474 lines
10 KiB
C
474 lines
10 KiB
C
/* NetHack 3.5 sp_lev.h $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
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/* NetHack 3.5 sp_lev.h $Date: 2009/05/06 10:45:06 $ $Revision: 1.5 $ */
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/* SCCS Id: @(#)sp_lev.h 3.5 2007/08/01 */
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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
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#define SHROUD 0x00000080L
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#define STORMY 0x00000100L
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#define GRAVEYARD 0x00000200L
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/* different level layout initializers */
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#define LVLINIT_NONE 0
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#define LVLINIT_SOLIDFILL 1
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#define LVLINIT_MAZEGRID 2
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#define LVLINIT_MINES 3
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#define LVLINIT_ROGUE 4
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/* max. layers of object containment */
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#define MAX_CONTAINMENT 10
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/* max. # of random registers */
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#define MAX_REGISTERS 10
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/* max. nested depth of subrooms */
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#define MAX_NESTED_ROOMS 5
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/* max. # of opcodes per special level */
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#define SPCODER_MAX_RUNTIME 65536
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/* Opcodes for creating the level
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* If you change these, also change opcodestr[] in util/lev_main.c
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*/
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enum opcode_defs {
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SPO_NULL = 0,
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SPO_MESSAGE,
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SPO_MONSTER,
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SPO_OBJECT,
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SPO_ENGRAVING,
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SPO_ROOM,
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SPO_SUBROOM,
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SPO_DOOR,
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SPO_STAIR,
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SPO_LADDER,
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SPO_ALTAR,
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SPO_FOUNTAIN,
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SPO_SINK,
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SPO_POOL,
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SPO_TRAP,
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SPO_GOLD,
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SPO_CORRIDOR,
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SPO_LEVREGION,
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SPO_DRAWBRIDGE,
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SPO_MAZEWALK,
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SPO_NON_DIGGABLE,
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SPO_NON_PASSWALL,
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SPO_WALLIFY,
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SPO_MAP,
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SPO_ROOM_DOOR,
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SPO_REGION,
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SPO_MINERALIZE,
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SPO_CMP,
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SPO_JMP,
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SPO_JL,
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SPO_JLE,
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SPO_JG,
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SPO_JGE,
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SPO_JE,
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SPO_JNE,
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SPO_TERRAIN,
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SPO_REPLACETERRAIN,
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SPO_EXIT,
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SPO_ENDROOM,
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SPO_POP_CONTAINER,
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SPO_PUSH,
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SPO_POP,
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SPO_RN2,
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SPO_DEC,
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SPO_INC,
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SPO_MATH_ADD,
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SPO_MATH_SUB,
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SPO_MATH_MUL,
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SPO_MATH_DIV,
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SPO_MATH_MOD,
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SPO_MATH_SIGN,
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SPO_COPY,
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SPO_END_MONINVENT,
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SPO_GRAVE,
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SPO_FRAME_PUSH,
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SPO_FRAME_POP,
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SPO_CALL,
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SPO_RETURN,
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SPO_INITLEVEL,
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SPO_LEVEL_FLAGS,
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SPO_VAR_INIT, /* variable_name data */
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SPO_SHUFFLE_ARRAY,
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SPO_DICE,
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SPO_SEL_ADD,
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SPO_SEL_POINT,
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SPO_SEL_RECT,
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SPO_SEL_FILLRECT,
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SPO_SEL_LINE,
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SPO_SEL_RNDLINE,
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SPO_SEL_GROW,
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SPO_SEL_FLOOD,
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SPO_SEL_RNDCOORD,
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SPO_SEL_ELLIPSE,
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SPO_SEL_FILTER,
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SPO_SEL_GRADIENT,
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SPO_SEL_COMPLEMENT,
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MAX_SP_OPCODES
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};
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/* MONSTER and OBJECT can take a variable number of parameters,
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* they also pop different # of values from the stack. So,
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* first we pop a value that tells what the _next_ value will
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* mean.
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*/
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/* MONSTER */
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#define SP_M_V_PEACEFUL 0
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#define SP_M_V_ALIGN 1
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#define SP_M_V_ASLEEP 2
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#define SP_M_V_APPEAR 3
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#define SP_M_V_NAME 4
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#define SP_M_V_FEMALE 5
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#define SP_M_V_INVIS 6
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#define SP_M_V_CANCELLED 7
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#define SP_M_V_REVIVED 8
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#define SP_M_V_AVENGE 9
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#define SP_M_V_FLEEING 10
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#define SP_M_V_BLINDED 11
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#define SP_M_V_PARALYZED 12
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#define SP_M_V_STUNNED 13
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#define SP_M_V_CONFUSED 14
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#define SP_M_V_SEENTRAPS 15
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#define SP_M_V_END 16 /* end of variable parameters */
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/* OBJECT */
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#define SP_O_V_SPE 0
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#define SP_O_V_CURSE 1
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#define SP_O_V_CORPSENM 2
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#define SP_O_V_NAME 3
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#define SP_O_V_QUAN 4
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#define SP_O_V_BURIED 5
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#define SP_O_V_LIT 6
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#define SP_O_V_ERODED 7
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#define SP_O_V_LOCKED 8
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#define SP_O_V_TRAPPED 9
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#define SP_O_V_RECHARGED 10
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#define SP_O_V_INVIS 11
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#define SP_O_V_GREASED 12
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#define SP_O_V_BROKEN 13
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#define SP_O_V_COORD 14
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#define SP_O_V_END 15 /* end of variable parameters */
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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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/* variable types */
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#define SPOVAR_NULL 0x00
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#define SPOVAR_INT 0x01 /* l */
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#define SPOVAR_STRING 0x02 /* str */
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#define SPOVAR_VARIABLE 0x03 /* str (contains the variable name) */
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#define SPOVAR_COORD 0x04 /* coordinate, encoded in l; use SP_COORD_X() and SP_COORD_Y() */
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#define SPOVAR_REGION 0x05 /* region, encoded in l; use SP_REGION_X1() etc */
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#define SPOVAR_MAPCHAR 0x06 /* map char, in l */
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#define SPOVAR_MONST 0x07 /* monster class & specific monster, encoded in l; use SP_MONST_... */
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#define SPOVAR_OBJ 0x08 /* object class & specific object type, encoded in l; use SP_OBJ_... */
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#define SPOVAR_SEL 0x09 /* selection. char[COLNO][ROWNO] in str */
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#define SPOVAR_ARRAY 0x40 /* used in splev_var & lc_vardefs, not in opvar */
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#define SP_COORD_IS_RANDOM 0x01000000
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/* Humidity flags for get_location() and friends, used with SP_COORD_PACK_RANDOM() */
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#define DRY 0x1
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#define WET 0x2
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#define HOT 0x4
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#define SOLID 0x8
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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 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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#define SP_REGION_X1(l) (l & 0xff)
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#define SP_REGION_Y1(l) ((l >> 8) & 0xff)
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#define SP_REGION_X2(l) ((l >> 16) & 0xff)
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#define SP_REGION_Y2(l) ((l >> 24) & 0xff)
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#define SP_REGION_PACK(x1,y1,x2,y2) ((( x1 ) & 0xff) + ((( y1 ) & 0xff) << 8) + ((( x2 ) & 0xff) << 16) + ((( y2 ) & 0xff) << 24))
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#define SP_MONST_CLASS(l) (l & 0xff)
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#define SP_MONST_PM(l) ((l >> 8) & 0xffff)
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#define SP_MONST_PACK(m,c) ((( m ) << 8) + ((char)( c )))
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#define SP_OBJ_CLASS(l) (l & 0xff)
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#define SP_OBJ_TYP(l) ((l >> 8) & 0xffff)
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#define SP_OBJ_PACK(o,c) ((( o ) << 8) + ((char)( c )))
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#define SP_MAPCHAR_TYP(l) (l & 0xff)
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#define SP_MAPCHAR_LIT(l) ((l >> 8) & 0xff)
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#define SP_MAPCHAR_PACK(typ,lit) ((( lit ) << 8) + ((char)( typ )))
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struct opvar {
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xchar spovartyp; /* one of SPOVAR_foo */
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union {
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char *str;
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long l;
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} vardata;
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};
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struct splev_var {
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struct splev_var *next;
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char *name;
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xchar svtyp; /* SPOVAR_foo */
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union {
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struct opvar *value;
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struct opvar **arrayvalues;
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} data;
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long array_len;
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};
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struct splevstack {
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long depth;
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long depth_alloc;
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struct opvar **stackdata;
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};
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struct sp_frame {
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struct sp_frame *next;
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struct splevstack *stack;
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struct splev_var *variables;
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long n_opcode;
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};
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struct sp_coder {
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struct splevstack *stack;
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struct sp_frame *frame;
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/*int allow_flips;*/
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int premapped;
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struct mkroom *croom;
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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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boolean exit_script;
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int lvl_is_joined;
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int opcode; /* current opcode */
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struct opvar *opdat; /* current push data (req. opcode == SPO_PUSH) */
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};
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/* special level coder CPU flags */
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#define SP_CPUFLAG_LT 1
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#define SP_CPUFLAG_GT 2
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#define SP_CPUFLAG_EQ 4
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#define SP_CPUFLAG_ZERO 8
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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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int cmp_what;
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int cmp_val;
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} opcmp;
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typedef struct {
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long jmp_target;
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} opjmp;
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typedef union str_or_len {
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char *str;
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int len;
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} Str_or_Len;
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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; /* for ice locations: ICED_POOL vs ICED_MOAT */
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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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} trap;
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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, 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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} 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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xchar chance;
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xchar x1,y1,x2,y2;
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xchar fromter, toter, tolit;
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} replaceterrain;
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/* values for rtype are defined in dungeon.h */
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typedef struct {
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struct { xchar x1, y1, x2, y2; } inarea;
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struct { xchar x1, y1, x2, y2; } delarea;
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boolean in_islev, del_islev;
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xchar rtype, padding;
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Str_or_Len rname;
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} lev_region;
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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, filled, joined;
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} room;
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typedef struct {
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schar zaligntyp;
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schar keep_region;
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schar halign, valign;
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char xsize, ysize;
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char **map;
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} mazepart;
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typedef struct {
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int opcode;
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struct opvar *opdat;
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} _opcode;
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typedef struct {
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_opcode *opcodes;
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long n_opcodes;
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} sp_lev;
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typedef struct {
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xchar x, y, direction, count, lit;
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char typ;
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} spill;
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/* only used by lev_comp */
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struct lc_funcdefs_parm {
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char *name;
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char parmtype;
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struct lc_funcdefs_parm *next;
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};
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struct lc_funcdefs {
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struct lc_funcdefs *next;
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char *name;
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long addr;
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sp_lev code;
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long n_called;
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struct lc_funcdefs_parm *params;
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long n_params;
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};
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struct lc_vardefs {
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struct lc_vardefs *next;
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char *name;
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long var_type; /* SPOVAR_foo */
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long n_used;
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};
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struct lc_breakdef {
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struct lc_breakdef *next;
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struct opvar *breakpoint;
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int break_depth;
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};
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#endif /* SP_LEV_H */
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