1 /* NetHack 3.6 dungeon.h $NHDT-Date: 1447755969 2015/11/17 10:26:09 $ $NHDT-Branch: master $:$NHDT-Revision: 1.24 $ */ 2 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3 /*-Copyright (c) Michael Allison, 2006. */ 4 /* NetHack may be freely redistributed. See license for details. */ 5 6 #ifndef DUNGEON_H 7 #define DUNGEON_H 8 9 typedef struct d_flags { /* dungeon/level type flags */ 10 Bitfield(town, 1); /* is this a town? (levels only) */ 11 Bitfield(hellish, 1); /* is this part of hell? */ 12 Bitfield(maze_like, 1); /* is this a maze? */ 13 Bitfield(rogue_like, 1); /* is this an old-fashioned presentation? */ 14 Bitfield(align, 3); /* dungeon alignment. */ 15 Bitfield(unused, 1); /* etc... */ 16 } d_flags; 17 18 typedef struct d_level { /* basic dungeon level element */ 19 xchar dnum; /* dungeon number */ 20 xchar dlevel; /* level number */ 21 } d_level; 22 23 typedef struct s_level { /* special dungeon level element */ 24 struct s_level *next; 25 d_level dlevel; /* dungeon & level numbers */ 26 char proto[15]; /* name of prototype file (eg. "tower") */ 27 char boneid; /* character to id level in bones files */ 28 uchar rndlevs; /* no. of randomly available similar levels */ 29 d_flags flags; /* type flags */ 30 } s_level; 31 32 typedef struct stairway { /* basic stairway identifier */ 33 xchar sx, sy; /* x / y location of the stair */ 34 d_level tolev; /* where does it go */ 35 char up; /* what type of stairway (up/down) */ 36 } stairway; 37 38 /* level region types */ 39 enum level_region_types { 40 LR_DOWNSTAIR = 0, 41 LR_UPSTAIR, 42 LR_PORTAL, 43 LR_BRANCH, 44 LR_TELE, 45 LR_UPTELE, 46 LR_DOWNTELE 47 }; 48 49 typedef struct dest_area { /* non-stairway level change identifier */ 50 xchar lx, ly; /* "lower" left corner (near [0,0]) */ 51 xchar hx, hy; /* "upper" right corner (near [COLNO,ROWNO]) */ 52 xchar nlx, nly; /* outline of invalid area */ 53 xchar nhx, nhy; /* opposite corner of invalid area */ 54 } dest_area; 55 56 typedef struct dungeon { /* basic dungeon identifier */ 57 char dname[24]; /* name of the dungeon (eg. "Hell") */ 58 char proto[15]; /* name of prototype file (eg. "tower") */ 59 char boneid; /* character to id dungeon in bones files */ 60 d_flags flags; /* dungeon flags */ 61 xchar entry_lev; /* entry level */ 62 xchar num_dunlevs; /* number of levels in this dungeon */ 63 xchar dunlev_ureached; /* how deep you have been in this dungeon */ 64 int ledger_start, /* the starting depth in "real" terms */ 65 depth_start; /* the starting depth in "logical" terms */ 66 } dungeon; 67 68 /* 69 * A branch structure defines the connection between two dungeons. They 70 * will be ordered by the dungeon number/level number of 'end1'. Ties 71 * are resolved by 'end2'. 'Type' uses 'end1' arbitrarily as the primary 72 * point. 73 */ 74 typedef struct branch { 75 struct branch *next; /* next in the branch chain */ 76 int id; /* branch identifier */ 77 int type; /* type of branch */ 78 d_level end1; /* "primary" end point */ 79 d_level end2; /* other end point */ 80 boolean end1_up; /* does end1 go up? */ 81 } branch; 82 83 /* branch types */ 84 #define BR_STAIR 0 /* "Regular" connection, 2 staircases. */ 85 #define BR_NO_END1 1 /* "Regular" connection. However, no stair from 86 end1 to end2. There is a stair from end2 to end1. */ 87 #define BR_NO_END2 2 /* "Regular" connection. However, no stair from 88 end2 to end1. There is a stair from end1 to end2. */ 89 #define BR_PORTAL 3 /* Connection by magic portals (traps) */ 90 91 /* A particular dungeon contains num_dunlevs d_levels with dlevel 1.. 92 * num_dunlevs. Ledger_start and depth_start are bases that are added 93 * to the dlevel of a particular d_level to get the effective ledger_no 94 * and depth for that d_level. 95 * 96 * Ledger_no is a bookkeeping number that gives a unique identifier for a 97 * particular d_level (for level.?? files, e.g.). 98 * 99 * Depth corresponds to the number of floors below the surface. 100 */ 101 102 /* These both can't be zero, or dungeon_topology isn't init'd / restored */ 103 #define Lassigned(y) ((y)->dlevel || (y)->dnum) 104 #define Lcheck(x,z) (Lassigned(z) && on_level(x, z)) 105 106 #define Is_astralevel(x) (Lcheck(x, &astral_level)) 107 #define Is_earthlevel(x) (Lcheck(x, &earth_level)) 108 #define Is_waterlevel(x) (Lcheck(x, &water_level)) 109 #define Is_firelevel(x) (Lcheck(x, &fire_level)) 110 #define Is_airlevel(x) (Lcheck(x, &air_level)) 111 #define Is_medusa_level(x) (Lcheck(x, &medusa_level)) 112 #define Is_oracle_level(x) (Lcheck(x, &oracle_level)) 113 #define Is_valley(x) (Lcheck(x, &valley_level)) 114 #define Is_juiblex_level(x) (Lcheck(x, &juiblex_level)) 115 #define Is_asmo_level(x) (Lcheck(x, &asmodeus_level)) 116 #define Is_baal_level(x) (Lcheck(x, &baalzebub_level)) 117 #define Is_wiz1_level(x) (Lcheck(x, &wiz1_level)) 118 #define Is_wiz2_level(x) (Lcheck(x, &wiz2_level)) 119 #define Is_wiz3_level(x) (Lcheck(x, &wiz3_level)) 120 #define Is_sanctum(x) (Lcheck(x, &sanctum_level)) 121 #define Is_portal_level(x) (Lcheck(x, &portal_level)) 122 #define Is_rogue_level(x) (Lcheck(x, &rogue_level)) 123 #define Is_stronghold(x) (Lcheck(x, &stronghold_level)) 124 #define Is_bigroom(x) (Lcheck(x, &bigroom_level)) 125 #define Is_qstart(x) (Lcheck(x, &qstart_level)) 126 #define Is_qlocate(x) (Lcheck(x, &qlocate_level)) 127 #define Is_nemesis(x) (Lcheck(x, &nemesis_level)) 128 #define Is_knox(x) (Lcheck(x, &knox_level)) 129 #define Is_mineend_level(x) (Lcheck(x, &mineend_level)) 130 #define Is_sokoend_level(x) (Lcheck(x, &sokoend_level)) 131 132 #define In_sokoban(x) ((x)->dnum == sokoban_dnum) 133 #define Inhell In_hell(&u.uz) /* now gehennom */ 134 #define In_endgame(x) ((x)->dnum == astral_level.dnum) 135 136 #define within_bounded_area(X, Y, LX, LY, HX, HY) \ 137 ((X) >= (LX) && (X) <= (HX) && (Y) >= (LY) && (Y) <= (HY)) 138 139 /* monster and object migration codes */ 140 141 #define MIGR_NOWHERE (-1) /* failure flag for down_gate() */ 142 #define MIGR_RANDOM 0 143 #define MIGR_APPROX_XY 1 /* approximate coordinates */ 144 #define MIGR_EXACT_XY 2 /* specific coordinates */ 145 #define MIGR_STAIRS_UP 3 146 #define MIGR_STAIRS_DOWN 4 147 #define MIGR_LADDER_UP 5 148 #define MIGR_LADDER_DOWN 6 149 #define MIGR_SSTAIRS 7 /* dungeon branch */ 150 #define MIGR_PORTAL 8 /* magic portal */ 151 #define MIGR_WITH_HERO 9 /* mon: followers; obj: trap door */ 152 #define MIGR_NOBREAK 1024 /* bitmask: don't break on delivery */ 153 #define MIGR_NOSCATTER 2048 /* don't scatter on delivery */ 154 #define MIGR_TO_SPECIES 4096 /* migrating to species as they are made */ 155 #define MIGR_LEFTOVERS 8192 /* grab remaining MIGR_TO_SPECIES objects */ 156 /* level information (saved via ledger number) */ 157 158 struct linfo { 159 unsigned char flags; 160 #define VISITED 0x01 /* hero has visited this level */ 161 #define FORGOTTEN 0x02 /* hero will forget this level when reached */ 162 #define LFILE_EXISTS 0x04 /* a level file exists for this level */ 163 /* Note: VISITED and LFILE_EXISTS are currently almost always 164 * set at the same time. However they _mean_ different things. 165 */ 166 #ifdef MFLOPPY 167 #define FROMPERM 1 /* for ramdisk use */ 168 #define TOPERM 2 /* for ramdisk use */ 169 #define ACTIVE 1 170 #define SWAPPED 2 171 int where; 172 long time; 173 long size; 174 #endif /* MFLOPPY */ 175 }; 176 177 /* types and structures for dungeon map recording 178 * 179 * It is designed to eliminate the need for an external notes file for some 180 * mundane dungeon elements. "Where was the last altar I passed?" etc... 181 * Presumably the character can remember this sort of thing even if, months 182 * later in real time picking up an old save game, I can't. 183 * 184 * To be consistent, one can assume that this map is in the player's mind and 185 * has no physical correspondence (eliminating illiteracy/blind/hands/hands 186 * free concerns). Therefore, this map is not exhaustive nor detailed ("some 187 * fountains"). This makes it also subject to player conditions (amnesia). 188 */ 189 190 /* Because clearly Nethack needs more ways to specify alignment */ 191 #define Amask2msa(x) ((x) == 4 ? 3 : (x) &AM_MASK) 192 #define Msa2amask(x) ((x) == 3 ? 4 : (x)) 193 #define MSA_NONE 0 /* unaligned or multiple alignments */ 194 #define MSA_LAWFUL 1 195 #define MSA_NEUTRAL 2 196 #define MSA_CHAOTIC 3 197 198 /* what the player knows about a single dungeon level */ 199 /* initialized in mklev() */ 200 typedef struct mapseen { 201 struct mapseen *next; /* next map in the chain */ 202 branch *br; /* knows about branch via taking it in goto_level */ 203 d_level lev; /* corresponding dungeon level */ 204 struct mapseen_feat { 205 /* feature knowledge that must be calculated from levl array */ 206 Bitfield(nfount, 2); 207 Bitfield(nsink, 2); 208 Bitfield(naltar, 2); 209 Bitfield(nthrone, 2); 210 211 Bitfield(ngrave, 2); 212 Bitfield(ntree, 2); 213 Bitfield(water, 2); 214 Bitfield(lava, 2); 215 216 Bitfield(ice, 2); 217 /* calculated from rooms array */ 218 Bitfield(nshop, 2); 219 Bitfield(ntemple, 2); 220 /* altar alignment; MSA_NONE if there is more than one and 221 they aren't all the same */ 222 Bitfield(msalign, 2); 223 224 Bitfield(shoptype, 5); 225 } feat; 226 struct mapseen_flags { 227 Bitfield(unreachable, 1); /* can't get back to this level */ 228 Bitfield(forgot, 1); /* player has forgotten about this level */ 229 Bitfield(knownbones, 1); /* player aware of bones */ 230 Bitfield(oracle, 1); 231 Bitfield(sokosolved, 1); 232 Bitfield(bigroom, 1); 233 Bitfield(castle, 1); 234 Bitfield(castletune, 1); /* add tune hint to castle annotation */ 235 236 Bitfield(valley, 1); 237 Bitfield(msanctum, 1); 238 Bitfield(ludios, 1); 239 Bitfield(roguelevel, 1); 240 /* quest annotations: quest_summons is for main dungeon level 241 with entry portal and is reset once quest has been finished; 242 questing is for quest home (level 1) */ 243 Bitfield(quest_summons, 1); /* heard summons from leader */ 244 Bitfield(questing, 1); /* quest leader has unlocked quest stairs */ 245 } flags; 246 /* custom naming */ 247 char *custom; 248 unsigned custom_lth; 249 struct mapseen_rooms { 250 Bitfield(seen, 1); 251 Bitfield(untended, 1); /* flag for shop without shk */ 252 } msrooms[(MAXNROFROOMS + 1) * 2]; /* same size as rooms[] */ 253 /* dead heroes; might not have graves or ghosts */ 254 struct cemetery *final_resting_place; /* same as level.bonesinfo */ 255 } mapseen; 256 257 #endif /* DUNGEON_H */ 258