Source:NetHack 3.3.0/rm.h

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Below is the full text to rm.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/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	3.3	99/07/02	*/
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 IRONBARS	20	/* KMH */
54.   #define DOOR		21
55.   #define TREE		22	/* KMH */
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.  
217.  struct symdef {
218.      uchar sym;
219.      const char	*explanation;
220.  #ifdef TEXTCOLOR
221.      uchar color;
222.  #endif
223.  };
224.  
225.  extern const struct symdef defsyms[MAXPCHARS];	/* defaults */
226.  extern uchar showsyms[MAXPCHARS];
227.  
228.  /*
229.   * Graphics sets for display symbols
230.   */
231.  #define ASCII_GRAPHICS	0	/* regular characters: '-', '+', &c */
232.  #define IBM_GRAPHICS	1	/* PC graphic characters */
233.  #define DEC_GRAPHICS	2	/* VT100 line drawing characters */
234.  #define MAC_GRAPHICS	3	/* Macintosh drawing characters */
235.  
236.  /*
237.   * The 5 possible states of doors
238.   */
239.  
240.  #define D_NODOOR	0
241.  #define D_BROKEN	1
242.  #define D_ISOPEN	2
243.  #define D_CLOSED	4
244.  #define D_LOCKED	8
245.  #define D_TRAPPED	16
246.  
247.  /*
248.   * Some altars are considered as shrines, so we need a flag.
249.   */
250.  #define AM_SHRINE	8
251.  
252.  /*
253.   * Thrones should only be looted once.
254.   */
255.  #define T_LOOTED	1
256.  
257.  /*
258.   * Trees have more than one kick result.
259.   */
260.  #define TREE_LOOTED	1
261.  #define TREE_SWARM	2
262.  
263.  /*
264.   * Fountains have limits, and special warnings.
265.   */
266.  #define F_LOOTED	1
267.  #define F_WARNED	2
268.  
269.  /*
270.   * Doors are even worse :-) The special warning has a side effect
271.   * of instantly trapping the door, and if it was defined as trapped,
272.   * the guards consider that you have already been warned!
273.   */
274.  #define D_WARNED	16
275.  
276.  /*
277.   * Sinks have 3 different types of loot that shouldn't be abused
278.   */
279.  #define S_LPUDDING	1
280.  #define S_LDWASHER	2
281.  #define S_LRING		4
282.  
283.  /*
284.   * The four directions for a DrawBridge.
285.   */
286.  #define DB_NORTH	0
287.  #define DB_SOUTH	1
288.  #define DB_EAST		2
289.  #define DB_WEST		3
290.  #define DB_DIR		3	/* mask for direction */
291.  
292.  /*
293.   * What's under a drawbridge.
294.   */
295.  #define DB_MOAT		0
296.  #define DB_LAVA		4
297.  #define DB_ICE		8
298.  #define DB_FLOOR	16
299.  #define DB_UNDER	28	/* mask for underneath */
300.  
301.  /*
302.   * Wall information.
303.   */
304.  #define WM_MASK		0x07	/* wall mode (bottom three bits) */
305.  #define W_NONDIGGABLE	0x08
306.  #define W_NONPASSWALL	0x10
307.  
308.  /*
309.   * Ladders (in Vlad's tower) may be up or down.
310.   */
311.  #define LA_UP		1
312.  #define LA_DOWN		2
313.  
314.  /*
315.   * Room areas may be iced pools
316.   */
317.  #define ICED_POOL	8
318.  #define ICED_MOAT	16
319.  
320.  /*
321.   * The structure describing a coordinate position.
322.   * Before adding fields, remember that this will significantly affect
323.   * the size of temporary files and save files.
324.   */
325.  struct rm {
326.  	int glyph;		/* what the hero thinks is there */
327.  	schar typ;		/* what is really there */
328.  	uchar seenv;		/* seen vector */
329.  	Bitfield(flags,5);	/* extra information for typ */
330.  	Bitfield(horizontal,1); /* wall/door/etc is horiz. (more typ info) */
331.  	Bitfield(lit,1);	/* speed hack for lit rooms */
332.  	Bitfield(waslit,1);	/* remember if a location was lit */
333.  	Bitfield(roomno,6);	/* room # for special rooms */
334.  	Bitfield(edge,1);	/* marks boundaries for special rooms*/
335.  };
336.  
337.  /*
338.   * Add wall angle viewing by defining "modes" for each wall type.  Each
339.   * mode describes which parts of a wall are finished (seen as as wall)
340.   * and which are unfinished (seen as rock).
341.   *
342.   * We use the bottom 3 bits of the flags field for the mode.  This comes
343.   * in conflict with secret doors, but we avoid problems because until
344.   * a secret door becomes discovered, we know what sdoor's bottom three
345.   * bits are.
346.   *
347.   * The following should cover all of the cases.
348.   *
349.   *	type	mode				Examples: R=rock, F=finished
350.   *	-----	----				----------------------------
351.   *	WALL:	0 none				hwall, mode 1
352.   *		1 left/top (1/2 rock)			RRR
353.   *		2 right/bottom (1/2 rock)		---
354.   *							FFF
355.   *
356.   *	CORNER: 0 none				trcorn, mode 2
357.   *		1 outer (3/4 rock)			FFF
358.   *		2 inner (1/4 rock)			F+-
359.   *							F|R
360.   *
361.   *	TWALL:	0 none				tlwall, mode 3
362.   *		1 long edge (1/2 rock)			F|F
363.   *		2 bottom left (on a tdwall)		-+F
364.   *		3 bottom right (on a tdwall)		R|F
365.   *
366.   *	CRWALL: 0 none				crwall, mode 5
367.   *		1 top left (1/4 rock)			R|F
368.   *		2 top right (1/4 rock)			-+-
369.   *		3 bottom left (1/4 rock)		F|R
370.   *		4 bottom right (1/4 rock)
371.   *		5 top left & bottom right (1/2 rock)
372.   *		6 bottom left & top right (1/2 rock)
373.   */
374.  
375.  #define WM_W_LEFT 1			/* vertical or horizontal wall */
376.  #define WM_W_RIGHT 2
377.  #define WM_W_TOP WM_W_LEFT
378.  #define WM_W_BOTTOM WM_W_RIGHT
379.  
380.  #define WM_C_OUTER 1			/* corner wall */
381.  #define WM_C_INNER 2
382.  
383.  #define WM_T_LONG 1			/* T wall */
384.  #define WM_T_BL   2
385.  #define WM_T_BR   3
386.  
387.  #define WM_X_TL   1			/* cross wall */
388.  #define WM_X_TR   2
389.  #define WM_X_BL   3
390.  #define WM_X_BR   4
391.  #define WM_X_TLBR 5
392.  #define WM_X_BLTR 6
393.  
394.  /*
395.   * Seen vector values.	The seen vector is an array of 8 bits, one for each
396.   * octant around a given center x:
397.   *
398.   *			0 1 2
399.   *			7 x 3
400.   *			6 5 4
401.   *
402.   * In the case of walls, a single wall square can be viewed from 8 possible
403.   * directions.	If we know the type of wall and the directions from which
404.   * it has been seen, then we can determine what it looks like to the hero.
405.   */
406.  #define SV0 0x1
407.  #define SV1 0x2
408.  #define SV2 0x4
409.  #define SV3 0x8
410.  #define SV4 0x10
411.  #define SV5 0x20
412.  #define SV6 0x40
413.  #define SV7 0x80
414.  #define SVALL 0xFF
415.  
416.  
417.  
418.  #define doormask	flags
419.  #define altarmask	flags
420.  #define wall_info	flags
421.  #define ladder		flags
422.  #define drawbridgemask	flags
423.  #define looted		flags
424.  #define icedpool	flags
425.  
426.  #define blessedftn	horizontal  /* a fountain that grants attribs */
427.  
428.  struct damage {
429.  	struct damage *next;
430.  	long when, cost;
431.  	coord place;
432.  	schar typ;
433.  };
434.  
435.  struct levelflags {
436.  	uchar	nfountains;		/* number of fountains on level */
437.  	uchar	nsinks;			/* number of sinks on the level */
438.  	/* Several flags that give hints about what's on the level */
439.  	Bitfield(has_shop, 1);
440.  	Bitfield(has_vault, 1);
441.  	Bitfield(has_zoo, 1);
442.  	Bitfield(has_court, 1);
443.  	Bitfield(has_morgue, 1);
444.  	Bitfield(has_beehive, 1);
445.  	Bitfield(has_barracks, 1);
446.  	Bitfield(has_temple, 1);
447.  
448.  	Bitfield(has_swamp, 1);
449.  	Bitfield(noteleport,1);
450.  	Bitfield(hardfloor,1);
451.  	Bitfield(nommap,1);
452.  	Bitfield(hero_memory,1);	/* hero has memory */
453.  	Bitfield(shortsighted,1);	/* monsters are shortsighted */
454.  	Bitfield(graveyard,1);		/* has_morgue, but remains set */
455.  	Bitfield(is_maze_lev,1);
456.  
457.  	Bitfield(is_cavernous_lev,1);
458.  	Bitfield(arboreal, 1);		/* Trees replace rock */
459.  };
460.  
461.  typedef struct
462.  {
463.      struct rm		locations[COLNO][ROWNO];
464.  #ifndef MICROPORT_BUG
465.      struct obj		*objects[COLNO][ROWNO];
466.      struct monst	*monsters[COLNO][ROWNO];
467.  #else
468.      struct obj		*objects[1][ROWNO];
469.      char		*yuk1[COLNO-1][ROWNO];
470.      struct monst	*monsters[1][ROWNO];
471.      char		*yuk2[COLNO-1][ROWNO];
472.  #endif
473.      struct obj		*objlist;
474.      struct obj		*buriedobjlist;
475.      struct monst	*monlist;
476.      struct damage	*damagelist;
477.      struct levelflags	flags;
478.  }
479.  dlevel_t;
480.  
481.  extern dlevel_t level;	/* structure describing the current level */
482.  
483.  /*
484.   * Macros for compatibility with old code. Someday these will go away.
485.   */
486.  #define levl		level.locations
487.  #define fobj		level.objlist
488.  #define fmon		level.monlist
489.  
490.  /*
491.   * Covert a trap number into the defsym graphics array.
492.   * Convert a defsym number into a trap number.
493.   * Assumes that arrow trap will always be the first trap.
494.   */
495.  #define trap_to_defsym(t) (S_arrow_trap+(t)-1)
496.  #define defsym_to_trap(d) ((d)-S_arrow_trap+1)
497.  
498.  #define OBJ_AT(x,y)	(level.objects[x][y] != (struct obj *)0)
499.  /*
500.   * Macros for encapsulation of level.monsters references.
501.   */
502.  #define MON_AT(x,y)	(level.monsters[x][y] != (struct monst *)0 && \
503.  			 !(level.monsters[x][y])->mburied)
504.  #define MON_BURIED_AT(x,y)	(level.monsters[x][y] != (struct monst *)0 && \
505.  				(level.monsters[x][y])->mburied)
506.  #define place_monster(m,x,y)	((m)->mx=(x),(m)->my=(y),\
507.  				 level.monsters[(m)->mx][(m)->my]=(m))
508.  #define place_worm_seg(m,x,y)	level.monsters[x][y] = m
509.  #define remove_monster(x,y)	level.monsters[x][y] = (struct monst *)0
510.  #define m_at(x,y)		(MON_AT(x,y) ? level.monsters[x][y] : \
511.  						(struct monst *)0)
512.  #define m_buried_at(x,y)	(MON_BURIED_AT(x,y) ? level.monsters[x][y] : \
513.  						       (struct monst *)0)
514.  
515.  #endif /* RM_H */