Source:NetHack 3.4.3/include/trap.h

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Below is the full text to include/trap.h from NetHack 3.4.3. To link to a particular line, write [[trap.h#line123]], for example.

/*	SCCS Id: @(#)trap.h	3.4	2000/08/30	*/
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

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.

/* note for 3.1.0 and later: no longer manipulated by 'makedefs' */

#ifndef TRAP_H
#define TRAP_H

union vlaunchinfo {
	short v_launch_otyp;	/* type of object to be triggered */
	coord v_launch2;	/* secondary launch point (for boulders) */
};

struct trap {
	struct trap *ntrap;
	xchar tx,ty;
	d_level dst;	/* destination for portals */
	coord launch;
	Bitfield(ttyp,5);
	Bitfield(tseen,1);
	Bitfield(once,1);
	Bitfield(madeby_u,1); /* So monsters may take offence when you trap
				 them.	Recognizing who made the trap isn't
				 completely unreasonable, everybody has
				 their own style.  This flag is also needed
				 when you untrap a monster.  It would be too
				 easy to make a monster peaceful if you could
				 set a trap for it and then untrap it. */
	union vlaunchinfo vl;
#define launch_otyp	vl.v_launch_otyp
#define launch2		vl.v_launch2
};

extern struct trap *ftrap;
#define newtrap()	(struct trap *) alloc(sizeof(struct trap))
#define dealloc_trap(trap) free((genericptr_t) (trap))

/* reasons for statue animation */
#define ANIMATE_NORMAL	0
#define ANIMATE_SHATTER 1
#define ANIMATE_SPELL	2

/* reasons for animate_statue's failure */
#define AS_OK		 0	/* didn't fail */
#define AS_NO_MON	 1	/* makemon failed */
#define AS_MON_IS_UNIQUE 2	/* statue monster is unique */

/* Note: if adding/removing a trap, adjust trap_engravings[] in mklev.c */

/* unconditional traps */
#define NO_TRAP		0
#define ARROW_TRAP	1
#define DART_TRAP	2
#define ROCKTRAP	3
#define SQKY_BOARD	4
#define BEAR_TRAP	5
#define LANDMINE	6
#define ROLLING_BOULDER_TRAP	7
#define SLP_GAS_TRAP	8
#define RUST_TRAP	9
#define FIRE_TRAP	10
#define PIT		11
#define SPIKED_PIT	12
#define HOLE		13
#define TRAPDOOR	14
#define TELEP_TRAP	15
#define LEVEL_TELEP	16
#define MAGIC_PORTAL	17
#define WEB		18
#define STATUE_TRAP	19
#define MAGIC_TRAP	20
#define ANTI_MAGIC	21
#define POLY_TRAP	22
#define TRAPNUM 23

#endif /* TRAP_H */