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rm.h
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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 */