeon characters, begin traps */ 141. 142. #define S_arrow_trap 38 143. #define S_dart_trap 39 144. #define S_falling_rock_trap 40 145. #define S_squeaky_board 41 146. #define S_bear_trap 42 147. #define S_land_mine 43 148. #define S_rolling_boulder_trap 44 149. #define S_sleeping_gas_trap 45 150. #define S_rust_trap 46 151. #define S_fire_trap 47 152. #define S_pit 48 153. #define S_spiked_pit 49 154. #define S_hole 50 155. #define S_trap_door 51 156. #define S_teleportation_trap 52 157. #define S_level_teleporter 53 158. #define S_magic_portal 54 159. #define S_web 55 160. #define S_statue_trap 56 161. #define S_magic_trap 57 162. #define S_anti_magic_trap 58 163. #define S_polymorph_trap 59 164. 165. /* end traps, begin special effects */ 166. 167. #define S_vbeam 60 /* The 4 zap beam symbols. Do NOT separate. */ 168. #define S_hbeam 61 /* To change order or add, see function */ 169. #define S_lslant 62 /* zapdir_to_glyph() in display.c. */ 170. #define S_rslant 63 171. #define S_digbeam 64 /* dig beam symbol */ 172. #define S_flashbeam 65 /* camera flash symbol */ 173. #define S_boomleft 66 /* thrown boomerang, open left, e.g ')' */ 174. #define S_boomright 67 /* thrown boomerand, open right, e.g. '(' */ 175. #define S_ss1 68 /* 4 magic shield glyphs */ 176. #define S_ss2 69 177. #define S_ss3 70 178. #define S_ss4 71 179. 180. /* The 8 swallow symbols. Do NOT separate. To change order or add, see */ 181. /* the function swallow_to_glyph() in display.c. */ 182. #define S_sw_tl 72 /* swallow top left [1] */ 183. #define S_sw_tc 73 /* swallow top center [2] Order: */ 184. #define S_sw_tr 74 /* swallow top right [3] */ 185. #define S_sw_ml 75 /* swallow middle left [4] 1 2 3 */ 186. #define S_sw_mr 76 /* swallow middle right [6] 4 5 6 */ 187. #define S_sw_bl 77 /* swallow bottom left [7] 7 8 9 */ 188. #define S_sw_bc 78 /* swallow bottom center [8] */ 189. #define S_sw_br 79 /* swallow bottom right [9] */ 190. 191. #define S_explode1 80 /* explosion top left */ 192. #define S_explode2 81 /* explosion top center */ 193. #define S_explode3 82 /* explosion top right Ex. */ 194. #define S_explode4 83 /* explosion middle left */ 195. #define S_explode5 84 /* explosion middle center /-\ */ 196. #define S_explode6 85 /* explosion middle right |@| */ 197. #define S_explode7 86 /* explosion bottom left \-/ */ 198. #define S_explode8 87 /* explosion bottom center */ 199. #define S_explode9 88 /* explosion bottom right */ 200. 201. /* end effects */ 202. 203. #define MAXPCHARS 89 /* maximum number of mapped characters */ 204. #define MAXDCHARS 38 /* maximum of mapped dungeon characters */ 205. #define MAXTCHARS 22 /* maximum of mapped trap characters */ 206. #define MAXECHARS 29 /* maximum of mapped effects characters */ 207. 208. struct symdef { 209. uchar sym; 210. const char *explanation; 211. #ifdef TEXTCOLOR 212. uchar color; 213. #endif 214. }; 215. 216. extern const struct symdef defsyms[MAXPCHARS]; /* defaults */ 217. extern uchar showsyms[MAXPCHARS]; 218. 219. /* 220. * Graphics sets for display symbols 221. */ 222. #define ASCII_GRAPHICS 0 /* regular characters: '-', '+', &c */ 223. #define IBM_GRAPHICS 1 /* PC graphic characters */ 224. #define DEC_GRAPHICS 2 /* VT100 line drawing characters */ 225. #define MAC_GRAPHICS 3 /* Macintosh drawing characters */ 226. 227. /* 228. * The 5 possible states of doors 229. */ 230. 231. #define D_NODOOR 0 232. #define D_BROKEN 1 233. #define D_ISOPEN 2 234. #define D_CLOSED 4 235. #define D_LOCKED 8 236. #define D_TRAPPED 16 237. 238. /* 239. * The 3 possible alignments for altars 240. */ 241. #ifndef ALIGN_H 242. #include "align.h" /* defines the "AM_" values */ 243. #endif 244. 245. /* 246. * Some altars are considered as shrines, so we need a flag. 247. */ 248. #define AM_SHRINE 8 249. 250. /* 251. * Thrones should only be looted once. 252. */ 253. #define T_LOOTED 1 254. 255. /* 256. * Fountains have limits, and special warnings. 257. */ 258. #define F_LOOTED 1 259. #define F_WARNED 2 260. 261. /* 262. * Doors are even worse :-) The special warning has a side effect 263. * of instantly trapping the door, and if it was defined as trapped, 264. * the guards consider that you have already been warned! 265. */ 266. #define D_WARNED 16 267. 268. /* 269. * Sinks have 3 different types of loot that shouldn't be abused 270. */ 271. #define S_LPUDDING 1 272. #define S_LDWASHER 2 273. #define S_LRING 4 274. 275. /* 276. * The four directions for a DrawBridge. 277. */ 278. #define DB_NORTH 0 279. #define DB_SOUTH 1 280. #define DB_EAST 2 281. #define DB_WEST 3 282. #define DB_DIR 3 /* mask for direction */ 283. 284. /* 285. * What's under a drawbridge. 286. */ 287. #define DB_MOAT 0 288. #define DB_LAVA 4 289. #define DB_ICE 8 290. #define DB_FLOOR 16 291. #define DB_UNDER 28 /* mask for underneath */ 292. 293. /* 294. * Wall information. 295. */ 296. #define WM_MASK 0x07 /* wall mode (bottom three bits) */ 297. #define W_NONDIGGABLE 0x08 298. #define W_NONPASSWALL 0x10 299. 300. /* 301. * Ladders (in Vlad's tower) may be up or down. 302. */ 303. #define LA_UP 1 304. #define LA_DOWN 2 305. 306. /* 307. * Room areas may be iced pools 308. */ 309. #define ICED_POOL 8 310. #define ICED_MOAT 16 311. 312. /* 313. * The structure describing a coordinate position. 314. * Before adding fields, remember that this will significantly affect 315. * the size of temporary files and save files. 316. */ 317. struct rm { 318. int glyph; /* what the hero thinks is there */ 319. schar typ; /* what is really there */ 320. uchar seenv; /* seen vector */ 321. Bitfield(flags,5); /* extra information for typ */ 322. Bitfield(horizontal,1); /* wall/door/etc is horiz. (more typ info) */ 323. Bitfield(lit,1); /* speed hack for lit rooms */ 324. Bitfield(waslit,1); /* remember if a location was lit */ 325. Bitfield(roomno,6); /* room # for special rooms */ 326. Bitfield(edge,1); /* marks boundaries for special rooms*/ 327. }; 328. 329. /* 330. * Add wall angle viewing by defining "modes" for each wall type. Each 331. * mode describes which parts of a wall are finished (seen as as wall) 332. * and which are unfinished (seen as rock). 333. * 334. * We use the bottom 3 bits of the flags field for the mode. This comes 335. * in conflict with secret doors, but we avoid problems because until 336. * a secret door becomes discovered, we know what sdoor's bottom three 337. * bits are. 338. * 339. * The following should cover all of the cases. 340. * 341. * type mode Examples: R=rock, F=finished 342. * ----- ---- ---------------------------- 343. * WALL: 0 none hwall, mode 1 344. * 1 left/top (1/2 rock) RRR 345. * 2 right/bottom (1/2 rock) --- 346. * FFF 347. * 348. * CORNER: 0 none trcorn, mode 2 349. * 1 outer (3/4 rock) FFF 350. * 2 inner (1/4 rock) F+- 351. * F|R 352. * 353. * TWALL: 0 none tlwall, mode 3 354. * 1 long edge (1/2 rock) F|F 355. * 2 bottom left (on a tdwall) -+F 356. * 3 bottom right (on a tdwall) R|F 357. * 358. * CRWALL: 0 none crwall, mode 5 359. * 1 top left (1/4 rock) R|F 360. * 2 top right (1/4 rock) -+- 361. * 3 bottom left (1/4 rock) F|R 362. * 4 bottom right (1/4 rock) 363. * 5 top left & bottom right (1/2 rock) 364. * 6 bottom left & top right (1/2 rock) 365. */ 366. #define SDOOR_BITS D_CLOSED /* sdoor bottom 3 bits are these */ 367. 368. #define WM_W_LEFT 1 /* vertical or horizontal wall */ 369. #define WM_W_RIGHT 2 370. #define WM_W_TOP WM_W_LEFT 371. #define WM_W_BOTTOM WM_W_RIGHT 372. 373. #define WM_C_OUTER 1 /* corner wall */ 374. #define WM_C_INNER 2 375. 376. #define WM_T_LONG 1 /* T wall */ 377. #define WM_T_BL 2 378. #define WM_T_BR 3 379. 380. #define WM_X_TL 1 /* cross wall */ 381. #define WM_X_TR 2 382. #define WM_X_BL 3 383. #define WM_X_BR 4 384. #define WM_X_TLBR 5 385. #define WM_X_BLTR 6 386. 387. /* 388. * Seen vector values. The seen vector is an array of 8 bits, one for each 389. * octant around a given center x: 390. * 391. * 0 1 2 392. * 7 x 3 393. * 6 5 4 394. * 395. * In the case of walls, a single wall square can be viewed from 8 possible 396. * directions. If we know the type of wall and the directions from which 397. * it has been seen, then we can determine what it looks like to the hero. 398. */ 399. #define SV0 0x1 400. #define SV1 0x2 401. #define SV2 0x4 402. #define SV3 0x8 403. #define SV4 0x10 404. #define SV5 0x20 405. #define SV6 0x40 406. #define SV7 0x80 407. #define SVALL 0xFF 408. 409. 410. 411. #define doormask flags 412. #define altarmask flags 413. #define wall_info flags 414. #define ladder flags 415. #define drawbridgemask flags 416. #define looted flags 417. #define icedpool flags 418. 419. #define blessedftn horizontal /* a fountain that grants attribs */ 420. 421. struct damage { 422. struct damage *next; 423. long when, cost; 424. coord place; 425. schar typ; 426. }; 427. 428. struct levelflags { 429. uchar nfountains; /* Number of fountains on level */ 430. uchar nsinks; /* Number of sinks on the level */ 431. /* Several flags that give hints about what's on the level */ 432. Bitfield(has_shop, 1); 433. Bitfield(has_vault, 1); 434. Bitfield(has_zoo, 1); 435. Bitfield(has_court, 1); 436. Bitfield(has_morgue, 1); 437. Bitfield(has_beehive, 1); 438. Bitfield(has_barracks, 1); 439. Bitfield(has_temple, 1); 440. 441. Bitfield(has_swamp, 1); 442. Bitfield(noteleport,1); 443. Bitfield(hardfloor,1); 444. Bitfield(nommap,1); 445. Bitfield(hero_memory,1); /* hero has memory */ 446. Bitfield(shortsighted,1); /* monsters are shortsighted */ 447. Bitfield(graveyard,1); /* has_morgue, but remains set */ 448. Bitfield(is_maze_lev,1); 449. 450. Bitfield(is_cavernous_lev,1); 451. }; 452. 453. typedef struct 454. { 455. struct rm locations[COLNO][ROWNO]; 456. #ifndef MICROPORT_BUG 457. struct obj *objects[COLNO][ROWNO]; 458. struct monst *monsters[COLNO][ROWNO]; 459. #else 460. struct obj *objects[1][ROWNO]; 461. char *yuk1[COLNO-1][ROWNO]; 462. struct monst *monsters[1][ROWNO]; 463. char *yuk2[COLNO-1][ROWNO]; 464. #endif 465. struct obj *objlist; 466. struct obj *buriedobjlist; 467. struct monst *monlist; 468. struct damage *damagelist; 469. struct levelflags flags; 470. } 471. dlevel_t; 472. 473. extern dlevel_t level; /* structure describing the current level */ 474. 475. /* 476. * Macros for compatibility with old code. Someday these will go away. 477. */ 478. #define levl level.locations 479. #define fobj level.objlist 480. #define fmon level.monlist 481. 482. /* 483. * Covert a trap number into the defsym graphics array. 484. * Convert a defsym number into a trap number. 485. * Assumes that arrow trap will always be the first trap. 486. */ 487. #define trap_to_defsym(t) (S_arrow_trap+(t)-1) 488. #define defsym_to_trap(d) ((d)-S_arrow_trap+1) 489. 490. #define OBJ_AT(x,y) (level.objects[x][y] != (struct obj *)0) 491. /* 492. * Macros for encapsulation of level.monsters references. 493. */ 494. #define MON_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \ 495. !(level.monsters[x][y])->mburied) 496. #define MON_BURIED_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \ 497. (level.monsters[x][y])->mburied) 498. #define place_monster(m,x,y) ((m)->mx=(x),(m)->my=(y),\ 499. level.monsters[(m)->mx][(m)->my]=(m)) 500. #define place_worm_seg(m,x,y) level.monsters[x][y] = m 501. #define remove_monster(x,y) level.monsters[x][y] = (struct monst *)0 502. #define m_at(x,y) (MON_AT(x,y) ? level.monsters[x][y] : \ 503. (struct monst *)0) 504. #define m_buried_at(x,y) (MON_BURIED_AT(x,y) ? level.monsters[x][y] : \ 505. (struct monst *)0) 506. 507. #endif /* RM_H */