Source:NetHack 3.6.1/include/rm.h

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Below is the full text to rm.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/rm.h#line123]], for example.

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 /* NetHack 3.6	rm.h	$NHDT-Date: 1432512776 2015/05/25 00:12:56 $  $NHDT-Branch: master $:$NHDT-Revision: 1.41 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /*-Copyright (c) Pasi Kallinen, 2017. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #ifndef RM_H
 #define RM_H
 
 /*
  * The dungeon presentation graphics code and data structures were rewritten
  * and generalized for NetHack's release 2 by Eric S. Raymond (eric@snark)
  * building on Don G. Kneller's MS-DOS implementation.	See drawing.c for
  * the code that permits the user to set the contents of the symbol structure.
  *
  * The door representation was changed by Ari
  * Huttunen(ahuttune@niksula.hut.fi)
  */
 
 /*
  * TLCORNER	TDWALL		TRCORNER
  * +-		-+-		-+
  * |		 |		 |
  *
  * TRWALL	CROSSWALL	TLWALL		HWALL
  * |		 |		 |
  * +-		-+-		-+		---
  * |		 |		 |
  *
  * BLCORNER	TUWALL		BRCORNER	VWALL
  * |		 |		 |		|
  * +-		-+-		-+		|
  */
 
 /* Level location types.  [Some debugging code in src/display.c
    defines array type_names[] which contains an entry for each of
    these, so needs to be kept in sync if any new types are added
    or existing ones renumbered.] */
 enum levl_typ_types {
     STONE = 0,
     VWALL,
     HWALL,
     TLCORNER,
     TRCORNER,
     BLCORNER,
     BRCORNER,
     CROSSWALL, /* For pretty mazes and special levels */
     TUWALL,
     TDWALL,
     TLWALL,
     TRWALL,
     DBWALL,
     TREE, /* KMH */
     SDOOR,
     SCORR,
     POOL,
     MOAT, /* pool that doesn't boil, adjust messages */
     WATER,
     DRAWBRIDGE_UP,
     LAVAPOOL,
     IRONBARS, /* KMH */
     DOOR,
     CORR,
     ROOM,
     STAIRS,
     LADDER,
     FOUNTAIN,
     THRONE,
     SINK,
     GRAVE,
     ALTAR,
     ICE,
     DRAWBRIDGE_DOWN,
     AIR,
     CLOUD,
 
     MAX_TYPE,
     INVALID_TYPE = 127
 };
 
 /*
  * Avoid using the level types in inequalities:
  * these types are subject to change.
  * Instead, use one of the macros below.
  */
 #define IS_WALL(typ) ((typ) && (typ) <= DBWALL)
 #define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */
 #define IS_ROCK(typ) ((typ) < POOL)      /* absolutely nonaccessible */
 #define IS_DOOR(typ) ((typ) == DOOR)
 #define IS_DOORJOIN(typ) (IS_ROCK(typ) || (typ) == IRONBARS)
 #define IS_TREE(typ)                                            \
     ((typ) == TREE || (level.flags.arboreal && (typ) == STONE))
 #define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */
 #define IS_ROOM(typ) ((typ) >= ROOM)    /* ROOM, STAIRS, furniture.. */
 #define ZAP_POS(typ) ((typ) >= POOL)
 #define SPACE_POS(typ) ((typ) > DOOR)
 #define IS_POOL(typ) ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP)
 #define IS_THRONE(typ) ((typ) == THRONE)
 #define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN)
 #define IS_SINK(typ) ((typ) == SINK)
 #define IS_GRAVE(typ) ((typ) == GRAVE)
 #define IS_ALTAR(typ) ((typ) == ALTAR)
 #define IS_DRAWBRIDGE(typ) \
     ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN)
 #define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR)
 #define IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD)
 #define IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))
 
 /*
  * The screen symbols may be the default or defined at game startup time.
  * See drawing.c for defaults.
  * Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in
  * synch.
  */
 
 /* begin dungeon characters */
 enum screen_symbols {
     S_stone = 0,
     S_vwall,
     S_hwall,
     S_tlcorn,
     S_trcorn,
     S_blcorn,
     S_brcorn,
     S_crwall,
     S_tuwall,
     S_tdwall,
     S_tlwall,
     S_trwall,
     S_ndoor,
     S_vodoor,
     S_hodoor,
     S_vcdoor, /* closed door, vertical wall */
     S_hcdoor, /* closed door, horizontal wall */
     S_bars,   /* KMH -- iron bars */
     S_tree,   /* KMH */
     S_room,
     S_darkroom,
     S_corr,
     S_litcorr,
     S_upstair,
     S_dnstair,
     S_upladder,
     S_dnladder,
     S_altar,
     S_grave,
     S_throne,
     S_sink,
     S_fountain,
     S_pool,
     S_ice,
     S_lava,
     S_vodbridge,
     S_hodbridge,
     S_vcdbridge, /* closed drawbridge, vertical wall */
     S_hcdbridge, /* closed drawbridge, horizontal wall */
     S_air,
     S_cloud,
     S_water,
 
 /* end dungeon characters, begin traps */
 
     S_arrow_trap,
     S_dart_trap,
     S_falling_rock_trap,
     S_squeaky_board,
     S_bear_trap,
     S_land_mine,
     S_rolling_boulder_trap,
     S_sleeping_gas_trap,
     S_rust_trap,
     S_fire_trap,
     S_pit,
     S_spiked_pit,
     S_hole,
     S_trap_door,
     S_teleportation_trap,
     S_level_teleporter,
     S_magic_portal,
     S_web,
     S_statue_trap,
     S_magic_trap,
     S_anti_magic_trap,
     S_polymorph_trap,
     S_vibrating_square,
 
 /* end traps, begin special effects */
 
     S_vbeam,  /* The 4 zap beam symbols.  Do NOT separate. */
     S_hbeam,  /* To change order or add, see function     */
     S_lslant, /* zapdir_to_glyph() in display.c.	    */
     S_rslant,
     S_digbeam,   /* dig beam symbol */
     S_flashbeam, /* camera flash symbol */
     S_boomleft,  /* thrown boomerang, open left, e.g ')'    */
     S_boomright, /* thrown boomerang, open right, e.g. '('  */
     S_ss1,       /* 4 magic shield glyphs */
     S_ss2,
     S_ss3,
     S_ss4,
     S_poisoncloud,
     S_goodpos, /* valid position for targeting */
 
 /* The 8 swallow symbols.  Do NOT separate.  To change order or add, see */
 /* the function swallow_to_glyph() in display.c.			 */
     S_sw_tl, /* swallow top left [1]             */
     S_sw_tc, /* swallow top center [2]    Order: */
     S_sw_tr, /* swallow top right [3]            */
     S_sw_ml, /* swallow middle left [4]   1 2 3  */
     S_sw_mr, /* swallow middle right [6]  4 5 6  */
     S_sw_bl, /* swallow bottom left [7]   7 8 9  */
     S_sw_bc, /* swallow bottom center [8]        */
     S_sw_br, /* swallow bottom right [9]         */
 
     S_explode1, /* explosion top left			*/
     S_explode2, /* explosion top center			*/
     S_explode3, /* explosion top right	   Ex.	*/
     S_explode4, /* explosion middle left		*/
     S_explode5, /* explosion middle center /-\	*/
     S_explode6, /* explosion middle right  |@|	*/
     S_explode7, /* explosion bottom left   \-/	*/
     S_explode8, /* explosion bottom center		*/
     S_explode9, /* explosion bottom right		*/
 
 /* end effects */
 
     MAXPCHARS   /* maximum number of mapped characters */
 };
 
 #define MAXDCHARS (S_water - S_stone + 1)  /* maximum of mapped dungeon characters */
 #define MAXTCHARS (S_vibrating_square - S_arrow_trap + 1)  /* maximum of mapped trap characters */
 #define MAXECHARS (S_explode9 - S_vbeam + 1)  /* maximum of mapped effects characters */
 #define MAXEXPCHARS 9 /* number of explosion characters */
 
 #define DARKROOMSYM (Is_rogue_level(&u.uz) ? S_stone : S_darkroom)
 
 #define is_cmap_trap(i) ((i) >= S_arrow_trap && (i) <= S_polymorph_trap)
 #define is_cmap_drawbridge(i) ((i) >= S_vodbridge && (i) <= S_hcdbridge)
 #define is_cmap_door(i) ((i) >= S_vodoor && (i) <= S_hcdoor)
 #define is_cmap_wall(i) ((i) >= S_stone && (i) <= S_trwall)
 #define is_cmap_room(i) ((i) >= S_room && (i) <= S_darkroom)
 #define is_cmap_corr(i) ((i) >= S_corr && (i) <= S_litcorr)
 #define is_cmap_furniture(i) ((i) >= S_upstair && (i) <= S_fountain)
 #define is_cmap_water(i) ((i) == S_pool || (i) == S_water)
 #define is_cmap_lava(i) ((i) == S_lava)
 
 
 struct symdef {
     uchar sym;
     const char *explanation;
 #ifdef TEXTCOLOR
     uchar color;
 #endif
 };
 
 struct symparse {
     unsigned range;
 #define SYM_CONTROL 1 /* start/finish markers */
 #define SYM_PCHAR 2   /* index into showsyms  */
 #define SYM_OC 3      /* index into oc_syms   */
 #define SYM_MON 4     /* index into monsyms   */
 #define SYM_OTH 5     /* misc                 */
     int idx;
     const char *name;
 };
 
 /* misc symbol definitions */
 #define SYM_BOULDER 0
 #define SYM_INVISIBLE 1
 #define MAXOTHER 2
 
 /* linked list of symsets and their characteristics */
 struct symsetentry {
     struct symsetentry *next; /* next in list                         */
     char *name;               /* ptr to symset name                   */
     char *desc;               /* ptr to description                   */
     int idx;                  /* an index value                       */
     int handling;             /* known handlers value                 */
     Bitfield(nocolor, 1);     /* don't use color if set               */
     Bitfield(primary, 1);     /* restricted for use as primary set    */
     Bitfield(rogue, 1);       /* restricted for use as rogue lev set  */
                               /* 5 free bits */
 };
 
 /*
  * Graphics sets for display symbols
  */
 #define DEFAULT_GRAPHICS 0 /* regular characters: '-', '+', &c */
 #define PRIMARY 0          /* primary graphics set        */
 #define ROGUESET 1         /* rogue graphics set          */
 #define NUM_GRAPHICS 2
 
 /*
  * special symbol set handling types ( for invoking callbacks, etc.)
  * Must match the order of the known_handlers strings
  * in drawing.c
  */
 #define H_UNK 0
 #define H_IBM 1
 #define H_DEC 2
 
 extern const struct symdef defsyms[MAXPCHARS]; /* defaults */
 extern const struct symdef def_warnsyms[WARNCOUNT];
 extern int currentgraphics; /* from drawing.c */
 extern nhsym showsyms[];
 extern nhsym l_syms[];
 extern nhsym r_syms[];
 
 extern struct symsetentry symset[NUM_GRAPHICS]; /* from drawing.c */
 #define SYMHANDLING(ht) (symset[currentgraphics].handling == (ht))
 
 /*
  * The 5 possible states of doors
  */
 
 #define D_NODOOR 0
 #define D_BROKEN 1
 #define D_ISOPEN 2
 #define D_CLOSED 4
 #define D_LOCKED 8
 #define D_TRAPPED 16
 #define D_SECRET 32 /* only used by sp_lev.c, NOT in rm-struct */
 
 /*
  * Some altars are considered as shrines, so we need a flag.
  */
 #define AM_SHRINE 8
 
 /*
  * Thrones should only be looted once.
  */
 #define T_LOOTED 1
 
 /*
  * Trees have more than one kick result.
  */
 #define TREE_LOOTED 1
 #define TREE_SWARM 2
 
 /*
  * Fountains have limits, and special warnings.
  */
 #define F_LOOTED 1
 #define F_WARNED 2
 #define FOUNTAIN_IS_WARNED(x, y) (levl[x][y].looted & F_WARNED)
 #define FOUNTAIN_IS_LOOTED(x, y) (levl[x][y].looted & F_LOOTED)
 #define SET_FOUNTAIN_WARNED(x, y) levl[x][y].looted |= F_WARNED;
 #define SET_FOUNTAIN_LOOTED(x, y) levl[x][y].looted |= F_LOOTED;
 #define CLEAR_FOUNTAIN_WARNED(x, y) levl[x][y].looted &= ~F_WARNED;
 #define CLEAR_FOUNTAIN_LOOTED(x, y) levl[x][y].looted &= ~F_LOOTED;
 
 /*
  * Doors are even worse :-) The special warning has a side effect
  * of instantly trapping the door, and if it was defined as trapped,
  * the guards consider that you have already been warned!
  */
 #define D_WARNED 16
 
 /*
  * Sinks have 3 different types of loot that shouldn't be abused
  */
 #define S_LPUDDING 1
 #define S_LDWASHER 2
 #define S_LRING 4
 
 /*
  * The four directions for a DrawBridge.
  */
 #define DB_NORTH 0
 #define DB_SOUTH 1
 #define DB_EAST 2
 #define DB_WEST 3
 #define DB_DIR 3 /* mask for direction */
 
 /*
  * What's under a drawbridge.
  */
 #define DB_MOAT 0
 #define DB_LAVA 4
 #define DB_ICE 8
 #define DB_FLOOR 16
 #define DB_UNDER 28 /* mask for underneath */
 
 /*
  * Wall information.
  */
 #define WM_MASK 0x07 /* wall mode (bottom three bits) */
 #define W_NONDIGGABLE 0x08
 #define W_NONPASSWALL 0x10
 
 /*
  * Ladders (in Vlad's tower) may be up or down.
  */
 #define LA_UP 1
 #define LA_DOWN 2
 
 /*
  * Room areas may be iced pools
  */
 #define ICED_POOL 8
 #define ICED_MOAT 16
 
 /*
  * The structure describing a coordinate position.
  * Before adding fields, remember that this will significantly affect
  * the size of temporary files and save files.
  *
  * Also remember that the run-length encoding for some ports in save.c
  * must be updated to consider the field.
  */
 struct rm {
     int glyph;               /* what the hero thinks is there */
     schar typ;               /* what is really there */
     uchar seenv;             /* seen vector */
     Bitfield(flags, 5);      /* extra information for typ */
     Bitfield(horizontal, 1); /* wall/door/etc is horiz. (more typ info) */
     Bitfield(lit, 1);        /* speed hack for lit rooms */
     Bitfield(waslit, 1);     /* remember if a location was lit */
 
     Bitfield(roomno, 6); /* room # for special rooms */
     Bitfield(edge, 1);   /* marks boundaries for special rooms*/
     Bitfield(candig, 1); /* Exception to Can_dig_down; was a trapdoor */
 };
 
 #define SET_TYPLIT(x, y, ttyp, llit)                              \
     {                                                             \
         if ((x) >= 0 && (y) >= 0 && (x) < COLNO && (y) < ROWNO) { \
             if ((ttyp) < MAX_TYPE)                                \
                 levl[(x)][(y)].typ = (ttyp);                      \
             if ((ttyp) == LAVAPOOL)                               \
                 levl[(x)][(y)].lit = 1;                           \
             else if ((schar)(llit) != -2) {                       \
                 if ((schar)(llit) == -1)                          \
                     levl[(x)][(y)].lit = rn2(2);                  \
                 else                                              \
                     levl[(x)][(y)].lit = (llit);                  \
             }                                                     \
         }                                                         \
     }
 
 /*
  * Add wall angle viewing by defining "modes" for each wall type.  Each
  * mode describes which parts of a wall are finished (seen as as wall)
  * and which are unfinished (seen as rock).
  *
  * We use the bottom 3 bits of the flags field for the mode.  This comes
  * in conflict with secret doors, but we avoid problems because until
  * a secret door becomes discovered, we know what sdoor's bottom three
  * bits are.
  *
  * The following should cover all of the cases.
  *
  *	type	mode				Examples: R=rock, F=finished
  *	-----	----				----------------------------
  *	WALL:	0 none				hwall, mode 1
  *		1 left/top (1/2 rock)			RRR
  *		2 right/bottom (1/2 rock)		---
  *							FFF
  *
  *	CORNER: 0 none				trcorn, mode 2
  *		1 outer (3/4 rock)			FFF
  *		2 inner (1/4 rock)			F+-
  *							F|R
  *
  *	TWALL:	0 none				tlwall, mode 3
  *		1 long edge (1/2 rock)			F|F
  *		2 bottom left (on a tdwall)		-+F
  *		3 bottom right (on a tdwall)		R|F
  *
  *	CRWALL: 0 none				crwall, mode 5
  *		1 top left (1/4 rock)			R|F
  *		2 top right (1/4 rock)			-+-
  *		3 bottom left (1/4 rock)		F|R
  *		4 bottom right (1/4 rock)
  *		5 top left & bottom right (1/2 rock)
  *		6 bottom left & top right (1/2 rock)
  */
 
 #define WM_W_LEFT 1 /* vertical or horizontal wall */
 #define WM_W_RIGHT 2
 #define WM_W_TOP WM_W_LEFT
 #define WM_W_BOTTOM WM_W_RIGHT
 
 #define WM_C_OUTER 1 /* corner wall */
 #define WM_C_INNER 2
 
 #define WM_T_LONG 1 /* T wall */
 #define WM_T_BL 2
 #define WM_T_BR 3
 
 #define WM_X_TL 1 /* cross wall */
 #define WM_X_TR 2
 #define WM_X_BL 3
 #define WM_X_BR 4
 #define WM_X_TLBR 5
 #define WM_X_BLTR 6
 
 /*
  * Seen vector values.	The seen vector is an array of 8 bits, one for each
  * octant around a given center x:
  *
  *			0 1 2
  *			7 x 3
  *			6 5 4
  *
  * In the case of walls, a single wall square can be viewed from 8 possible
  * directions.	If we know the type of wall and the directions from which
  * it has been seen, then we can determine what it looks like to the hero.
  */
 #define SV0 0x1
 #define SV1 0x2
 #define SV2 0x4
 #define SV3 0x8
 #define SV4 0x10
 #define SV5 0x20
 #define SV6 0x40
 #define SV7 0x80
 #define SVALL 0xFF
 
 #define doormask flags
 #define altarmask flags
 #define wall_info flags
 #define ladder flags
 #define drawbridgemask flags
 #define looted flags
 #define icedpool flags
 
 #define blessedftn horizontal /* a fountain that grants attribs */
 #define disturbed horizontal  /* a grave that has been disturbed */
 
 struct damage {
     struct damage *next;
     long when, cost;
     coord place;
     schar typ;
 };
 
 /* for bones levels:  identify the dead character, who might have died on
    an existing bones level; if so, most recent victim will be first in list */
 struct cemetery {
     struct cemetery *next; /* next struct is previous dead character... */
     /* "plname" + "-ROLe" + "-RACe" + "-GENder" + "-ALIgnment" + \0 */
     char who[PL_NSIZ + 4 * (1 + 3) + 1];
     /* death reason, same as in score/log file */
     char how[100 + 1]; /* [DTHSZ+1] */
     /* date+time in string of digits rather than binary */
     char when[4 + 2 + 2 + 2 + 2 + 2 + 1]; /* "YYYYMMDDhhmmss\0" */
     /* final resting place spot */
     schar frpx, frpy;
     boolean bonesknown;
 };
 
 struct levelflags {
     uchar nfountains; /* number of fountains on level */
     uchar nsinks;     /* number of sinks on the level */
     /* Several flags that give hints about what's on the level */
     Bitfield(has_shop, 1);
     Bitfield(has_vault, 1);
     Bitfield(has_zoo, 1);
     Bitfield(has_court, 1);
     Bitfield(has_morgue, 1);
     Bitfield(has_beehive, 1);
     Bitfield(has_barracks, 1);
     Bitfield(has_temple, 1);
 
     Bitfield(has_swamp, 1);
     Bitfield(noteleport, 1);
     Bitfield(hardfloor, 1);
     Bitfield(nommap, 1);
     Bitfield(hero_memory, 1);   /* hero has memory */
     Bitfield(shortsighted, 1);  /* monsters are shortsighted */
     Bitfield(graveyard, 1);     /* has_morgue, but remains set */
     Bitfield(sokoban_rules, 1); /* fill pits and holes w/ boulders */
 
     Bitfield(is_maze_lev, 1);
     Bitfield(is_cavernous_lev, 1);
     Bitfield(arboreal, 1);     /* Trees replace rock */
     Bitfield(wizard_bones, 1); /* set if level came from a bones file
                                   which was created in wizard mode (or
                                   normal mode descendant of such) */
     Bitfield(corrmaze, 1);     /* Whether corridors are used for the maze
                                   rather than ROOM */
 };
 
 typedef struct {
     struct rm locations[COLNO][ROWNO];
 #ifndef MICROPORT_BUG
     struct obj *objects[COLNO][ROWNO];
     struct monst *monsters[COLNO][ROWNO];
 #else
     struct obj *objects[1][ROWNO];
     char *yuk1[COLNO - 1][ROWNO];
     struct monst *monsters[1][ROWNO];
     char *yuk2[COLNO - 1][ROWNO];
 #endif
     struct obj *objlist;
     struct obj *buriedobjlist;
     struct monst *monlist;
     struct damage *damagelist;
     struct cemetery *bonesinfo;
     struct levelflags flags;
 } dlevel_t;
 
 extern schar lastseentyp[COLNO][ROWNO]; /* last seen/touched dungeon typ */
 
 extern dlevel_t level; /* structure describing the current level */
 
 /*
  * Macros for compatibility with old code. Someday these will go away.
  */
 #define levl level.locations
 #define fobj level.objlist
 #define fmon level.monlist
 
 /*
  * Covert a trap number into the defsym graphics array.
  * Convert a defsym number into a trap number.
  * Assumes that arrow trap will always be the first trap.
  */
 #define trap_to_defsym(t) (S_arrow_trap + (t) -1)
 #define defsym_to_trap(d) ((d) -S_arrow_trap + 1)
 
 #define OBJ_AT(x, y) (level.objects[x][y] != (struct obj *) 0)
 /*
  * Macros for encapsulation of level.monsters references.
  */
 #define MON_AT(x, y)                            \
     (level.monsters[x][y] != (struct monst *) 0 \
      && !(level.monsters[x][y])->mburied)
 #define MON_BURIED_AT(x, y)                     \
     (level.monsters[x][y] != (struct monst *) 0 \
      && (level.monsters[x][y])->mburied)
 #define place_worm_seg(m, x, y) level.monsters[x][y] = m
 #define remove_monster(x, y) level.monsters[x][y] = (struct monst *) 0
 #define m_at(x, y) (MON_AT(x, y) ? level.monsters[x][y] : (struct monst *) 0)
 #define m_buried_at(x, y) \
     (MON_BURIED_AT(x, y) ? level.monsters[x][y] : (struct monst *) 0)
 
 /* restricted movement, potential luck penalties */
 #define Sokoban level.flags.sokoban_rules
 
 #endif /* RM_H */