abstract
| - Below is the full text to dungeon.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dungeon.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code 1. /* SCCS Id: @(#)dungeon.h 3.1 93/01/17 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #ifndef DUNGEON_H 6. #define DUNGEON_H 7. 8. typedef struct d_flags { /* dungeon/level type flags */ 9. Bitfield(town, 1); /* is this a town? (levels only) */ 10. Bitfield(hellish, 1); /* is this part of hell? */ 11. Bitfield(maze_like, 1); /* is this a maze? */ 12. Bitfield(rogue_like, 1); /* is this an old-fashioned presentation? */ 13. Bitfield(align, 3); /* dungeon alignment. */ 14. Bitfield(unused, 1); /* etc... */ 15. } d_flags; 16. 17. #include "align.h" 18. 19. typedef struct d_level { /* basic dungeon level element */ 20. xchar dnum; /* dungeon number */ 21. xchar dlevel; /* level number */ 22. } d_level; 23. 24. typedef struct s_level { /* special dungeon level element */ 25. struct s_level *next; 26. d_level dlevel; /* dungeon & level numbers */ 27. char proto[15]; /* name of prototype file (eg. "tower") */ 28. char boneid; /* character to id level in bones files */ 29. uchar rndlevs; /* no. of randomly available similar levels */ 30. d_flags flags; /* type flags */ 31. } s_level; 32. 33. typedef struct stairway { /* basic stairway identifier */ 34. xchar sx, sy; /* x / y location of the stair */ 35. d_level tolev; /* where does it go */ 36. char up; /* what type of stairway (up/down) */ 37. } stairway; 38. 39. /* level region types */ 40. #define LR_DOWNSTAIR 0 41. #define LR_UPSTAIR 1 42. #define LR_PORTAL 2 43. #define LR_BRANCH 3 44. #define LR_TELE 4 45. #define LR_UPTELE 5 46. #define LR_DOWNTELE 6 47. 48. typedef struct dest_area { /* non-stairway level change indentifier */ 49. xchar lx, ly; /* "lower" left corner (near [0,0]) */ 50. xchar hx, hy; /* "upper" right corner (near [COLNO,ROWNO]) */ 51. xchar nlx, nly; /* outline of invalid area */ 52. xchar nhx, nhy; /* opposite corner of invalid area */ 53. } dest_area; 54. 55. typedef struct dungeon { /* basic dungeon identifier */ 56. char dname[24]; /* name of the dungeon (eg. "Hell") */ 57. char proto[15]; /* name of prototype file (eg. "tower") */ 58. char boneid; /* character to id dungeon in bones files */ 59. d_flags flags; /* dungeon flags */ 60. xchar entry_lev; /* entry level */ 61. xchar num_dunlevs; /* number of levels in this dungeon */ 62. xchar dunlev_ureached; /* how deep you have been in this dungeon */ 63. int ledger_start, /* the starting depth in "real" terms */ 64. depth_start; /* the starting depth in "logical" terms */ 65. } dungeon; 66. 67. /* 68. * A branch structure defines the connection between two dungeons. They 69. * will be ordered by the dungeon number/level number of 'end1'. Ties 70. * are resolved by 'end2'. 'Type' uses 'end1' arbitrarily as the primary 71. * point. 72. */ 73. typedef struct branch { 74. struct branch *next; /* next in the branch chain */ 75. int id; /* branch identifier */ 76. int type; /* type of branch */ 77. d_level end1; /* "primary" end point */ 78. d_level end2; /* other end point */ 79. boolean end1_up; /* does end1 go up? */ 80. } branch; 81. 82. /* branch types */ 83. #define BR_STAIR 0 /* "Regular" connection, 2 staircases. */ 84. #define BR_NO_END1 1 /* "Regular" connection. However, no stair from */ 85. /* end1 to end2. There is a stair from end2 */ 86. /* to end1. */ 87. #define BR_NO_END2 2 /* "Regular" connection. However, no stair from */ 88. /* end2 to end1. There is a stair from end1 */ 89. /* to end2. */ 90. #define BR_PORTAL 3 /* Connection by magic portals (traps) */ 91. 92. 93. /* A particular dungeon contains num_dunlevs d_levels with dlevel 1.. 94. * num_dunlevs. Ledger_start and depth_start are bases that are added 95. * to the dlevel of a particular d_level to get the effective ledger_no 96. * and depth for that d_level. 97. * 98. * Ledger_no is a bookkeeping number that gives a unique identifier for a 99. * particular d_level (for level.?? files, e.g.). 100. * 101. * Depth corresponds to the number of floors below the surface. 102. */ 103. #define Is_astralevel(x) (on_level(x, &astral_level)) 104. #define Is_earthlevel(x) (on_level(x, &earth_level)) 105. #define Is_waterlevel(x) (on_level(x, &water_level)) 106. #define Is_firelevel(x) (on_level(x, &fire_level)) 107. #define Is_airlevel(x) (on_level(x, &air_level)) 108. #define Is_medusa_level(x) (on_level(x, &medusa_level)) 109. #define Is_oracle_level(x) (on_level(x, &oracle_level)) 110. #define Is_valley(x) (on_level(x, &valley_level)) 111. #define Is_asmo_level(x) (on_level(x, &asmodeus_level)) 112. #define Is_baal_level(x) (on_level(x, &baalzebub_level)) 113. #define Is_wiz1_level(x) (on_level(x, &wiz1_level)) 114. #define Is_wiz2_level(x) (on_level(x, &wiz2_level)) 115. #define Is_wiz3_level(x) (on_level(x, &wiz3_level)) 116. #define Is_sanctum(x) (on_level(x, &sanctum_level)) 117. #define Is_portal_level(x) (on_level(x, &portal_level)) 118. #define Is_rogue_level(x) (on_level(x, &rogue_level)) 119. #define Is_stronghold(x) (on_level(x, &stronghold_level)) 120. #define Is_bigroom(x) (on_level(x, &bigroom_level)) 121. #ifdef MULDGN 122. #define Is_qstart(x) (on_level(x, &qstart_level)) 123. #define Is_qlocate(x) (on_level(x, &qlocate_level)) 124. #define Is_nemesis(x) (on_level(x, &nemesis_level)) 125. #define Is_knox(x) (on_level(x, &knox_level)) 126. #endif 127. 128. #define Inhell In_hell(&u.uz) /* now gehennom */ 129. #define In_endgame(x) ((x)->dnum == astral_level.dnum) 130. 131. #endif /* DUNGEON_H */
|