623 lines
19 KiB
C
623 lines
19 KiB
C
/* NetHack 3.6 rm.h $NHDT-Date: 1432512776 2015/05/25 00:12:56 $ $NHDT-Branch: master $:$NHDT-Revision: 1.41 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef RM_H
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#define RM_H
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/*
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* The dungeon presentation graphics code and data structures were rewritten
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* and generalized for NetHack's release 2 by Eric S. Raymond (eric@snark)
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* building on Don G. Kneller's MS-DOS implementation. See drawing.c for
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* the code that permits the user to set the contents of the symbol structure.
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*
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* The door representation was changed by Ari
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* Huttunen(ahuttune@niksula.hut.fi)
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*/
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/*
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* TLCORNER TDWALL TRCORNER
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* +- -+- -+
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* | | |
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*
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* TRWALL CROSSWALL TLWALL HWALL
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* | | |
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* +- -+- -+ ---
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* | | |
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*
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* BLCORNER TUWALL BRCORNER VWALL
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* | | | |
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* +- -+- -+ |
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*/
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/* Level location types. [Some debugging code in src/display.c
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defines array type_names[] which contains an entry for each of
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these, so needs to be kept in sync if any new types are added
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or existing ones renumbered.] */
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#define STONE 0
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#define VWALL 1
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#define HWALL 2
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#define TLCORNER 3
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#define TRCORNER 4
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#define BLCORNER 5
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#define BRCORNER 6
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#define CROSSWALL 7 /* For pretty mazes and special levels */
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#define TUWALL 8
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#define TDWALL 9
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#define TLWALL 10
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#define TRWALL 11
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#define DBWALL 12
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#define TREE 13 /* KMH */
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#define SDOOR 14
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#define SCORR 15
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#define POOL 16
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#define MOAT 17 /* pool that doesn't boil, adjust messages */
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#define WATER 18
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#define DRAWBRIDGE_UP 19
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#define LAVAPOOL 20
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#define IRONBARS 21 /* KMH */
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#define DOOR 22
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#define CORR 23
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#define ROOM 24
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#define STAIRS 25
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#define LADDER 26
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#define FOUNTAIN 27
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#define THRONE 28
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#define SINK 29
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#define GRAVE 30
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#define ALTAR 31
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#define ICE 32
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#define DRAWBRIDGE_DOWN 33
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#define AIR 34
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#define CLOUD 35
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#define MAX_TYPE 36
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#define INVALID_TYPE 127
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/*
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* Avoid using the level types in inequalities:
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* these types are subject to change.
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* Instead, use one of the macros below.
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*/
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#define IS_WALL(typ) ((typ) && (typ) <= DBWALL)
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#define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */
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#define IS_ROCK(typ) ((typ) < POOL) /* absolutely nonaccessible */
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#define IS_DOOR(typ) ((typ) == DOOR)
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#define IS_TREE(typ) \
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((typ) == TREE || (level.flags.arboreal && (typ) == STONE))
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#define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */
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#define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */
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#define ZAP_POS(typ) ((typ) >= POOL)
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#define SPACE_POS(typ) ((typ) > DOOR)
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#define IS_POOL(typ) ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP)
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#define IS_THRONE(typ) ((typ) == THRONE)
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#define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN)
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#define IS_SINK(typ) ((typ) == SINK)
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#define IS_GRAVE(typ) ((typ) == GRAVE)
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#define IS_ALTAR(typ) ((typ) == ALTAR)
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#define IS_DRAWBRIDGE(typ) \
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((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN)
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#define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR)
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#define IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD)
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#define IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))
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/*
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* The screen symbols may be the default or defined at game startup time.
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* See drawing.c for defaults.
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* Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in
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* synch.
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*/
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/* begin dungeon characters */
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#define S_stone 0
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#define S_vwall 1
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#define S_hwall 2
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#define S_tlcorn 3
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#define S_trcorn 4
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#define S_blcorn 5
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#define S_brcorn 6
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#define S_crwall 7
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#define S_tuwall 8
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#define S_tdwall 9
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#define S_tlwall 10
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#define S_trwall 11
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#define S_ndoor 12
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#define S_vodoor 13
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#define S_hodoor 14
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#define S_vcdoor 15 /* closed door, vertical wall */
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#define S_hcdoor 16 /* closed door, horizontal wall */
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#define S_bars 17 /* KMH -- iron bars */
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#define S_tree 18 /* KMH */
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#define S_room 19
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#define S_darkroom 20
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#define S_corr 21
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#define S_litcorr 22
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#define S_upstair 23
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#define S_dnstair 24
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#define S_upladder 25
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#define S_dnladder 26
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#define S_altar 27
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#define S_grave 28
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#define S_throne 29
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#define S_sink 30
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#define S_fountain 31
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#define S_pool 32
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#define S_ice 33
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#define S_lava 34
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#define S_vodbridge 35
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#define S_hodbridge 36
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#define S_vcdbridge 37 /* closed drawbridge, vertical wall */
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#define S_hcdbridge 38 /* closed drawbridge, horizontal wall */
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#define S_air 39
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#define S_cloud 40
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#define S_water 41
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/* end dungeon characters, begin traps */
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#define S_arrow_trap 42
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#define S_dart_trap 43
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#define S_falling_rock_trap 44
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#define S_squeaky_board 45
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#define S_bear_trap 46
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#define S_land_mine 47
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#define S_rolling_boulder_trap 48
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#define S_sleeping_gas_trap 49
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#define S_rust_trap 50
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#define S_fire_trap 51
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#define S_pit 52
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#define S_spiked_pit 53
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#define S_hole 54
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#define S_trap_door 55
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#define S_teleportation_trap 56
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#define S_level_teleporter 57
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#define S_magic_portal 58
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#define S_web 59
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#define S_statue_trap 60
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#define S_magic_trap 61
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#define S_anti_magic_trap 62
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#define S_polymorph_trap 63
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#define S_vibrating_square 64
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/* end traps, begin special effects */
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#define S_vbeam 65 /* The 4 zap beam symbols. Do NOT separate. */
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#define S_hbeam 66 /* To change order or add, see function */
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#define S_lslant 67 /* zapdir_to_glyph() in display.c. */
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#define S_rslant 68
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#define S_digbeam 69 /* dig beam symbol */
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#define S_flashbeam 70 /* camera flash symbol */
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#define S_boomleft 71 /* thrown boomerang, open left, e.g ')' */
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#define S_boomright 72 /* thrown boomerang, open right, e.g. '(' */
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#define S_ss1 73 /* 4 magic shield glyphs */
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#define S_ss2 74
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#define S_ss3 75
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#define S_ss4 76
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#define S_poisoncloud 77
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#define S_goodpos 78 /* valid position for targeting */
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/* The 8 swallow symbols. Do NOT separate. To change order or add, see */
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/* the function swallow_to_glyph() in display.c. */
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#define S_sw_tl 79 /* swallow top left [1] */
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#define S_sw_tc 80 /* swallow top center [2] Order: */
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#define S_sw_tr 81 /* swallow top right [3] */
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#define S_sw_ml 82 /* swallow middle left [4] 1 2 3 */
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#define S_sw_mr 83 /* swallow middle right [6] 4 5 6 */
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#define S_sw_bl 84 /* swallow bottom left [7] 7 8 9 */
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#define S_sw_bc 85 /* swallow bottom center [8] */
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#define S_sw_br 86 /* swallow bottom right [9] */
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#define S_explode1 87 /* explosion top left */
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#define S_explode2 88 /* explosion top center */
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#define S_explode3 89 /* explosion top right Ex. */
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#define S_explode4 90 /* explosion middle left */
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#define S_explode5 91 /* explosion middle center /-\ */
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#define S_explode6 92 /* explosion middle right |@| */
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#define S_explode7 93 /* explosion bottom left \-/ */
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#define S_explode8 94 /* explosion bottom center */
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#define S_explode9 95 /* explosion bottom right */
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/* end effects */
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#define MAXPCHARS 96 /* maximum number of mapped characters */
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#define MAXDCHARS 42 /* maximum of mapped dungeon characters */
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#define MAXTCHARS 22 /* maximum of mapped trap characters */
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#define MAXECHARS 31 /* maximum of mapped effects characters */
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#define MAXEXPCHARS 9 /* number of explosion characters */
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#define DARKROOMSYM (Is_rogue_level(&u.uz) ? S_stone : S_darkroom)
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struct symdef {
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uchar sym;
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const char *explanation;
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#ifdef TEXTCOLOR
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uchar color;
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#endif
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};
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struct symparse {
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unsigned range;
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#define SYM_CONTROL 1 /* start/finish markers */
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#define SYM_PCHAR 2 /* index into showsyms */
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#define SYM_OC 3 /* index into oc_syms */
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#define SYM_MON 4 /* index into monsyms */
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#define SYM_OTH 5 /* misc */
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int idx;
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const char *name;
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};
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/* misc symbol definitions */
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#define SYM_BOULDER 0
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#define SYM_INVISIBLE 1
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#define MAXOTHER 2
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/* linked list of symsets and their characteristics */
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struct symsetentry {
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struct symsetentry *next; /* next in list */
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char *name; /* ptr to symset name */
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char *desc; /* ptr to description */
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int idx; /* an index value */
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int handling; /* known handlers value */
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Bitfield(nocolor, 1); /* don't use color if set */
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Bitfield(primary, 1); /* restricted for use as primary set */
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Bitfield(rogue, 1); /* restricted for use as rogue lev set */
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/* 5 free bits */
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};
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/*
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* Graphics sets for display symbols
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*/
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#define DEFAULT_GRAPHICS 0 /* regular characters: '-', '+', &c */
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#define PRIMARY 0 /* primary graphics set */
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#define ROGUESET 1 /* rogue graphics set */
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#define NUM_GRAPHICS 2
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/*
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* special symbol set handling types ( for invoking callbacks, etc.)
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* Must match the order of the known_handlers strings
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* in drawing.c
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*/
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#define H_UNK 0
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#define H_IBM 1
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#define H_DEC 2
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extern const struct symdef defsyms[MAXPCHARS]; /* defaults */
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extern const struct symdef def_warnsyms[WARNCOUNT];
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extern int currentgraphics; /* from drawing.c */
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extern nhsym showsyms[];
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extern struct symsetentry symset[NUM_GRAPHICS]; /* from drawing.c */
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#define SYMHANDLING(ht) (symset[currentgraphics].handling == (ht))
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/*
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* The 5 possible states of doors
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*/
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#define D_NODOOR 0
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#define D_BROKEN 1
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#define D_ISOPEN 2
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#define D_CLOSED 4
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#define D_LOCKED 8
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#define D_TRAPPED 16
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#define D_SECRET 32 /* only used by sp_lev.c, NOT in rm-struct */
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/*
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* Some altars are considered as shrines, so we need a flag.
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*/
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#define AM_SHRINE 8
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/*
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* Thrones should only be looted once.
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*/
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#define T_LOOTED 1
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/*
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* Trees have more than one kick result.
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*/
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#define TREE_LOOTED 1
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#define TREE_SWARM 2
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/*
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* Fountains have limits, and special warnings.
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*/
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#define F_LOOTED 1
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#define F_WARNED 2
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#define FOUNTAIN_IS_WARNED(x, y) (levl[x][y].looted & F_WARNED)
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#define FOUNTAIN_IS_LOOTED(x, y) (levl[x][y].looted & F_LOOTED)
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#define SET_FOUNTAIN_WARNED(x, y) levl[x][y].looted |= F_WARNED;
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#define SET_FOUNTAIN_LOOTED(x, y) levl[x][y].looted |= F_LOOTED;
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#define CLEAR_FOUNTAIN_WARNED(x, y) levl[x][y].looted &= ~F_WARNED;
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#define CLEAR_FOUNTAIN_LOOTED(x, y) levl[x][y].looted &= ~F_LOOTED;
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/*
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* Doors are even worse :-) The special warning has a side effect
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* of instantly trapping the door, and if it was defined as trapped,
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* the guards consider that you have already been warned!
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*/
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#define D_WARNED 16
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/*
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* Sinks have 3 different types of loot that shouldn't be abused
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*/
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#define S_LPUDDING 1
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#define S_LDWASHER 2
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#define S_LRING 4
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/*
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* The four directions for a DrawBridge.
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*/
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#define DB_NORTH 0
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#define DB_SOUTH 1
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#define DB_EAST 2
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#define DB_WEST 3
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#define DB_DIR 3 /* mask for direction */
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/*
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* What's under a drawbridge.
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*/
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#define DB_MOAT 0
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#define DB_LAVA 4
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#define DB_ICE 8
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#define DB_FLOOR 16
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#define DB_UNDER 28 /* mask for underneath */
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/*
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* Wall information.
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*/
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#define WM_MASK 0x07 /* wall mode (bottom three bits) */
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#define W_NONDIGGABLE 0x08
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#define W_NONPASSWALL 0x10
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/*
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* Ladders (in Vlad's tower) may be up or down.
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*/
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#define LA_UP 1
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#define LA_DOWN 2
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/*
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* Room areas may be iced pools
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*/
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#define ICED_POOL 8
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#define ICED_MOAT 16
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/*
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* The structure describing a coordinate position.
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* Before adding fields, remember that this will significantly affect
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* the size of temporary files and save files.
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*
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* Also remember that the run-length encoding for some ports in save.c
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* must be updated to consider the field.
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*/
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struct rm {
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int glyph; /* what the hero thinks is there */
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schar typ; /* what is really there */
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uchar seenv; /* seen vector */
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Bitfield(flags, 5); /* extra information for typ */
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Bitfield(horizontal, 1); /* wall/door/etc is horiz. (more typ info) */
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Bitfield(lit, 1); /* speed hack for lit rooms */
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Bitfield(waslit, 1); /* remember if a location was lit */
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Bitfield(roomno, 6); /* room # for special rooms */
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Bitfield(edge, 1); /* marks boundaries for special rooms*/
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Bitfield(candig, 1); /* Exception to Can_dig_down; was a trapdoor */
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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) >= 0 && (y) >= 0 && (x) < COLNO && (y) < ROWNO) { \
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if ((ttyp) < MAX_TYPE) \
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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) != -2) { \
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if ((schar)(llit) == -1) \
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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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/*
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* Add wall angle viewing by defining "modes" for each wall type. Each
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* mode describes which parts of a wall are finished (seen as as wall)
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* and which are unfinished (seen as rock).
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*
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* We use the bottom 3 bits of the flags field for the mode. This comes
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* in conflict with secret doors, but we avoid problems because until
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* a secret door becomes discovered, we know what sdoor's bottom three
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* bits are.
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*
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* The following should cover all of the cases.
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*
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* type mode Examples: R=rock, F=finished
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* ----- ---- ----------------------------
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* WALL: 0 none hwall, mode 1
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* 1 left/top (1/2 rock) RRR
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* 2 right/bottom (1/2 rock) ---
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* FFF
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*
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* CORNER: 0 none trcorn, mode 2
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* 1 outer (3/4 rock) FFF
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* 2 inner (1/4 rock) F+-
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* F|R
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*
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* TWALL: 0 none tlwall, mode 3
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* 1 long edge (1/2 rock) F|F
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* 2 bottom left (on a tdwall) -+F
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* 3 bottom right (on a tdwall) R|F
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*
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* CRWALL: 0 none crwall, mode 5
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* 1 top left (1/4 rock) R|F
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* 2 top right (1/4 rock) -+-
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* 3 bottom left (1/4 rock) F|R
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* 4 bottom right (1/4 rock)
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* 5 top left & bottom right (1/2 rock)
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* 6 bottom left & top right (1/2 rock)
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*/
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#define WM_W_LEFT 1 /* vertical or horizontal wall */
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#define WM_W_RIGHT 2
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#define WM_W_TOP WM_W_LEFT
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#define WM_W_BOTTOM WM_W_RIGHT
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#define WM_C_OUTER 1 /* corner wall */
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#define WM_C_INNER 2
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#define WM_T_LONG 1 /* T wall */
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#define WM_T_BL 2
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#define WM_T_BR 3
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#define WM_X_TL 1 /* cross wall */
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#define WM_X_TR 2
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#define WM_X_BL 3
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#define WM_X_BR 4
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#define WM_X_TLBR 5
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#define WM_X_BLTR 6
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/*
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* Seen vector values. The seen vector is an array of 8 bits, one for each
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* octant around a given center x:
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*
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* 0 1 2
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* 7 x 3
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* 6 5 4
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*
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* In the case of walls, a single wall square can be viewed from 8 possible
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* directions. If we know the type of wall and the directions from which
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* it has been seen, then we can determine what it looks like to the hero.
|
|
*/
|
|
#define SV0 0x1
|
|
#define SV1 0x2
|
|
#define SV2 0x4
|
|
#define SV3 0x8
|
|
#define SV4 0x10
|
|
#define SV5 0x20
|
|
#define SV6 0x40
|
|
#define SV7 0x80
|
|
#define SVALL 0xFF
|
|
|
|
#define doormask flags
|
|
#define altarmask flags
|
|
#define wall_info flags
|
|
#define ladder flags
|
|
#define drawbridgemask flags
|
|
#define looted flags
|
|
#define icedpool flags
|
|
|
|
#define blessedftn horizontal /* a fountain that grants attribs */
|
|
#define disturbed horizontal /* a grave that has been disturbed */
|
|
|
|
struct damage {
|
|
struct damage *next;
|
|
long when, cost;
|
|
coord place;
|
|
schar typ;
|
|
};
|
|
|
|
/* for bones levels: identify the dead character, who might have died on
|
|
an existing bones level; if so, most recent victim will be first in list */
|
|
struct cemetery {
|
|
struct cemetery *next; /* next struct is previous dead character... */
|
|
/* "plname" + "-ROLe" + "-RACe" + "-GENder" + "-ALIgnment" + \0 */
|
|
char who[PL_NSIZ + 4 * (1 + 3) + 1];
|
|
/* death reason, same as in score/log file */
|
|
char how[100 + 1]; /* [DTHSZ+1] */
|
|
/* date+time in string of digits rather than binary */
|
|
char when[4 + 2 + 2 + 2 + 2 + 2 + 1]; /* "YYYYMMDDhhmmss\0" */
|
|
/* final resting place spot */
|
|
schar frpx, frpy;
|
|
boolean bonesknown;
|
|
};
|
|
|
|
struct levelflags {
|
|
uchar nfountains; /* number of fountains on level */
|
|
uchar nsinks; /* number of sinks on the level */
|
|
/* Several flags that give hints about what's on the level */
|
|
Bitfield(has_shop, 1);
|
|
Bitfield(has_vault, 1);
|
|
Bitfield(has_zoo, 1);
|
|
Bitfield(has_court, 1);
|
|
Bitfield(has_morgue, 1);
|
|
Bitfield(has_beehive, 1);
|
|
Bitfield(has_barracks, 1);
|
|
Bitfield(has_temple, 1);
|
|
|
|
Bitfield(has_swamp, 1);
|
|
Bitfield(noteleport, 1);
|
|
Bitfield(hardfloor, 1);
|
|
Bitfield(nommap, 1);
|
|
Bitfield(hero_memory, 1); /* hero has memory */
|
|
Bitfield(shortsighted, 1); /* monsters are shortsighted */
|
|
Bitfield(graveyard, 1); /* has_morgue, but remains set */
|
|
Bitfield(sokoban_rules, 1); /* fill pits and holes w/ boulders */
|
|
|
|
Bitfield(is_maze_lev, 1);
|
|
Bitfield(is_cavernous_lev, 1);
|
|
Bitfield(arboreal, 1); /* Trees replace rock */
|
|
Bitfield(wizard_bones, 1); /* set if level came from a bones file
|
|
which was created in wizard mode (or
|
|
normal mode descendant of such) */
|
|
Bitfield(corrmaze, 1); /* Whether corridors are used for the maze
|
|
rather than ROOM */
|
|
};
|
|
|
|
typedef struct {
|
|
struct rm locations[COLNO][ROWNO];
|
|
#ifndef MICROPORT_BUG
|
|
struct obj *objects[COLNO][ROWNO];
|
|
struct monst *monsters[COLNO][ROWNO];
|
|
#else
|
|
struct obj *objects[1][ROWNO];
|
|
char *yuk1[COLNO - 1][ROWNO];
|
|
struct monst *monsters[1][ROWNO];
|
|
char *yuk2[COLNO - 1][ROWNO];
|
|
#endif
|
|
struct obj *objlist;
|
|
struct obj *buriedobjlist;
|
|
struct monst *monlist;
|
|
struct damage *damagelist;
|
|
struct cemetery *bonesinfo;
|
|
struct levelflags flags;
|
|
} dlevel_t;
|
|
|
|
extern schar lastseentyp[COLNO][ROWNO]; /* last seen/touched dungeon typ */
|
|
|
|
extern dlevel_t level; /* structure describing the current level */
|
|
|
|
/*
|
|
* Macros for compatibility with old code. Someday these will go away.
|
|
*/
|
|
#define levl level.locations
|
|
#define fobj level.objlist
|
|
#define fmon level.monlist
|
|
|
|
/*
|
|
* Covert a trap number into the defsym graphics array.
|
|
* Convert a defsym number into a trap number.
|
|
* Assumes that arrow trap will always be the first trap.
|
|
*/
|
|
#define trap_to_defsym(t) (S_arrow_trap + (t) -1)
|
|
#define defsym_to_trap(d) ((d) -S_arrow_trap + 1)
|
|
|
|
#define OBJ_AT(x, y) (level.objects[x][y] != (struct obj *) 0)
|
|
/*
|
|
* Macros for encapsulation of level.monsters references.
|
|
*/
|
|
#define MON_AT(x, y) \
|
|
(level.monsters[x][y] != (struct monst *) 0 \
|
|
&& !(level.monsters[x][y])->mburied)
|
|
#define MON_BURIED_AT(x, y) \
|
|
(level.monsters[x][y] != (struct monst *) 0 \
|
|
&& (level.monsters[x][y])->mburied)
|
|
#define place_worm_seg(m, x, y) level.monsters[x][y] = m
|
|
#define remove_monster(x, y) level.monsters[x][y] = (struct monst *) 0
|
|
#define m_at(x, y) (MON_AT(x, y) ? level.monsters[x][y] : (struct monst *) 0)
|
|
#define m_buried_at(x, y) \
|
|
(MON_BURIED_AT(x, y) ? level.monsters[x][y] : (struct monst *) 0)
|
|
|
|
/* restricted movement, potential luck penalties */
|
|
#define Sokoban level.flags.sokoban_rules
|
|
|
|
#endif /* RM_H */
|