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Below is the full text to include/rm.h from NetHack 3.4.3. To link to a particular line, write [[rm.h#line123]], for example. 1. /* SCCS Id: @(#)rm.h 3.4 1999/12/12 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4.

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  • Source:Rm.h
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  • Below is the full text to include/rm.h from NetHack 3.4.3. To link to a particular line, write [[rm.h#line123]], for example. 1. /* SCCS Id: @(#)rm.h 3.4 1999/12/12 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4.
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  • Below is the full text to include/rm.h from NetHack 3.4.3. To link to a particular line, write [[rm.h#line123]], for example. 1. /* SCCS Id: @(#)rm.h 3.4 1999/12/12 */ 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 TREE 13 /* KMH */ 47. #define SDOOR 14 48. #define SCORR 15 49. #define POOL 16 50. #define MOAT 17 /* pool that doesn't boil, adjust messages */ 51. #define WATER 18 52. #define DRAWBRIDGE_UP 19 53. #define LAVAPOOL 20 54. #define IRONBARS 21 /* KMH */ 55. #define DOOR 22 56. #define CORR 23 57. #define ROOM 24 58. #define STAIRS 25 59. #define LADDER 26 60. #define FOUNTAIN 27 61. #define THRONE 28 62. #define SINK 29 63. #define GRAVE 30 64. #define ALTAR 31 65. #define ICE 32 66. #define DRAWBRIDGE_DOWN 33 67. #define AIR 34 68. #define CLOUD 35 69. 70. #define MAX_TYPE 36 71. #define INVALID_TYPE 127 72. 73. /* 74. * Avoid using the level types in inequalities: 75. * these types are subject to change. 76. * Instead, use one of the macros below. 77. */ 78. #define IS_WALL(typ) ((typ) && (typ) <= DBWALL) 79. #define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */ 80. #define IS_ROCK(typ) ((typ) < POOL) /* absolutely nonaccessible */ 81. #define IS_DOOR(typ) ((typ) == DOOR) 82. #define IS_TREE(typ) ((typ) == TREE || \ 83. (level.flags.arboreal && (typ) == STONE)) 84. #define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */ 85. #define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */ 86. #define ZAP_POS(typ) ((typ) >= POOL) 87. #define SPACE_POS(typ) ((typ) > DOOR) 88. #define IS_POOL(typ) ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP) 89. #define IS_THRONE(typ) ((typ) == THRONE) 90. #define IS_FOUNTAIN(typ) ((typ) == FOUNTAIN) 91. #define IS_SINK(typ) ((typ) == SINK) 92. #define IS_GRAVE(typ) ((typ) == GRAVE) 93. #define IS_ALTAR(typ) ((typ) == ALTAR) 94. #define IS_DRAWBRIDGE(typ) ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN) 95. #define IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR) 96. #define IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD) 97. #define IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ)) 98. 99. /* 100. * The screen symbols may be the default or defined at game startup time. 101. * See drawing.c for defaults. 102. * Note: {ibm|dec}_graphics[] arrays (also in drawing.c) must be kept in synch. 103. */ 104. 105. /* begin dungeon characters */ 106. 107. #define S_stone 0 108. #define S_vwall 1 109. #define S_hwall 2 110. #define S_tlcorn 3 111. #define S_trcorn 4 112. #define S_blcorn 5 113. #define S_brcorn 6 114. #define S_crwall 7 115. #define S_tuwall 8 116. #define S_tdwall 9 117. #define S_tlwall 10 118. #define S_trwall 11 119. #define S_ndoor 12 120. #define S_vodoor 13 121. #define S_hodoor 14 122. #define S_vcdoor 15 /* closed door, vertical wall */ 123. #define S_hcdoor 16 /* closed door, horizontal wall */ 124. #define S_bars 17 /* KMH -- iron bars */ 125. #define S_tree 18 /* KMH */ 126. #define S_room 19 127. #define S_corr 20 128. #define S_litcorr 21 129. #define S_upstair 22 130. #define S_dnstair 23 131. #define S_upladder 24 132. #define S_dnladder 25 133. #define S_altar 26 134. #define S_grave 27 135. #define S_throne 28 136. #define S_sink 29 137. #define S_fountain 30 138. #define S_pool 31 139. #define S_ice 32 140. #define S_lava 33 141. #define S_vodbridge 34 142. #define S_hodbridge 35 143. #define S_vcdbridge 36 /* closed drawbridge, vertical wall */ 144. #define S_hcdbridge 37 /* closed drawbridge, horizontal wall */ 145. #define S_air 38 146. #define S_cloud 39 147. #define S_water 40 148. 149. /* end dungeon characters, begin traps */ 150. 151. #define S_arrow_trap 41 152. #define S_dart_trap 42 153. #define S_falling_rock_trap 43 154. #define S_squeaky_board 44 155. #define S_bear_trap 45 156. #define S_land_mine 46 157. #define S_rolling_boulder_trap 47 158. #define S_sleeping_gas_trap 48 159. #define S_rust_trap 49 160. #define S_fire_trap 50 161. #define S_pit 51 162. #define S_spiked_pit 52 163. #define S_hole 53 164. #define S_trap_door 54 165. #define S_teleportation_trap 55 166. #define S_level_teleporter 56 167. #define S_magic_portal 57 168. #define S_web 58 169. #define S_statue_trap 59 170. #define S_magic_trap 60 171. #define S_anti_magic_trap 61 172. #define S_polymorph_trap 62 173. 174. /* end traps, begin special effects */ 175. 176. #define S_vbeam 63 /* The 4 zap beam symbols. Do NOT separate. */ 177. #define S_hbeam 64 /* To change order or add, see function */ 178. #define S_lslant 65 /* zapdir_to_glyph() in display.c. */ 179. #define S_rslant 66 180. #define S_digbeam 67 /* dig beam symbol */ 181. #define S_flashbeam 68 /* camera flash symbol */ 182. #define S_boomleft 69 /* thrown boomerang, open left, e.g ')' */ 183. #define S_boomright 70 /* thrown boomerand, open right, e.g. '(' */ 184. #define S_ss1 71 /* 4 magic shield glyphs */ 185. #define S_ss2 72 186. #define S_ss3 73 187. #define S_ss4 74 188. 189. /* The 8 swallow symbols. Do NOT separate. To change order or add, see */ 190. /* the function swallow_to_glyph() in display.c. */ 191. #define S_sw_tl 75 /* swallow top left [1] */ 192. #define S_sw_tc 76 /* swallow top center [2] Order: */ 193. #define S_sw_tr 77 /* swallow top right [3] */ 194. #define S_sw_ml 78 /* swallow middle left [4] 1 2 3 */ 195. #define S_sw_mr 79 /* swallow middle right [6] 4 5 6 */ 196. #define S_sw_bl 80 /* swallow bottom left [7] 7 8 9 */ 197. #define S_sw_bc 81 /* swallow bottom center [8] */ 198. #define S_sw_br 82 /* swallow bottom right [9] */ 199. 200. #define S_explode1 83 /* explosion top left */ 201. #define S_explode2 84 /* explosion top center */ 202. #define S_explode3 85 /* explosion top right Ex. */ 203. #define S_explode4 86 /* explosion middle left */ 204. #define S_explode5 87 /* explosion middle center /-\ */ 205. #define S_explode6 88 /* explosion middle right |@| */ 206. #define S_explode7 89 /* explosion bottom left \-/ */ 207. #define S_explode8 90 /* explosion bottom center */ 208. #define S_explode9 91 /* explosion bottom right */ 209. 210. /* end effects */ 211. 212. #define MAXPCHARS 92 /* maximum number of mapped characters */ 213. #define MAXDCHARS 41 /* maximum of mapped dungeon characters */ 214. #define MAXTCHARS 22 /* maximum of mapped trap characters */ 215. #define MAXECHARS 29 /* maximum of mapped effects characters */ 216. #define MAXEXPCHARS 9 /* number of explosion characters */ 217. 218. struct symdef { 219. uchar sym; 220. const char *explanation; 221. #ifdef TEXTCOLOR 222. uchar color; 223. #endif 224. }; 225. 226. extern const struct symdef defsyms[MAXPCHARS]; /* defaults */ 227. extern uchar showsyms[MAXPCHARS]; 228. extern const struct symdef def_warnsyms[WARNCOUNT]; 229. 230. /* 231. * Graphics sets for display symbols 232. */ 233. #define ASCII_GRAPHICS 0 /* regular characters: '-', '+', &c */ 234. #define IBM_GRAPHICS 1 /* PC graphic characters */ 235. #define DEC_GRAPHICS 2 /* VT100 line drawing characters */ 236. #define MAC_GRAPHICS 3 /* Macintosh drawing characters */ 237. 238. /* 239. * The 5 possible states of doors 240. */ 241. 242. #define D_NODOOR 0 243. #define D_BROKEN 1 244. #define D_ISOPEN 2 245. #define D_CLOSED 4 246. #define D_LOCKED 8 247. #define D_TRAPPED 16 248. 249. /* 250. * Some altars are considered as shrines, so we need a flag. 251. */ 252. #define AM_SHRINE 8 253. 254. /* 255. * Thrones should only be looted once. 256. */ 257. #define T_LOOTED 1 258. 259. /* 260. * Trees have more than one kick result. 261. */ 262. #define TREE_LOOTED 1 263. #define TREE_SWARM 2 264. 265. /* 266. * Fountains have limits, and special warnings. 267. */ 268. #define F_LOOTED 1 269. #define F_WARNED 2 270. #define FOUNTAIN_IS_WARNED(x,y) (levl[x][y].looted & F_WARNED) 271. #define FOUNTAIN_IS_LOOTED(x,y) (levl[x][y].looted & F_LOOTED) 272. #define SET_FOUNTAIN_WARNED(x,y) levl[x][y].looted |= F_WARNED; 273. #define SET_FOUNTAIN_LOOTED(x,y) levl[x][y].looted |= F_LOOTED; 274. #define CLEAR_FOUNTAIN_WARNED(x,y) levl[x][y].looted &= ~F_WARNED; 275. #define CLEAR_FOUNTAIN_LOOTED(x,y) levl[x][y].looted &= ~F_LOOTED; 276. 277. /* 278. * Doors are even worse :-) The special warning has a side effect 279. * of instantly trapping the door, and if it was defined as trapped, 280. * the guards consider that you have already been warned! 281. */ 282. #define D_WARNED 16 283. 284. /* 285. * Sinks have 3 different types of loot that shouldn't be abused 286. */ 287. #define S_LPUDDING 1 288. #define S_LDWASHER 2 289. #define S_LRING 4 290. 291. /* 292. * The four directions for a DrawBridge. 293. */ 294. #define DB_NORTH 0 295. #define DB_SOUTH 1 296. #define DB_EAST 2 297. #define DB_WEST 3 298. #define DB_DIR 3 /* mask for direction */ 299. 300. /* 301. * What's under a drawbridge. 302. */ 303. #define DB_MOAT 0 304. #define DB_LAVA 4 305. #define DB_ICE 8 306. #define DB_FLOOR 16 307. #define DB_UNDER 28 /* mask for underneath */ 308. 309. /* 310. * Wall information. 311. */ 312. #define WM_MASK 0x07 /* wall mode (bottom three bits) */ 313. #define W_NONDIGGABLE 0x08 314. #define W_NONPASSWALL 0x10 315. 316. /* 317. * Ladders (in Vlad's tower) may be up or down. 318. */ 319. #define LA_UP 1 320. #define LA_DOWN 2 321. 322. /* 323. * Room areas may be iced pools 324. */ 325. #define ICED_POOL 8 326. #define ICED_MOAT 16 327. 328. /* 329. * The structure describing a coordinate position. 330. * Before adding fields, remember that this will significantly affect 331. * the size of temporary files and save files. 332. */ 333. struct rm { 334. int glyph; /* what the hero thinks is there */ 335. schar typ; /* what is really there */ 336. uchar seenv; /* seen vector */ 337. Bitfield(flags,5); /* extra information for typ */ 338. Bitfield(horizontal,1); /* wall/door/etc is horiz. (more typ info) */ 339. Bitfield(lit,1); /* speed hack for lit rooms */ 340. Bitfield(waslit,1); /* remember if a location was lit */ 341. Bitfield(roomno,6); /* room # for special rooms */ 342. Bitfield(edge,1); /* marks boundaries for special rooms*/ 343. }; 344. 345. /* 346. * Add wall angle viewing by defining "modes" for each wall type. Each 347. * mode describes which parts of a wall are finished (seen as as wall) 348. * and which are unfinished (seen as rock). 349. * 350. * We use the bottom 3 bits of the flags field for the mode. This comes 351. * in conflict with secret doors, but we avoid problems because until 352. * a secret door becomes discovered, we know what sdoor's bottom three 353. * bits are. 354. * 355. * The following should cover all of the cases. 356. * 357. * type mode Examples: R=rock, F=finished 358. * ----- ---- ---------------------------- 359. * WALL: 0 none hwall, mode 1 360. * 1 left/top (1/2 rock) RRR 361. * 2 right/bottom (1/2 rock) --- 362. * FFF 363. * 364. * CORNER: 0 none trcorn, mode 2 365. * 1 outer (3/4 rock) FFF 366. * 2 inner (1/4 rock) F+- 367. * F|R 368. * 369. * TWALL: 0 none tlwall, mode 3 370. * 1 long edge (1/2 rock) F|F 371. * 2 bottom left (on a tdwall) -+F 372. * 3 bottom right (on a tdwall) R|F 373. * 374. * CRWALL: 0 none crwall, mode 5 375. * 1 top left (1/4 rock) R|F 376. * 2 top right (1/4 rock) -+- 377. * 3 bottom left (1/4 rock) F|R 378. * 4 bottom right (1/4 rock) 379. * 5 top left & bottom right (1/2 rock) 380. * 6 bottom left & top right (1/2 rock) 381. */ 382. 383. #define WM_W_LEFT 1 /* vertical or horizontal wall */ 384. #define WM_W_RIGHT 2 385. #define WM_W_TOP WM_W_LEFT 386. #define WM_W_BOTTOM WM_W_RIGHT 387. 388. #define WM_C_OUTER 1 /* corner wall */ 389. #define WM_C_INNER 2 390. 391. #define WM_T_LONG 1 /* T wall */ 392. #define WM_T_BL 2 393. #define WM_T_BR 3 394. 395. #define WM_X_TL 1 /* cross wall */ 396. #define WM_X_TR 2 397. #define WM_X_BL 3 398. #define WM_X_BR 4 399. #define WM_X_TLBR 5 400. #define WM_X_BLTR 6 401. 402. /* 403. * Seen vector values. The seen vector is an array of 8 bits, one for each 404. * octant around a given center x: 405. * 406. * 0 1 2 407. * 7 x 3 408. * 6 5 4 409. * 410. * In the case of walls, a single wall square can be viewed from 8 possible 411. * directions. If we know the type of wall and the directions from which 412. * it has been seen, then we can determine what it looks like to the hero. 413. */ 414. #define SV0 0x1 415. #define SV1 0x2 416. #define SV2 0x4 417. #define SV3 0x8 418. #define SV4 0x10 419. #define SV5 0x20 420. #define SV6 0x40 421. #define SV7 0x80 422. #define SVALL 0xFF 423. 424. 425. 426. #define doormask flags 427. #define altarmask flags 428. #define wall_info flags 429. #define ladder flags 430. #define drawbridgemask flags 431. #define looted flags 432. #define icedpool flags 433. 434. #define blessedftn horizontal /* a fountain that grants attribs */ 435. #define disturbed horizontal /* a grave that has been disturbed */ 436. 437. struct damage { 438. struct damage *next; 439. long when, cost; 440. coord place; 441. schar typ; 442. }; 443. 444. struct levelflags { 445. uchar nfountains; /* number of fountains on level */ 446. uchar nsinks; /* number of sinks on the level */ 447. /* Several flags that give hints about what's on the level */ 448. Bitfield(has_shop, 1); 449. Bitfield(has_vault, 1); 450. Bitfield(has_zoo, 1); 451. Bitfield(has_court, 1); 452. Bitfield(has_morgue, 1); 453. Bitfield(has_beehive, 1); 454. Bitfield(has_barracks, 1); 455. Bitfield(has_temple, 1); 456. 457. Bitfield(has_swamp, 1); 458. Bitfield(noteleport,1); 459. Bitfield(hardfloor,1); 460. Bitfield(nommap,1); 461. Bitfield(hero_memory,1); /* hero has memory */ 462. Bitfield(shortsighted,1); /* monsters are shortsighted */ 463. Bitfield(graveyard,1); /* has_morgue, but remains set */ 464. Bitfield(is_maze_lev,1); 465. 466. Bitfield(is_cavernous_lev,1); 467. Bitfield(arboreal, 1); /* Trees replace rock */ 468. }; 469. 470. typedef struct 471. { 472. struct rm locations[COLNO][ROWNO]; 473. #ifndef MICROPORT_BUG 474. struct obj *objects[COLNO][ROWNO]; 475. struct monst *monsters[COLNO][ROWNO]; 476. #else 477. struct obj *objects[1][ROWNO]; 478. char *yuk1[COLNO-1][ROWNO]; 479. struct monst *monsters[1][ROWNO]; 480. char *yuk2[COLNO-1][ROWNO]; 481. #endif 482. struct obj *objlist; 483. struct obj *buriedobjlist; 484. struct monst *monlist; 485. struct damage *damagelist; 486. struct levelflags flags; 487. } 488. dlevel_t; 489. 490. extern dlevel_t level; /* structure describing the current level */ 491. 492. /* 493. * Macros for compatibility with old code. Someday these will go away. 494. */ 495. #define levl level.locations 496. #define fobj level.objlist 497. #define fmon level.monlist 498. 499. /* 500. * Covert a trap number into the defsym graphics array. 501. * Convert a defsym number into a trap number. 502. * Assumes that arrow trap will always be the first trap. 503. */ 504. #define trap_to_defsym(t) (S_arrow_trap+(t)-1) 505. #define defsym_to_trap(d) ((d)-S_arrow_trap+1) 506. 507. #define OBJ_AT(x,y) (level.objects[x][y] != (struct obj *)0) 508. /* 509. * Macros for encapsulation of level.monsters references. 510. */ 511. #define MON_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \ 512. !(level.monsters[x][y])->mburied) 513. #define MON_BURIED_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \ 514. (level.monsters[x][y])->mburied) 515. #ifndef STEED 516. #define place_monster(m,x,y) ((m)->mx=(x),(m)->my=(y),\ 517. level.monsters[(m)->mx][(m)->my]=(m)) 518. #endif 519. #define place_worm_seg(m,x,y) level.monsters[x][y] = m 520. #define remove_monster(x,y) level.monsters[x][y] = (struct monst *)0 521. #define m_at(x,y) (MON_AT(x,y) ? level.monsters[x][y] : \ 522. (struct monst *)0) 523. #define m_buried_at(x,y) (MON_BURIED_AT(x,y) ? level.monsters[x][y] : \ 524. (struct monst *)0) 525. 526. #endif /* RM_H */
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