Source:NetHack 3.2.0/rm.h

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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

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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 */