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nethack/include/sp_lev.h
2015-03-17 18:52:42 +02:00

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/* NetHack 3.5 sp_lev.h $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
/* NetHack 3.5 sp_lev.h $Date: 2009/05/06 10:45:06 $ $Revision: 1.5 $ */
/* SCCS Id: @(#)sp_lev.h 3.5 2007/08/01 */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
#ifndef SP_LEV_H
#define SP_LEV_H
/* wall directions */
#define W_NORTH 1
#define W_SOUTH 2
#define W_EAST 4
#define W_WEST 8
#define W_ANY (W_NORTH|W_SOUTH|W_EAST|W_WEST)
/* MAP limits */
#define MAP_X_LIM 76
#define MAP_Y_LIM 21
/* Per level flags */
#define NOTELEPORT 0x00000001L
#define HARDFLOOR 0x00000002L
#define NOMMAP 0x00000004L
#define SHORTSIGHTED 0x00000008L
#define ARBOREAL 0x00000010L
#define MAZELEVEL 0x00000020L
#define PREMAPPED 0x00000040L
#define SHROUD 0x00000080L
#define STORMY 0x00000100L
#define GRAVEYARD 0x00000200L
/* different level layout initializers */
#define LVLINIT_NONE 0
#define LVLINIT_SOLIDFILL 1
#define LVLINIT_MAZEGRID 2
#define LVLINIT_MINES 3
#define LVLINIT_ROGUE 4
/* max. layers of object containment */
#define MAX_CONTAINMENT 10
/* max. # of random registers */
#define MAX_REGISTERS 10
/* max. nested depth of subrooms */
#define MAX_NESTED_ROOMS 5
/* max. # of opcodes per special level */
#define SPCODER_MAX_RUNTIME 65536
/* Opcodes for creating the level
* If you change these, also change opcodestr[] in util/lev_main.c
*/
enum opcode_defs {
SPO_NULL = 0,
SPO_MESSAGE,
SPO_MONSTER,
SPO_OBJECT,
SPO_ENGRAVING,
SPO_ROOM,
SPO_SUBROOM,
SPO_DOOR,
SPO_STAIR,
SPO_LADDER,
SPO_ALTAR,
SPO_FOUNTAIN,
SPO_SINK,
SPO_POOL,
SPO_TRAP,
SPO_GOLD,
SPO_CORRIDOR,
SPO_LEVREGION,
SPO_DRAWBRIDGE,
SPO_MAZEWALK,
SPO_NON_DIGGABLE,
SPO_NON_PASSWALL,
SPO_WALLIFY,
SPO_MAP,
SPO_ROOM_DOOR,
SPO_REGION,
SPO_MINERALIZE,
SPO_CMP,
SPO_JMP,
SPO_JL,
SPO_JLE,
SPO_JG,
SPO_JGE,
SPO_JE,
SPO_JNE,
SPO_TERRAIN,
SPO_REPLACETERRAIN,
SPO_EXIT,
SPO_ENDROOM,
SPO_POP_CONTAINER,
SPO_PUSH,
SPO_POP,
SPO_RN2,
SPO_DEC,
SPO_INC,
SPO_MATH_ADD,
SPO_MATH_SUB,
SPO_MATH_MUL,
SPO_MATH_DIV,
SPO_MATH_MOD,
SPO_MATH_SIGN,
SPO_COPY,
SPO_END_MONINVENT,
SPO_GRAVE,
SPO_FRAME_PUSH,
SPO_FRAME_POP,
SPO_CALL,
SPO_RETURN,
SPO_INITLEVEL,
SPO_LEVEL_FLAGS,
SPO_VAR_INIT, /* variable_name data */
SPO_SHUFFLE_ARRAY,
SPO_DICE,
SPO_SEL_ADD,
SPO_SEL_POINT,
SPO_SEL_RECT,
SPO_SEL_FILLRECT,
SPO_SEL_LINE,
SPO_SEL_RNDLINE,
SPO_SEL_GROW,
SPO_SEL_FLOOD,
SPO_SEL_RNDCOORD,
SPO_SEL_ELLIPSE,
SPO_SEL_FILTER,
SPO_SEL_GRADIENT,
SPO_SEL_COMPLEMENT,
MAX_SP_OPCODES
};
/* MONSTER and OBJECT can take a variable number of parameters,
* they also pop different # of values from the stack. So,
* first we pop a value that tells what the _next_ value will
* mean.
*/
/* MONSTER */
#define SP_M_V_PEACEFUL 0
#define SP_M_V_ALIGN 1
#define SP_M_V_ASLEEP 2
#define SP_M_V_APPEAR 3
#define SP_M_V_NAME 4
#define SP_M_V_FEMALE 5
#define SP_M_V_INVIS 6
#define SP_M_V_CANCELLED 7
#define SP_M_V_REVIVED 8
#define SP_M_V_AVENGE 9
#define SP_M_V_FLEEING 10
#define SP_M_V_BLINDED 11
#define SP_M_V_PARALYZED 12
#define SP_M_V_STUNNED 13
#define SP_M_V_CONFUSED 14
#define SP_M_V_SEENTRAPS 15
#define SP_M_V_END 16 /* end of variable parameters */
/* OBJECT */
#define SP_O_V_SPE 0
#define SP_O_V_CURSE 1
#define SP_O_V_CORPSENM 2
#define SP_O_V_NAME 3
#define SP_O_V_QUAN 4
#define SP_O_V_BURIED 5
#define SP_O_V_LIT 6
#define SP_O_V_ERODED 7
#define SP_O_V_LOCKED 8
#define SP_O_V_TRAPPED 9
#define SP_O_V_RECHARGED 10
#define SP_O_V_INVIS 11
#define SP_O_V_GREASED 12
#define SP_O_V_BROKEN 13
#define SP_O_V_COORD 14
#define SP_O_V_END 15 /* end of variable parameters */
/* When creating objects, we need to know whether
* it's a container and/or contents.
*/
#define SP_OBJ_CONTENT 0x1
#define SP_OBJ_CONTAINER 0x2
/* SPO_FILTER types */
#define SPOFILTER_PERCENT 0
#define SPOFILTER_SELECTION 1
#define SPOFILTER_MAPCHAR 2
/* gradient filter types */
#define SEL_GRADIENT_RADIAL 0
#define SEL_GRADIENT_SQUARE 1
/* variable types */
#define SPOVAR_NULL 0x00
#define SPOVAR_INT 0x01 /* l */
#define SPOVAR_STRING 0x02 /* str */
#define SPOVAR_VARIABLE 0x03 /* str (contains the variable name) */
#define SPOVAR_COORD 0x04 /* coordinate, encoded in l; use SP_COORD_X() and SP_COORD_Y() */
#define SPOVAR_REGION 0x05 /* region, encoded in l; use SP_REGION_X1() etc */
#define SPOVAR_MAPCHAR 0x06 /* map char, in l */
#define SPOVAR_MONST 0x07 /* monster class & specific monster, encoded in l; use SP_MONST_... */
#define SPOVAR_OBJ 0x08 /* object class & specific object type, encoded in l; use SP_OBJ_... */
#define SPOVAR_SEL 0x09 /* selection. char[COLNO][ROWNO] in str */
#define SPOVAR_ARRAY 0x40 /* used in splev_var & lc_vardefs, not in opvar */
#define SP_COORD_IS_RANDOM 0x01000000
/* Humidity flags for get_location() and friends, used with SP_COORD_PACK_RANDOM() */
#define DRY 0x1
#define WET 0x2
#define HOT 0x4
#define SOLID 0x8
#define ANY_LOC 0x10 /* even outside the level */
#define NO_LOC_WARN 0x20 /* no complaints and set x & y to -1, if no loc */
#define SP_COORD_X(l) (l & 0xff)
#define SP_COORD_Y(l) ((l >> 16) & 0xff)
#define SP_COORD_PACK(x,y) ((( x ) & 0xff) + ((( y ) & 0xff) << 16))
#define SP_COORD_PACK_RANDOM(f) (SP_COORD_IS_RANDOM | (f))
#define SP_REGION_X1(l) (l & 0xff)
#define SP_REGION_Y1(l) ((l >> 8) & 0xff)
#define SP_REGION_X2(l) ((l >> 16) & 0xff)
#define SP_REGION_Y2(l) ((l >> 24) & 0xff)
#define SP_REGION_PACK(x1,y1,x2,y2) ((( x1 ) & 0xff) + ((( y1 ) & 0xff) << 8) + ((( x2 ) & 0xff) << 16) + ((( y2 ) & 0xff) << 24))
#define SP_MONST_CLASS(l) (l & 0xff)
#define SP_MONST_PM(l) ((l >> 8) & 0xffff)
#define SP_MONST_PACK(m,c) ((( m ) << 8) + ((char)( c )))
#define SP_OBJ_CLASS(l) (l & 0xff)
#define SP_OBJ_TYP(l) ((l >> 8) & 0xffff)
#define SP_OBJ_PACK(o,c) ((( o ) << 8) + ((char)( c )))
#define SP_MAPCHAR_TYP(l) (l & 0xff)
#define SP_MAPCHAR_LIT(l) ((l >> 8) & 0xff)
#define SP_MAPCHAR_PACK(typ,lit) ((( lit ) << 8) + ((char)( typ )))
struct opvar {
xchar spovartyp; /* one of SPOVAR_foo */
union {
char *str;
long l;
} vardata;
};
struct splev_var {
struct splev_var *next;
char *name;
xchar svtyp; /* SPOVAR_foo */
union {
struct opvar *value;
struct opvar **arrayvalues;
} data;
long array_len;
};
struct splevstack {
long depth;
long depth_alloc;
struct opvar **stackdata;
};
struct sp_frame {
struct sp_frame *next;
struct splevstack *stack;
struct splev_var *variables;
long n_opcode;
};
struct sp_coder {
struct splevstack *stack;
struct sp_frame *frame;
/*int allow_flips;*/
int premapped;
struct mkroom *croom;
struct mkroom *tmproomlist[MAX_NESTED_ROOMS+1];
boolean failed_room[MAX_NESTED_ROOMS+1];
int n_subroom;
boolean exit_script;
int lvl_is_joined;
int opcode; /* current opcode */
struct opvar *opdat; /* current push data (req. opcode == SPO_PUSH) */
};
/* special level coder CPU flags */
#define SP_CPUFLAG_LT 1
#define SP_CPUFLAG_GT 2
#define SP_CPUFLAG_EQ 4
#define SP_CPUFLAG_ZERO 8
/*
* Structures manipulated by the special levels loader & compiler
*/
#define packed_coord long
typedef struct {
xchar is_random;
long getloc_flags;
int x, y;
} unpacked_coord;
typedef struct {
int cmp_what;
int cmp_val;
} opcmp;
typedef struct {
long jmp_target;
} opjmp;
typedef union str_or_len {
char *str;
int len;
} Str_or_Len;
typedef struct {
xchar init_style; /* one of LVLINIT_foo */
long flags;
schar filling;
boolean init_present, padding;
char fg, bg;
boolean smoothed, joined;
xchar lit, walled;
boolean icedpools; /* for ice locations: ICED_POOL vs ICED_MOAT */
} lev_init;
typedef struct {
xchar wall, pos, secret, mask;
} room_door;
typedef struct {
packed_coord coord;
xchar x, y, type;
} trap;
typedef struct {
Str_or_Len name, appear_as;
short id;
aligntyp align;
packed_coord coord;
xchar x, y, class, appear;
schar peaceful, asleep;
short female, invis, cancelled, revived, avenge, fleeing, blinded, paralyzed, stunned, confused;
long seentraps;
short has_invent;
} monster;
typedef struct {
Str_or_Len name;
int corpsenm;
short id, spe;
packed_coord coord;
xchar x, y, class, containment;
schar curse_state;
int quan;
short buried;
short lit;
short eroded, locked, trapped, recharged, invis, greased, broken;
} object;
typedef struct {
packed_coord coord;
xchar x, y;
aligntyp align;
xchar shrine;
} altar;
typedef struct {
xchar x1, y1, x2, y2;
xchar rtype, rlit, rirreg;
} region;
typedef struct {
xchar ter, tlit;
} terrain;
typedef struct {
xchar chance;
xchar x1,y1,x2,y2;
xchar fromter, toter, tolit;
} replaceterrain;
/* values for rtype are defined in dungeon.h */
typedef struct {
struct { xchar x1, y1, x2, y2; } inarea;
struct { xchar x1, y1, x2, y2; } delarea;
boolean in_islev, del_islev;
xchar rtype, padding;
Str_or_Len rname;
} lev_region;
typedef struct {
struct {
xchar room;
xchar wall;
xchar door;
} src, dest;
} corridor;
typedef struct _room {
Str_or_Len name;
Str_or_Len parent;
xchar x, y, w, h;
xchar xalign, yalign;
xchar rtype, chance, rlit, filled, joined;
} room;
typedef struct {
schar zaligntyp;
schar keep_region;
schar halign, valign;
char xsize, ysize;
char **map;
} mazepart;
typedef struct {
int opcode;
struct opvar *opdat;
} _opcode;
typedef struct {
_opcode *opcodes;
long n_opcodes;
} sp_lev;
typedef struct {
xchar x, y, direction, count, lit;
char typ;
} spill;
/* only used by lev_comp */
struct lc_funcdefs_parm {
char *name;
char parmtype;
struct lc_funcdefs_parm *next;
};
struct lc_funcdefs {
struct lc_funcdefs *next;
char *name;
long addr;
sp_lev code;
long n_called;
struct lc_funcdefs_parm *params;
long n_params;
};
struct lc_vardefs {
struct lc_vardefs *next;
char *name;
long var_type; /* SPOVAR_foo */
long n_used;
};
struct lc_breakdef {
struct lc_breakdef *next;
struct opvar *breakpoint;
int break_depth;
};
#endif /* SP_LEV_H */