Source:NetHack 3.4.3/include/rm.h
Jump to navigation
Jump to search
Below is the full text to include/rm.h from NetHack 3.4.3. To link to a particular line, write [[rm.h#line123]], for example.
1. /* SCCS Id: @(#)rm.h 3.4 1999/12/12 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4.
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.
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 TREE 13 /* KMH */ 47. #define SDOOR 14 48. #define SCORR 15 49. #define POOL 16 50. #define MOAT 17 /* pool that doesn't boil, adjust messages */ 51. #define WATER 18 52. #define DRAWBRIDGE_UP 19 53. #define LAVAPOOL 20 54. #define IRONBARS 21 /* KMH */ 55. #define DOOR 22 56. #define CORR 23 57. #define ROOM 24 58. #define STAIRS 25 59. #define LADDER 26 60. #define FOUNTAIN 27 61. #define THRONE 28 62. #define SINK 29 63. #define GRAVE 30 64. #define ALTAR 31 65. #define ICE 32 66. #define DRAWBRIDGE_DOWN 33 67. #define AIR 34 68. #define CLOUD 35 69. 70. #define MAX_TYPE 36 71. #define INVALID_TYPE 127 72. 73. /* 74. * Avoid using the level types in inequalities: 75. * these types are subject to change. 76. * Instead, use one of the macros below. 77. */ 78. #define IS_WALL(typ) ((typ) && (typ) <= DBWALL) 79. #define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */ 80. #define IS_ROCK(typ) ((typ) < POOL) /* absolutely nonaccessible */ 81. #define IS_DOOR(typ) ((typ) == DOOR) 82. #define IS_TREE(typ) ((typ) == TREE || \ 83. (level.flags.arboreal && (typ) == STONE)) 84. #define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */ 85. #define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */ 86. #define ZAP_POS(typ) ((typ) >= POOL) 87. #define SPACE_POS(typ) ((typ) > DOOR) 88. #define IS_POOL(typ) ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP) 89. #define IS_THRONE(typ) ((typ) == THRONE) 90. #define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN) 91. #define IS_SINK(typ) ((typ) == SINK) 92. #define IS_GRAVE(typ) ((typ) == GRAVE) 93. #define IS_ALTAR(typ) ((typ) == ALTAR) 94. #define IS_DRAWBRIDGE(typ) ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN) 95. #define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR) 96. #define IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD) 97. #define IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ)) 98. 99. /* 100. * The screen symbols may be the default or defined at game startup time. 101. * See drawing.c for defaults. 102. * Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in synch. 103. */ 104. 105. /* begin dungeon characters */ 106. 107. #define S_stone 0 108. #define S_vwall 1 109. #define S_hwall 2 110. #define S_tlcorn 3 111. #define S_trcorn 4 112. #define S_blcorn 5 113. #define S_brcorn 6 114. #define S_crwall 7 115. #define S_tuwall 8 116. #define S_tdwall 9 117. #define S_tlwall 10 118. #define S_trwall 11 119. #define S_ndoor 12 120. #define S_vodoor 13 121. #define S_hodoor 14 122. #define S_vcdoor 15 /* closed door, vertical wall */ 123. #define S_hcdoor 16 /* closed door, horizontal wall */ 124. #define S_bars 17 /* KMH -- iron bars */ 125. #define S_tree 18 /* KMH */ 126. #define S_room 19 127. #define S_corr 20 128. #define S_litcorr 21 129. #define S_upstair 22 130. #define S_dnstair 23 131. #define S_upladder 24 132. #define S_dnladder 25 133. #define S_altar 26 134. #define S_grave 27 135. #define S_throne 28 136. #define S_sink 29 137. #define S_fountain 30 138. #define S_pool 31 139. #define S_ice 32 140. #define S_lava 33 141. #define S_vodbridge 34 142. #define S_hodbridge 35 143. #define S_vcdbridge 36 /* closed drawbridge, vertical wall */ 144. #define S_hcdbridge 37 /* closed drawbridge, horizontal wall */ 145. #define S_air 38 146. #define S_cloud 39 147. #define S_water 40 148. 149. /* end dungeon characters, begin traps */ 150. 151. #define S_arrow_trap 41 152. #define S_dart_trap 42 153. #define S_falling_rock_trap 43 154. #define S_squeaky_board 44 155. #define S_bear_trap 45 156. #define S_land_mine 46 157. #define S_rolling_boulder_trap 47 158. #define S_sleeping_gas_trap 48 159. #define S_rust_trap 49 160. #define S_fire_trap 50 161. #define S_pit 51 162. #define S_spiked_pit 52 163. #define S_hole 53 164. #define S_trap_door 54 165. #define S_teleportation_trap 55 166. #define S_level_teleporter 56 167. #define S_magic_portal 57 168. #define S_web 58 169. #define S_statue_trap 59 170. #define S_magic_trap 60 171. #define S_anti_magic_trap 61 172. #define S_polymorph_trap 62 173. 174. /* end traps, begin special effects */ 175. 176. #define S_vbeam 63 /* The 4 zap beam symbols. Do NOT separate. */ 177. #define S_hbeam 64 /* To change order or add, see function */ 178. #define S_lslant 65 /* zapdir_to_glyph() in display.c. */ 179. #define S_rslant 66 180. #define S_digbeam 67 /* dig beam symbol */ 181. #define S_flashbeam 68 /* camera flash symbol */ 182. #define S_boomleft 69 /* thrown boomerang, open left, e.g ')' */ 183. #define S_boomright 70 /* thrown boomerand, open right, e.g. '(' */ 184. #define S_ss1 71 /* 4 magic shield glyphs */ 185. #define S_ss2 72 186. #define S_ss3 73 187. #define S_ss4 74 188. 189. /* The 8 swallow symbols. Do NOT separate. To change order or add, see */ 190. /* the function swallow_to_glyph() in display.c. */ 191. #define S_sw_tl 75 /* swallow top left [1] */ 192. #define S_sw_tc 76 /* swallow top center [2] Order: */ 193. #define S_sw_tr 77 /* swallow top right [3] */ 194. #define S_sw_ml 78 /* swallow middle left [4] 1 2 3 */ 195. #define S_sw_mr 79 /* swallow middle right [6] 4 5 6 */ 196. #define S_sw_bl 80 /* swallow bottom left [7] 7 8 9 */ 197. #define S_sw_bc 81 /* swallow bottom center [8] */ 198. #define S_sw_br 82 /* swallow bottom right [9] */ 199. 200. #define S_explode1 83 /* explosion top left */ 201. #define S_explode2 84 /* explosion top center */ 202. #define S_explode3 85 /* explosion top right Ex. */ 203. #define S_explode4 86 /* explosion middle left */ 204. #define S_explode5 87 /* explosion middle center /-\ */ 205. #define S_explode6 88 /* explosion middle right |@| */ 206. #define S_explode7 89 /* explosion bottom left \-/ */ 207. #define S_explode8 90 /* explosion bottom center */ 208. #define S_explode9 91 /* explosion bottom right */ 209. 210. /* end effects */ 211. 212. #define MAXPCHARS 92 /* maximum number of mapped characters */ 213. #define MAXDCHARS 41 /* maximum of mapped dungeon characters */ 214. #define MAXTCHARS 22 /* maximum of mapped trap characters */ 215. #define MAXECHARS 29 /* maximum of mapped effects characters */ 216. #define MAXEXPCHARS 9 /* number of explosion characters */ 217. 218. struct symdef { 219. uchar sym; 220. const char *explanation; 221. #ifdef TEXTCOLOR 222. uchar color; 223. #endif 224. }; 225. 226. extern const struct symdef defsyms[MAXPCHARS]; /* defaults */ 227. extern uchar showsyms[MAXPCHARS]; 228. extern const struct symdef def_warnsyms[WARNCOUNT]; 229. 230. /* 231. * Graphics sets for display symbols 232. */ 233. #define ASCII_GRAPHICS 0 /* regular characters: '-', '+', &c */ 234. #define IBM_GRAPHICS 1 /* PC graphic characters */ 235. #define DEC_GRAPHICS 2 /* VT100 line drawing characters */ 236. #define MAC_GRAPHICS 3 /* Macintosh drawing characters */ 237. 238. /* 239. * The 5 possible states of doors 240. */ 241. 242. #define D_NODOOR 0 243. #define D_BROKEN 1 244. #define D_ISOPEN 2 245. #define D_CLOSED 4 246. #define D_LOCKED 8 247. #define D_TRAPPED 16 248. 249. /* 250. * Some altars are considered as shrines, so we need a flag. 251. */ 252. #define AM_SHRINE 8 253. 254. /* 255. * Thrones should only be looted once. 256. */ 257. #define T_LOOTED 1 258. 259. /* 260. * Trees have more than one kick result. 261. */ 262. #define TREE_LOOTED 1 263. #define TREE_SWARM 2 264. 265. /* 266. * Fountains have limits, and special warnings. 267. */ 268. #define F_LOOTED 1 269. #define F_WARNED 2 270. #define FOUNTAIN_IS_WARNED(x,y) (levl[x][y].looted & F_WARNED) 271. #define FOUNTAIN_IS_LOOTED(x,y) (levl[x][y].looted & F_LOOTED) 272. #define SET_FOUNTAIN_WARNED(x,y) levl[x][y].looted |= F_WARNED; 273. #define SET_FOUNTAIN_LOOTED(x,y) levl[x][y].looted |= F_LOOTED; 274. #define CLEAR_FOUNTAIN_WARNED(x,y) levl[x][y].looted &= ~F_WARNED; 275. #define CLEAR_FOUNTAIN_LOOTED(x,y) levl[x][y].looted &= ~F_LOOTED; 276. 277. /* 278. * Doors are even worse :-) The special warning has a side effect 279. * of instantly trapping the door, and if it was defined as trapped, 280. * the guards consider that you have already been warned! 281. */ 282. #define D_WARNED 16 283. 284. /* 285. * Sinks have 3 different types of loot that shouldn't be abused 286. */ 287. #define S_LPUDDING 1 288. #define S_LDWASHER 2 289. #define S_LRING 4 290. 291. /* 292. * The four directions for a DrawBridge. 293. */ 294. #define DB_NORTH 0 295. #define DB_SOUTH 1 296. #define DB_EAST 2 297. #define DB_WEST 3 298. #define DB_DIR 3 /* mask for direction */ 299. 300. /* 301. * What's under a drawbridge. 302. */ 303. #define DB_MOAT 0 304. #define DB_LAVA 4 305. #define DB_ICE 8 306. #define DB_FLOOR 16 307. #define DB_UNDER 28 /* mask for underneath */ 308. 309. /* 310. * Wall information. 311. */ 312. #define WM_MASK 0x07 /* wall mode (bottom three bits) */ 313. #define W_NONDIGGABLE 0x08 314. #define W_NONPASSWALL 0x10 315. 316. /* 317. * Ladders (in Vlad's tower) may be up or down. 318. */ 319. #define LA_UP 1 320. #define LA_DOWN 2 321. 322. /* 323. * Room areas may be iced pools 324. */ 325. #define ICED_POOL 8 326. #define ICED_MOAT 16 327. 328. /* 329. * The structure describing a coordinate position. 330. * Before adding fields, remember that this will significantly affect 331. * the size of temporary files and save files. 332. */ 333. struct rm { 334. int glyph; /* what the hero thinks is there */ 335. schar typ; /* what is really there */ 336. uchar seenv; /* seen vector */ 337. Bitfield(flags,5); /* extra information for typ */ 338. Bitfield(horizontal,1); /* wall/door/etc is horiz. (more typ info) */ 339. Bitfield(lit,1); /* speed hack for lit rooms */ 340. Bitfield(waslit,1); /* remember if a location was lit */ 341. Bitfield(roomno,6); /* room # for special rooms */ 342. Bitfield(edge,1); /* marks boundaries for special rooms*/ 343. }; 344. 345. /* 346. * Add wall angle viewing by defining "modes" for each wall type. Each 347. * mode describes which parts of a wall are finished (seen as as wall) 348. * and which are unfinished (seen as rock). 349. * 350. * We use the bottom 3 bits of the flags field for the mode. This comes 351. * in conflict with secret doors, but we avoid problems because until 352. * a secret door becomes discovered, we know what sdoor's bottom three 353. * bits are. 354. * 355. * The following should cover all of the cases. 356. * 357. * type mode Examples: R=rock, F=finished 358. * ----- ---- ---------------------------- 359. * WALL: 0 none hwall, mode 1 360. * 1 left/top (1/2 rock) RRR 361. * 2 right/bottom (1/2 rock) --- 362. * FFF 363. * 364. * CORNER: 0 none trcorn, mode 2 365. * 1 outer (3/4 rock) FFF 366. * 2 inner (1/4 rock) F+- 367. * F|R 368. * 369. * TWALL: 0 none tlwall, mode 3 370. * 1 long edge (1/2 rock) F|F 371. * 2 bottom left (on a tdwall) -+F 372. * 3 bottom right (on a tdwall) R|F 373. * 374. * CRWALL: 0 none crwall, mode 5 375. * 1 top left (1/4 rock) R|F 376. * 2 top right (1/4 rock) -+- 377. * 3 bottom left (1/4 rock) F|R 378. * 4 bottom right (1/4 rock) 379. * 5 top left & bottom right (1/2 rock) 380. * 6 bottom left & top right (1/2 rock) 381. */ 382. 383. #define WM_W_LEFT 1 /* vertical or horizontal wall */ 384. #define WM_W_RIGHT 2 385. #define WM_W_TOP WM_W_LEFT 386. #define WM_W_BOTTOM WM_W_RIGHT 387. 388. #define WM_C_OUTER 1 /* corner wall */ 389. #define WM_C_INNER 2 390. 391. #define WM_T_LONG 1 /* T wall */ 392. #define WM_T_BL 2 393. #define WM_T_BR 3 394. 395. #define WM_X_TL 1 /* cross wall */ 396. #define WM_X_TR 2 397. #define WM_X_BL 3 398. #define WM_X_BR 4 399. #define WM_X_TLBR 5 400. #define WM_X_BLTR 6 401. 402. /* 403. * Seen vector values. The seen vector is an array of 8 bits, one for each 404. * octant around a given center x: 405. * 406. * 0 1 2 407. * 7 x 3 408. * 6 5 4 409. * 410. * In the case of walls, a single wall square can be viewed from 8 possible 411. * directions. If we know the type of wall and the directions from which 412. * it has been seen, then we can determine what it looks like to the hero. 413. */ 414. #define SV0 0x1 415. #define SV1 0x2 416. #define SV2 0x4 417. #define SV3 0x8 418. #define SV4 0x10 419. #define SV5 0x20 420. #define SV6 0x40 421. #define SV7 0x80 422. #define SVALL 0xFF 423. 424. 425. 426. #define doormask flags 427. #define altarmask flags 428. #define wall_info flags 429. #define ladder flags 430. #define drawbridgemask flags 431. #define looted flags 432. #define icedpool flags 433. 434. #define blessedftn horizontal /* a fountain that grants attribs */ 435. #define disturbed horizontal /* a grave that has been disturbed */ 436. 437. struct damage { 438. struct damage *next; 439. long when, cost; 440. coord place; 441. schar typ; 442. }; 443. 444. struct levelflags { 445. uchar nfountains; /* number of fountains on level */ 446. uchar nsinks; /* number of sinks on the level */ 447. /* Several flags that give hints about what's on the level */ 448. Bitfield(has_shop, 1); 449. Bitfield(has_vault, 1); 450. Bitfield(has_zoo, 1); 451. Bitfield(has_court, 1); 452. Bitfield(has_morgue, 1); 453. Bitfield(has_beehive, 1); 454. Bitfield(has_barracks, 1); 455. Bitfield(has_temple, 1); 456. 457. Bitfield(has_swamp, 1); 458. Bitfield(noteleport,1); 459. Bitfield(hardfloor,1); 460. Bitfield(nommap,1); 461. Bitfield(hero_memory,1); /* hero has memory */ 462. Bitfield(shortsighted,1); /* monsters are shortsighted */ 463. Bitfield(graveyard,1); /* has_morgue, but remains set */ 464. Bitfield(is_maze_lev,1); 465. 466. Bitfield(is_cavernous_lev,1); 467. Bitfield(arboreal, 1); /* Trees replace rock */ 468. }; 469. 470. typedef struct 471. { 472. struct rm locations[COLNO][ROWNO]; 473. #ifndef MICROPORT_BUG 474. struct obj *objects[COLNO][ROWNO]; 475. struct monst *monsters[COLNO][ROWNO]; 476. #else 477. struct obj *objects[1][ROWNO]; 478. char *yuk1[COLNO-1][ROWNO]; 479. struct monst *monsters[1][ROWNO]; 480. char *yuk2[COLNO-1][ROWNO]; 481. #endif 482. struct obj *objlist; 483. struct obj *buriedobjlist; 484. struct monst *monlist; 485. struct damage *damagelist; 486. struct levelflags flags; 487. } 488. dlevel_t; 489. 490. extern dlevel_t level; /* structure describing the current level */ 491. 492. /* 493. * Macros for compatibility with old code. Someday these will go away. 494. */ 495. #define levl level.locations 496. #define fobj level.objlist 497. #define fmon level.monlist 498. 499. /* 500. * Covert a trap number into the defsym graphics array. 501. * Convert a defsym number into a trap number. 502. * Assumes that arrow trap will always be the first trap. 503. */ 504. #define trap_to_defsym(t) (S_arrow_trap+(t)-1) 505. #define defsym_to_trap(d) ((d)-S_arrow_trap+1) 506. 507. #define OBJ_AT(x,y) (level.objects[x][y] != (struct obj *)0) 508. /* 509. * Macros for encapsulation of level.monsters references. 510. */ 511. #define MON_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \ 512. !(level.monsters[x][y])->mburied) 513. #define MON_BURIED_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \ 514. (level.monsters[x][y])->mburied) 515. #ifndef STEED 516. #define place_monster(m,x,y) ((m)->mx=(x),(m)->my=(y),\ 517. level.monsters[(m)->mx][(m)->my]=(m)) 518. #endif 519. #define place_worm_seg(m,x,y) level.monsters[x][y] = m 520. #define remove_monster(x,y) level.monsters[x][y] = (struct monst *)0 521. #define m_at(x,y) (MON_AT(x,y) ? level.monsters[x][y] : \ 522. (struct monst *)0) 523. #define m_buried_at(x,y) (MON_BURIED_AT(x,y) ? level.monsters[x][y] : \ 524. (struct monst *)0) 525. 526. #endif /* RM_H */