358 lines
16 KiB
C
358 lines
16 KiB
C
/* NetHack 3.7 defsym.h */
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/* Copyright (c) 2016 by Pasi Kallinen */
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/* NetHack may be freely redistributed. See license for details. */
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/*
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This header is included in multiple places to produce
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different code depending on its use. Its purpose is to
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ensure that there is only one definitive source for
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pchar, objclass and mon symbols.
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The morphing macro expansions are used in these places:
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- in include/sym.h for enums of some S_ symbol values
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(define PCHAR_ENUM, MONSYMS_ENUM prior to #include defsym.h)
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- in include/objclass.h for enums of some S_ symbol values
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(define OBJCLASS_ENUM prior to #include defsym.h)
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- in src/symbols.c for parsing S_ entries in config files
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(define PCHAR_PARSE, MONSYMS_PARSE, OBJCLASS_PARSE prior
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to #include defsym.h)
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- in src/drawing.c for initializing some data structures/arrays
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(define PCHAR_DRAWING, MONSYMS_DRAWING, OBJCLASS_DRAWING prior
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to #include defsym.h)
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- in win/share/tilemap.c for processing a tile file
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(define PCHAR_TILES prior to #include defsym.h).
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*/
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#ifdef CLR
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#undef CLR
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#endif
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#ifdef TEXTCOLOR
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#define CLR(n) n
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#else
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#define CLR(n)
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#endif
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#if defined(PCHAR_ENUM) || defined(PCHAR_PARSE) || defined(PCHAR_DRAWING) || defined(PCHAR_TILES)
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/*
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PCHAR(idx, ch, sym, desc, clr)
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idx: index used in enum
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ch: character symbol
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sym: symbol name for parsing purposes
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desc: description
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clr: color
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PCHAR2(idx, ch, sym, tilenm, desc, clr)
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idx: index used in enum
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ch: character symbol
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sym: symbol name for parsing purposes
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desc: description
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clr: color
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*/
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#if defined(PCHAR_ENUM)
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/* sym.h */
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#define PCHAR(idx, ch, sym, desc, clr) \
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sym = idx,
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#define PCHAR2(idx, ch, sym, tilenm, desc, clr) \
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sym = idx,
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#elif defined(PCHAR_PARSE)
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/* symbols.c */
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#define PCHAR(idx, ch, sym, desc, clr) \
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{ SYM_PCHAR, sym, #sym },
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#define PCHAR2(idx, ch, sym, tilenm, desc, clr) \
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{ SYM_PCHAR, sym, #sym },
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#elif defined(PCHAR_DRAWING)
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/* drawing.c */
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#define PCHAR(idx, ch, sym, desc, clr) \
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{ ch, desc, clr },
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#define PCHAR2(idx, ch, sym, tilenm, desc, clr) \
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{ ch, desc, clr },
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#elif defined(PCHAR_TILES)
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/* win/share/tilemap.c */
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#define PCHAR(idx, ch, sym, desc, clr) \
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{ sym, desc, desc },
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#define PCHAR2(idx, ch, sym, tilenm, desc, clr) \
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{ sym, tilenm, desc },
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#endif
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PCHAR2( 0, ' ', S_stone, "dark part of a room", "stone", CLR(NO_COLOR))
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PCHAR2( 1, '|', S_vwall, "vertical wall", "wall", CLR(CLR_GRAY))
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PCHAR2( 2, '-', S_hwall, "horizontal wall", "wall", CLR(CLR_GRAY))
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PCHAR2( 3, '-', S_tlcorn, "top left corner wall", "wall", CLR(CLR_GRAY))
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PCHAR2( 4, '-', S_trcorn, "top right corner wall", "wall", CLR(CLR_GRAY))
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PCHAR2( 5, '-', S_blcorn, "bottom left corner wall", "wall", CLR(CLR_GRAY))
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PCHAR2( 6, '-', S_brcorn, "bottom right corner wall", "wall", CLR(CLR_GRAY))
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PCHAR2( 7, '-', S_crwall, "cross wall", "wall", CLR(CLR_GRAY))
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PCHAR2( 8, '-', S_tuwall, "tuwall", "wall", CLR(CLR_GRAY))
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PCHAR2( 9, '-', S_tdwall, "tdwall", "wall", CLR(CLR_GRAY))
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PCHAR2(10, '|', S_tlwall, "tlwall", "wall", CLR(CLR_GRAY))
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PCHAR2(11, '|', S_trwall, "trwall", "wall", CLR(CLR_GRAY))
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PCHAR2(12, '.', S_ndoor, "no door", "doorway", CLR(CLR_GRAY))
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PCHAR2(13, '-', S_vodoor, "vertical open door", "open door", CLR(CLR_BROWN))
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PCHAR2(14, '|', S_hodoor, "horizontal open door", "open door", CLR(CLR_BROWN))
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PCHAR( 15, '+', S_vcdoor, "vertical closed door", CLR(CLR_BROWN))
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PCHAR( 16, '+', S_hcdoor, "horizontal closed door", CLR(CLR_BROWN))
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PCHAR( 17, '#', S_bars, "iron bars", CLR(HI_METAL))
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PCHAR( 18, '#', S_tree, "tree", CLR(CLR_GREEN))
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PCHAR( 19, '.', S_room, "floor of a room", CLR(CLR_GRAY))
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PCHAR( 20, '.', S_darkroom, "dark part of a room", CLR(CLR_BLACK))
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PCHAR2(21, '#', S_corr, "dark corridor", "corridor", CLR(CLR_GRAY))
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PCHAR( 22, '#', S_litcorr, "lit corridor", CLR(CLR_GRAY))
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PCHAR2(23, '<', S_upstair, "up stairs", "staircase up", CLR(CLR_GRAY))
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PCHAR2(24, '>', S_dnstair, "down stairs", "staircase down", CLR(CLR_GRAY))
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PCHAR2(25, '<', S_upladder, "up ladder", "ladder up", CLR(CLR_BROWN))
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PCHAR2(26, '>', S_dnladder, "down ladder", "ladder down", CLR(CLR_BROWN))
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PCHAR( 27, '<', S_brupstair, "branch staircase up", CLR(CLR_YELLOW))
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PCHAR( 28, '>', S_brdnstair, "branch staircase down", CLR(CLR_YELLOW))
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PCHAR( 29, '<', S_brupladder, "branch ladder up", CLR(CLR_YELLOW))
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PCHAR( 30, '>', S_brdnladder, "branch ladder down", CLR(CLR_YELLOW))
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PCHAR( 31, '_', S_altar, "altar", CLR(CLR_GRAY))
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PCHAR( 32, '|', S_grave, "grave", CLR(CLR_WHITE))
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PCHAR2(33, '\\', S_throne, "throne", "opulent throne", CLR(HI_GOLD))
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PCHAR( 34, '#', S_sink, "sink", CLR(CLR_GRAY))
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PCHAR( 35, '{', S_fountain, "fountain", CLR(CLR_BRIGHT_BLUE))
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PCHAR2(36, '}', S_pool, "pool", "water", CLR(CLR_BLUE))
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PCHAR( 37, '.', S_ice, "ice", CLR(CLR_CYAN))
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PCHAR( 38, '}', S_lava, "molten lava", CLR(CLR_RED))
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PCHAR2(39, '.', S_vodbridge, "vertical open drawbridge",
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"lowered drawbridge", CLR(CLR_BROWN))
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PCHAR2(40, '.', S_hodbridge, "horizontal open drawbridge",
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"lowered drawbridge", CLR(CLR_BROWN))
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PCHAR2(41, '#', S_vcdbridge, "vertical closed drawbridge",
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"raised drawbridge", CLR(CLR_BROWN))
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PCHAR2(42, '#', S_hcdbridge, "horizontal closed drawbridge",
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"raised drawbridge", CLR(CLR_BROWN))
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PCHAR( 43, ' ', S_air, "air", CLR(CLR_CYAN))
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PCHAR( 44, '#', S_cloud, "cloud", CLR(CLR_GRAY))
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PCHAR( 45, '}', S_water, "water", CLR(CLR_BLUE))
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/* end dungeon characters, begin traps */
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PCHAR( 46, '^', S_arrow_trap, "arrow trap", CLR(HI_METAL))
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PCHAR( 47, '^', S_dart_trap, "dart trap", CLR(HI_METAL))
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PCHAR( 48, '^', S_falling_rock_trap, "falling rock trap", CLR(CLR_GRAY))
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PCHAR( 49, '^', S_squeaky_board, "squeaky board", CLR(CLR_BROWN))
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PCHAR( 50, '^', S_bear_trap, "bear trap", CLR(HI_METAL))
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PCHAR( 51, '^', S_land_mine, "land mine", CLR(CLR_RED))
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PCHAR( 52, '^', S_rolling_boulder_trap, "rolling boulder trap", CLR(CLR_GRAY))
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PCHAR( 53, '^', S_sleeping_gas_trap, "sleeping gas trap", CLR(HI_ZAP))
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PCHAR( 54, '^', S_rust_trap, "rust trap", CLR(CLR_BLUE))
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PCHAR( 55, '^', S_fire_trap, "fire trap", CLR(CLR_ORANGE))
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PCHAR( 56, '^', S_pit, "pit", CLR(CLR_BLACK))
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PCHAR( 57, '^', S_spiked_pit, "spiked pit", CLR(CLR_BLACK))
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PCHAR( 58, '^', S_hole, "hole", CLR(CLR_BROWN))
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PCHAR( 59, '^', S_trap_door, "trap door", CLR(CLR_BROWN))
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PCHAR( 60, '^', S_teleportation_trap, "teleportation trap", CLR(CLR_MAGENTA))
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PCHAR( 61, '^', S_level_teleporter, "level teleporter", CLR(CLR_MAGENTA))
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PCHAR( 62, '^', S_magic_portal, "magic portal", CLR(CLR_BRIGHT_MAGENTA))
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PCHAR( 63, '"', S_web, "web", CLR(CLR_GRAY))
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PCHAR( 64, '^', S_statue_trap, "statue trap", CLR(CLR_GRAY))
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PCHAR( 65, '^', S_magic_trap, "magic trap", CLR(HI_ZAP))
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PCHAR2(66, '^', S_anti_magic_trap, "anti magic trap", "anti-magic field", CLR(HI_ZAP))
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PCHAR( 67, '^', S_polymorph_trap, "polymorph trap", CLR(CLR_BRIGHT_GREEN))
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PCHAR( 68, '~', S_vibrating_square, "vibrating square", CLR(CLR_MAGENTA))
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/* end traps, begin special effects */
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/* zap colors are changed by map_glyphinfo() to match type of beam */
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PCHAR2(69, '|', S_vbeam, "vertical beam", "", CLR(CLR_GRAY))
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PCHAR2(70, '-', S_hbeam, "horizontal beam", "", CLR(CLR_GRAY))
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PCHAR2(71, '\\', S_lslant, "left slant beam", "", CLR(CLR_GRAY))
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PCHAR2(72, '/', S_rslant, "right slant beam", "", CLR(CLR_GRAY))
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PCHAR2(73, '*', S_digbeam, "dig beam", "", CLR(CLR_WHITE))
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PCHAR2(74, '!', S_flashbeam, "flash beam", "", CLR(CLR_WHITE))
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PCHAR2(75, ')', S_boomleft, "boom left", "", CLR(HI_WOOD))
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PCHAR2(76, '(', S_boomright, "boom right", "", CLR(HI_WOOD))
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/* 4 magic shield symbols */
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PCHAR2(77, '0', S_ss1, "shield1", "", CLR(HI_ZAP))
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PCHAR2(78, '#', S_ss2, "shield2", "", CLR(HI_ZAP))
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PCHAR2(79, '@', S_ss3, "shield3", "", CLR(HI_ZAP))
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PCHAR2(80, '*', S_ss4, "shield4", "", CLR(HI_ZAP))
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PCHAR( 81, '#', S_poisoncloud, "poison cloud", CLR(CLR_BRIGHT_GREEN))
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PCHAR( 82, '?', S_goodpos, "valid position", CLR(CLR_BRIGHT_GREEN))
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/* The 8 swallow symbols. Do NOT separate. To change order or add, */
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/* see the function swallow_to_glyph() in display.c. */
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/* swallow colors are changed by map_glyphinfo() to match engulfing monst */
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PCHAR2(83, '/', S_sw_tl, "swallow top left", "", CLR(CLR_GREEN)) /* 1 */
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PCHAR2(84, '-', S_sw_tc, "swallow top center", "", CLR(CLR_GREEN)) /* 2 Order: */
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PCHAR2(85, '\\', S_sw_tr, "swallow top right", "", CLR(CLR_GREEN)) /* 3 */
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PCHAR2(86, '|', S_sw_ml, "swallow middle left", "", CLR(CLR_GREEN)) /* 4 1 2 3 */
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PCHAR2(87, '|', S_sw_mr, "swallow middle right", "", CLR(CLR_GREEN)) /* 6 4 5 6 */
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PCHAR2(88, '\\', S_sw_bl, "swallow bottom left", "", CLR(CLR_GREEN)) /* 7 7 8 9 */
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PCHAR2(89, '-', S_sw_bc, "swallow bottom center", "", CLR(CLR_GREEN)) /* 8 */
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PCHAR2(90, '/', S_sw_br, "swallow bottom right", "", CLR(CLR_GREEN)) /* 9 */
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/* explosion colors are changed by map_glyphinfo() to match type of expl. */
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PCHAR2(91, '/', S_explode1, "explosion top left", "", CLR(CLR_ORANGE)) /* */
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PCHAR2(92, '-', S_explode2, "explosion top center", "", CLR(CLR_ORANGE)) /* */
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PCHAR2(93, '\\', S_explode3, "explosion top right", "", CLR(CLR_ORANGE)) /*Ex. */
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PCHAR2(94, '|', S_explode4, "explosion middle left", "", CLR(CLR_ORANGE)) /* */
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PCHAR2(95, ' ', S_explode5, "explosion middle center", "", CLR(CLR_ORANGE)) /* /-\ */
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PCHAR2(96, '|', S_explode6, "explosion middle right", "", CLR(CLR_ORANGE)) /* |@| */
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PCHAR2(97, '\\', S_explode7, "explosion bottom left", "", CLR(CLR_ORANGE)) /* \-/ */
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PCHAR2(98, '-', S_explode8, "explosion bottom center", "", CLR(CLR_ORANGE)) /* */
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PCHAR2(99, '/', S_explode9, "explosion bottom right", "", CLR(CLR_ORANGE)) /* */
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#undef PCHAR
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#undef PCHAR2
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#endif /* PCHAR_ENUM || PCHAR_DEFSYMS || PCHAR_DRAWING || PCHAR_TILES */
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#if defined(MONSYMS_ENUM) || defined(MONSYMS_PARSE) || defined (MONSYMS_DRAWING)
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/*
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MONSYM(idx, ch, sym desc)
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idx: index used in enum
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ch: character symbol
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sym: symbol name for parsing purposes
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desc: description
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*/
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#if defined(MONSYMS_ENUM)
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/* sym.h */
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#define MONSYM(idx, ch, sym, desc) \
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sym = idx,
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#elif defined(MONSYMS_PARSE)
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/* symbols.c */
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#define MONSYM(idx, ch, sym, desc) \
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{ SYM_MON, sym + SYM_OFF_M, #sym },
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#elif defined(MONSYMS_DRAWING)
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/* drawing.c */
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#define MONSYM(idx, ch, sym, desc) \
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{ ch, "", desc },
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#endif
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MONSYM( 1, DEF_ANT, S_ANT, "ant or other insect")
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MONSYM( 2, DEF_BLOB, S_BLOB, "blob")
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MONSYM( 3, DEF_COCKATRICE, S_COCKATRICE, "cockatrice")
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MONSYM( 4, DEF_DOG, S_DOG, "dog or other canine")
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MONSYM( 5, DEF_EYE, S_EYE, "eye or sphere")
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MONSYM( 6, DEF_FELINE, S_FELINE, "cat or other feline")
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MONSYM( 7, DEF_GREMLIN, S_GREMLIN, "gremlin")
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/* small humanoids: hobbit, dwarf */
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MONSYM( 8, DEF_HUMANOID, S_HUMANOID, "humanoid")
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/* minor demons */
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MONSYM( 9, DEF_IMP, S_IMP, "imp or minor demon")
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MONSYM(10, DEF_JELLY, S_JELLY, "jelly")
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MONSYM(11, DEF_KOBOLD, S_KOBOLD, "kobold")
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MONSYM(12, DEF_LEPRECHAUN, S_LEPRECHAUN, "leprechaun")
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MONSYM(13, DEF_MIMIC, S_MIMIC, "mimic") /* 'm' */
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MONSYM(14, DEF_NYMPH, S_NYMPH, "nymph")
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MONSYM(15, DEF_ORC, S_ORC, "orc")
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MONSYM(16, DEF_PIERCER, S_PIERCER, "piercer")
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/* quadruped excludes horses */
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MONSYM(17, DEF_QUADRUPED, S_QUADRUPED, "quadruped")
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MONSYM(18, DEF_RODENT, S_RODENT, "rodent")
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MONSYM(19, DEF_SPIDER, S_SPIDER, "arachnid or centipede")
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MONSYM(20, DEF_TRAPPER, S_TRAPPER, "trapper or lurker above")
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/* unicorn, horses */
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MONSYM(21, DEF_UNICORN, S_UNICORN, "unicorn or horse")
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MONSYM(22, DEF_VORTEX, S_VORTEX, "vortex")
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MONSYM(23, DEF_WORM, S_WORM, "worm")
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MONSYM(24, DEF_XAN, S_XAN, "xan or other mythical/fantastic insect")
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/* yellow light, black light */
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MONSYM(25, DEF_LIGHT, S_LIGHT, "light")
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MONSYM(26, DEF_ZRUTY, S_ZRUTY, "zruty")
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MONSYM(27, DEF_ANGEL, S_ANGEL, "angelic being")
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MONSYM(28, DEF_BAT, S_BAT, "bat or bird")
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MONSYM(29, DEF_CENTAUR, S_CENTAUR, "centaur")
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MONSYM(30, DEF_DRAGON, S_DRAGON, "dragon")
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/* elemental includes invisible stalker */
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MONSYM(31, DEF_ELEMENTAL, S_ELEMENTAL, "elemental")
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MONSYM(32, DEF_FUNGUS, S_FUNGUS, "fungus or mold")
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MONSYM(33, DEF_GNOME, S_GNOME, "gnome")
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/* large humanoid: giant, ettin, minotaur */
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MONSYM(34, DEF_GIANT, S_GIANT, "giant humanoid")
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MONSYM(35, DEF_INVISIBLE, S_invisible, "invisible monster")
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MONSYM(36, DEF_JABBERWOCK, S_JABBERWOCK, "jabberwock")
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MONSYM(37, DEF_KOP, S_KOP, "Keystone Kop")
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MONSYM(38, DEF_LICH, S_LICH, "lich")
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MONSYM(39, DEF_MUMMY, S_MUMMY, "mummy")
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MONSYM(40, DEF_NAGA, S_NAGA, "naga")
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MONSYM(41, DEF_OGRE, S_OGRE, "ogre")
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MONSYM(42, DEF_PUDDING, S_PUDDING, "pudding or ooze")
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MONSYM(43, DEF_QUANTMECH, S_QUANTMECH, "quantum mechanic")
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MONSYM(44, DEF_RUSTMONST, S_RUSTMONST, "rust monster or disenchanter")
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MONSYM(45, DEF_SNAKE, S_SNAKE, "snake")
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MONSYM(46, DEF_TROLL, S_TROLL, "troll")
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/* umber hulk */
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MONSYM(47, DEF_UMBER, S_UMBER, "umber hulk")
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MONSYM(48, DEF_VAMPIRE, S_VAMPIRE, "vampire")
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MONSYM(49, DEF_WRAITH, S_WRAITH, "wraith")
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MONSYM(50, DEF_XORN, S_XORN, "xorn")
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/* apelike creature includes owlbear, monkey */
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MONSYM(51, DEF_YETI, S_YETI, "apelike creature")
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MONSYM(52, DEF_ZOMBIE, S_ZOMBIE, "zombie")
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MONSYM(53, DEF_HUMAN, S_HUMAN, "human or elf")
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/* space symbol*/
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MONSYM(54, DEF_GHOST, S_GHOST, "ghost")
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MONSYM(55, DEF_GOLEM, S_GOLEM, "golem")
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MONSYM(56, DEF_DEMON, S_DEMON, "major demon")
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/* fish */
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MONSYM(57, DEF_EEL, S_EEL, "sea monster")
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/* reptiles */
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MONSYM(58, DEF_LIZARD, S_LIZARD, "lizard")
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MONSYM(59, DEF_WORM_TAIL, S_WORM_TAIL, "long worm tail")
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MONSYM(60, DEF_MIMIC_DEF, S_MIMIC_DEF, "mimic")
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#undef MONSYM
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#endif /* MONSYMS_ENUM || MONSYMS_PARSE || MONSYMS_DRAWING */
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#if defined(OBJCLASS_ENUM) || defined(OBJCLASS_PARSE) || defined (OBJCLASS_DRAWING)
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/*
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OBJCLASS(idx, class, defsym, sym, name, explain)
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idx: index used in enum
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class: enum entry
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defsym: symbol macro (defined in sym.h)
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sym: symbol name for parsing purposes
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name: used in object_detect()
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explain: used in do_look()
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*/
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#if defined(OBJCLASS_ENUM)
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/* objclass.h */
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#define OBJCLASS(idx, class, defsym, sym, name, explain) \
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class = idx,
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#elif defined(OBJCLASS_PARSE)
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/* symbols.c */
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#define OBJCLASS(idx, class, defsym, sym, name, explain) \
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{ SYM_OC, class + SYM_OFF_O, #sym },
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#elif defined(OBJCLASS_DRAWING)
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/* drawing.c */
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#define OBJCLASS(idx, class, defsym, sym, name, explain) \
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{ defsym, name, explain },
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#endif
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OBJCLASS( 1, ILLOBJ_CLASS, ILLOBJ_SYM, S_strange_obj,
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"illegal objects", "strange object")
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OBJCLASS( 2, WEAPON_CLASS, WEAPON_SYM, S_weapon, "weapons", "weapon")
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OBJCLASS( 3, ARMOR_CLASS, ARMOR_SYM, S_armor,
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"armor", "suit or piece of armor")
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OBJCLASS( 4, RING_CLASS, RING_SYM, S_ring, "rings", "ring")
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OBJCLASS( 5, AMULET_CLASS, AMULET_SYM, S_amulet, "amulets", "amulet")
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OBJCLASS( 6, TOOL_CLASS, TOOL_SYM, S_tool,
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"tools", "useful item (pick-axe, key, lamp...)")
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OBJCLASS( 7, FOOD_CLASS, FOOD_SYM, S_food, "food", "piece of food")
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OBJCLASS( 8, POTION_CLASS, POTION_SYM, S_potion, "potions", "potion")
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OBJCLASS( 9, SCROLL_CLASS, SCROLL_SYM, S_scroll, "scrolls", "scroll")
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OBJCLASS(10, SPBOOK_CLASS, SPBOOK_SYM, S_book, "spellbooks", "spellbook")
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OBJCLASS(11, WAND_CLASS, WAND_SYM, S_wand, "wands", "wand")
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OBJCLASS(12, COIN_CLASS, GOLD_SYM, S_coin, "coins", "pile of coins")
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OBJCLASS(13, GEM_CLASS, GEM_SYM, S_gem, "rocks", "gem or rock")
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OBJCLASS(14, ROCK_CLASS, ROCK_SYM, S_rock,
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"large stones", "boulder or statue")
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|
OBJCLASS(15, BALL_CLASS, BALL_SYM, S_ball, "iron balls", "iron ball")
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OBJCLASS(16, CHAIN_CLASS, CHAIN_SYM, S_chain, "chains", "iron chain")
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OBJCLASS(17, VENOM_CLASS, VENOM_SYM, S_venom, "venoms", "splash of venom")
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|
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#undef OBJCLASS
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#endif /* OBJCLASS_ENUM || OBJCLASS_PARSE || OBJCLASS_DRAWING */
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|
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#undef CLR
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/* end of defsym.h */
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