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Source:NetHack 3.1.0/rm.h

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Below is the full text to rm.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rm.h#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)rm.h	3.1	92/09/01		  */
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #ifndef RM_H
6.    #define RM_H
7.    
8.    /*
9.     * The dungeon presentation graphics code and data structures were rewritten
10.    * and generalized for NetHack's release 2 by Eric S. Raymond (eric@snark)
11.    * building on Don G. Kneller's MS-DOS implementation.  See drawing.c for
12.    * the code that permits the user to set the contents of the symbol structure.
13.    *
14.    * The door representation was changed by Ari Huttunen(ahuttune@niksula.hut.fi)
15.    */
16.   
17.   /*
18.    * TLCORNER	TDWALL		TRCORNER
19.    * +- 		-+- 		-+
20.    * |  		 |  	 	 |
21.    *
22.    * TRWALL	CROSSWALL	TLWALL		HWALL
23.    * |  		 |  		 |
24.    * +- 		-+- 		-+		---
25.    * |  		 |  		 |
26.    *
27.    * BLCORNER	TUWALL		BRCORNER	VWALL
28.    * |  		 |  		 |		|
29.    * +- 		-+- 		-+		|
30.    */
31.   
32.   /* Level location types */
33.   #define STONE		0
34.   #define VWALL		1
35.   #define HWALL		2
36.   #define TLCORNER	3
37.   #define TRCORNER	4
38.   #define BLCORNER	5
39.   #define BRCORNER	6
40.   #define CROSSWALL	7	/* For pretty mazes and special levels */
41.   #define TUWALL		8
42.   #define TDWALL		9
43.   #define TLWALL		10
44.   #define TRWALL		11
45.   #define DBWALL		12
46.   #define SDOOR		13
47.   #define SCORR		14
48.   #define POOL		15
49.   #define MOAT		16	/* pool that doesn't boil, adjust messages */
50.   #define WATER		17
51.   #define DRAWBRIDGE_UP	18
52.   #define LAVAPOOL	19
53.   #define DOOR		20
54.   #define CORR		21
55.   #define ROOM		22
56.   #define STAIRS		23
57.   #define LADDER		24
58.   #define FOUNTAIN	25
59.   #define THRONE		26
60.   #define SINK		27
61.   #define ALTAR		28
62.   #define ICE		29
63.   #define DRAWBRIDGE_DOWN	30
64.   #define AIR		31
65.   #define CLOUD		32
66.   
67.   #define INVALID_TYPE	127
68.   
69.   /*
70.    * Avoid using the level types in inequalities:
71.    * these types are subject to change.
72.    * Instead, use one of the macros below.
73.    */
74.   #define IS_WALL(typ)	((typ) && (typ) <= DBWALL)
75.   #define IS_STWALL(typ)	((typ) <= DBWALL)	/* STONE <= (typ) <= DBWALL */
76.   #define IS_ROCK(typ)	((typ) < POOL)		/* absolutely nonaccessible */
77.   #define IS_DOOR(typ)	((typ) == DOOR)
78.   #define ACCESSIBLE(typ)	((typ) >= DOOR)		/* good position */
79.   #define IS_ROOM(typ)	((typ) >= ROOM)		/* ROOM, STAIRS, furniture.. */
80.   #define ZAP_POS(typ)	((typ) >= POOL)
81.   #define SPACE_POS(typ)	((typ) > DOOR)
82.   #define IS_POOL(typ)	((typ) >= POOL && (typ) <= DRAWBRIDGE_UP)
83.   #define IS_THRONE(typ)	((typ) == THRONE)
84.   #define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN)
85.   #define IS_SINK(typ)	((typ) == SINK)
86.   #define IS_ALTAR(typ)	((typ) == ALTAR)
87.   #define IS_DRAWBRIDGE(typ) ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN)
88.   #define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR)
89.   #define IS_AIR(typ)	((typ) == AIR || (typ) == CLOUD)
90.   #define IS_SOFT(typ)	((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))
91.   
92.   /*
93.    * The screen symbols may be the default or defined at game startup time.
94.    * See drawing.c for defaults.
95.    * Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in synch.
96.    */
97.   #define S_stone		0
98.   #define S_vwall		1
99.   #define S_hwall		2
100.  #define S_tlcorn	3
101.  #define S_trcorn	4
102.  #define S_blcorn	5
103.  #define S_brcorn	6
104.  #define S_crwall	7
105.  #define S_tuwall	8
106.  #define S_tdwall	9
107.  #define S_tlwall	10
108.  #define S_trwall	11
109.  #define S_ndoor		12
110.  #define S_vodoor	13
111.  #define S_hodoor	14
112.  #define S_vcdoor	15	/* closed door, vertical wall */
113.  #define S_hcdoor	16	/* closed door, horizontal wall */
114.  #define S_room		17
115.  #define S_corr		18
116.  #define S_litcorr	19
117.  #define S_upstair	20
118.  #define S_dnstair	21
119.  #define S_upladder	22
120.  #define S_dnladder	23
121.  #define S_trap		24
122.  #define S_web		25
123.  #define S_altar		26
124.  #define S_throne	27
125.  #define S_sink		28
126.  #define S_fountain	29
127.  #define S_pool		30
128.  #define S_ice		31
129.  #define S_lava		32
130.  #define S_vodbridge	33
131.  #define S_hodbridge	34
132.  #define S_vcdbridge	35	/* closed drawbridge, vertical wall */
133.  #define S_hcdbridge	36	/* closed drawbridge, horizontal wall */
134.  #define S_air		37
135.  #define S_cloud		38
136.  #define S_water		39
137.  #define S_vbeam		40	/* The 4 zap beam symbols.  Do NOT separate. */
138.  #define S_hbeam		41	/* To change order or add, see function     */
139.  #define S_lslant	42	/* zapdir_to_glyph() in display.c.	    */
140.  #define S_rslant	43
141.  #define S_digbeam	44	/* dig beam symbol */
142.  #define S_flashbeam	45	/* camera flash symbol */
143.  #define S_boomleft	46	/* thrown boomerang, open left, e.g ')'    */
144.  #define S_boomright	47	/* thrown boomerand, open right, e.g. '('  */
145.  #define S_ss1		48	/* 4 magic shield glyphs */
146.  #define S_ss2		49
147.  #define S_ss3		50
148.  #define S_ss4		51
149.  
150.  /* The 8 swallow symbols.  Do NOT separate.  To change order or add, see */
151.  /* the function swallow_to_glyph() in display.c.			 */
152.  #define S_sw_tl		52	/* swallow top left [1]			*/
153.  #define S_sw_tc		53	/* swallow top center [2]	Order:	*/
154.  #define S_sw_tr		54	/* swallow top right [3]		*/
155.  #define S_sw_ml		55	/* swallow middle left [4]	1 2 3	*/
156.  #define S_sw_mr		56	/* swallow middle right [6]	4 5 6	*/
157.  #define S_sw_bl		57	/* swallow bottom left [7]	7 8 9	*/
158.  #define S_sw_bc		58	/* swallow bottom center [8]		*/
159.  #define S_sw_br		59	/* swallow bottom right [9]		*/
160.  
161.  #define S_explode1	60	/* explosion top left			*/
162.  #define S_explode2	61	/* explosion top center			*/
163.  #define S_explode3	62	/* explosion top right		 Ex.	*/
164.  #define S_explode4	63	/* explosion middle left		*/
165.  #define S_explode5	64	/* explosion middle center	 /-\	*/
166.  #define S_explode6	65	/* explosion middle right	 |@|	*/
167.  #define S_explode7	66	/* explosion bottom left	 \-/	*/
168.  #define S_explode8	67	/* explosion bottom center		*/
169.  #define S_explode9	68	/* explosion bottom right		*/
170.  
171.  #define MAXPCHARS	69	/* maximum number of mapped characters */
172.  
173.  struct symdef {
174.      uchar sym;
175.      const char  *explanation;
176.  #ifdef TEXTCOLOR
177.      uchar color;
178.  #endif
179.  };
180.  
181.  extern const struct symdef defsyms[MAXPCHARS];	/* defaults */
182.  extern uchar showsyms[MAXPCHARS];
183.  
184.  /*
185.   * Graphics sets for display symbols
186.   */
187.  #define ASCII_GRAPHICS	0	/* regular characters: '-', '+', &c */
188.  #define IBM_GRAPHICS	1	/* PC graphic characters */
189.  #define DEC_GRAPHICS	2	/* VT100 line drawing characters */
190.  #define MAC_GRAPHICS	3	/* Macintosh drawing characters */
191.  
192.  /*
193.   * The 5 possible states of doors
194.   */
195.  
196.  #define D_NODOOR	0
197.  #define D_BROKEN	1
198.  #define D_ISOPEN	2
199.  #define D_CLOSED	4
200.  #define D_LOCKED	8
201.  #define D_TRAPPED	16
202.  
203.  /*
204.   * The 3 possible alignments for altars
205.   */
206.  #ifndef ALIGN_H
207.  #include "align.h"		/* defines the "AM_" values */
208.  #endif
209.  
210.  /*
211.   * Some altars are considered as shrines, so we need a flag.
212.   */
213.  #define AM_SHRINE	8
214.  
215.  /*
216.   * Thrones should only be looted once.
217.   */
218.  #define T_LOOTED	1
219.  
220.  /*
221.   * Fountains have limits, and special warnings.
222.   */
223.  #define F_LOOTED	1
224.  #define F_WARNED	2
225.  
226.  /*
227.   * Sinks have 3 different types of loot that shouldn't be abused
228.   */
229.  #define S_LPUDDING	1
230.  #define S_LDWASHER	2
231.  #define S_LRING		4
232.  
233.  /*
234.   * The four directions for a DrawBridge.
235.   */
236.  #define DB_NORTH	0
237.  #define DB_SOUTH	1
238.  #define DB_EAST		2
239.  #define DB_WEST		3
240.  #define DB_DIR		3	/* mask for direction */
241.  
242.  /*
243.   * What's under a drawbridge.
244.   */
245.  #define DB_MOAT		0
246.  #define DB_LAVA		4
247.  #define DB_ICE		8
248.  #define DB_FLOOR	16
249.  #define DB_UNDER	28	/* mask for underneath */
250.  
251.  /*
252.   * Some walls may be non diggable.
253.   */
254.  #define W_DIGGABLE	0
255.  #define W_NONDIGGABLE	1
256.  #define W_REPAIRED	2
257.  
258.  /*
259.   * Ladders (in Vlad's tower) may be up or down.
260.   */
261.  #define LA_UP		1
262.  #define LA_DOWN		2
263.  
264.  /*
265.   * Room areas may be iced pools
266.   */
267.  #define ICED_POOL	8
268.  #define ICED_MOAT	16
269.  
270.  /*
271.   * The structure describing a coordinate position.
272.   * Before adding fields, remember that this will significantly affect
273.   * the size of temporary files and save files.
274.   */
275.  struct rm {
276.  	int glyph;		/* what the hero thinks is there */
277.  	schar typ;		/* what is really there */
278.  	Bitfield(seen,1);	/* speed hack for room walls on corridors */
279.  	Bitfield(lit,1);	/* speed hack for lit rooms */
280.  	Bitfield(flags,5);	/* extra information for typ */
281.  	Bitfield(horizontal,1);	/* wall/door/etc is horiz. (more typ info) */
282.  	Bitfield(waslit,1);	/* remember if a location was lit */
283.  	Bitfield(roomno,6);	/* room # for special rooms */
284.  	Bitfield(edge,1);	/* marks boundaries for special rooms*/
285.  };
286.  
287.  #define doormask	flags
288.  #define altarmask	flags
289.  #define diggable	flags
290.  #define ladder		flags
291.  #define drawbridgemask	flags
292.  #define looted		flags
293.  #define icedpool	flags
294.  
295.  #define blessedftn      horizontal  /* a fountain that grants attribs */
296.  
297.  struct damage {
298.  	struct damage *next;
299.  	long when, cost;
300.  	coord place;
301.  	schar typ;
302.  };
303.  
304.  struct levelflags {
305.  	uchar	nfountains;	/* Number of fountains on level */
306.  	uchar	nsinks;		/* Number of sinks on the level */
307.  	/* Several flags that give hints about what's on the level */
308.  	Bitfield(has_shop, 1);
309.  	Bitfield(has_vault, 1);
310.  	Bitfield(has_zoo, 1);
311.  	Bitfield(has_court, 1);
312.  	Bitfield(has_morgue, 1);
313.  	Bitfield(has_beehive, 1);
314.  #ifdef ARMY
315.  	Bitfield(has_barracks, 1);
316.  #endif
317.  	Bitfield(has_temple, 1);
318.  	Bitfield(has_swamp, 1);
319.  	Bitfield(noteleport,1);
320.  	Bitfield(hardfloor,1);
321.  	Bitfield(nommap,1);
322.  	Bitfield(hero_memory,1);	/* hero has memory */
323.  	Bitfield(shortsighted,1);	/* monsters are shortsighted */
324.  	Bitfield(is_maze_lev,1);
325.  	Bitfield(is_cavernous_lev,1);
326.  };
327.  
328.  typedef struct
329.  {
330.      struct rm		locations[COLNO][ROWNO];
331.  #ifndef MICROPORT_BUG
332.      struct obj		*objects[COLNO][ROWNO];
333.      struct monst	*monsters[COLNO][ROWNO];
334.  #else
335.      struct obj		*objects[1][ROWNO];
336.      char		*yuk1[COLNO-1][ROWNO];
337.      struct monst	*monsters[1][ROWNO];
338.      char		*yuk2[COLNO-1][ROWNO];
339.  #endif
340.      struct obj		*objlist;
341.      struct monst	*monlist;
342.      struct damage	*damagelist;
343.      struct levelflags	flags;
344.  }
345.  dlevel_t;
346.  
347.  extern dlevel_t	level;	/* structure describing the current level */
348.  
349.  /*
350.   * Macros for compatibility with old code. Someday these will go away.
351.   */
352.  #define levl		level.locations
353.  #define fobj		level.objlist
354.  #define fmon		level.monlist
355.  
356.  #define OBJ_AT(x,y)	(level.objects[x][y] != (struct obj *)0)
357.  /*
358.   * Macros for encapsulation of level.monsters references.
359.   */
360.  #define MON_AT(x,y)	(level.monsters[x][y] != (struct monst *)0)
361.  #define place_monster(m,x,y)	((m)->mx=(x),(m)->my=(y),\
362.  				 level.monsters[(m)->mx][(m)->my]=(m))
363.  #define place_worm_seg(m,x,y)	level.monsters[x][y] = m
364.  #define remove_monster(x,y)	level.monsters[x][y] = (struct monst *)0
365.  #define m_at(x,y)		level.monsters[x][y]
366.  
367.  #endif /* RM_H */

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