Consider the following scenario: There's a level where there's a zone of des.replace_terrain() between the stairs and some other objective, and the terrain is something non-walkable like trees. There's a chance that the path is entirely blocked off by random replace_terrain, so you make the level set terrain to '.' along a randline (or normal line, or whatever) between the randomly placed stairs and the other side of the replace_terrain zone. The problem: this overwrote the stairs with a '.' as well. This can be worked around in the lua file by first picking the desired location of the stairs, then setting the terrain that overlaps with the stairs, then doing des.stair() after that, but this is awkward and hard to read. So this makes it impossible for anything calling SET_TYPLIT (only called in sp_lev.c) to overwrite stairs. I can't really think of a situation where a level designer would want to define stairs, then maybe overwrite them.
214 lines
5.6 KiB
C
214 lines
5.6 KiB
C
/* NetHack 3.7 sp_lev.h $NHDT-Date: 1599434249 2020/09/06 23:17:29 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.39 $ */
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/* Copyright (c) 1989 by Jean-Christophe Collet */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef SP_LEV_H
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#define SP_LEV_H
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/* wall directions */
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#define W_NORTH 1
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#define W_SOUTH 2
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#define W_EAST 4
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#define W_WEST 8
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#define W_ANY (W_NORTH | W_SOUTH | W_EAST | W_WEST)
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/* MAP limits */
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#define MAP_X_LIM 76
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#define MAP_Y_LIM 21
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/* Per level flags */
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#define NOTELEPORT 0x00000001L
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#define HARDFLOOR 0x00000002L
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#define NOMMAP 0x00000004L
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#define SHORTSIGHTED 0x00000008L
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#define ARBOREAL 0x00000010L
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#define MAZELEVEL 0x00000020L
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#define PREMAPPED 0x00000040L /* premapped level & sokoban rules */
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#define SHROUD 0x00000080L
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#define GRAVEYARD 0x00000100L
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#define ICEDPOOLS 0x00000200L /* for ice locations: ICED_POOL vs ICED_MOAT \
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*/
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#define SOLIDIFY 0x00000400L /* outer areas are nondiggable & nonpasswall */
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#define CORRMAZE 0x00000800L /* for maze levels only */
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#define CHECK_INACCESSIBLES 0x00001000L /* check for inaccessible areas and
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generate ways to escape from them */
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/* different level layout initializers */
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enum lvlinit_types {
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LVLINIT_NONE = 0,
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LVLINIT_SOLIDFILL,
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LVLINIT_MAZEGRID,
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LVLINIT_MAZE,
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LVLINIT_MINES,
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LVLINIT_ROGUE,
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LVLINIT_SWAMP
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};
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/* max. nested depth of subrooms */
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#define MAX_NESTED_ROOMS 5
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/* When creating objects, we need to know whether
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* it's a container and/or contents.
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*/
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#define SP_OBJ_CONTENT 0x1
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#define SP_OBJ_CONTAINER 0x2
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/* SPO_FILTER types */
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#define SPOFILTER_PERCENT 0
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#define SPOFILTER_SELECTION 1
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#define SPOFILTER_MAPCHAR 2
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/* gradient filter types */
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#define SEL_GRADIENT_RADIAL 0
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#define SEL_GRADIENT_SQUARE 1
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/* light states for terrain replacements, specifically for SET_TYPLIT
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* (not used for init_level) */
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#define SET_LIT_RANDOM -1
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#define SET_LIT_NOCHANGE -2
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#define SP_COORD_IS_RANDOM 0x01000000L
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/* Humidity flags for get_location() and friends, used with
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* SP_COORD_PACK_RANDOM() */
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#define DRY 0x01
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#define WET 0x02
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#define HOT 0x04
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#define SOLID 0x08
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#define ANY_LOC 0x10 /* even outside the level */
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#define NO_LOC_WARN 0x20 /* no complaints and set x & y to -1, if no loc */
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#define SPACELOC 0x40 /* like DRY, but accepts furniture too */
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#define SP_COORD_X(l) (l & 0xff)
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#define SP_COORD_Y(l) ((l >> 16) & 0xff)
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#define SP_COORD_PACK(x, y) (((x) & 0xff) + (((y) & 0xff) << 16))
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#define SP_COORD_PACK_RANDOM(f) (SP_COORD_IS_RANDOM | (f))
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struct sp_coder {
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int premapped;
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boolean solidify;
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struct mkroom *croom;
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int room_stack;
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struct mkroom *tmproomlist[MAX_NESTED_ROOMS + 1];
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boolean failed_room[MAX_NESTED_ROOMS + 1];
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int n_subroom;
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int lvl_is_joined;
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boolean check_inaccessibles;
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int allow_flips;
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};
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/*
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* Structures manipulated by the special levels loader & compiler
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*/
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#define packed_coord long
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typedef struct {
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xchar is_random;
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long getloc_flags;
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int x, y;
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} unpacked_coord;
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typedef struct {
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xchar init_style; /* one of LVLINIT_foo */
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long flags;
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schar filling;
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boolean init_present, padding;
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char fg, bg;
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boolean smoothed, joined;
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xchar lit, walled;
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boolean icedpools;
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int corrwid, wallthick;
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boolean rm_deadends;
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} lev_init;
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typedef struct {
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xchar wall, pos, secret, mask;
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} room_door;
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typedef struct {
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packed_coord coord;
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xchar x, y, type;
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} spltrap;
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typedef struct {
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Str_or_Len name, appear_as;
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short id;
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aligntyp align;
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packed_coord coord;
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xchar x, y, class, appear;
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schar peaceful, asleep;
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short female, invis, cancelled, revived, avenge, fleeing, blinded,
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paralyzed, stunned, confused;
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long seentraps;
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short has_invent;
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} monster;
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typedef struct {
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Str_or_Len name;
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int corpsenm;
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short id, spe;
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packed_coord coord;
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xchar x, y, class, containment;
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schar curse_state;
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int quan;
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short buried;
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short lit;
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short eroded, locked, trapped, recharged, invis, greased, broken,
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achievement;
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} object;
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typedef struct {
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packed_coord coord;
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xchar x, y;
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aligntyp align;
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xchar shrine;
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} altar;
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typedef struct {
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xchar x1, y1, x2, y2;
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xchar rtype, rlit, rirreg;
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} region;
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typedef struct {
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xchar ter, tlit;
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} terrain;
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typedef struct {
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struct {
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xchar room;
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xchar wall;
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xchar door;
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} src, dest;
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} corridor;
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typedef struct _room {
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Str_or_Len name;
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Str_or_Len parent;
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xchar x, y, w, h;
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xchar xalign, yalign;
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xchar rtype, chance, rlit, needfill, joined;
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} room;
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struct mapfragment {
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int wid, hei;
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char *data;
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};
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#define SET_TYPLIT(x, y, ttyp, llit) \
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{ \
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if ((x) >= 1 && (y) >= 0 && (x) < COLNO && (y) < ROWNO) { \
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if ((ttyp) < MAX_TYPE && levl[(x)][(y)].typ != STAIRS \
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&& levl[(x)][(y)].typ != LADDER) \
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levl[(x)][(y)].typ = (ttyp); \
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if ((ttyp) == LAVAPOOL) \
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levl[(x)][(y)].lit = 1; \
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else if ((schar)(llit) != SET_LIT_NOCHANGE) { \
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if ((schar)(llit) == SET_LIT_RANDOM) \
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levl[(x)][(y)].lit = rn2(2); \
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else \
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levl[(x)][(y)].lit = (llit); \
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} \
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} \
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}
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#endif /* SP_LEV_H */
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