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nethack/include/trap.h
2022-08-21 11:36:39 +03:00

117 lines
4.2 KiB
C

/* NetHack 3.7 trap.h $NHDT-Date: 1615759956 2021/03/14 22:12:36 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.20 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Pasi Kallinen, 2016. */
/* 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) */
uchar v_conjoined; /* conjoined pit locations */
short v_tnote; /* boards: 12 notes */
};
struct trap {
struct trap *ntrap;
coordxy tx, ty;
d_level dst; /* destination for portals/holes/trapdoors */
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
#define conjoined vl.v_conjoined
#define tnote vl.v_tnote
};
#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 */
enum trap_types {
ALL_TRAPS = -1, /* mon_knows_traps(), mon_learns_traps() */
NO_TRAP = 0,
ARROW_TRAP = 1,
DART_TRAP = 2,
ROCKTRAP = 3,
SQKY_BOARD = 4,
BEAR_TRAP = 5,
LANDMINE = 6,
ROLLING_BOULDER_TRAP = 7,
SLP_GAS_TRAP = 8,
RUST_TRAP = 9,
FIRE_TRAP = 10,
PIT = 11,
SPIKED_PIT = 12,
HOLE = 13,
TRAPDOOR = 14,
TELEP_TRAP = 15,
LEVEL_TELEP = 16,
MAGIC_PORTAL = 17,
WEB = 18,
STATUE_TRAP = 19,
MAGIC_TRAP = 20,
ANTI_MAGIC = 21,
POLY_TRAP = 22,
VIBRATING_SQUARE = 23, /* not a trap but shown/remembered as if one
* once it has been discovered */
/* trapped door and trapped chest aren't traps on the map, but they
might be shown/remembered as such after trap detection until hero
comes in view of them and sees the feature or object;
key-using or door-busting monsters who survive a door trap learn
to avoid other such doors [not implemented] */
TRAPPED_DOOR = 24, /* part of door; not present on map as a trap */
TRAPPED_CHEST = 25, /* part of object; not on map */
TRAPNUM = 26
};
/* some trap-related function return results */
enum { Trap_Effect_Finished = 0,
Trap_Is_Gone = 0,
Trap_Caught_Mon = 1,
Trap_Killed_Mon = 2,
Trap_Moved_Mon = 3, /* new location, or new level */
};
#define is_pit(ttyp) ((ttyp) == PIT || (ttyp) == SPIKED_PIT)
#define is_hole(ttyp) ((ttyp) == HOLE || (ttyp) == TRAPDOOR)
#define unhideable_trap(ttyp) ((ttyp) == HOLE) /* visible traps */
#define undestroyable_trap(ttyp) ((ttyp) == MAGIC_PORTAL \
|| (ttyp) == VIBRATING_SQUARE)
#define is_magical_trap(ttyp) ((ttyp) == TELEP_TRAP \
|| (ttyp) == LEVEL_TELEP \
|| (ttyp) == MAGIC_TRAP \
|| (ttyp) == ANTI_MAGIC \
|| (ttyp) == POLY_TRAP)
/* "transportation" traps */
#define is_xport(ttyp) ((ttyp) >= TELEP_TRAP && (ttyp) <= MAGIC_PORTAL)
#endif /* TRAP_H */