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Source:NetHack 3.3.0/rm.h

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Below is the full text to rm.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/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	3.3	99/07/02	*/
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 IRONBARS	20	/* KMH */
54.   #define DOOR		21
55.   #define TREE		22	/* KMH */
56.   #define CORR		23
57.   #define ROOM		24
58.   #define STAIRS		25
59.   #define LADDER		26
60.   #define FOUNTAIN	27
61.   #define THRONE		28
62.   #define SINK		29
63.   #define GRAVE		30
64.   #define ALTAR		31
65.   #define ICE		32
66.   #define DRAWBRIDGE_DOWN 33
67.   #define AIR		34
68.   #define CLOUD		35
69.   
70.   #define MAX_TYPE	36
71.   #define INVALID_TYPE	127
72.   
73.   /*
74.    * Avoid using the level types in inequalities:
75.    * these types are subject to change.
76.    * Instead, use one of the macros below.
77.    */
78.   #define IS_WALL(typ)	((typ) && (typ) <= DBWALL)
79.   #define IS_STWALL(typ)	((typ) <= DBWALL)	/* STONE <= (typ) <= DBWALL */
80.   #define IS_ROCK(typ)	((typ) < POOL)		/* absolutely nonaccessible */
81.   #define IS_DOOR(typ)	((typ) == DOOR)
82.   #define IS_TREE(typ)	((typ) == TREE || \
83.   			(level.flags.arboreal && (typ) == STONE))
84.   #define ACCESSIBLE(typ) ((typ) >= DOOR)		/* good position */
85.   #define IS_ROOM(typ)	((typ) >= ROOM)		/* ROOM, STAIRS, furniture.. */
86.   #define ZAP_POS(typ)	((typ) >= POOL)
87.   #define SPACE_POS(typ)	((typ) > DOOR)
88.   #define IS_POOL(typ)	((typ) >= POOL && (typ) <= DRAWBRIDGE_UP)
89.   #define IS_THRONE(typ)	((typ) == THRONE)
90.   #define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN)
91.   #define IS_SINK(typ)	((typ) == SINK)
92.   #define IS_GRAVE(typ)	((typ) == GRAVE)
93.   #define IS_ALTAR(typ)	((typ) == ALTAR)
94.   #define IS_DRAWBRIDGE(typ) ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN)
95.   #define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR)
96.   #define IS_AIR(typ)	((typ) == AIR || (typ) == CLOUD)
97.   #define IS_SOFT(typ)	((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))
98.   
99.   /*
100.   * The screen symbols may be the default or defined at game startup time.
101.   * See drawing.c for defaults.
102.   * Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in synch.
103.   */
104.  
105.  /* begin dungeon characters */
106.  
107.  #define S_stone		0
108.  #define S_vwall		1
109.  #define S_hwall		2
110.  #define S_tlcorn	3
111.  #define S_trcorn	4
112.  #define S_blcorn	5
113.  #define S_brcorn	6
114.  #define S_crwall	7
115.  #define S_tuwall	8
116.  #define S_tdwall	9
117.  #define S_tlwall	10
118.  #define S_trwall	11
119.  #define S_ndoor		12
120.  #define S_vodoor	13
121.  #define S_hodoor	14
122.  #define S_vcdoor	15	/* closed door, vertical wall */
123.  #define S_hcdoor	16	/* closed door, horizontal wall */
124.  #define S_bars		17	/* KMH -- iron bars */
125.  #define S_tree		18	/* KMH */
126.  #define S_room		19
127.  #define S_corr		20
128.  #define S_litcorr	21
129.  #define S_upstair	22
130.  #define S_dnstair	23
131.  #define S_upladder	24
132.  #define S_dnladder	25
133.  #define S_altar		26
134.  #define S_grave		27
135.  #define S_throne	28
136.  #define S_sink		29
137.  #define S_fountain	30
138.  #define S_pool		31
139.  #define S_ice		32
140.  #define S_lava		33
141.  #define S_vodbridge	34
142.  #define S_hodbridge	35
143.  #define S_vcdbridge	36	/* closed drawbridge, vertical wall */
144.  #define S_hcdbridge	37	/* closed drawbridge, horizontal wall */
145.  #define S_air		38
146.  #define S_cloud		39
147.  #define S_water		40
148.  
149.  /* end dungeon characters, begin traps */
150.  
151.  #define S_arrow_trap		41
152.  #define S_dart_trap		42
153.  #define S_falling_rock_trap	43
154.  #define S_squeaky_board		44
155.  #define S_bear_trap		45
156.  #define S_land_mine		46
157.  #define S_rolling_boulder_trap	47
158.  #define S_sleeping_gas_trap	48
159.  #define S_rust_trap		49
160.  #define S_fire_trap		50
161.  #define S_pit			51
162.  #define S_spiked_pit		52
163.  #define S_hole			53
164.  #define S_trap_door		54
165.  #define S_teleportation_trap	55
166.  #define S_level_teleporter	56
167.  #define S_magic_portal		57
168.  #define S_web			58
169.  #define S_statue_trap		59
170.  #define S_magic_trap		60
171.  #define S_anti_magic_trap	61
172.  #define S_polymorph_trap	62
173.  
174.  /* end traps, begin special effects */
175.  
176.  #define S_vbeam		63	/* The 4 zap beam symbols.  Do NOT separate. */
177.  #define S_hbeam		64	/* To change order or add, see function     */
178.  #define S_lslant	65	/* zapdir_to_glyph() in display.c.	    */
179.  #define S_rslant	66
180.  #define S_digbeam	67	/* dig beam symbol */
181.  #define S_flashbeam	68	/* camera flash symbol */
182.  #define S_boomleft	69	/* thrown boomerang, open left, e.g ')'    */
183.  #define S_boomright	70	/* thrown boomerand, open right, e.g. '('  */
184.  #define S_ss1		71	/* 4 magic shield glyphs */
185.  #define S_ss2		72
186.  #define S_ss3		73
187.  #define S_ss4		74
188.  
189.  /* The 8 swallow symbols.  Do NOT separate.  To change order or add, see */
190.  /* the function swallow_to_glyph() in display.c.			 */
191.  #define S_sw_tl		75	/* swallow top left [1]			*/
192.  #define S_sw_tc		76	/* swallow top center [2]	Order:	*/
193.  #define S_sw_tr		77	/* swallow top right [3]		*/
194.  #define S_sw_ml		78	/* swallow middle left [4]	1 2 3	*/
195.  #define S_sw_mr		79	/* swallow middle right [6]	4 5 6	*/
196.  #define S_sw_bl		80	/* swallow bottom left [7]	7 8 9	*/
197.  #define S_sw_bc		81	/* swallow bottom center [8]		*/
198.  #define S_sw_br		82	/* swallow bottom right [9]		*/
199.  
200.  #define S_explode1	83	/* explosion top left			*/
201.  #define S_explode2	84	/* explosion top center			*/
202.  #define S_explode3	85	/* explosion top right		 Ex.	*/
203.  #define S_explode4	86	/* explosion middle left		*/
204.  #define S_explode5	87	/* explosion middle center	 /-\	*/
205.  #define S_explode6	88	/* explosion middle right	 |@|	*/
206.  #define S_explode7	89	/* explosion bottom left	 \-/	*/
207.  #define S_explode8	90	/* explosion bottom center		*/
208.  #define S_explode9	91	/* explosion bottom right		*/
209.  
210.  /* end effects */
211.  
212.  #define MAXPCHARS	92	/* maximum number of mapped characters */
213.  #define MAXDCHARS	41	/* maximum of mapped dungeon characters */
214.  #define MAXTCHARS	22	/* maximum of mapped trap characters */
215.  #define MAXECHARS	29	/* maximum of mapped effects characters */
216.  
217.  struct symdef {
218.      uchar sym;
219.      const char	*explanation;
220.  #ifdef TEXTCOLOR
221.      uchar color;
222.  #endif
223.  };
224.  
225.  extern const struct symdef defsyms[MAXPCHARS];	/* defaults */
226.  extern uchar showsyms[MAXPCHARS];
227.  
228.  /*
229.   * Graphics sets for display symbols
230.   */
231.  #define ASCII_GRAPHICS	0	/* regular characters: '-', '+', &c */
232.  #define IBM_GRAPHICS	1	/* PC graphic characters */
233.  #define DEC_GRAPHICS	2	/* VT100 line drawing characters */
234.  #define MAC_GRAPHICS	3	/* Macintosh drawing characters */
235.  
236.  /*
237.   * The 5 possible states of doors
238.   */
239.  
240.  #define D_NODOOR	0
241.  #define D_BROKEN	1
242.  #define D_ISOPEN	2
243.  #define D_CLOSED	4
244.  #define D_LOCKED	8
245.  #define D_TRAPPED	16
246.  
247.  /*
248.   * Some altars are considered as shrines, so we need a flag.
249.   */
250.  #define AM_SHRINE	8
251.  
252.  /*
253.   * Thrones should only be looted once.
254.   */
255.  #define T_LOOTED	1
256.  
257.  /*
258.   * Trees have more than one kick result.
259.   */
260.  #define TREE_LOOTED	1
261.  #define TREE_SWARM	2
262.  
263.  /*
264.   * Fountains have limits, and special warnings.
265.   */
266.  #define F_LOOTED	1
267.  #define F_WARNED	2
268.  
269.  /*
270.   * Doors are even worse :-) The special warning has a side effect
271.   * of instantly trapping the door, and if it was defined as trapped,
272.   * the guards consider that you have already been warned!
273.   */
274.  #define D_WARNED	16
275.  
276.  /*
277.   * Sinks have 3 different types of loot that shouldn't be abused
278.   */
279.  #define S_LPUDDING	1
280.  #define S_LDWASHER	2
281.  #define S_LRING		4
282.  
283.  /*
284.   * The four directions for a DrawBridge.
285.   */
286.  #define DB_NORTH	0
287.  #define DB_SOUTH	1
288.  #define DB_EAST		2
289.  #define DB_WEST		3
290.  #define DB_DIR		3	/* mask for direction */
291.  
292.  /*
293.   * What's under a drawbridge.
294.   */
295.  #define DB_MOAT		0
296.  #define DB_LAVA		4
297.  #define DB_ICE		8
298.  #define DB_FLOOR	16
299.  #define DB_UNDER	28	/* mask for underneath */
300.  
301.  /*
302.   * Wall information.
303.   */
304.  #define WM_MASK		0x07	/* wall mode (bottom three bits) */
305.  #define W_NONDIGGABLE	0x08
306.  #define W_NONPASSWALL	0x10
307.  
308.  /*
309.   * Ladders (in Vlad's tower) may be up or down.
310.   */
311.  #define LA_UP		1
312.  #define LA_DOWN		2
313.  
314.  /*
315.   * Room areas may be iced pools
316.   */
317.  #define ICED_POOL	8
318.  #define ICED_MOAT	16
319.  
320.  /*
321.   * The structure describing a coordinate position.
322.   * Before adding fields, remember that this will significantly affect
323.   * the size of temporary files and save files.
324.   */
325.  struct rm {
326.  	int glyph;		/* what the hero thinks is there */
327.  	schar typ;		/* what is really there */
328.  	uchar seenv;		/* seen vector */
329.  	Bitfield(flags,5);	/* extra information for typ */
330.  	Bitfield(horizontal,1); /* wall/door/etc is horiz. (more typ info) */
331.  	Bitfield(lit,1);	/* speed hack for lit rooms */
332.  	Bitfield(waslit,1);	/* remember if a location was lit */
333.  	Bitfield(roomno,6);	/* room # for special rooms */
334.  	Bitfield(edge,1);	/* marks boundaries for special rooms*/
335.  };
336.  
337.  /*
338.   * Add wall angle viewing by defining "modes" for each wall type.  Each
339.   * mode describes which parts of a wall are finished (seen as as wall)
340.   * and which are unfinished (seen as rock).
341.   *
342.   * We use the bottom 3 bits of the flags field for the mode.  This comes
343.   * in conflict with secret doors, but we avoid problems because until
344.   * a secret door becomes discovered, we know what sdoor's bottom three
345.   * bits are.
346.   *
347.   * The following should cover all of the cases.
348.   *
349.   *	type	mode				Examples: R=rock, F=finished
350.   *	-----	----				----------------------------
351.   *	WALL:	0 none				hwall, mode 1
352.   *		1 left/top (1/2 rock)			RRR
353.   *		2 right/bottom (1/2 rock)		---
354.   *							FFF
355.   *
356.   *	CORNER: 0 none				trcorn, mode 2
357.   *		1 outer (3/4 rock)			FFF
358.   *		2 inner (1/4 rock)			F+-
359.   *							F|R
360.   *
361.   *	TWALL:	0 none				tlwall, mode 3
362.   *		1 long edge (1/2 rock)			F|F
363.   *		2 bottom left (on a tdwall)		-+F
364.   *		3 bottom right (on a tdwall)		R|F
365.   *
366.   *	CRWALL: 0 none				crwall, mode 5
367.   *		1 top left (1/4 rock)			R|F
368.   *		2 top right (1/4 rock)			-+-
369.   *		3 bottom left (1/4 rock)		F|R
370.   *		4 bottom right (1/4 rock)
371.   *		5 top left & bottom right (1/2 rock)
372.   *		6 bottom left & top right (1/2 rock)
373.   */
374.  
375.  #define WM_W_LEFT 1			/* vertical or horizontal wall */
376.  #define WM_W_RIGHT 2
377.  #define WM_W_TOP WM_W_LEFT
378.  #define WM_W_BOTTOM WM_W_RIGHT
379.  
380.  #define WM_C_OUTER 1			/* corner wall */
381.  #define WM_C_INNER 2
382.  
383.  #define WM_T_LONG 1			/* T wall */
384.  #define WM_T_BL   2
385.  #define WM_T_BR   3
386.  
387.  #define WM_X_TL   1			/* cross wall */
388.  #define WM_X_TR   2
389.  #define WM_X_BL   3
390.  #define WM_X_BR   4
391.  #define WM_X_TLBR 5
392.  #define WM_X_BLTR 6
393.  
394.  /*
395.   * Seen vector values.	The seen vector is an array of 8 bits, one for each
396.   * octant around a given center x:
397.   *
398.   *			0 1 2
399.   *			7 x 3
400.   *			6 5 4
401.   *
402.   * In the case of walls, a single wall square can be viewed from 8 possible
403.   * directions.	If we know the type of wall and the directions from which
404.   * it has been seen, then we can determine what it looks like to the hero.
405.   */
406.  #define SV0 0x1
407.  #define SV1 0x2
408.  #define SV2 0x4
409.  #define SV3 0x8
410.  #define SV4 0x10
411.  #define SV5 0x20
412.  #define SV6 0x40
413.  #define SV7 0x80
414.  #define SVALL 0xFF
415.  
416.  
417.  
418.  #define doormask	flags
419.  #define altarmask	flags
420.  #define wall_info	flags
421.  #define ladder		flags
422.  #define drawbridgemask	flags
423.  #define looted		flags
424.  #define icedpool	flags
425.  
426.  #define blessedftn	horizontal  /* a fountain that grants attribs */
427.  
428.  struct damage {
429.  	struct damage *next;
430.  	long when, cost;
431.  	coord place;
432.  	schar typ;
433.  };
434.  
435.  struct levelflags {
436.  	uchar	nfountains;		/* number of fountains on level */
437.  	uchar	nsinks;			/* number of sinks on the level */
438.  	/* Several flags that give hints about what's on the level */
439.  	Bitfield(has_shop, 1);
440.  	Bitfield(has_vault, 1);
441.  	Bitfield(has_zoo, 1);
442.  	Bitfield(has_court, 1);
443.  	Bitfield(has_morgue, 1);
444.  	Bitfield(has_beehive, 1);
445.  	Bitfield(has_barracks, 1);
446.  	Bitfield(has_temple, 1);
447.  
448.  	Bitfield(has_swamp, 1);
449.  	Bitfield(noteleport,1);
450.  	Bitfield(hardfloor,1);
451.  	Bitfield(nommap,1);
452.  	Bitfield(hero_memory,1);	/* hero has memory */
453.  	Bitfield(shortsighted,1);	/* monsters are shortsighted */
454.  	Bitfield(graveyard,1);		/* has_morgue, but remains set */
455.  	Bitfield(is_maze_lev,1);
456.  
457.  	Bitfield(is_cavernous_lev,1);
458.  	Bitfield(arboreal, 1);		/* Trees replace rock */
459.  };
460.  
461.  typedef struct
462.  {
463.      struct rm		locations[COLNO][ROWNO];
464.  #ifndef MICROPORT_BUG
465.      struct obj		*objects[COLNO][ROWNO];
466.      struct monst	*monsters[COLNO][ROWNO];
467.  #else
468.      struct obj		*objects[1][ROWNO];
469.      char		*yuk1[COLNO-1][ROWNO];
470.      struct monst	*monsters[1][ROWNO];
471.      char		*yuk2[COLNO-1][ROWNO];
472.  #endif
473.      struct obj		*objlist;
474.      struct obj		*buriedobjlist;
475.      struct monst	*monlist;
476.      struct damage	*damagelist;
477.      struct levelflags	flags;
478.  }
479.  dlevel_t;
480.  
481.  extern dlevel_t level;	/* structure describing the current level */
482.  
483.  /*
484.   * Macros for compatibility with old code. Someday these will go away.
485.   */
486.  #define levl		level.locations
487.  #define fobj		level.objlist
488.  #define fmon		level.monlist
489.  
490.  /*
491.   * Covert a trap number into the defsym graphics array.
492.   * Convert a defsym number into a trap number.
493.   * Assumes that arrow trap will always be the first trap.
494.   */
495.  #define trap_to_defsym(t) (S_arrow_trap+(t)-1)
496.  #define defsym_to_trap(d) ((d)-S_arrow_trap+1)
497.  
498.  #define OBJ_AT(x,y)	(level.objects[x][y] != (struct obj *)0)
499.  /*
500.   * Macros for encapsulation of level.monsters references.
501.   */
502.  #define MON_AT(x,y)	(level.monsters[x][y] != (struct monst *)0 && \
503.  			 !(level.monsters[x][y])->mburied)
504.  #define MON_BURIED_AT(x,y)	(level.monsters[x][y] != (struct monst *)0 && \
505.  				(level.monsters[x][y])->mburied)
506.  #define place_monster(m,x,y)	((m)->mx=(x),(m)->my=(y),\
507.  				 level.monsters[(m)->mx][(m)->my]=(m))
508.  #define place_worm_seg(m,x,y)	level.monsters[x][y] = m
509.  #define remove_monster(x,y)	level.monsters[x][y] = (struct monst *)0
510.  #define m_at(x,y)		(MON_AT(x,y) ? level.monsters[x][y] : \
511.  						(struct monst *)0)
512.  #define m_buried_at(x,y)	(MON_BURIED_AT(x,y) ? level.monsters[x][y] : \
513.  						       (struct monst *)0)
514.  
515.  #endif /* RM_H */

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