Source:NetHack 3.1.0/dungeon.h

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Below is the full text to dungeon.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dungeon.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: @(#)dungeon.h	3.1	93/01/17	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #ifndef DUNGEON_H
6.    #define DUNGEON_H
7.    
8.    typedef struct d_flags {	/* dungeon/level type flags */
9.    	Bitfield(town, 1);	/* is this a town? (levels only) */
10.   	Bitfield(hellish, 1);	/* is this part of hell? */
11.   	Bitfield(maze_like, 1);	/* is this a maze? */
12.   	Bitfield(rogue_like, 1); /* is this an old-fashioned presentation? */
13.   	Bitfield(align, 3);	/* dungeon alignment. */
14.   	Bitfield(unused, 1);	/* etc... */
15.   } d_flags;
16.   
17.   #include "align.h"
18.   
19.   typedef struct d_level {	/* basic dungeon level element */
20.   	xchar	dnum;		/* dungeon number */
21.   	xchar	dlevel;		/* level number */
22.   } d_level;
23.   
24.   typedef struct s_level {	/* special dungeon level element */
25.   	struct	s_level	*next;
26.   	d_level	dlevel;		/* dungeon & level numbers */
27.   	char	proto[15];	/* name of prototype file (eg. "tower") */
28.   	char    boneid;		/* character to id level in bones files */
29.   	uchar	rndlevs;	/* no. of randomly available similar levels */
30.   	d_flags	flags;		/* type flags */
31.   } s_level;
32.   
33.   typedef struct stairway {	/* basic stairway identifier */
34.   	xchar	sx, sy;		/* x / y location of the stair */
35.   	d_level	tolev;		/* where does it go */
36.   	char	up;		/* what type of stairway (up/down) */
37.   } stairway;
38.   
39.   /* level region types */
40.   #define LR_DOWNSTAIR 0
41.   #define LR_UPSTAIR 1
42.   #define LR_PORTAL 2
43.   #define LR_BRANCH 3
44.   #define LR_TELE 4
45.   #define LR_UPTELE 5
46.   #define LR_DOWNTELE 6
47.   
48.   typedef struct dest_area {	/* non-stairway level change indentifier */
49.   	xchar	lx, ly;		/* "lower" left corner (near [0,0]) */
50.   	xchar	hx, hy;		/* "upper" right corner (near [COLNO,ROWNO]) */
51.   	xchar	nlx, nly;	/* outline of invalid area */
52.   	xchar	nhx, nhy;	/* opposite corner of invalid area */
53.   } dest_area;
54.   
55.   typedef struct dungeon {	/* basic dungeon identifier */
56.   	char	dname[24];	/* name of the dungeon (eg. "Hell") */
57.   	char	proto[15];	/* name of prototype file (eg. "tower") */
58.   	char	boneid;		/* character to id dungeon in bones files */
59.   	d_flags	flags;		/* dungeon flags */
60.   	xchar	entry_lev;	/* entry level */
61.   	xchar	num_dunlevs;	/* number of levels in this dungeon */
62.   	xchar	dunlev_ureached; /* how deep you have been in this dungeon */
63.   	int	ledger_start,	/* the starting depth in "real" terms */
64.   		depth_start;	/* the starting depth in "logical" terms */
65.   } dungeon;
66.   
67.   /*
68.    * A branch structure defines the connection between two dungeons.  They
69.    * will be ordered by the dungeon number/level number of 'end1'.  Ties
70.    * are resolved by 'end2'.  'Type' uses 'end1' arbitrarily as the primary
71.    * point.
72.    */
73.   typedef struct branch {
74.       struct branch *next;	/* next in the branch chain */
75.       int		  id;		/* branch identifier */
76.       int		  type;		/* type of branch */
77.       d_level	  end1;		/* "primary" end point */
78.       d_level	  end2;		/* other end point */
79.       boolean	  end1_up;	/* does end1 go up? */
80.   } branch;
81.   
82.   /* branch types */
83.   #define BR_STAIR   0	/* "Regular" connection, 2 staircases. */
84.   #define BR_NO_END1 1	/* "Regular" connection.  However, no stair from  */
85.   			/*	end1 to end2.  There is a stair from end2 */
86.   			/*	to end1.				  */
87.   #define BR_NO_END2 2	/* "Regular" connection.  However, no stair from  */
88.   			/*	end2 to end1.  There is a stair from end1 */
89.   			/*	to end2.				  */
90.   #define BR_PORTAL  3	/* Connection by magic portals (traps) */
91.   
92.   
93.   /* A particular dungeon contains num_dunlevs d_levels with dlevel 1..
94.    * num_dunlevs.  Ledger_start and depth_start are bases that are added
95.    * to the dlevel of a particular d_level to get the effective ledger_no
96.    * and depth for that d_level.
97.    *
98.    * Ledger_no is a bookkeeping number that gives a unique identifier for a
99.    * particular d_level (for level.?? files, e.g.).
100.   *
101.   * Depth corresponds to the number of floors below the surface.
102.   */
103.  #define Is_astralevel(x)	(on_level(x, &astral_level))
104.  #define Is_earthlevel(x)	(on_level(x, &earth_level))
105.  #define Is_waterlevel(x)	(on_level(x, &water_level))
106.  #define Is_firelevel(x)		(on_level(x, &fire_level))
107.  #define Is_airlevel(x)		(on_level(x, &air_level))
108.  #define Is_medusa_level(x)	(on_level(x, &medusa_level))
109.  #define Is_oracle_level(x)	(on_level(x, &oracle_level))
110.  #define Is_valley(x)		(on_level(x, &valley_level))
111.  #define Is_asmo_level(x)	(on_level(x, &asmodeus_level))
112.  #define Is_baal_level(x)	(on_level(x, &baalzebub_level))
113.  #define Is_wiz1_level(x)	(on_level(x, &wiz1_level))
114.  #define Is_wiz2_level(x)	(on_level(x, &wiz2_level))
115.  #define Is_wiz3_level(x)	(on_level(x, &wiz3_level))
116.  #define Is_sanctum(x)		(on_level(x, &sanctum_level))
117.  #define Is_portal_level(x)	(on_level(x, &portal_level))
118.  #define Is_rogue_level(x)	(on_level(x, &rogue_level))
119.  #define Is_stronghold(x)	(on_level(x, &stronghold_level))
120.  #define Is_bigroom(x)		(on_level(x, &bigroom_level))
121.  #ifdef MULDGN
122.  #define Is_qstart(x)		(on_level(x, &qstart_level))
123.  #define Is_qlocate(x)		(on_level(x, &qlocate_level))
124.  #define Is_nemesis(x)		(on_level(x, &nemesis_level))
125.  #define Is_knox(x)		(on_level(x, &knox_level))
126.  #endif
127.  
128.  #define Inhell			In_hell(&u.uz)	/* now gehennom */
129.  #define In_endgame(x)		((x)->dnum == astral_level.dnum)
130.  
131.  #endif /* DUNGEON_H */