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Below is the full text to rm.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rm.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code

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  • Source:NetHack 3.1.0/rm.h
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  • Below is the full text to rm.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rm.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code
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  • Below is the full text to rm.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rm.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code 1. /* SCCS Id: @(#)rm.h 3.1 92/09/01 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #ifndef RM_H 6. #define RM_H 7. 8. /* 9. * The dungeon presentation graphics code and data structures were rewritten 10. * and generalized for NetHack's release 2 by Eric S. Raymond (eric@snark) 11. * building on Don G. Kneller's MS-DOS implementation. See drawing.c for 12. * the code that permits the user to set the contents of the symbol structure. 13. * 14. * The door representation was changed by Ari Huttunen(ahuttune@niksula.hut.fi) 15. */ 16. 17. /* 18. * TLCORNER TDWALL TRCORNER 19. * +- -+- -+ 20. * | | | 21. * 22. * TRWALL CROSSWALL TLWALL HWALL 23. * | | | 24. * +- -+- -+ --- 25. * | | | 26. * 27. * BLCORNER TUWALL BRCORNER VWALL 28. * | | | | 29. * +- -+- -+ | 30. */ 31. 32. /* Level location types */ 33. #define STONE 0 34. #define VWALL 1 35. #define HWALL 2 36. #define TLCORNER 3 37. #define TRCORNER 4 38. #define BLCORNER 5 39. #define BRCORNER 6 40. #define CROSSWALL 7 /* For pretty mazes and special levels */ 41. #define TUWALL 8 42. #define TDWALL 9 43. #define TLWALL 10 44. #define TRWALL 11 45. #define DBWALL 12 46. #define SDOOR 13 47. #define SCORR 14 48. #define POOL 15 49. #define MOAT 16 /* pool that doesn't boil, adjust messages */ 50. #define WATER 17 51. #define DRAWBRIDGE_UP 18 52. #define LAVAPOOL 19 53. #define DOOR 20 54. #define CORR 21 55. #define ROOM 22 56. #define STAIRS 23 57. #define LADDER 24 58. #define FOUNTAIN 25 59. #define THRONE 26 60. #define SINK 27 61. #define ALTAR 28 62. #define ICE 29 63. #define DRAWBRIDGE_DOWN 30 64. #define AIR 31 65. #define CLOUD 32 66. 67. #define INVALID_TYPE 127 68. 69. /* 70. * Avoid using the level types in inequalities: 71. * these types are subject to change. 72. * Instead, use one of the macros below. 73. */ 74. #define IS_WALL(typ) ((typ) && (typ) <= DBWALL) 75. #define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */ 76. #define IS_ROCK(typ) ((typ) < POOL) /* absolutely nonaccessible */ 77. #define IS_DOOR(typ) ((typ) == DOOR) 78. #define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */ 79. #define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */ 80. #define ZAP_POS(typ) ((typ) >= POOL) 81. #define SPACE_POS(typ) ((typ) > DOOR) 82. #define IS_POOL(typ) ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP) 83. #define IS_THRONE(typ) ((typ) == THRONE) 84. #define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN) 85. #define IS_SINK(typ) ((typ) == SINK) 86. #define IS_ALTAR(typ) ((typ) == ALTAR) 87. #define IS_DRAWBRIDGE(typ) ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN) 88. #define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR) 89. #define IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD) 90. #define IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ)) 91. 92. /* 93. * The screen symbols may be the default or defined at game startup time. 94. * See drawing.c for defaults. 95. * Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in synch. 96. */ 97. #define S_stone 0 98. #define S_vwall 1 99. #define S_hwall 2 100. #define S_tlcorn 3 101. #define S_trcorn 4 102. #define S_blcorn 5 103. #define S_brcorn 6 104. #define S_crwall 7 105. #define S_tuwall 8 106. #define S_tdwall 9 107. #define S_tlwall 10 108. #define S_trwall 11 109. #define S_ndoor 12 110. #define S_vodoor 13 111. #define S_hodoor 14 112. #define S_vcdoor 15 /* closed door, vertical wall */ 113. #define S_hcdoor 16 /* closed door, horizontal wall */ 114. #define S_room 17 115. #define S_corr 18 116. #define S_litcorr 19 117. #define S_upstair 20 118. #define S_dnstair 21 119. #define S_upladder 22 120. #define S_dnladder 23 121. #define S_trap 24 122. #define S_web 25 123. #define S_altar 26 124. #define S_throne 27 125. #define S_sink 28 126. #define S_fountain 29 127. #define S_pool 30 128. #define S_ice 31 129. #define S_lava 32 130. #define S_vodbridge 33 131. #define S_hodbridge 34 132. #define S_vcdbridge 35 /* closed drawbridge, vertical wall */ 133. #define S_hcdbridge 36 /* closed drawbridge, horizontal wall */ 134. #define S_air 37 135. #define S_cloud 38 136. #define S_water 39 137. #define S_vbeam 40 /* The 4 zap beam symbols. Do NOT separate. */ 138. #define S_hbeam 41 /* To change order or add, see function */ 139. #define S_lslant 42 /* zapdir_to_glyph() in display.c. */ 140. #define S_rslant 43 141. #define S_digbeam 44 /* dig beam symbol */ 142. #define S_flashbeam 45 /* camera flash symbol */ 143. #define S_boomleft 46 /* thrown boomerang, open left, e.g ')' */ 144. #define S_boomright 47 /* thrown boomerand, open right, e.g. '(' */ 145. #define S_ss1 48 /* 4 magic shield glyphs */ 146. #define S_ss2 49 147. #define S_ss3 50 148. #define S_ss4 51 149. 150. /* The 8 swallow symbols. Do NOT separate. To change order or add, see */ 151. /* the function swallow_to_glyph() in display.c. */ 152. #define S_sw_tl 52 /* swallow top left [1] */ 153. #define S_sw_tc 53 /* swallow top center [2] Order: */ 154. #define S_sw_tr 54 /* swallow top right [3] */ 155. #define S_sw_ml 55 /* swallow middle left [4] 1 2 3 */ 156. #define S_sw_mr 56 /* swallow middle right [6] 4 5 6 */ 157. #define S_sw_bl 57 /* swallow bottom left [7] 7 8 9 */ 158. #define S_sw_bc 58 /* swallow bottom center [8] */ 159. #define S_sw_br 59 /* swallow bottom right [9] */ 160. 161. #define S_explode1 60 /* explosion top left */ 162. #define S_explode2 61 /* explosion top center */ 163. #define S_explode3 62 /* explosion top right Ex. */ 164. #define S_explode4 63 /* explosion middle left */ 165. #define S_explode5 64 /* explosion middle center /-\ */ 166. #define S_explode6 65 /* explosion middle right |@| */ 167. #define S_explode7 66 /* explosion bottom left \-/ */ 168. #define S_explode8 67 /* explosion bottom center */ 169. #define S_explode9 68 /* explosion bottom right */ 170. 171. #define MAXPCHARS 69 /* maximum number of mapped characters */ 172. 173. struct symdef { 174. uchar sym; 175. const char *explanation; 176. #ifdef TEXTCOLOR 177. uchar color; 178. #endif 179. }; 180. 181. extern const struct symdef defsyms[MAXPCHARS]; /* defaults */ 182. extern uchar showsyms[MAXPCHARS]; 183. 184. /* 185. * Graphics sets for display symbols 186. */ 187. #define ASCII_GRAPHICS 0 /* regular characters: '-', '+', &c */ 188. #define IBM_GRAPHICS 1 /* PC graphic characters */ 189. #define DEC_GRAPHICS 2 /* VT100 line drawing characters */ 190. #define MAC_GRAPHICS 3 /* Macintosh drawing characters */ 191. 192. /* 193. * The 5 possible states of doors 194. */ 195. 196. #define D_NODOOR 0 197. #define D_BROKEN 1 198. #define D_ISOPEN 2 199. #define D_CLOSED 4 200. #define D_LOCKED 8 201. #define D_TRAPPED 16 202. 203. /* 204. * The 3 possible alignments for altars 205. */ 206. #ifndef ALIGN_H 207. #include "align.h" /* defines the "AM_" values */ 208. #endif 209. 210. /* 211. * Some altars are considered as shrines, so we need a flag. 212. */ 213. #define AM_SHRINE 8 214. 215. /* 216. * Thrones should only be looted once. 217. */ 218. #define T_LOOTED 1 219. 220. /* 221. * Fountains have limits, and special warnings. 222. */ 223. #define F_LOOTED 1 224. #define F_WARNED 2 225. 226. /* 227. * Sinks have 3 different types of loot that shouldn't be abused 228. */ 229. #define S_LPUDDING 1 230. #define S_LDWASHER 2 231. #define S_LRING 4 232. 233. /* 234. * The four directions for a DrawBridge. 235. */ 236. #define DB_NORTH 0 237. #define DB_SOUTH 1 238. #define DB_EAST 2 239. #define DB_WEST 3 240. #define DB_DIR 3 /* mask for direction */ 241. 242. /* 243. * What's under a drawbridge. 244. */ 245. #define DB_MOAT 0 246. #define DB_LAVA 4 247. #define DB_ICE 8 248. #define DB_FLOOR 16 249. #define DB_UNDER 28 /* mask for underneath */ 250. 251. /* 252. * Some walls may be non diggable. 253. */ 254. #define W_DIGGABLE 0 255. #define W_NONDIGGABLE 1 256. #define W_REPAIRED 2 257. 258. /* 259. * Ladders (in Vlad's tower) may be up or down. 260. */ 261. #define LA_UP 1 262. #define LA_DOWN 2 263. 264. /* 265. * Room areas may be iced pools 266. */ 267. #define ICED_POOL 8 268. #define ICED_MOAT 16 269. 270. /* 271. * The structure describing a coordinate position. 272. * Before adding fields, remember that this will significantly affect 273. * the size of temporary files and save files. 274. */ 275. struct rm { 276. int glyph; /* what the hero thinks is there */ 277. schar typ; /* what is really there */ 278. Bitfield(seen,1); /* speed hack for room walls on corridors */ 279. Bitfield(lit,1); /* speed hack for lit rooms */ 280. Bitfield(flags,5); /* extra information for typ */ 281. Bitfield(horizontal,1); /* wall/door/etc is horiz. (more typ info) */ 282. Bitfield(waslit,1); /* remember if a location was lit */ 283. Bitfield(roomno,6); /* room # for special rooms */ 284. Bitfield(edge,1); /* marks boundaries for special rooms*/ 285. }; 286. 287. #define doormask flags 288. #define altarmask flags 289. #define diggable flags 290. #define ladder flags 291. #define drawbridgemask flags 292. #define looted flags 293. #define icedpool flags 294. 295. #define blessedftn horizontal /* a fountain that grants attribs */ 296. 297. struct damage { 298. struct damage *next; 299. long when, cost; 300. coord place; 301. schar typ; 302. }; 303. 304. struct levelflags { 305. uchar nfountains; /* Number of fountains on level */ 306. uchar nsinks; /* Number of sinks on the level */ 307. /* Several flags that give hints about what's on the level */ 308. Bitfield(has_shop, 1); 309. Bitfield(has_vault, 1); 310. Bitfield(has_zoo, 1); 311. Bitfield(has_court, 1); 312. Bitfield(has_morgue, 1); 313. Bitfield(has_beehive, 1); 314. #ifdef ARMY 315. Bitfield(has_barracks, 1); 316. #endif 317. Bitfield(has_temple, 1); 318. Bitfield(has_swamp, 1); 319. Bitfield(noteleport,1); 320. Bitfield(hardfloor,1); 321. Bitfield(nommap,1); 322. Bitfield(hero_memory,1); /* hero has memory */ 323. Bitfield(shortsighted,1); /* monsters are shortsighted */ 324. Bitfield(is_maze_lev,1); 325. Bitfield(is_cavernous_lev,1); 326. }; 327. 328. typedef struct 329. { 330. struct rm locations[COLNO][ROWNO]; 331. #ifndef MICROPORT_BUG 332. struct obj *objects[COLNO][ROWNO]; 333. struct monst *monsters[COLNO][ROWNO]; 334. #else 335. struct obj *objects[1][ROWNO]; 336. char *yuk1[COLNO-1][ROWNO]; 337. struct monst *monsters[1][ROWNO]; 338. char *yuk2[COLNO-1][ROWNO]; 339. #endif 340. struct obj *objlist; 341. struct monst *monlist; 342. struct damage *damagelist; 343. struct levelflags flags; 344. } 345. dlevel_t; 346. 347. extern dlevel_t level; /* structure describing the current level */ 348. 349. /* 350. * Macros for compatibility with old code. Someday these will go away. 351. */ 352. #define levl level.locations 353. #define fobj level.objlist 354. #define fmon level.monlist 355. 356. #define OBJ_AT(x,y) (level.objects[x][y] != (struct obj *)0) 357. /* 358. * Macros for encapsulation of level.monsters references. 359. */ 360. #define MON_AT(x,y) (level.monsters[x][y] != (struct monst *)0) 361. #define place_monster(m,x,y) ((m)->mx=(x),(m)->my=(y),\ 362. level.monsters[(m)->mx][(m)->my]=(m)) 363. #define place_worm_seg(m,x,y) level.monsters[x][y] = m 364. #define remove_monster(x,y) level.monsters[x][y] = (struct monst *)0 365. #define m_at(x,y) level.monsters[x][y] 366. 367. #endif /* RM_H */
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