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/* SCCS Id: @(#)trap.h 3.4 2000/08/30 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/* note for 3.1.0 and later: no longer manipulated by 'makedefs' */
#ifndef TRAP_H
#define TRAP_H
union vlaunchinfo {
short v_launch_otyp; /* type of object to be triggered */
coord v_launch2; /* secondary launch point (for boulders) */
};
struct trap {
struct trap *ntrap;
xchar tx,ty;
d_level dst; /* destination for portals */
coord launch;
Bitfield(ttyp,5);
Bitfield(tseen,1);
Bitfield(once,1);
Bitfield(madeby_u,1); /* So monsters may take offence when you trap
them. Recognizing who made the trap isn't
completely unreasonable, everybody has
their own style. This flag is also needed
when you untrap a monster. It would be too
easy to make a monster peaceful if you could
set a trap for it and then untrap it. */
union vlaunchinfo vl;
#define launch_otyp vl.v_launch_otyp
#define launch2 vl.v_launch2
};
extern struct trap *ftrap;
#define newtrap() (struct trap *) alloc(sizeof(struct trap))
#define dealloc_trap(trap) free((genericptr_t) (trap))
/* reasons for statue animation */
#define ANIMATE_NORMAL 0
#define ANIMATE_SHATTER 1
#define ANIMATE_SPELL 2
/* reasons for animate_statue's failure */
#define AS_OK 0 /* didn't fail */
#define AS_NO_MON 1 /* makemon failed */
#define AS_MON_IS_UNIQUE 2 /* statue monster is unique */
/* Note: if adding/removing a trap, adjust trap_engravings[] in mklev.c */
/* unconditional traps */
#define NO_TRAP 0
#define ARROW_TRAP 1
#define DART_TRAP 2
#define ROCKTRAP 3
#define SQKY_BOARD 4
#define BEAR_TRAP 5
#define LANDMINE 6
#define ROLLING_BOULDER_TRAP 7
#define SLP_GAS_TRAP 8
#define RUST_TRAP 9
#define FIRE_TRAP 10
#define PIT 11
#define SPIKED_PIT 12
#define HOLE 13
#define TRAPDOOR 14
#define TELEP_TRAP 15
#define LEVEL_TELEP 16
#define MAGIC_PORTAL 17
#define WEB 18
#define STATUE_TRAP 19
#define MAGIC_TRAP 20
#define ANTI_MAGIC 21
#define POLY_TRAP 22
#define TRAPNUM 23
#endif /* TRAP_H */
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