This one turned out to be more effort than I had originally anticipated. We had a bug report requesting that zapping a wand of digging laterally while in a pit should dig beside you. That seemed like a reasonable enough request, but this ended up with the following results: - needed to check where this should not be permitted, or at least where there should be special-case code because there is something such as furniture on the surface above the dig point. - now tracks conjoined pits through new fields in the trap structure, hence the pathlevel increment. The array of 8 boolean values represents each of the 8 directions around a pit. - Previously, pits could be adjacent to each other as two individual pits, in which case moving between them results in a fall as you went into the next pit. That behavior is preserved. - Pits created either by zapping a wand of digging laterally while in a pit, or by "clearing debris" between two adjacent pits via a pick-axe, sets the conjoined fields for those two pits. You cannot create a brand new adjacent pit via pick-axe, only with the wand. - The hero can pass between conjoined pits without falling. - dighole() was hijacked for adjacent pit digging, so the ability to pass coordinates to it and its downstream functions was added (dig_up_grave() for example). dighole() does pretty much everything appropriately for this adjacent digging, more so than calling digactualhole() directly. - moving into a conjoined pit that has spikes still does damage, but less so that "falling" into the spiked pit, and you "step on" the spikes rather than falling into them. - Not done: should pits with the conjoined fields set be referred to as 'trenches' rather than pits in messages and identifications?
80 lines
2.1 KiB
C
80 lines
2.1 KiB
C
/* SCCS Id: @(#)trap.h 3.5 2000/08/30 */
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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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/* note for 3.1.0 and later: no longer manipulated by 'makedefs' */
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#ifndef TRAP_H
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#define TRAP_H
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union vlaunchinfo {
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short v_launch_otyp; /* type of object to be triggered */
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coord v_launch2; /* secondary launch point (for boulders) */
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boolean v_conjoined[8]; /* conjoined pit locations */
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};
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struct trap {
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struct trap *ntrap;
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xchar tx,ty;
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d_level dst; /* destination for portals */
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coord launch;
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Bitfield(ttyp,5);
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Bitfield(tseen,1);
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Bitfield(once,1);
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Bitfield(madeby_u,1); /* So monsters may take offence when you trap
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them. Recognizing who made the trap isn't
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completely unreasonable, everybody has
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their own style. This flag is also needed
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when you untrap a monster. It would be too
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easy to make a monster peaceful if you could
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set a trap for it and then untrap it. */
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union vlaunchinfo vl;
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#define launch_otyp vl.v_launch_otyp
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#define launch2 vl.v_launch2
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#define conjoined vl.v_conjoined
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};
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extern struct trap *ftrap;
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#define newtrap() (struct trap *) alloc(sizeof(struct trap))
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#define dealloc_trap(trap) free((genericptr_t) (trap))
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/* reasons for statue animation */
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#define ANIMATE_NORMAL 0
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#define ANIMATE_SHATTER 1
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#define ANIMATE_SPELL 2
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/* reasons for animate_statue's failure */
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#define AS_OK 0 /* didn't fail */
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#define AS_NO_MON 1 /* makemon failed */
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#define AS_MON_IS_UNIQUE 2 /* statue monster is unique */
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/* Note: if adding/removing a trap, adjust trap_engravings[] in mklev.c */
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/* unconditional traps */
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#define NO_TRAP 0
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#define ARROW_TRAP 1
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#define DART_TRAP 2
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#define ROCKTRAP 3
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#define SQKY_BOARD 4
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#define BEAR_TRAP 5
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#define LANDMINE 6
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#define ROLLING_BOULDER_TRAP 7
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#define SLP_GAS_TRAP 8
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#define RUST_TRAP 9
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#define FIRE_TRAP 10
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#define PIT 11
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#define SPIKED_PIT 12
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#define HOLE 13
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#define TRAPDOOR 14
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#define TELEP_TRAP 15
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#define LEVEL_TELEP 16
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#define MAGIC_PORTAL 17
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#define WEB 18
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#define STATUE_TRAP 19
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#define MAGIC_TRAP 20
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#define ANTI_MAGIC 21
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#define POLY_TRAP 22
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#define TRAPNUM 23
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#endif /* TRAP_H */
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