Source:SLASH'EM 0.0.7E7F2/trap.h
Jump to navigation
Jump to search
Below is the full text to trap.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[Source:SLASH'EM 0.0.7E7F2/trap.h#line123]], for example.
Source code for vanilla NetHack is at Source code.
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.
1. /* SCCS Id: @(#)trap.h 3.4 2000/08/30 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. /* note for 3.1.0 and later: no longer manipulated by 'makedefs' */ 6. 7. #ifndef TRAP_H 8. #define TRAP_H 9. 10. union vlaunchinfo { 11. short v_launch_otyp; /* type of object to be triggered */ 12. coord v_launch2; /* secondary launch point (for boulders) */ 13. }; 14. 15. struct trap { 16. struct trap *ntrap; 17. xchar tx,ty; 18. d_level dst; /* destination for portals */ 19. coord launch; 20. Bitfield(ttyp,5); 21. Bitfield(tseen,1); 22. Bitfield(once,1); 23. Bitfield(madeby_u,1); /* So monsters may take offence when you trap 24. them. Recognizing who made the trap isn't 25. completely unreasonable, everybody has 26. their own style. This flag is also needed 27. when you untrap a monster. It would be too 28. easy to make a monster peaceful if you could 29. set a trap for it and then untrap it. */ 30. union vlaunchinfo vl; 31. #define launch_otyp vl.v_launch_otyp 32. #define launch2 vl.v_launch2 33. }; 34. 35. extern struct trap *ftrap; 36. #define newtrap() (struct trap *) alloc(sizeof(struct trap)) 37. #define dealloc_trap(trap) free((genericptr_t) (trap)) 38. 39. /* reasons for statue animation */ 40. #define ANIMATE_NORMAL 0 41. #define ANIMATE_SHATTER 1 42. #define ANIMATE_SPELL 2 43. 44. /* reasons for animate_statue's failure */ 45. #define AS_OK 0 /* didn't fail */ 46. #define AS_NO_MON 1 /* makemon failed */ 47. #define AS_MON_IS_UNIQUE 2 /* statue monster is unique */ 48. 49. /* Note: if adding/removing a trap, adjust trap_engravings[] in mklev.c */ 50. 51. /* unconditional traps */ 52. #define NO_TRAP 0 53. #define ARROW_TRAP 1 54. #define DART_TRAP 2 55. #define ROCKTRAP 3 56. #define SQKY_BOARD 4 57. #define BEAR_TRAP 5 58. #define LANDMINE 6 59. #define ROLLING_BOULDER_TRAP 7 60. #define SLP_GAS_TRAP 8 61. #define RUST_TRAP 9 62. #define FIRE_TRAP 10 63. #define PIT 11 64. #define SPIKED_PIT 12 65. #define HOLE 13 66. #define TRAPDOOR 14 67. #define TELEP_TRAP 15 68. #define LEVEL_TELEP 16 69. #define MAGIC_PORTAL 17 70. #define WEB 18 71. #define STATUE_TRAP 19 72. #define MAGIC_TRAP 20 73. #define ANTI_MAGIC 21 74. #define POLY_TRAP 22 75. #define TRAPNUM 23 76. 77. #endif /* TRAP_H */