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nethack.lha
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nethack-3.1
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dungeon.h
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1993-01-18
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/* SCCS Id: @(#)dungeon.h 3.1 93/01/17 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef DUNGEON_H
#define DUNGEON_H
typedef struct d_flags { /* dungeon/level type flags */
Bitfield(town, 1); /* is this a town? (levels only) */
Bitfield(hellish, 1); /* is this part of hell? */
Bitfield(maze_like, 1); /* is this a maze? */
Bitfield(rogue_like, 1); /* is this an old-fashioned presentation? */
Bitfield(align, 3); /* dungeon alignment. */
Bitfield(unused, 1); /* etc... */
} d_flags;
#include "align.h"
typedef struct d_level { /* basic dungeon level element */
xchar dnum; /* dungeon number */
xchar dlevel; /* level number */
} d_level;
typedef struct s_level { /* special dungeon level element */
struct s_level *next;
d_level dlevel; /* dungeon & level numbers */
char proto[15]; /* name of prototype file (eg. "tower") */
char boneid; /* character to id level in bones files */
uchar rndlevs; /* no. of randomly available similar levels */
d_flags flags; /* type flags */
} s_level;
typedef struct stairway { /* basic stairway identifier */
xchar sx, sy; /* x / y location of the stair */
d_level tolev; /* where does it go */
char up; /* what type of stairway (up/down) */
} stairway;
/* level region types */
#define LR_DOWNSTAIR 0
#define LR_UPSTAIR 1
#define LR_PORTAL 2
#define LR_BRANCH 3
#define LR_TELE 4
#define LR_UPTELE 5
#define LR_DOWNTELE 6
typedef struct dest_area { /* non-stairway level change indentifier */
xchar lx, ly; /* "lower" left corner (near [0,0]) */
xchar hx, hy; /* "upper" right corner (near [COLNO,ROWNO]) */
xchar nlx, nly; /* outline of invalid area */
xchar nhx, nhy; /* opposite corner of invalid area */
} dest_area;
typedef struct dungeon { /* basic dungeon identifier */
char dname[24]; /* name of the dungeon (eg. "Hell") */
char proto[15]; /* name of prototype file (eg. "tower") */
char boneid; /* character to id dungeon in bones files */
d_flags flags; /* dungeon flags */
xchar entry_lev; /* entry level */
xchar num_dunlevs; /* number of levels in this dungeon */
xchar dunlev_ureached; /* how deep you have been in this dungeon */
int ledger_start, /* the starting depth in "real" terms */
depth_start; /* the starting depth in "logical" terms */
} dungeon;
/*
* A branch structure defines the connection between two dungeons. They
* will be ordered by the dungeon number/level number of 'end1'. Ties
* are resolved by 'end2'. 'Type' uses 'end1' arbitrarily as the primary
* point.
*/
typedef struct branch {
struct branch *next; /* next in the branch chain */
int id; /* branch identifier */
int type; /* type of branch */
d_level end1; /* "primary" end point */
d_level end2; /* other end point */
boolean end1_up; /* does end1 go up? */
} branch;
/* branch types */
#define BR_STAIR 0 /* "Regular" connection, 2 staircases. */
#define BR_NO_END1 1 /* "Regular" connection. However, no stair from */
/* end1 to end2. There is a stair from end2 */
/* to end1. */
#define BR_NO_END2 2 /* "Regular" connection. However, no stair from */
/* end2 to end1. There is a stair from end1 */
/* to end2. */
#define BR_PORTAL 3 /* Connection by magic portals (traps) */
/* A particular dungeon contains num_dunlevs d_levels with dlevel 1..
* num_dunlevs. Ledger_start and depth_start are bases that are added
* to the dlevel of a particular d_level to get the effective ledger_no
* and depth for that d_level.
*
* Ledger_no is a bookkeeping number that gives a unique identifier for a
* particular d_level (for level.?? files, e.g.).
*
* Depth corresponds to the number of floors below the surface.
*/
#define Is_astralevel(x) (on_level(x, &astral_level))
#define Is_earthlevel(x) (on_level(x, &earth_level))
#define Is_waterlevel(x) (on_level(x, &water_level))
#define Is_firelevel(x) (on_level(x, &fire_level))
#define Is_airlevel(x) (on_level(x, &air_level))
#define Is_medusa_level(x) (on_level(x, &medusa_level))
#define Is_oracle_level(x) (on_level(x, &oracle_level))
#define Is_valley(x) (on_level(x, &valley_level))
#define Is_asmo_level(x) (on_level(x, &asmodeus_level))
#define Is_baal_level(x) (on_level(x, &baalzebub_level))
#define Is_wiz1_level(x) (on_level(x, &wiz1_level))
#define Is_wiz2_level(x) (on_level(x, &wiz2_level))
#define Is_wiz3_level(x) (on_level(x, &wiz3_level))
#define Is_sanctum(x) (on_level(x, &sanctum_level))
#define Is_portal_level(x) (on_level(x, &portal_level))
#define Is_rogue_level(x) (on_level(x, &rogue_level))
#define Is_stronghold(x) (on_level(x, &stronghold_level))
#define Is_bigroom(x) (on_level(x, &bigroom_level))
#ifdef MULDGN
#define Is_qstart(x) (on_level(x, &qstart_level))
#define Is_qlocate(x) (on_level(x, &qlocate_level))
#define Is_nemesis(x) (on_level(x, &nemesis_level))
#define Is_knox(x) (on_level(x, &knox_level))
#endif
#define Inhell In_hell(&u.uz) /* now gehennom */
#define In_endgame(x) ((x)->dnum == astral_level.dnum)
#endif /* DUNGEON_H */