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Source:NetHack 3.2.0/rm.h

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Below is the full text to rm.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/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	3.2	93/02/21	*/
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 MAX_TYPE	33
68.   #define INVALID_TYPE	127
69.   
70.   /*
71.    * Avoid using the level types in inequalities:
72.    * these types are subject to change.
73.    * Instead, use one of the macros below.
74.    */
75.   #define IS_WALL(typ)	((typ) && (typ) <= DBWALL)
76.   #define IS_STWALL(typ)	((typ) <= DBWALL)	/* STONE <= (typ) <= DBWALL */
77.   #define IS_ROCK(typ)	((typ) < POOL)		/* absolutely nonaccessible */
78.   #define IS_DOOR(typ)	((typ) == DOOR)
79.   #define ACCESSIBLE(typ)	((typ) >= DOOR)		/* good position */
80.   #define IS_ROOM(typ)	((typ) >= ROOM)		/* ROOM, STAIRS, furniture.. */
81.   #define ZAP_POS(typ)	((typ) >= POOL)
82.   #define SPACE_POS(typ)	((typ) > DOOR)
83.   #define IS_POOL(typ)	((typ) >= POOL && (typ) <= DRAWBRIDGE_UP)
84.   #define IS_THRONE(typ)	((typ) == THRONE)
85.   #define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN)
86.   #define IS_SINK(typ)	((typ) == SINK)
87.   #define IS_ALTAR(typ)	((typ) == ALTAR)
88.   #define IS_DRAWBRIDGE(typ) ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN)
89.   #define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR)
90.   #define IS_AIR(typ)	((typ) == AIR || (typ) == CLOUD)
91.   #define IS_SOFT(typ)	((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))
92.   
93.   /*
94.    * The screen symbols may be the default or defined at game startup time.
95.    * See drawing.c for defaults.
96.    * Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in synch.
97.    */
98.   
99.   /* begin dungeon characters */
100.  
101.  #define S_stone		0
102.  #define S_vwall		1
103.  #define S_hwall		2
104.  #define S_tlcorn	3
105.  #define S_trcorn	4
106.  #define S_blcorn	5
107.  #define S_brcorn	6
108.  #define S_crwall	7
109.  #define S_tuwall	8
110.  #define S_tdwall	9
111.  #define S_tlwall	10
112.  #define S_trwall	11
113.  #define S_ndoor		12
114.  #define S_vodoor	13
115.  #define S_hodoor	14
116.  #define S_vcdoor	15	/* closed door, vertical wall */
117.  #define S_hcdoor	16	/* closed door, horizontal wall */
118.  #define S_room		17
119.  #define S_corr		18
120.  #define S_litcorr	19
121.  #define S_upstair	20
122.  #define S_dnstair	21
123.  #define S_upladder	22
124.  #define S_dnladder	23
125.  #define S_altar		24
126.  #define S_throne	25
127.  #define S_sink		26
128.  #define S_fountain	27
129.  #define S_pool		28
130.  #define S_ice		29
131.  #define S_lava		30
132.  #define S_vodbridge	31
133.  #define S_hodbridge	32
134.  #define S_vcdbridge	33	/* closed drawbridge, vertical wall */
135.  #define S_hcdbridge	34	/* closed drawbridge, horizontal wall */
136.  #define S_air		35
137.  #define S_cloud		36
138.  #define S_water		37
139.  
140.  /* end dungeon characters, begin traps */
141.  
142.  #define S_arrow_trap		38
143.  #define S_dart_trap		39
144.  #define S_falling_rock_trap	40
145.  #define S_squeaky_board		41
146.  #define S_bear_trap		42
147.  #define S_land_mine		43
148.  #define S_rolling_boulder_trap	44
149.  #define S_sleeping_gas_trap	45
150.  #define S_rust_trap		46
151.  #define S_fire_trap		47
152.  #define S_pit			48
153.  #define S_spiked_pit		49
154.  #define S_hole			50
155.  #define S_trap_door		51
156.  #define S_teleportation_trap	52
157.  #define S_level_teleporter	53
158.  #define S_magic_portal		54
159.  #define S_web			55
160.  #define S_statue_trap		56
161.  #define S_magic_trap		57
162.  #define S_anti_magic_trap	58
163.  #define S_polymorph_trap	59
164.  
165.  /* end traps, begin special effects */
166.  
167.  #define S_vbeam		60	/* The 4 zap beam symbols.  Do NOT separate. */
168.  #define S_hbeam		61	/* To change order or add, see function     */
169.  #define S_lslant	62	/* zapdir_to_glyph() in display.c.	    */
170.  #define S_rslant	63
171.  #define S_digbeam	64	/* dig beam symbol */
172.  #define S_flashbeam	65	/* camera flash symbol */
173.  #define S_boomleft	66	/* thrown boomerang, open left, e.g ')'    */
174.  #define S_boomright	67	/* thrown boomerand, open right, e.g. '('  */
175.  #define S_ss1		68	/* 4 magic shield glyphs */
176.  #define S_ss2		69
177.  #define S_ss3		70
178.  #define S_ss4		71
179.  
180.  /* The 8 swallow symbols.  Do NOT separate.  To change order or add, see */
181.  /* the function swallow_to_glyph() in display.c.			 */
182.  #define S_sw_tl		72	/* swallow top left [1]			*/
183.  #define S_sw_tc		73	/* swallow top center [2]	Order:	*/
184.  #define S_sw_tr		74	/* swallow top right [3]		*/
185.  #define S_sw_ml		75	/* swallow middle left [4]	1 2 3	*/
186.  #define S_sw_mr		76	/* swallow middle right [6]	4 5 6	*/
187.  #define S_sw_bl		77	/* swallow bottom left [7]	7 8 9	*/
188.  #define S_sw_bc		78	/* swallow bottom center [8]		*/
189.  #define S_sw_br		79	/* swallow bottom right [9]		*/
190.  
191.  #define S_explode1	80	/* explosion top left			*/
192.  #define S_explode2	81	/* explosion top center			*/
193.  #define S_explode3	82	/* explosion top right		 Ex.	*/
194.  #define S_explode4	83	/* explosion middle left		*/
195.  #define S_explode5	84	/* explosion middle center	 /-\	*/
196.  #define S_explode6	85	/* explosion middle right	 |@|	*/
197.  #define S_explode7	86	/* explosion bottom left	 \-/	*/
198.  #define S_explode8	87	/* explosion bottom center		*/
199.  #define S_explode9	88	/* explosion bottom right		*/
200.  
201.  /* end effects */
202.  
203.  #define MAXPCHARS	89	/* maximum number of mapped characters */
204.  #define MAXDCHARS	38	/* maximum of mapped dungeon characters */
205.  #define MAXTCHARS	22	/* maximum of mapped trap characters */
206.  #define MAXECHARS	29	/* maximum of mapped effects characters */
207.  
208.  struct symdef {
209.      uchar sym;
210.      const char  *explanation;
211.  #ifdef TEXTCOLOR
212.      uchar color;
213.  #endif
214.  };
215.  
216.  extern const struct symdef defsyms[MAXPCHARS];	/* defaults */
217.  extern uchar showsyms[MAXPCHARS];
218.  
219.  /*
220.   * Graphics sets for display symbols
221.   */
222.  #define ASCII_GRAPHICS	0	/* regular characters: '-', '+', &c */
223.  #define IBM_GRAPHICS	1	/* PC graphic characters */
224.  #define DEC_GRAPHICS	2	/* VT100 line drawing characters */
225.  #define MAC_GRAPHICS	3	/* Macintosh drawing characters */
226.  
227.  /*
228.   * The 5 possible states of doors
229.   */
230.  
231.  #define D_NODOOR	0
232.  #define D_BROKEN	1
233.  #define D_ISOPEN	2
234.  #define D_CLOSED	4
235.  #define D_LOCKED	8
236.  #define D_TRAPPED	16
237.  
238.  /*
239.   * The 3 possible alignments for altars
240.   */
241.  #ifndef ALIGN_H
242.  #include "align.h"		/* defines the "AM_" values */
243.  #endif
244.  
245.  /*
246.   * Some altars are considered as shrines, so we need a flag.
247.   */
248.  #define AM_SHRINE	8
249.  
250.  /*
251.   * Thrones should only be looted once.
252.   */
253.  #define T_LOOTED	1
254.  
255.  /*
256.   * Fountains have limits, and special warnings.
257.   */
258.  #define F_LOOTED	1
259.  #define F_WARNED	2
260.  
261.  /*
262.   * Doors are even worse :-) The special warning has a side effect
263.   * of instantly trapping the door, and if it was defined as trapped,
264.   * the guards consider that you have already been warned!
265.   */
266.  #define D_WARNED	16
267.  
268.  /*
269.   * Sinks have 3 different types of loot that shouldn't be abused
270.   */
271.  #define S_LPUDDING	1
272.  #define S_LDWASHER	2
273.  #define S_LRING		4
274.  
275.  /*
276.   * The four directions for a DrawBridge.
277.   */
278.  #define DB_NORTH	0
279.  #define DB_SOUTH	1
280.  #define DB_EAST		2
281.  #define DB_WEST		3
282.  #define DB_DIR		3	/* mask for direction */
283.  
284.  /*
285.   * What's under a drawbridge.
286.   */
287.  #define DB_MOAT		0
288.  #define DB_LAVA		4
289.  #define DB_ICE		8
290.  #define DB_FLOOR	16
291.  #define DB_UNDER	28	/* mask for underneath */
292.  
293.  /*
294.   * Wall information.
295.   */
296.  #define WM_MASK		0x07	/* wall mode (bottom three bits) */
297.  #define W_NONDIGGABLE	0x08
298.  #define W_NONPASSWALL	0x10
299.  
300.  /*
301.   * Ladders (in Vlad's tower) may be up or down.
302.   */
303.  #define LA_UP		1
304.  #define LA_DOWN		2
305.  
306.  /*
307.   * Room areas may be iced pools
308.   */
309.  #define ICED_POOL	8
310.  #define ICED_MOAT	16
311.  
312.  /*
313.   * The structure describing a coordinate position.
314.   * Before adding fields, remember that this will significantly affect
315.   * the size of temporary files and save files.
316.   */
317.  struct rm {
318.  	int glyph;		/* what the hero thinks is there */
319.  	schar typ;		/* what is really there */
320.  	uchar seenv;		/* seen vector */
321.  	Bitfield(flags,5);	/* extra information for typ */
322.  	Bitfield(horizontal,1);	/* wall/door/etc is horiz. (more typ info) */
323.  	Bitfield(lit,1);	/* speed hack for lit rooms */
324.  	Bitfield(waslit,1);	/* remember if a location was lit */
325.  	Bitfield(roomno,6);	/* room # for special rooms */
326.  	Bitfield(edge,1);	/* marks boundaries for special rooms*/
327.  };
328.  
329.  /*
330.   * Add wall angle viewing by defining "modes" for each wall type.  Each
331.   * mode describes which parts of a wall are finished (seen as as wall)
332.   * and which are unfinished (seen as rock).
333.   *
334.   * We use the bottom 3 bits of the flags field for the mode.  This comes
335.   * in conflict with secret doors, but we avoid problems because until
336.   * a secret door becomes discovered, we know what sdoor's bottom three
337.   * bits are.
338.   *
339.   * The following should cover all of the cases.
340.   *
341.   *	type	mode				Examples: R=rock, F=finished
342.   *	-----	----				----------------------------
343.   *	WALL:	0 none				hwall, mode 1
344.   *		1 left/top (1/2 rock)			RRR
345.   *		2 right/bottom (1/2 rock)		---
346.   *							FFF
347.   *
348.   *	CORNER:	0 none				trcorn, mode 2
349.   *		1 outer (3/4 rock)			FFF
350.   *		2 inner (1/4 rock)			F+-
351.   *							F|R
352.   *
353.   *	TWALL:	0 none				tlwall, mode 3
354.   *		1 long edge (1/2 rock)			F|F
355.   *		2 bottom left (on a tdwall)		-+F
356.   *		3 bottom right (on a tdwall)		R|F
357.   *
358.   *	CRWALL: 0 none				crwall, mode 5
359.   *		1 top left (1/4 rock)			R|F
360.   *		2 top right (1/4 rock)			-+-
361.   *		3 bottom left (1/4 rock)		F|R
362.   *		4 bottom right (1/4 rock)
363.   *		5 top left & bottom right (1/2 rock)
364.   *		6 bottom left & top right (1/2 rock)
365.   */
366.  #define SDOOR_BITS D_CLOSED		/* sdoor bottom 3 bits are these */
367.  
368.  #define WM_W_LEFT 1			/* vertical or horizontal wall */
369.  #define WM_W_RIGHT 2
370.  #define WM_W_TOP WM_W_LEFT
371.  #define WM_W_BOTTOM WM_W_RIGHT
372.  
373.  #define WM_C_OUTER 1			/* corner wall */
374.  #define WM_C_INNER 2
375.  
376.  #define WM_T_LONG 1			/* T wall */
377.  #define WM_T_BL   2
378.  #define WM_T_BR   3
379.  
380.  #define WM_X_TL   1			/* cross wall */
381.  #define WM_X_TR   2
382.  #define WM_X_BL   3
383.  #define WM_X_BR   4
384.  #define WM_X_TLBR 5
385.  #define WM_X_BLTR 6
386.  
387.  /*
388.   * Seen vector values.  The seen vector is an array of 8 bits, one for each
389.   * octant around a given center x:
390.   *
391.   *			0 1 2
392.   *			7 x 3
393.   *			6 5 4
394.   *
395.   * In the case of walls, a single wall square can be viewed from 8 possible
396.   * directions.  If we know the type of wall and the directions from which
397.   * it has been seen, then we can determine what it looks like to the hero.
398.   */
399.  #define SV0 0x1
400.  #define SV1 0x2
401.  #define SV2 0x4
402.  #define SV3 0x8
403.  #define SV4 0x10
404.  #define SV5 0x20
405.  #define SV6 0x40
406.  #define SV7 0x80
407.  #define SVALL 0xFF
408.  
409.  
410.  
411.  #define doormask	flags
412.  #define altarmask	flags
413.  #define wall_info	flags
414.  #define ladder		flags
415.  #define drawbridgemask	flags
416.  #define looted		flags
417.  #define icedpool	flags
418.  
419.  #define blessedftn      horizontal  /* a fountain that grants attribs */
420.  
421.  struct damage {
422.  	struct damage *next;
423.  	long when, cost;
424.  	coord place;
425.  	schar typ;
426.  };
427.  
428.  struct levelflags {
429.  	uchar	nfountains;	/* Number of fountains on level */
430.  	uchar	nsinks;		/* Number of sinks on the level */
431.  	/* Several flags that give hints about what's on the level */
432.  	Bitfield(has_shop, 1);
433.  	Bitfield(has_vault, 1);
434.  	Bitfield(has_zoo, 1);
435.  	Bitfield(has_court, 1);
436.  	Bitfield(has_morgue, 1);
437.  	Bitfield(has_beehive, 1);
438.  	Bitfield(has_barracks, 1);
439.  	Bitfield(has_temple, 1);
440.  
441.  	Bitfield(has_swamp, 1);
442.  	Bitfield(noteleport,1);
443.  	Bitfield(hardfloor,1);
444.  	Bitfield(nommap,1);
445.  	Bitfield(hero_memory,1);	/* hero has memory */
446.  	Bitfield(shortsighted,1);	/* monsters are shortsighted */
447.  	Bitfield(graveyard,1);		/* has_morgue, but remains set */
448.  	Bitfield(is_maze_lev,1);
449.  
450.  	Bitfield(is_cavernous_lev,1);
451.  };
452.  
453.  typedef struct
454.  {
455.      struct rm		locations[COLNO][ROWNO];
456.  #ifndef MICROPORT_BUG
457.      struct obj		*objects[COLNO][ROWNO];
458.      struct monst	*monsters[COLNO][ROWNO];
459.  #else
460.      struct obj		*objects[1][ROWNO];
461.      char		*yuk1[COLNO-1][ROWNO];
462.      struct monst	*monsters[1][ROWNO];
463.      char		*yuk2[COLNO-1][ROWNO];
464.  #endif
465.      struct obj		*objlist;
466.      struct obj		*buriedobjlist;
467.      struct monst	*monlist;
468.      struct damage	*damagelist;
469.      struct levelflags	flags;
470.  }
471.  dlevel_t;
472.  
473.  extern dlevel_t	level;	/* structure describing the current level */
474.  
475.  /*
476.   * Macros for compatibility with old code. Someday these will go away.
477.   */
478.  #define levl		level.locations
479.  #define fobj		level.objlist
480.  #define fmon		level.monlist
481.  
482.  /*
483.   * Covert a trap number into the defsym graphics array.
484.   * Convert a defsym number into a trap number.
485.   * Assumes that arrow trap will always be the first trap.
486.   */
487.  #define trap_to_defsym(t) (S_arrow_trap+(t)-1)
488.  #define defsym_to_trap(d) ((d)-S_arrow_trap+1)
489.  
490.  #define OBJ_AT(x,y)	(level.objects[x][y] != (struct obj *)0)
491.  /*
492.   * Macros for encapsulation of level.monsters references.
493.   */
494.  #define MON_AT(x,y)	(level.monsters[x][y] != (struct monst *)0 && \
495.  			 !(level.monsters[x][y])->mburied)
496.  #define MON_BURIED_AT(x,y)	(level.monsters[x][y] != (struct monst *)0 && \
497.  				(level.monsters[x][y])->mburied)
498.  #define place_monster(m,x,y)	((m)->mx=(x),(m)->my=(y),\
499.  				 level.monsters[(m)->mx][(m)->my]=(m))
500.  #define place_worm_seg(m,x,y)	level.monsters[x][y] = m
501.  #define remove_monster(x,y)	level.monsters[x][y] = (struct monst *)0
502.  #define m_at(x,y)		(MON_AT(x,y) ? level.monsters[x][y] : \
503.  						(struct monst *)0)
504.  #define m_buried_at(x,y)	(MON_BURIED_AT(x,y) ? level.monsters[x][y] : \
505.  						       (struct monst *)0)
506.  
507.  #endif /* RM_H */

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