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notnotdnethack/include/rm.h
Ron Nazarov 378f50efd6
Always enable TEXTCOLOR and STATUS_COLORS and require terminfo
Always enabled: TERMLIB ASCIIGRAPH TERMINFO TEXTCOLOR STATUS_COLORS

Removed: NO_TERMS
2024-05-06 18:48:53 +01:00

645 lines
17 KiB
C

/* SCCS Id: @(#)rm.h 3.4 1999/12/12 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef RM_H
#define RM_H
/*
* The dungeon presentation graphics code and data structures were rewritten
* and generalized for NetHack's release 2 by Eric S. Raymond (eric@snark)
* building on Don G. Kneller's MS-DOS implementation. See drawing.c for
* the code that permits the user to set the contents of the symbol structure.
*
* The door representation was changed by Ari Huttunen(ahuttune@niksula.hut.fi)
*/
/*
* TLCORNER TDWALL TRCORNER
* +- -+- -+
* | | |
*
* TRWALL CROSSWALL TLWALL HWALL
* | | |
* +- -+- -+ ---
* | | |
*
* BLCORNER TUWALL BRCORNER VWALL
* | | | |
* +- -+- -+ |
*/
/* Level location types */
enum {
STONE = 0,
VWALL,
HWALL,
TLCORNER,
TRCORNER,
BLCORNER,
BRCORNER,
CROSSWALL, /* For pretty mazes and special levels */
TUWALL,
TDWALL,
TLWALL,
TRWALL,
DBWALL,
TREE, /* KMH */
DEADTREE, /* youkan */
SDOOR,
SCORR,
POOL,
MOAT, /* pool that doesn't boil, adjust messages */
WATER,
DRAWBRIDGE_UP,
LAVAPOOL,
IRONBARS, /* KMH */
DOOR,
CORR,
ROOM,
STAIRS,
LADDER,
FOUNTAIN,
FORGE,
THRONE,
SINK,
GRAVE,
ALTAR,
ICE,
GRASS,
SOIL,
SAND,
DRAWBRIDGE_DOWN,
AIR,
CLOUD,
FOG,
DUST_CLOUD,
PUDDLE,
HELLISH_SEAL,
MAX_TYPE
};
#define INVALID_TYPE 127
/*
* Avoid using the level types in inequalities:
* these types are subject to change.
* Instead, use one of the macros below.
*/
#define IS_WALL(typ) ((typ) && (typ) <= DBWALL)
#define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */
#define IS_CORNER(typ) ((typ) >= TLCORNER && (typ) <= TRWALL)
#define IS_ROCK(typ) ((typ) < POOL) /* absolutely nonaccessible */
#define IS_DOOR(typ) ((typ) == DOOR)
#define IS_SDOOR(typ) ((typ) == SDOOR)
#define IS_TREE(typ) ((typ) == TREE || \
(level.flags.arboreal && (typ) == STONE))
#define IS_DEADTREE(typ) ((typ) == DEADTREE)
#define IS_TREES(typ) (IS_TREE(typ) || IS_DEADTREE(typ))
#define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */
#define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */
#define ZAP_POS(typ) ((typ) >= POOL)
#define SPACE_POS(typ) ((typ) > DOOR)
#define IS_POOL(typ) ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP)
#define IS_3DWATER(typ) ((typ) == WATER)
#define IS_THRONE(typ) ((typ) == THRONE)
#define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN)
#define IS_FORGE(typ) ((typ) == FORGE)
#define IS_SINK(typ) ((typ) == SINK)
#define IS_GRAVE(typ) ((typ) == GRAVE)
#define IS_SEAL(typ) ((typ) == HELLISH_SEAL)
#define IS_ALTAR(typ) ((typ) == ALTAR)
#define IS_DRAWBRIDGE(typ) ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN)
#define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR)
#define IS_GRASS(typ) ((typ) == GRASS)
#define IS_SOIL(typ) ((typ) == SOIL)
#define IS_SAND(typ) ((typ) == SAND)
#define IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD)
#define IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))
#define IS_PUDDLE(typ) ((typ) == PUDDLE)
#define IS_PUDDLE_OR_POOL(typ) (IS_PUDDLE(typ) || IS_POOL(typ))
#define IS_FEATURE(typ) (IS_FURNITURE(typ) || IS_DRAWBRIDGE(typ))
/*
* The screen symbols may be the default or defined at game startup time.
* See drawing.c for defaults.
* Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in synch.
*/
/* begin dungeon characters */
enum {
S_stone = 0,
S_vwall,
S_hwall,
S_tlcorn,
S_trcorn,
S_blcorn,
S_brcorn,
S_crwall,
S_tuwall,
S_tdwall,
S_tlwall,
S_trwall,
S_ndoor,
S_vodoor,
S_hodoor,
S_vcdoor, /* closed door, vertical wall */
S_hcdoor, /* closed door, horizontal wall */
S_bars, /* KMH -- iron bars */
S_tree, /* KMH */
S_deadtree, /* youkan */
S_drkroom,
S_litroom,
S_brightrm,
S_corr,
S_litcorr,
S_upstair,
S_dnstair,
S_upladder,
S_dnladder,
S_brupstair,
S_brdnstair,
S_brupladder,
S_brdnladder,
S_altar,
S_grave,
S_seal,
S_throne,
S_sink,
S_fountain,
S_forge,
S_pool,
S_ice,
S_litgrass,
S_drkgrass,
S_litsoil,
S_drksoil,
S_litsand,
S_drksand,
S_lava,
S_vodbridge,
S_hodbridge,
S_vcdbridge, /* closed drawbridge, vertical wall */
S_hcdbridge, /* closed drawbridge, horizontal wall */
S_air,
S_cloud,
S_fog,
S_dust,
S_puddle,
S_water,
/* end dungeon characters, begin traps */
S_arrow_trap,
S_dart_trap,
S_falling_rock_trap,
S_squeaky_board,
S_bear_trap,
S_land_mine,
S_rolling_boulder_trap,
S_sleeping_gas_trap,
S_rust_trap,
S_fire_trap,
S_pit,
S_spiked_pit,
S_hole,
S_trap_door,
S_teleportation_trap,
S_level_teleporter,
S_magic_portal,
S_web,
S_statue_trap,
S_magic_trap,
S_anti_magic_trap,
S_polymorph_trap,
S_essence_trap,
S_mummy_trap,
S_switch,
S_flesh_hook,
/* end traps, begin special effects */
S_vbeam, /* The 4 zap beam symbols. Do NOT separate. */
S_hbeam, /* To change order or add, see function */
S_lslant, /* zapdir_to_glyph() in display.c. */
S_rslant,
S_digbeam, /* dig beam symbol */
S_flashbeam, /* camera flash symbol */
S_boomleft, /* thrown boomerang, open left, e.g ')' */
S_boomright, /* thrown boomerand, open right, e.g. '(' */
S_ss1, /* 4 magic shield glyphs */
S_ss2,
S_ss3,
S_ss4,
/* The 8 swallow symbols. Do NOT separate. To change order or add, see */
/* the function swallow_to_glyph() in display.c. */
S_sw_tl, /* swallow top left [1] */
S_sw_tc, /* swallow top center [2] Order: */
S_sw_tr, /* swallow top right [3] */
S_sw_ml, /* swallow middle left [4] 1 2 3 */
S_sw_mr, /* swallow middle right [6] 4 5 6 */
S_sw_bl, /* swallow bottom left [7] 7 8 9 */
S_sw_bc, /* swallow bottom center [8] */
S_sw_br, /* swallow bottom right [9] */
S_explode1, /* explosion top left */
S_explode2, /* explosion top center */
S_explode3, /* explosion top right Ex. */
S_explode4, /* explosion middle left */
S_explode5, /* explosion middle center /-\ */
S_explode6, /* explosion middle right |@| */
S_explode7, /* explosion bottom left \-/ */
S_explode8, /* explosion bottom center */
S_explode9, /* explosion bottom right */
/* end effects */
MAXPCHARS /* maximum number of mapped characters */
};
#define MAXDCHARS (S_water+1) /* maximum of mapped dungeon characters */
#define MAXTCHARS (S_flesh_hook-S_water) /* maximum of mapped trap characters */
#define MAXECHARS (S_explode9-S_flesh_hook) /* maximum of mapped effects characters */
#define MAXEXPCHARS 9 /* number of explosion characters */
struct symdef {
uchar sym;
const char *explanation;
uchar color;
};
extern const struct symdef defsyms[MAXPCHARS]; /* defaults */
extern glyph_t showsyms[MAXPCHARS];
extern const struct symdef def_warnsyms[WARNCOUNT];
#ifdef USER_DUNGEONCOLOR
extern uchar showsymcolors[MAXPCHARS];
#endif
extern const char * const symbol_names[MAXPCHARS];
/*
* Graphics sets for display symbols
*/
#define ASCII_GRAPHICS 0 /* regular characters: '-', '+', &c */
#define IBM_GRAPHICS 1 /* PC graphic characters */
#define DEC_GRAPHICS 2 /* VT100 line drawing characters */
#define MAC_GRAPHICS 3 /* Macintosh drawing characters */
#define CURS_GRAPHICS 4 /* Portable curses drawing characters */
#define UTF8_GRAPHICS 5 /* UTF8 characters */
/*
* The 5 possible states of doors
*/
#define D_NODOOR 0
#define D_BROKEN 1
#define D_ISOPEN 2
#define D_CLOSED 4
#define D_LOCKED 8
#define D_TRAPPED 16
/*
* Thrones should only be looted once.
*/
#define T_LOOTED 1
/*
* Flags for special throne in the noble quest.
*/
#define NOBLE_GENO 2
#define NOBLE_KNOW 4
#define NOBLE_PETS 8
#define NOBLE_WISH 16
/*
* ID number for vault type
*/
enum {
/*01*/ VN_AKKABISH = 1,
/*02*/ VN_SHALOSH,
/*03*/ VN_NACHASH,
/*04*/ VN_KHAAMNUN,
/*05*/ VN_RAGLAYIM,
/*06*/ VN_TERAPHIM,
/*07*/ VN_SARTAN,
/*08*/ VN_A_O_BLESSINGS,
/*09*/ VN_A_O_VITALITY,
/*10*/ VN_A_O_CORRUPTION,
/*11*/ VN_A_O_BURNING_WASTES,
/*12*/ VN_A_O_THOUGHT,
/*13*/ VN_A_O_DEATH,
/*14*/ VN_APOCALYPSE,
/*15*/ VN_HARROWER,
/*16*/ VN_MAD_ANGEL,
/*17*/ VN_JRT,
/*18*/ VN_N_PIT_FIEND,
/*19*/ VN_SHAYATEEN,
/*20*/ VN_MAX,
};
#define LIMIT_VN_RANGE_1_TANNINIM (VN_A_O_BLESSINGS)
#define LIMIT_VN_RANGE_2_ANCIENT (VN_APOCALYPSE)
#define LIMIT_VN_RANGE_3_ANGEL (VN_N_PIT_FIEND)
#define LIMIT_VN_RANGE_4_DEVIL (VN_SHAYATEEN)
#define LIMIT_VN_RANGE_5_DEMON (VN_MAX)
//if VN_MAX exceeds this limit, we have a problem (Vault IDs should range from 1 to 31).
#define VAULT_LIMIT 32
/*
* Trees have more than one kick result.
*/
#define TREE_LOOTED 1
#define TREE_SWARM 2
/*
* Fountains have limits, and special warnings.
*/
#define F_LOOTED 1
#define F_WARNED 2
#define FOUNTAIN_IS_WARNED(x,y) (levl[x][y].looted & F_WARNED)
#define FOUNTAIN_IS_LOOTED(x,y) (levl[x][y].looted & F_LOOTED)
#define SET_FOUNTAIN_WARNED(x,y) levl[x][y].looted |= F_WARNED;
#define SET_FOUNTAIN_LOOTED(x,y) levl[x][y].looted |= F_LOOTED;
#define CLEAR_FOUNTAIN_WARNED(x,y) levl[x][y].looted &= ~F_WARNED;
#define CLEAR_FOUNTAIN_LOOTED(x,y) levl[x][y].looted &= ~F_LOOTED;
/*
* Doors are even worse :-) The special warning has a side effect
* of instantly trapping the door, and if it was defined as trapped,
* the guards consider that you have already been warned!
*/
#define D_WARNED 16
/*
* Sinks have 3 different types of loot that shouldn't be abused
*/
#define S_LPUDDING 1
#define S_LDWASHER 2
#define S_LRING 4
/*
* The four directions for a DrawBridge.
*/
#define DB_NORTH 0
#define DB_SOUTH 1
#define DB_EAST 2
#define DB_WEST 3
#define DB_DIR 3 /* mask for direction */
/*
* What's under a drawbridge.
*/
#define DB_MOAT 0
#define DB_LAVA 4
#define DB_ICE 8
#define DB_FLOOR 16
#define DB_UNDER 28 /* mask for underneath */
/*
* Wall information.
*/
#define WM_MASK 0x07 /* wall mode (bottom three bits) */
#define W_NONDIGGABLE 0x08
#define W_NONPASSWALL 0x10
/*
* Ladders (in Vlad's tower) may be up or down.
*/
#define LA_UP 1
#define LA_DOWN 2
/*
* Room areas may be iced pools
*/
#define ICED_PUDDLE 4
#define ICED_POOL 8
#define ICED_MOAT 16
/*
* The structure describing a coordinate position.
* Before adding fields, remember that this will significantly affect
* the size of temporary files and save files.
*/
struct rm {
int glyph; /* what the hero thinks is there */
schar typ; /* what is really there */
Bitfield(styp, 6); /* last seen/touched dungeon typ */
uchar seenv; /* seen vector */
Bitfield(flags,5); /* extra information for typ */
Bitfield(horizontal,1); /* wall/door/etc is horiz. (more typ info) */
Bitfield(lit,1); /* speed hack for lit rooms */
Bitfield(waslit,1); /* remember if a location was lit */
Bitfield(roomno,6); /* room # for special rooms */
Bitfield(edge,1); /* marks boundaries for special rooms*/
};
#define SET_TYPLIT(x,y,ttyp,llit) \
{ \
if ((x) >= 0 && (y) >= 0 && (x) < COLNO && (y) < ROWNO) { \
if ((ttyp) < MAX_TYPE) levl[(x)][(y)].typ = (ttyp); \
if ((ttyp) == LAVAPOOL) levl[(x)][(y)].lit = 1; \
else if ((ttyp) == FORGE) levl[(x)][(y)].lit = 1; \
else if ((schar)(llit) != -2) { \
if ((schar)(llit) == -1) levl[(x)][(y)].lit = rn2(2); \
else levl[(x)][(y)].lit = (llit); \
} \
} \
}
/*
* Add wall angle viewing by defining "modes" for each wall type. Each
* mode describes which parts of a wall are finished (seen as as wall)
* and which are unfinished (seen as rock).
*
* We use the bottom 3 bits of the flags field for the mode. This comes
* in conflict with secret doors, but we avoid problems because until
* a secret door becomes discovered, we know what sdoor's bottom three
* bits are.
*
* The following should cover all of the cases.
*
* type mode Examples: R=rock, F=finished
* ----- ---- ----------------------------
* WALL: 0 none hwall, mode 1
* 1 left/top (1/2 rock) RRR
* 2 right/bottom (1/2 rock) ---
* FFF
*
* CORNER: 0 none trcorn, mode 2
* 1 outer (3/4 rock) FFF
* 2 inner (1/4 rock) F+-
* F|R
*
* TWALL: 0 none tlwall, mode 3
* 1 long edge (1/2 rock) F|F
* 2 bottom left (on a tdwall) -+F
* 3 bottom right (on a tdwall) R|F
*
* CRWALL: 0 none crwall, mode 5
* 1 top left (1/4 rock) R|F
* 2 top right (1/4 rock) -+-
* 3 bottom left (1/4 rock) F|R
* 4 bottom right (1/4 rock)
* 5 top left & bottom right (1/2 rock)
* 6 bottom left & top right (1/2 rock)
*/
#define WM_W_LEFT 1 /* vertical or horizontal wall */
#define WM_W_RIGHT 2
#define WM_W_TOP WM_W_LEFT
#define WM_W_BOTTOM WM_W_RIGHT
#define WM_C_OUTER 1 /* corner wall */
#define WM_C_INNER 2
#define WM_T_LONG 1 /* T wall */
#define WM_T_BL 2
#define WM_T_BR 3
#define WM_X_TL 1 /* cross wall */
#define WM_X_TR 2
#define WM_X_BL 3
#define WM_X_BR 4
#define WM_X_TLBR 5
#define WM_X_BLTR 6
/*
* Seen vector values. The seen vector is an array of 8 bits, one for each
* octant around a given center x:
*
* 0 1 2
* 7 x 3
* 6 5 4
*
* In the case of walls, a single wall square can be viewed from 8 possible
* directions. If we know the type of wall and the directions from which
* it has been seen, then we can determine what it looks like to the hero.
*/
#define SV0 0x1
#define SV1 0x2
#define SV2 0x4
#define SV3 0x8
#define SV4 0x10
#define SV5 0x20
#define SV6 0x40
#define SV7 0x80
#define SVALL 0xFF
#define doormask flags
#define altar_num flags
#define wall_info flags
#define ladder flags
#define drawbridgemask flags
#define looted flags
#define icedpool flags
#define vaulttype flags
#define blessedftn horizontal /* a fountain that grants attribs */
#define disturbed horizontal /* a grave that has been disturbed */
struct damage {
struct damage *next;
long when, cost;
coord place;
schar typ;
};
struct levelflags {
uchar nfountains; /* number of fountains on level */
uchar nforges; /* number of forges on level */
uchar nsinks; /* number of sinks on the level */
int goldkamcount_hostile; /* number of hostile gold kamerel 'above' level */
int goldkamcount_peace; /* number of peaceful gold kamerel 'above' level */
int sp_lev_nroom; /* number of rooms on the level as defined by the special level generator */
/* Several flags that give hints about what's on the level */
Bitfield(has_shop, 1);
Bitfield(has_vault, 1);
Bitfield(has_zoo, 1);
Bitfield(has_court, 1);
Bitfield(has_morgue, 1);
Bitfield(has_garden, 1);
Bitfield(has_library, 1);
Bitfield(has_beehive, 1);
Bitfield(has_armory, 1);
Bitfield(has_barracks, 1);
Bitfield(has_temple, 1);
/*11*/
Bitfield(has_swamp, 1);
Bitfield(has_island, 1);
Bitfield(has_river, 1);
Bitfield(noteleport,1);
Bitfield(hardfloor,1);
Bitfield(nommap,1);
Bitfield(hero_memory,1); /* hero has memory */
Bitfield(shortsighted,1); /* monsters are shortsighted */
Bitfield(graveyard,1); /* has_morgue, but remains set */
Bitfield(is_maze_lev,1);
/*21*/
Bitfield(is_cavernous_lev,1);
Bitfield(arboreal, 1); /* Trees replace rock */
Bitfield(lethe, 1); /* All water on level causes amnesia */
/*24*/
/* Not currently used */
Bitfield(slime, 1); /* corpses on level become slimes */
Bitfield(fungi, 1); /* corpses on level become fungi */
Bitfield(dun, 1); /* level is the Dun Savannah */
Bitfield(necro, 1); /* corpses on level rise as undead */
/* End not currently used */
/*28*/
Bitfield(cave, 1); /* level is a cave */
Bitfield(outside, 1); /* level is outside */
Bitfield(has_minor_spire, 1); /* has minor spire (spawns only normal kamerel) */
Bitfield(has_kamerel_towers, 1); /* has kamerel tows (spawns normal kamerel) */
/*32*/
};
typedef struct
{
struct rm locations[COLNO][ROWNO];
struct obj *objects[COLNO][ROWNO];
struct monst *monsters[COLNO][ROWNO];
struct obj *objlist;
struct obj *buriedobjlist;
struct monst *monlist;
struct damage *damagelist;
struct levelflags flags;
}
dlevel_t;
extern dlevel_t level; /* structure describing the current level */
/*
* Macros for compatibility with old code. Someday these will go away.
*/
#define levl level.locations
#define fobj level.objlist
#define fmon level.monlist
/*
* Covert a trap number into the defsym graphics array.
* Convert a defsym number into a trap number.
* Assumes that arrow trap will always be the first trap.
*/
#define trap_to_defsym(t) (S_arrow_trap+(t)-1)
#define defsym_to_trap(d) ((d)-S_arrow_trap+1)
#define OBJ_AT(x,y) (level.objects[x][y] != (struct obj *)0)
/*
* Macros for encapsulation of level.monsters references.
*/
#define MON_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \
!(level.monsters[x][y])->mburied)
#define MON_BURIED_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \
(level.monsters[x][y])->mburied)
#define place_worm_seg(m,x,y) level.monsters[x][y] = m
#define m_at(x,y) ((isok(x,y) && MON_AT(x,y)) ? level.monsters[x][y] : \
(struct monst *)0)
#define m_buried_at(x,y) (MON_BURIED_AT(x,y) ? level.monsters[x][y] : \
(struct monst *)0)
#define m_u_at(x,y) (!isok(x,y) ? (struct monst *)0 : MON_AT(x,y) ? level.monsters[x][y] : \
(x == u.ux && y == u.uy) ? &youmonst : (struct monst *)0)
#endif /* RM_H */