One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
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-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
466 lines
16 KiB
C
466 lines
16 KiB
C
/* NetHack 3.7 rm.h $NHDT-Date: 1651099392 2022/04/27 22:43:12 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.94 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Pasi Kallinen, 2017. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef RM_H
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#define RM_H
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/*
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* The dungeon presentation graphics code and data structures were rewritten
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* and generalized for NetHack's release 2 by Eric S. Raymond (eric@snark)
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* building on Don G Kneller's MS-DOS implementation. See drawing.c for
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* the code that permits the user to set the contents of the symbol structure.
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*
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* The door representation was changed by Ari
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* Huttunen(ahuttune@niksula.hut.fi)
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*/
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/*
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* TLCORNER TDWALL TRCORNER
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* +- -+- -+
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* | | |
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*
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* TRWALL CROSSWALL TLWALL HWALL
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* | | |
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* +- -+- -+ ---
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* | | |
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*
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* BLCORNER TUWALL BRCORNER VWALL
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* | | | |
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* +- -+- -+ |
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*/
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/* Level location types. [Some debugging code in src/display.c
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defines array type_names[] which contains an entry for each of
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these, so needs to be kept in sync if any new types are added
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or existing ones renumbered.] */
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enum levl_typ_types {
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STONE = 0,
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VWALL = 1,
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HWALL = 2,
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TLCORNER = 3,
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TRCORNER = 4,
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BLCORNER = 5,
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BRCORNER = 6,
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CROSSWALL = 7, /* For pretty mazes and special levels */
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TUWALL = 8,
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TDWALL = 9,
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TLWALL = 10,
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TRWALL = 11,
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DBWALL = 12,
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TREE = 13, /* KMH */
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SDOOR = 14,
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SCORR = 15,
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POOL = 16,
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MOAT = 17, /* pool that doesn't boil, adjust messages */
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WATER = 18,
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DRAWBRIDGE_UP = 19,
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LAVAPOOL = 20,
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IRONBARS = 21, /* KMH */
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DOOR = 22,
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CORR = 23,
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ROOM = 24,
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STAIRS = 25,
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LADDER = 26,
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FOUNTAIN = 27,
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THRONE = 28,
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SINK = 29,
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GRAVE = 30,
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ALTAR = 31,
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ICE = 32,
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DRAWBRIDGE_DOWN = 33,
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AIR = 34,
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CLOUD = 35,
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MAX_TYPE = 36,
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MATCH_WALL = 37,
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INVALID_TYPE = 127
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};
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/*
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* Avoid using the level types in inequalities:
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* these types are subject to change.
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* Instead, use one of the macros below.
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*/
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#define IS_WALL(typ) ((typ) && (typ) <= DBWALL)
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#define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */
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#define IS_ROCK(typ) ((typ) < POOL) /* absolutely nonaccessible */
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#define IS_DOOR(typ) ((typ) == DOOR)
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#define IS_DOORJOIN(typ) (IS_ROCK(typ) || (typ) == IRONBARS)
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#define IS_TREE(typ) \
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((typ) == TREE || (g.level.flags.arboreal && (typ) == STONE))
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#define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */
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#define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */
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#define ZAP_POS(typ) ((typ) >= POOL)
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#define SPACE_POS(typ) ((typ) > DOOR)
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#define IS_POOL(typ) ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP)
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#define IS_THRONE(typ) ((typ) == THRONE)
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#define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN)
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#define IS_SINK(typ) ((typ) == SINK)
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#define IS_GRAVE(typ) ((typ) == GRAVE)
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#define IS_ALTAR(typ) ((typ) == ALTAR)
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#define IS_DRAWBRIDGE(typ) \
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((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN)
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#define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR)
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#define IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD)
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#define IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))
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#define IS_WATERWALL(typ) ((typ) == WATER)
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/*
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* Note: secret doors (SDOOR) want to use both rm.doormask and
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* rm.wall_info but those both overload rm.flags. SDOOR only
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* has 2 states (closed or locked). However, it can't specify
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* D_CLOSED due to that conflicting with WM_MASK (below). When
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* a secret door is revealed, the door gets set to D_CLOSED iff
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* it isn't set to D_LOCKED (see cvt_sdoor_to_door() in detect.c).
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*
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* D_LOCKED conflicts with W_NONDIGGABLE but the latter is not
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* expected to be used on door locations. D_TRAPPED conflicts
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* with W_NONPASSWALL but secret doors aren't trapped.
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* D_SECRET would not fit within struct rm's 5-bit 'flags' field.
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*/
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/*
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* The 5 possible states of doors.
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* For historical reasons they are numbered as mask bits rather than 0..4.
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* The trapped flag is OR'd onto the state and only valid if that state
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* is closed or locked.
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* The no-door state allows egress when moving diagonally, others do not.
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*/
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#define D_NODOOR 0x00
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#define D_BROKEN 0x01
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#define D_ISOPEN 0x02
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#define D_CLOSED 0x04
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#define D_LOCKED 0x08
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#define D_TRAPPED 0x10
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#define D_SECRET 0x20 /* only used by sp_lev.c, NOT in rm-struct */
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/*
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* Thrones should only be looted once.
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*/
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#define T_LOOTED 1
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/*
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* Trees have more than one kick result.
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*/
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#define TREE_LOOTED 1
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#define TREE_SWARM 2
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/*
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* Fountains have limits, and special warnings.
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*/
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#define F_LOOTED 1
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#define F_WARNED 2
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#define FOUNTAIN_IS_WARNED(x, y) (levl[x][y].looted & F_WARNED)
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#define FOUNTAIN_IS_LOOTED(x, y) (levl[x][y].looted & F_LOOTED)
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#define SET_FOUNTAIN_WARNED(x, y) levl[x][y].looted |= F_WARNED;
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#define SET_FOUNTAIN_LOOTED(x, y) levl[x][y].looted |= F_LOOTED;
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#define CLEAR_FOUNTAIN_WARNED(x, y) levl[x][y].looted &= ~F_WARNED;
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#define CLEAR_FOUNTAIN_LOOTED(x, y) levl[x][y].looted &= ~F_LOOTED;
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/*
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* doors are even worse :-) The special warning has a side effect
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* of instantly trapping the door, and if it was defined as trapped,
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* the guards consider that you have already been warned!
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*/
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#define D_WARNED 16
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/*
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* Sinks have 3 different types of loot that shouldn't be abused
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*/
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#define S_LPUDDING 1
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#define S_LDWASHER 2
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#define S_LRING 4
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/*
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* The four directions for a DrawBridge.
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*/
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#define DB_NORTH 0
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#define DB_SOUTH 1
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#define DB_EAST 2
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#define DB_WEST 3
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#define DB_DIR 3 /* mask for direction */
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/*
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* What's under a drawbridge.
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*/
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#define DB_MOAT 0
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#define DB_LAVA 4
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#define DB_ICE 8
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#define DB_FLOOR 16
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#define DB_UNDER 28 /* mask for underneath */
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/*
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* Wall information. Nondiggable also applies to iron bars.
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*/
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#define WM_MASK 0x07 /* wall mode (bottom three bits) */
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#define W_NONDIGGABLE 0x08
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#define W_NONPASSWALL 0x10
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/*
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* Ladders (in Vlad's tower) may be up or down.
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*/
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#define LA_UP 1
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#define LA_DOWN 2
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/*
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* Room areas may be iced pools
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*/
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#define ICED_POOL 8
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#define ICED_MOAT 16
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/*
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* The structure describing a coordinate position.
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* Before adding fields, remember that this will significantly affect
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* the size of temporary files and save files.
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*
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* Also remember that the run-length encoding for some ports in save.c
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* must be updated to consider the field.
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*/
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struct rm {
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int glyph; /* what the hero thinks is there */
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schar typ; /* what is really there [why is this signed?] */
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uchar seenv; /* seen vector */
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Bitfield(flags, 5); /* extra information for typ */
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Bitfield(horizontal, 1); /* wall/door/etc is horiz. (more typ info) */
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Bitfield(lit, 1); /* speed hack for lit rooms */
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Bitfield(waslit, 1); /* remember if a location was lit */
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Bitfield(roomno, 6); /* room # for special rooms */
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Bitfield(edge, 1); /* marks boundaries for special rooms*/
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Bitfield(candig, 1); /* Exception to Can_dig_down; was a trapdoor */
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};
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/* light states for terrain replacements, for set_levltyp_lit */
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#define SET_LIT_RANDOM -1
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#define SET_LIT_NOCHANGE -2
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#define CAN_OVERWRITE_TERRAIN(ttyp) \
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(iflags.debug_overwrite_stairs || !((ttyp) == LADDER || (ttyp) == STAIRS))
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/*
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* Add wall angle viewing by defining "modes" for each wall type. Each
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* mode describes which parts of a wall are finished (seen as as wall)
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* and which are unfinished (seen as rock).
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*
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* We use the bottom 3 bits of the flags field for the mode. This comes
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* in conflict with secret doors, but we avoid problems because until
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* a secret door becomes discovered, we know what sdoor's bottom three
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* bits are.
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*
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* The following should cover all of the cases.
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*
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* type mode Examples: R=rock, F=finished
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* ----- ---- ----------------------------
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* WALL: 0 none hwall, mode 1
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* 1 left/top (1/2 rock) RRR
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* 2 right/bottom (1/2 rock) ---
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* FFF
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*
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* CORNER: 0 none trcorn, mode 2
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* 1 outer (3/4 rock) FFF
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* 2 inner (1/4 rock) F+-
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* F|R
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*
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* TWALL: 0 none tlwall, mode 3
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* 1 long edge (1/2 rock) F|F
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* 2 bottom left (on a tdwall) -+F
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* 3 bottom right (on a tdwall) R|F
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*
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* CRWALL: 0 none crwall, mode 5
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* 1 top left (1/4 rock) R|F
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* 2 top right (1/4 rock) -+-
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* 3 bottom left (1/4 rock) F|R
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* 4 bottom right (1/4 rock)
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* 5 top left & bottom right (1/2 rock)
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* 6 bottom left & top right (1/2 rock)
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*/
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#define WM_W_LEFT 1 /* vertical or horizontal wall */
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#define WM_W_RIGHT 2
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#define WM_W_TOP WM_W_LEFT
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#define WM_W_BOTTOM WM_W_RIGHT
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#define WM_C_OUTER 1 /* corner wall */
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#define WM_C_INNER 2
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#define WM_T_LONG 1 /* T wall */
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#define WM_T_BL 2
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#define WM_T_BR 3
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#define WM_X_TL 1 /* cross wall */
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#define WM_X_TR 2
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#define WM_X_BL 3
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#define WM_X_BR 4
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#define WM_X_TLBR 5
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#define WM_X_BLTR 6
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/*
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* Seen vector values. The seen vector is an array of 8 bits, one for each
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* octant around a given center x:
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*
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* 0 1 2
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* 7 x 3
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* 6 5 4
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*
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* In the case of walls, a single wall square can be viewed from 8 possible
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* directions. If we know the type of wall and the directions from which
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* it has been seen, then we can determine what it looks like to the hero.
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*/
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#define SV0 0x01
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#define SV1 0x02
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#define SV2 0x04
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#define SV3 0x08
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#define SV4 0x10
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#define SV5 0x20
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#define SV6 0x40
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#define SV7 0x80
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#define SVALL 0xFF
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/* if these get changed or expanded, make sure wizard-mode wishing becomes
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aware of the new usage */
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#define doormask flags /* door, sdoor (note conflict with wall_info) */
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#define altarmask flags /* alignment and maybe temple */
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#define wall_info flags /* wall, sdoor (note conflict with doormask) */
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#define ladder flags /* up or down */
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#define drawbridgemask flags /* what's underneath when the span is open */
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#define looted flags /* used for throne, tree, fountain, sink, door */
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#define icedpool flags /* used for ice (in case it melts) */
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/* horizonal applies to walls, doors (including sdoor); also to iron bars
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even though they don't have separate symbols for horizontal and vertical */
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#define blessedftn horizontal /* a fountain that grants attribs */
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#define disturbed horizontal /* a grave that has been disturbed */
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struct damage {
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struct damage *next;
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long when, cost;
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coord place;
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schar typ; /* from struct rm */
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uchar flags; /* also from struct rm; an unsigned 5-bit field there */
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};
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/* for bones levels: identify the dead character, who might have died on
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an existing bones level; if so, most recent victim will be first in list */
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struct cemetery {
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struct cemetery *next; /* next struct is previous dead character... */
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/* "g.plname" + "-ROLe" + "-RACe" + "-GENder" + "-ALIgnment" + \0 */
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char who[PL_NSIZ + 4 * (1 + 3) + 1];
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/* death reason, same as in score/log file */
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char how[100 + 1]; /* [DTHSZ+1] */
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/* date+time in string of digits rather than binary */
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char when[4 + 2 + 2 + 2 + 2 + 2 + 1]; /* "YYYYMMDDhhmmss\0" */
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/* final resting place spot */
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coordxy frpx, frpy;
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boolean bonesknown;
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};
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struct levelflags {
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uchar nfountains; /* number of fountains on level */
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uchar nsinks; /* number of sinks on the level */
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/* Several flags that give hints about what's on the level */
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Bitfield(has_shop, 1);
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Bitfield(has_vault, 1);
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Bitfield(has_zoo, 1);
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Bitfield(has_court, 1);
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Bitfield(has_morgue, 1);
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Bitfield(has_beehive, 1);
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Bitfield(has_barracks, 1);
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Bitfield(has_temple, 1);
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Bitfield(has_swamp, 1);
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Bitfield(noteleport, 1);
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Bitfield(hardfloor, 1);
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Bitfield(nommap, 1);
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Bitfield(hero_memory, 1); /* hero has memory */
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Bitfield(shortsighted, 1); /* monsters are shortsighted */
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Bitfield(graveyard, 1); /* has_morgue, but remains set */
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Bitfield(sokoban_rules, 1); /* fill pits and holes w/ boulders */
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Bitfield(is_maze_lev, 1);
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Bitfield(is_cavernous_lev, 1);
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Bitfield(arboreal, 1); /* Trees replace rock */
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Bitfield(wizard_bones, 1); /* set if level came from a bones file
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which was created in wizard mode (or
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normal mode descendant of such) */
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Bitfield(corrmaze, 1); /* Whether corridors are used for the maze
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rather than ROOM */
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};
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typedef struct {
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struct rm locations[COLNO][ROWNO];
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struct obj *objects[COLNO][ROWNO];
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struct monst *monsters[COLNO][ROWNO];
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struct obj *objlist;
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struct obj *buriedobjlist;
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struct monst *monlist;
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struct damage *damagelist;
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struct cemetery *bonesinfo;
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struct levelflags flags;
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} dlevel_t;
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/*
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* Macros for compatibility with old code. Someday these will go away.
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*/
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#define levl g.level.locations
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#define fobj g.level.objlist
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#define fmon g.level.monlist
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/*
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* Covert a trap number into the defsym graphics array.
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* Convert a defsym number into a trap number.
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* Assumes that arrow trap will always be the first trap.
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*/
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#define trap_to_defsym(t) (S_arrow_trap + (t) - 1)
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#define defsym_to_trap(d) ((d) - S_arrow_trap + 1)
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#define OBJ_AT(x, y) (g.level.objects[x][y] != (struct obj *) 0)
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/*
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* Macros for encapsulation of level.monsters references.
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*/
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#if 0
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#define MON_AT(x, y) \
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(g.level.monsters[x][y] != (struct monst *) 0 \
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&& !(g.level.monsters[x][y])->mburied)
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#define MON_BURIED_AT(x, y) \
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(g.level.monsters[x][y] != (struct monst *) 0 \
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&& (g.level.monsters[x][y])->mburied)
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#else /* without 'mburied' */
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#define MON_AT(x, y) (g.level.monsters[x][y] != (struct monst *) 0)
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#endif
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#ifdef EXTRA_SANITY_CHECKS
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#define place_worm_seg(m, x, y) \
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do { \
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if (g.level.monsters[x][y] && g.level.monsters[x][y] != m) \
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impossible("place_worm_seg over mon"); \
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g.level.monsters[x][y] = m; \
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} while(0)
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#define remove_monster(x, y) \
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do { \
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if (!g.level.monsters[x][y]) \
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impossible("no monster to remove"); \
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g.level.monsters[x][y] = (struct monst *) 0; \
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} while(0)
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#else
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#define place_worm_seg(m, x, y) g.level.monsters[x][y] = m
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#define remove_monster(x, y) g.level.monsters[x][y] = (struct monst *) 0
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#endif
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#define m_at(x, y) (MON_AT(x, y) ? g.level.monsters[x][y] : (struct monst *) 0)
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#define m_buried_at(x, y) \
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(MON_BURIED_AT(x, y) ? g.level.monsters[x][y] : (struct monst *) 0)
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/* restricted movement, potential luck penalties */
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#define Sokoban g.level.flags.sokoban_rules
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/*
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* These prototypes are in extern.h but some of the code which uses them
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* includes config.h instead of hack.h so doesn't see extern.h.
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*/
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/* ### drawing.c ### */
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extern int def_char_to_objclass(char);
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extern int def_char_to_monclass(char);
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extern int def_char_is_furniture(char);
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#endif /* RM_H */
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