475 lines
16 KiB
C
475 lines
16 KiB
C
/* NetHack 3.7 rm.h $NHDT-Date: 1657918091 2022/07/15 20:48:11 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.96 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Pasi Kallinen, 2017. */
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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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enum levl_typ_types {
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STONE = 0,
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VWALL = 1,
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HWALL = 2,
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TLCORNER = 3,
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TRCORNER = 4,
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BLCORNER = 5,
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BRCORNER = 6,
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CROSSWALL = 7, /* For pretty mazes and special levels */
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TUWALL = 8,
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TDWALL = 9,
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TLWALL = 10,
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TRWALL = 11,
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DBWALL = 12,
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TREE = 13, /* KMH */
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SDOOR = 14,
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SCORR = 15,
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POOL = 16,
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MOAT = 17, /* pool that doesn't boil, adjust messages */
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WATER = 18,
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DRAWBRIDGE_UP = 19,
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LAVAPOOL = 20,
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LAVAWALL = 21,
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IRONBARS = 22, /* KMH */
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DOOR = 23,
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CORR = 24,
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ROOM = 25,
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STAIRS = 26,
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LADDER = 27,
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FOUNTAIN = 28,
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THRONE = 29,
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SINK = 30,
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GRAVE = 31,
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ALTAR = 32,
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ICE = 33,
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DRAWBRIDGE_DOWN = 34,
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AIR = 35,
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CLOUD = 36,
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MAX_TYPE = 37,
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MATCH_WALL = 38,
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INVALID_TYPE = 127
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};
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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_DOORJOIN(typ) (IS_ROCK(typ) || (typ) == IRONBARS)
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#define IS_TREE(typ) \
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((typ) == TREE || (gl.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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#define IS_WATERWALL(typ) ((typ) == WATER)
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/*
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* Note: secret doors (SDOOR) want to use both rm.doormask and
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* rm.wall_info but those both overload rm.flags. SDOOR only
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* has 2 states (closed or locked). However, it can't specify
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* D_CLOSED due to that conflicting with WM_MASK (below). When
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* a secret door is revealed, the door gets set to D_CLOSED iff
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* it isn't set to D_LOCKED (see cvt_sdoor_to_door() in detect.c).
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*
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* D_LOCKED conflicts with W_NONDIGGABLE but the latter is not
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* expected to be used on door locations. D_TRAPPED conflicts
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* with W_NONPASSWALL but secret doors aren't trapped.
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* D_SECRET would not fit within struct rm's 5-bit 'flags' field.
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*/
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/*
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* The 5 possible states of doors.
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* For historical reasons they are numbered as mask bits rather than 0..4.
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* The trapped flag is OR'd onto the state and only valid if that state
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* is closed or locked.
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* The no-door state allows egress when moving diagonally, others do not.
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*/
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#define D_NODOOR 0x00
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#define D_BROKEN 0x01
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#define D_ISOPEN 0x02
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#define D_CLOSED 0x04
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#define D_LOCKED 0x08
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#define D_TRAPPED 0x10
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#define D_SECRET 0x20 /* only used by sp_lev.c, NOT in rm-struct */
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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. Nondiggable also applies to iron bars.
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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 [why is this signed?] */
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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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/* light states for terrain replacements, for set_levltyp_lit */
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#define SET_LIT_RANDOM -1
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#define SET_LIT_NOCHANGE -2
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#define CAN_OVERWRITE_TERRAIN(ttyp) \
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(iflags.debug_overwrite_stairs || !((ttyp) == LADDER || (ttyp) == STAIRS))
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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.
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*/
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#define SV0 ((seenV) 0x01)
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#define SV1 ((seenV) 0x02)
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#define SV2 ((seenV) 0x04)
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#define SV3 ((seenV) 0x08)
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#define SV4 ((seenV) 0x10)
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#define SV5 ((seenV) 0x20)
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#define SV6 ((seenV) 0x40)
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#define SV7 ((seenV) 0x80)
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#define SVALL ((seenV) 0xFF)
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/* if these get changed or expanded, make sure wizard-mode wishing becomes
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aware of the new usage */
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#define doormask flags /* door, sdoor (note conflict with wall_info) */
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#define altarmask flags /* alignment and maybe temple */
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#define wall_info flags /* wall, sdoor (note conflict with doormask) */
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#define ladder flags /* up or down */
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#define drawbridgemask flags /* what's underneath when the span is open */
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#define looted flags /* used for throne, tree, fountain, sink, door */
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#define icedpool flags /* used for ice (in case it melts) */
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#define emptygrave flags /* no corpse in grave */
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/* horizonal applies to walls, doors (including sdoor); also to iron bars
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even though they don't have separate symbols for horizontal and vertical */
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#define blessedftn horizontal /* a fountain that grants attribs */
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#define disturbed horizontal /* kicking or engraving on a grave's headstone
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* has summoned a ghoul */
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struct damage {
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struct damage *next;
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long when, cost;
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coord place;
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schar typ; /* from struct rm */
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uchar flags; /* also from struct rm; an unsigned 5-bit field there */
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};
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/* for bones levels: identify the dead character, who might have died on
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an existing bones level; if so, most recent victim will be first in list */
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struct cemetery {
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struct cemetery *next; /* next struct is previous dead character... */
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/* "gp.plname" + "-ROLe" + "-RACe" + "-GENder" + "-ALIgnment" + \0 */
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char who[PL_NSIZ + 4 * (1 + 3) + 1];
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/* death reason, same as in score/log file */
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char how[100 + 1]; /* [DTHSZ+1] */
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/* date+time in string of digits rather than binary */
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char when[4 + 2 + 2 + 2 + 2 + 2 + 1]; /* "YYYYMMDDhhmmss\0" */
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/* final resting place spot */
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coordxy frpx, frpy;
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boolean bonesknown;
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};
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struct levelflags {
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uchar nfountains; /* number of fountains on level */
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uchar nsinks; /* number of sinks on the level */
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/* Several flags that give hints about what's on the level */
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Bitfield(has_shop, 1);
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Bitfield(has_vault, 1);
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Bitfield(has_zoo, 1);
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Bitfield(has_court, 1);
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Bitfield(has_morgue, 1);
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Bitfield(has_beehive, 1);
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Bitfield(has_barracks, 1);
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Bitfield(has_temple, 1);
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Bitfield(has_swamp, 1);
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Bitfield(noteleport, 1);
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Bitfield(hardfloor, 1);
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Bitfield(nommap, 1);
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Bitfield(hero_memory, 1); /* hero has memory */
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Bitfield(shortsighted, 1); /* monsters are shortsighted */
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Bitfield(graveyard, 1); /* has_morgue, but remains set */
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Bitfield(sokoban_rules, 1); /* fill pits and holes w/ boulders */
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Bitfield(is_maze_lev, 1);
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Bitfield(is_cavernous_lev, 1);
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Bitfield(arboreal, 1); /* Trees replace rock */
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Bitfield(wizard_bones, 1); /* set if level came from a bones file
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which was created in wizard mode (or
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normal mode descendant of such) */
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Bitfield(corrmaze, 1); /* Whether corridors are used for the maze
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rather than ROOM */
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Bitfield(rndmongen, 1); /* random monster generation allowed? */
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Bitfield(deathdrops, 1); /* monsters may drop corpses/death drops */
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Bitfield(noautosearch, 1); /* automatic searching disabled */
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Bitfield(fumaroles, 1); /* lava emits poison gas at random */
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schar temperature; /* +1 == hot, -1 == cold */
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};
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typedef struct {
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struct rm locations[COLNO][ROWNO];
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struct obj *objects[COLNO][ROWNO];
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struct monst *monsters[COLNO][ROWNO];
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struct obj *objlist;
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struct obj *buriedobjlist;
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struct monst *monlist;
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struct damage *damagelist;
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struct cemetery *bonesinfo;
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struct levelflags flags;
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} dlevel_t;
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/*
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* Macros for compatibility with old code. Someday these will go away.
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*/
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#define levl gl.level.locations
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#define fobj gl.level.objlist
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#define fmon gl.level.monlist
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/*
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* Covert a trap number into the defsym graphics array.
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* Convert a defsym number into a trap number.
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* Assumes that arrow trap will always be the first trap.
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*/
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#define trap_to_defsym(t) (S_arrow_trap + (t) - 1)
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#define defsym_to_trap(d) ((d) - S_arrow_trap + 1)
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#define OBJ_AT(x, y) (gl.level.objects[x][y] != (struct obj *) 0)
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/*
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* Macros for encapsulation of level.monsters references.
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*/
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#if 0
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#define MON_AT(x, y) \
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(gl.level.monsters[x][y] != (struct monst *) 0 \
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&& !(gl.level.monsters[x][y])->mburied)
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#define MON_BURIED_AT(x, y) \
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(gl.level.monsters[x][y] != (struct monst *) 0 \
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&& (gl.level.monsters[x][y])->mburied)
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#else /* without 'mburied' */
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#define MON_AT(x, y) (gl.level.monsters[x][y] != (struct monst *) 0)
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#endif
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#ifdef EXTRA_SANITY_CHECKS
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#define place_worm_seg(m, x, y) \
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do { \
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if (gl.level.monsters[x][y] && gl.level.monsters[x][y] != m) \
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impossible("place_worm_seg over mon"); \
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gl.level.monsters[x][y] = m; \
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} while(0)
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#define remove_monster(x, y) \
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do { \
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if (!gl.level.monsters[x][y]) \
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impossible("no monster to remove"); \
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gl.level.monsters[x][y] = (struct monst *) 0; \
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} while(0)
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#else
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#define place_worm_seg(m, x, y) gl.level.monsters[x][y] = m
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#define remove_monster(x, y) gl.level.monsters[x][y] = (struct monst *) 0
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#endif
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#define m_at(x, y) (MON_AT(x, y) ? gl.level.monsters[x][y] : (struct monst *) 0)
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#define m_buried_at(x, y) \
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(MON_BURIED_AT(x, y) ? gl.level.monsters[x][y] : (struct monst *) 0)
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/* restricted movement, potential luck penalties */
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#define Sokoban gl.level.flags.sokoban_rules
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/*
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* These prototypes are in extern.h but some of the code which uses them
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* includes config.h instead of hack.h so doesn't see extern.h.
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*/
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/* ### drawing.c ### */
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extern int def_char_to_objclass(char);
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extern int def_char_to_monclass(char);
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extern int def_char_is_furniture(char);
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#endif /* RM_H */
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