> NetHack feedback form submitted by > <email deleted> > on Tuesday, September 9, 2003 at 06:41:34 > Hi, Just thought I'd point out a sort of inappropriate word > choice or typo that I came across in Juiblex's Swamp. I got this > message, after pushing a boulder into the swamp: There is a large > splash as the boulder falls into the moat. Obviously it's a swamp > and not a moat so that sounds a bit wrong. It says the same sort > of thing when I #dip a scroll in the swamp as well.
170 lines
6.3 KiB
C
170 lines
6.3 KiB
C
/* SCCS Id: @(#)dungeon.h 3.4 1999/07/02 */
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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 DUNGEON_H
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#define DUNGEON_H
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typedef struct d_flags { /* dungeon/level type flags */
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Bitfield(town, 1); /* is this a town? (levels only) */
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Bitfield(hellish, 1); /* is this part of hell? */
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Bitfield(maze_like, 1); /* is this a maze? */
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Bitfield(rogue_like, 1); /* is this an old-fashioned presentation? */
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Bitfield(align, 3); /* dungeon alignment. */
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Bitfield(unused, 1); /* etc... */
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} d_flags;
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typedef struct d_level { /* basic dungeon level element */
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xchar dnum; /* dungeon number */
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xchar dlevel; /* level number */
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} d_level;
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typedef struct s_level { /* special dungeon level element */
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struct s_level *next;
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d_level dlevel; /* dungeon & level numbers */
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char proto[15]; /* name of prototype file (eg. "tower") */
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char boneid; /* character to id level in bones files */
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uchar rndlevs; /* no. of randomly available similar levels */
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d_flags flags; /* type flags */
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} s_level;
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typedef struct stairway { /* basic stairway identifier */
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xchar sx, sy; /* x / y location of the stair */
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d_level tolev; /* where does it go */
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char up; /* what type of stairway (up/down) */
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} stairway;
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/* level region types */
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#define LR_DOWNSTAIR 0
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#define LR_UPSTAIR 1
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#define LR_PORTAL 2
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#define LR_BRANCH 3
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#define LR_TELE 4
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#define LR_UPTELE 5
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#define LR_DOWNTELE 6
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typedef struct dest_area { /* non-stairway level change indentifier */
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xchar lx, ly; /* "lower" left corner (near [0,0]) */
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xchar hx, hy; /* "upper" right corner (near [COLNO,ROWNO]) */
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xchar nlx, nly; /* outline of invalid area */
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xchar nhx, nhy; /* opposite corner of invalid area */
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} dest_area;
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typedef struct dungeon { /* basic dungeon identifier */
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char dname[24]; /* name of the dungeon (eg. "Hell") */
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char proto[15]; /* name of prototype file (eg. "tower") */
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char boneid; /* character to id dungeon in bones files */
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d_flags flags; /* dungeon flags */
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xchar entry_lev; /* entry level */
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xchar num_dunlevs; /* number of levels in this dungeon */
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xchar dunlev_ureached; /* how deep you have been in this dungeon */
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int ledger_start, /* the starting depth in "real" terms */
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depth_start; /* the starting depth in "logical" terms */
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} dungeon;
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/*
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* A branch structure defines the connection between two dungeons. They
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* will be ordered by the dungeon number/level number of 'end1'. Ties
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* are resolved by 'end2'. 'Type' uses 'end1' arbitrarily as the primary
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* point.
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*/
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typedef struct branch {
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struct branch *next; /* next in the branch chain */
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int id; /* branch identifier */
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int type; /* type of branch */
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d_level end1; /* "primary" end point */
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d_level end2; /* other end point */
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boolean end1_up; /* does end1 go up? */
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} branch;
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/* branch types */
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#define BR_STAIR 0 /* "Regular" connection, 2 staircases. */
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#define BR_NO_END1 1 /* "Regular" connection. However, no stair from */
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/* end1 to end2. There is a stair from end2 */
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/* to end1. */
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#define BR_NO_END2 2 /* "Regular" connection. However, no stair from */
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/* end2 to end1. There is a stair from end1 */
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/* to end2. */
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#define BR_PORTAL 3 /* Connection by magic portals (traps) */
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/* A particular dungeon contains num_dunlevs d_levels with dlevel 1..
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* num_dunlevs. Ledger_start and depth_start are bases that are added
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* to the dlevel of a particular d_level to get the effective ledger_no
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* and depth for that d_level.
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*
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* Ledger_no is a bookkeeping number that gives a unique identifier for a
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* particular d_level (for level.?? files, e.g.).
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*
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* Depth corresponds to the number of floors below the surface.
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*/
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#define Is_astralevel(x) (on_level(x, &astral_level))
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#define Is_earthlevel(x) (on_level(x, &earth_level))
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#define Is_waterlevel(x) (on_level(x, &water_level))
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#define Is_firelevel(x) (on_level(x, &fire_level))
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#define Is_airlevel(x) (on_level(x, &air_level))
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#define Is_medusa_level(x) (on_level(x, &medusa_level))
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#define Is_oracle_level(x) (on_level(x, &oracle_level))
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#define Is_valley(x) (on_level(x, &valley_level))
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#define Is_juiblex_level(x) (on_level(x, &juiblex_level))
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#define Is_asmo_level(x) (on_level(x, &asmodeus_level))
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#define Is_baal_level(x) (on_level(x, &baalzebub_level))
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#define Is_wiz1_level(x) (on_level(x, &wiz1_level))
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#define Is_wiz2_level(x) (on_level(x, &wiz2_level))
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#define Is_wiz3_level(x) (on_level(x, &wiz3_level))
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#define Is_sanctum(x) (on_level(x, &sanctum_level))
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#define Is_portal_level(x) (on_level(x, &portal_level))
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#define Is_rogue_level(x) (on_level(x, &rogue_level))
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#define Is_stronghold(x) (on_level(x, &stronghold_level))
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#define Is_bigroom(x) (on_level(x, &bigroom_level))
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#define Is_qstart(x) (on_level(x, &qstart_level))
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#define Is_qlocate(x) (on_level(x, &qlocate_level))
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#define Is_nemesis(x) (on_level(x, &nemesis_level))
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#define Is_knox(x) (on_level(x, &knox_level))
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#define In_sokoban(x) ((x)->dnum == sokoban_dnum)
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#define Inhell In_hell(&u.uz) /* now gehennom */
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#define In_endgame(x) ((x)->dnum == astral_level.dnum)
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#define within_bounded_area(X,Y,LX,LY,HX,HY) \
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((X) >= (LX) && (X) <= (HX) && (Y) >= (LY) && (Y) <= (HY))
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/* monster and object migration codes */
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#define MIGR_NOWHERE (-1) /* failure flag for down_gate() */
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#define MIGR_RANDOM 0
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#define MIGR_APPROX_XY 1 /* approximate coordinates */
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#define MIGR_EXACT_XY 2 /* specific coordinates */
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#define MIGR_STAIRS_UP 3
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#define MIGR_STAIRS_DOWN 4
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#define MIGR_LADDER_UP 5
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#define MIGR_LADDER_DOWN 6
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#define MIGR_SSTAIRS 7 /* dungeon branch */
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#define MIGR_PORTAL 8 /* magic portal */
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#define MIGR_NEAR_PLAYER 9 /* mon: followers; obj: trap door */
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/* level information (saved via ledger number) */
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struct linfo {
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unsigned char flags;
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#define VISITED 0x01 /* hero has visited this level */
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#define FORGOTTEN 0x02 /* hero will forget this level when reached */
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#define LFILE_EXISTS 0x04 /* a level file exists for this level */
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/*
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* Note: VISITED and LFILE_EXISTS are currently almost always set at the
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* same time. However they _mean_ different things.
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*/
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#ifdef MFLOPPY
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# define FROMPERM 1 /* for ramdisk use */
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# define TOPERM 2 /* for ramdisk use */
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# define ACTIVE 1
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# define SWAPPED 2
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int where;
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long time;
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long size;
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#endif /* MFLOPPY */
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};
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#endif /* DUNGEON_H */
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