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/* SCCS Id: @(#)rm.h 3.4 1999/12/12 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* 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 */
#define STONE 0
#define VWALL 1
#define HWALL 2
#define TLCORNER 3
#define TRCORNER 4
#define BLCORNER 5
#define BRCORNER 6
#define CROSSWALL 7 /* For pretty mazes and special levels */
#define TUWALL 8
#define TDWALL 9
#define TLWALL 10
#define TRWALL 11
#define DBWALL 12
#define TREE 13 /* KMH */
#define SDOOR 14
#define SCORR 15
#define POOL 16
#define MOAT 17 /* pool that doesn't boil, adjust messages */
#define WATER 18
#define DRAWBRIDGE_UP 19
#define LAVAPOOL 20
#define IRONBARS 21 /* KMH */
#define DOOR 22
#define CORR 23
#define ROOM 24
#define STAIRS 25
#define LADDER 26
#define FOUNTAIN 27
#define THRONE 28
#define SINK 29
#define GRAVE 30
#define ALTAR 31
#define ICE 32
#define DRAWBRIDGE_DOWN 33
#define AIR 34
#define CLOUD 35
#define MAX_TYPE 36
#define 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_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 */
#define S_stone 0
#define S_vwall 1
#define S_hwall 2
#define S_tlcorn 3
#define S_trcorn 4
#define S_blcorn 5
#define S_brcorn 6
#define S_crwall 7
#define S_tuwall 8
#define S_tdwall 9
#define S_tlwall 10
#define S_trwall 11
#define S_ndoor 12
#define S_vodoor 13
#define S_hodoor 14
#define S_vcdoor 15 /* closed door, vertical wall */
#define S_hcdoor 16 /* closed door, horizontal wall */
#define S_bars 17 /* KMH -- iron bars */
#define S_tree 18 /* KMH */
#define S_room 19
#define S_corr 20
#define S_litcorr 21
#define S_upstair 22
#define S_dnstair 23
#define S_upladder 24
#define S_dnladder 25
#define S_altar 26
#define S_grave 27
#define S_throne 28
#define S_sink 29
#define S_fountain 30
#define S_pool 31
#define S_ice 32
#define S_lava 33
#define S_vodbridge 34
#define S_hodbridge 35
#define S_vcdbridge 36 /* closed drawbridge, vertical wall */
#define S_hcdbridge 37 /* closed drawbridge, horizontal wall */
#define S_air 38
#define S_cloud 39
#define S_water 40
/* end dungeon characters, begin traps */
#define S_arrow_trap 41
#define S_dart_trap 42
#define S_falling_rock_trap 43
#define S_squeaky_board 44
#define S_bear_trap 45
#define S_land_mine 46
#define S_rolling_boulder_trap 47
#define S_sleeping_gas_trap 48
#define S_rust_trap 49
#define S_fire_trap 50
#define S_pit 51
#define S_spiked_pit 52
#define S_hole 53
#define S_trap_door 54
#define S_teleportation_trap 55
#define S_level_teleporter 56
#define S_magic_portal 57
#define S_web 58
#define S_statue_trap 59
#define S_magic_trap 60
#define S_anti_magic_trap 61
#define S_polymorph_trap 62
/* end traps, begin special effects */
#define S_vbeam 63 /* The 4 zap beam symbols. Do NOT separate. */
#define S_hbeam 64 /* To change order or add, see function */
#define S_lslant 65 /* zapdir_to_glyph() in display.c. */
#define S_rslant 66
#define S_digbeam 67 /* dig beam symbol */
#define S_flashbeam 68 /* camera flash symbol */
#define S_boomleft 69 /* thrown boomerang, open left, e.g ')' */
#define S_boomright 70 /* thrown boomerand, open right, e.g. '(' */
#define S_ss1 71 /* 4 magic shield glyphs */
#define S_ss2 72
#define S_ss3 73
#define S_ss4 74
/* The 8 swallow symbols. Do NOT separate. To change order or add, see */
/* the function swallow_to_glyph() in display.c. */
#define S_sw_tl 75 /* swallow top left [1] */
#define S_sw_tc 76 /* swallow top center [2] Order: */
#define S_sw_tr 77 /* swallow top right [3] */
#define S_sw_ml 78 /* swallow middle left [4] 1 2 3 */
#define S_sw_mr 79 /* swallow middle right [6] 4 5 6 */
#define S_sw_bl 80 /* swallow bottom left [7] 7 8 9 */
#define S_sw_bc 81 /* swallow bottom center [8] */
#define S_sw_br 82 /* swallow bottom right [9] */
#define S_explode1 83 /* explosion top left */
#define S_explode2 84 /* explosion top center */
#define S_explode3 85 /* explosion top right Ex. */
#define S_explode4 86 /* explosion middle left */
#define S_explode5 87 /* explosion middle center /-\ */
#define S_explode6 88 /* explosion middle right |@| */
#define S_explode7 89 /* explosion bottom left \-/ */
#define S_explode8 90 /* explosion bottom center */
#define S_explode9 91 /* explosion bottom right */
/* end effects */
#define MAXPCHARS 92 /* maximum number of mapped characters */
#define MAXDCHARS 41 /* maximum of mapped dungeon characters */
#define MAXTCHARS 22 /* maximum of mapped trap characters */
#define MAXECHARS 29 /* maximum of mapped effects characters */
#define MAXEXPCHARS 9 /* number of explosion characters */
struct symdef {
uchar sym;
const char *explanation;
#ifdef TEXTCOLOR
uchar color;
#endif
};
extern const struct symdef defsyms[MAXPCHARS]; /* defaults */
extern uchar showsyms[MAXPCHARS];
extern const struct symdef def_warnsyms[WARNCOUNT];
/*
* Graphics sets for display symbols
*/
#define ASCII_GRAPHICS 0 /* regular characters: '-', '+', &c */
#define IBM_GRAPHICS 1 /* PC graphic characters */
#define DEC_GRAPHICS 2 /* VT100 line drawing characters */
#define MAC_GRAPHICS 3 /* Macintosh drawing characters */
/*
* 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
/*
* 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.
*/
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*/
};
/*
* 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;
};
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(is_maze_lev,1);
Bitfield(is_cavernous_lev,1);
Bitfield(arboreal, 1); /* Trees replace rock */
};
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 levelflags flags;
}
dlevel_t;
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)
#ifndef STEED
#define place_monster(m,x,y) ((m)->mx=(x),(m)->my=(y),\
level.monsters[(m)->mx][(m)->my]=(m))
#endif
#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)
#endif /* RM_H */