Source:NetHack 3.6.1/include/dungeon.h

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

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 /* NetHack 3.6	dungeon.h	$NHDT-Date: 1447755969 2015/11/17 10:26:09 $  $NHDT-Branch: master $:$NHDT-Revision: 1.24 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /*-Copyright (c) Michael Allison, 2006. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #ifndef DUNGEON_H
 #define DUNGEON_H
 
 typedef struct d_flags {     /* dungeon/level type flags */
     Bitfield(town, 1);       /* is this a town? (levels only) */
     Bitfield(hellish, 1);    /* is this part of hell? */
     Bitfield(maze_like, 1);  /* is this a maze? */
     Bitfield(rogue_like, 1); /* is this an old-fashioned presentation? */
     Bitfield(align, 3);      /* dungeon alignment. */
     Bitfield(unused, 1);     /* etc... */
 } d_flags;
 
 typedef struct d_level { /* basic dungeon level element */
     xchar dnum;          /* dungeon number */
     xchar dlevel;        /* level number */
 } d_level;
 
 typedef struct s_level { /* special dungeon level element */
     struct s_level *next;
     d_level dlevel; /* dungeon & level numbers */
     char proto[15]; /* name of prototype file (eg. "tower") */
     char boneid;    /* character to id level in bones files */
     uchar rndlevs;  /* no. of randomly available similar levels */
     d_flags flags;  /* type flags */
 } s_level;
 
 typedef struct stairway { /* basic stairway identifier */
     xchar sx, sy;         /* x / y location of the stair */
     d_level tolev;        /* where does it go */
     char up;              /* what type of stairway (up/down) */
 } stairway;
 
 /* level region types */
 enum level_region_types {
     LR_DOWNSTAIR = 0,
     LR_UPSTAIR,
     LR_PORTAL,
     LR_BRANCH,
     LR_TELE,
     LR_UPTELE,
     LR_DOWNTELE
 };
 
 typedef struct dest_area { /* non-stairway level change identifier */
     xchar lx, ly;          /* "lower" left corner (near [0,0]) */
     xchar hx, hy;          /* "upper" right corner (near [COLNO,ROWNO]) */
     xchar nlx, nly;        /* outline of invalid area */
     xchar nhx, nhy;        /* opposite corner of invalid area */
 } dest_area;
 
 typedef struct dungeon {   /* basic dungeon identifier */
     char dname[24];        /* name of the dungeon (eg. "Hell") */
     char proto[15];        /* name of prototype file (eg. "tower") */
     char boneid;           /* character to id dungeon in bones files */
     d_flags flags;         /* dungeon flags */
     xchar entry_lev;       /* entry level */
     xchar num_dunlevs;     /* number of levels in this dungeon */
     xchar dunlev_ureached; /* how deep you have been in this dungeon */
     int ledger_start,      /* the starting depth in "real" terms */
         depth_start;       /* the starting depth in "logical" terms */
 } dungeon;
 
 /*
  * A branch structure defines the connection between two dungeons.  They
  * will be ordered by the dungeon number/level number of 'end1'.  Ties
  * are resolved by 'end2'.  'Type' uses 'end1' arbitrarily as the primary
  * point.
  */
 typedef struct branch {
     struct branch *next; /* next in the branch chain */
     int id;              /* branch identifier */
     int type;            /* type of branch */
     d_level end1;        /* "primary" end point */
     d_level end2;        /* other end point */
     boolean end1_up;     /* does end1 go up? */
 } branch;
 
 /* branch types */
 #define BR_STAIR 0   /* "Regular" connection, 2 staircases. */
 #define BR_NO_END1 1 /* "Regular" connection.  However, no stair from
                         end1 to end2.  There is a stair from end2 to end1. */
 #define BR_NO_END2 2 /* "Regular" connection.  However, no stair from
                         end2 to end1.  There is a stair from end1 to end2. */
 #define BR_PORTAL 3  /* Connection by magic portals (traps) */
 
 /* A particular dungeon contains num_dunlevs d_levels with dlevel 1..
  * num_dunlevs.  Ledger_start and depth_start are bases that are added
  * to the dlevel of a particular d_level to get the effective ledger_no
  * and depth for that d_level.
  *
  * Ledger_no is a bookkeeping number that gives a unique identifier for a
  * particular d_level (for level.?? files, e.g.).
  *
  * Depth corresponds to the number of floors below the surface.
  */
 #define Is_astralevel(x) (on_level(x, &astral_level))
 #define Is_earthlevel(x) (on_level(x, &earth_level))
 #define Is_waterlevel(x) (on_level(x, &water_level))
 #define Is_firelevel(x) (on_level(x, &fire_level))
 #define Is_airlevel(x) (on_level(x, &air_level))
 #define Is_medusa_level(x) (on_level(x, &medusa_level))
 #define Is_oracle_level(x) (on_level(x, &oracle_level))
 #define Is_valley(x) (on_level(x, &valley_level))
 #define Is_juiblex_level(x) (on_level(x, &juiblex_level))
 #define Is_asmo_level(x) (on_level(x, &asmodeus_level))
 #define Is_baal_level(x) (on_level(x, &baalzebub_level))
 #define Is_wiz1_level(x) (on_level(x, &wiz1_level))
 #define Is_wiz2_level(x) (on_level(x, &wiz2_level))
 #define Is_wiz3_level(x) (on_level(x, &wiz3_level))
 #define Is_sanctum(x) (on_level(x, &sanctum_level))
 #define Is_portal_level(x) (on_level(x, &portal_level))
 #define Is_rogue_level(x) (on_level(x, &rogue_level))
 #define Is_stronghold(x) (on_level(x, &stronghold_level))
 #define Is_bigroom(x) (on_level(x, &bigroom_level))
 #define Is_qstart(x) (on_level(x, &qstart_level))
 #define Is_qlocate(x) (on_level(x, &qlocate_level))
 #define Is_nemesis(x) (on_level(x, &nemesis_level))
 #define Is_knox(x) (on_level(x, &knox_level))
 #define Is_mineend_level(x) (on_level(x, &mineend_level))
 #define Is_sokoend_level(x) (on_level(x, &sokoend_level))
 
 #define In_sokoban(x) ((x)->dnum == sokoban_dnum)
 #define Inhell In_hell(&u.uz) /* now gehennom */
 #define In_endgame(x) ((x)->dnum == astral_level.dnum)
 
 #define within_bounded_area(X, Y, LX, LY, HX, HY) \
     ((X) >= (LX) && (X) <= (HX) && (Y) >= (LY) && (Y) <= (HY))
 
 /* monster and object migration codes */
 
 #define MIGR_NOWHERE (-1) /* failure flag for down_gate() */
 #define MIGR_RANDOM 0
 #define MIGR_APPROX_XY 1 /* approximate coordinates */
 #define MIGR_EXACT_XY 2  /* specific coordinates */
 #define MIGR_STAIRS_UP 3
 #define MIGR_STAIRS_DOWN 4
 #define MIGR_LADDER_UP 5
 #define MIGR_LADDER_DOWN 6
 #define MIGR_SSTAIRS 7      /* dungeon branch */
 #define MIGR_PORTAL 8       /* magic portal */
 #define MIGR_WITH_HERO 9    /* mon: followers; obj: trap door */
 #define MIGR_NOBREAK 1024   /* bitmask: don't break on delivery */
 #define MIGR_NOSCATTER 2048 /* don't scatter on delivery */
 
 /* level information (saved via ledger number) */
 
 struct linfo {
     unsigned char flags;
 #define VISITED 0x01      /* hero has visited this level */
 #define FORGOTTEN 0x02    /* hero will forget this level when reached */
 #define LFILE_EXISTS 0x04 /* a level file exists for this level */
         /* Note:  VISITED and LFILE_EXISTS are currently almost always
          * set at the same time.  However they _mean_ different things.
          */
 #ifdef MFLOPPY
 #define FROMPERM 1 /* for ramdisk use */
 #define TOPERM 2   /* for ramdisk use */
 #define ACTIVE 1
 #define SWAPPED 2
     int where;
     long time;
     long size;
 #endif /* MFLOPPY */
 };
 
 /* types and structures for dungeon map recording
  *
  * It is designed to eliminate the need for an external notes file for some
  * mundane dungeon elements.  "Where was the last altar I passed?" etc...
  * Presumably the character can remember this sort of thing even if, months
  * later in real time picking up an old save game, I can't.
  *
  * To be consistent, one can assume that this map is in the player's mind and
  * has no physical correspondence (eliminating illiteracy/blind/hands/hands
  * free concerns).  Therefore, this map is not exhaustive nor detailed ("some
  * fountains").  This makes it also subject to player conditions (amnesia).
  */
 
 /* Because clearly Nethack needs more ways to specify alignment */
 #define Amask2msa(x) ((x) == 4 ? 3 : (x) &AM_MASK)
 #define Msa2amask(x) ((x) == 3 ? 4 : (x))
 #define MSA_NONE 0 /* unaligned or multiple alignments */
 #define MSA_LAWFUL 1
 #define MSA_NEUTRAL 2
 #define MSA_CHAOTIC 3
 
 /* what the player knows about a single dungeon level */
 /* initialized in mklev() */
 typedef struct mapseen {
     struct mapseen *next; /* next map in the chain */
     branch *br;           /* knows about branch via taking it in goto_level */
     d_level lev;          /* corresponding dungeon level */
     struct mapseen_feat {
         /* feature knowledge that must be calculated from levl array */
         Bitfield(nfount, 2);
         Bitfield(nsink, 2);
         Bitfield(naltar, 2);
         Bitfield(nthrone, 2);
 
         Bitfield(ngrave, 2);
         Bitfield(ntree, 2);
         Bitfield(water, 2);
         Bitfield(lava, 2);
 
         Bitfield(ice, 2);
         /* calculated from rooms array */
         Bitfield(nshop, 2);
         Bitfield(ntemple, 2);
         /* altar alignment; MSA_NONE if there is more than one and
            they aren't all the same */
         Bitfield(msalign, 2);
 
         Bitfield(shoptype, 5);
     } feat;
     struct mapseen_flags {
         Bitfield(unreachable, 1); /* can't get back to this level */
         Bitfield(forgot, 1);      /* player has forgotten about this level */
         Bitfield(knownbones, 1);  /* player aware of bones */
         Bitfield(oracle, 1);
         Bitfield(sokosolved, 1);
         Bitfield(bigroom, 1);
         Bitfield(castle, 1);
         Bitfield(castletune, 1); /* add tune hint to castle annotation */
 
         Bitfield(valley, 1);
         Bitfield(msanctum, 1);
         Bitfield(ludios, 1);
         Bitfield(roguelevel, 1);
         /* quest annotations: quest_summons is for main dungeon level
            with entry portal and is reset once quest has been finished;
            questing is for quest home (level 1) */
         Bitfield(quest_summons, 1); /* heard summons from leader */
         Bitfield(questing, 1); /* quest leader has unlocked quest stairs */
     } flags;
     /* custom naming */
     char *custom;
     unsigned custom_lth;
     struct mapseen_rooms {
         Bitfield(seen, 1);
         Bitfield(untended, 1);         /* flag for shop without shk */
     } msrooms[(MAXNROFROOMS + 1) * 2]; /* same size as rooms[] */
     /* dead heroes; might not have graves or ghosts */
     struct cemetery *final_resting_place; /* same as level.bonesinfo */
 } mapseen;
 
 #endif /* DUNGEON_H */