NHDT->ANH, nethack->anethack, nhdat->anhdat
[aNetHack.git] / include / dungeon.h
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1 /* aNetHack 0.0.1 dungeon.h $ANH-Date: 1447755969 2015/11/17 10:26:09 $ $ANH-Branch: master $:$ANH-Revision: 1.24 $ */
2 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3 /* aNetHack may be freely redistributed. See license for details. */
5 #ifndef DUNGEON_H
6 #define DUNGEON_H
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;
17 typedef struct d_level { /* basic dungeon level element */
18 xchar dnum; /* dungeon number */
19 xchar dlevel; /* level number */
20 } d_level;
22 typedef struct s_level { /* special dungeon level element */
23 struct s_level *next;
24 d_level dlevel; /* dungeon & level numbers */
25 char proto[15]; /* name of prototype file (eg. "tower") */
26 char boneid; /* character to id level in bones files */
27 uchar rndlevs; /* no. of randomly available similar levels */
28 d_flags flags; /* type flags */
29 } s_level;
31 typedef struct stairway { /* basic stairway identifier */
32 xchar sx, sy; /* x / y location of the stair */
33 d_level tolev; /* where does it go */
34 char up; /* what type of stairway (up/down) */
35 } stairway;
37 /* level region types */
38 enum level_region_types {
39 LR_DOWNSTAIR = 0,
40 LR_UPSTAIR,
41 LR_PORTAL,
42 LR_BRANCH,
43 LR_TELE,
44 LR_UPTELE,
45 LR_DOWNTELE
48 typedef struct dest_area { /* non-stairway level change identifier */
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;
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;
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.
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;
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 to end1. */
86 #define BR_NO_END2 2 /* "Regular" connection. However, no stair from
87 end2 to end1. There is a stair from end1 to end2. */
88 #define BR_PORTAL 3 /* Connection by magic portals (traps) */
90 /* A particular dungeon contains num_dunlevs d_levels with dlevel 1..
91 * num_dunlevs. Ledger_start and depth_start are bases that are added
92 * to the dlevel of a particular d_level to get the effective ledger_no
93 * and depth for that d_level.
95 * Ledger_no is a bookkeeping number that gives a unique identifier for a
96 * particular d_level (for level.?? files, e.g.).
98 * Depth corresponds to the number of floors below the surface.
100 #define Is_astralevel(x) (on_level(x, &astral_level))
101 #define Is_earthlevel(x) (on_level(x, &earth_level))
102 #define Is_waterlevel(x) (on_level(x, &water_level))
103 #define Is_firelevel(x) (on_level(x, &fire_level))
104 #define Is_airlevel(x) (on_level(x, &air_level))
105 #define Is_medusa_level(x) (on_level(x, &medusa_level))
106 #define Is_oracle_level(x) (on_level(x, &oracle_level))
107 #define Is_valley(x) (on_level(x, &valley_level))
108 #define Is_juiblex_level(x) (on_level(x, &juiblex_level))
109 #define Is_asmo_level(x) (on_level(x, &asmodeus_level))
110 #define Is_baal_level(x) (on_level(x, &baalzebub_level))
111 #define Is_wiz1_level(x) (on_level(x, &wiz1_level))
112 #define Is_wiz2_level(x) (on_level(x, &wiz2_level))
113 #define Is_wiz3_level(x) (on_level(x, &wiz3_level))
114 #define Is_sanctum(x) (on_level(x, &sanctum_level))
115 #define Is_portal_level(x) (on_level(x, &portal_level))
116 #define Is_rogue_level(x) (on_level(x, &rogue_level))
117 #define Is_stronghold(x) (on_level(x, &stronghold_level))
118 #define Is_bigroom(x) (on_level(x, &bigroom_level))
119 #define Is_qstart(x) (on_level(x, &qstart_level))
120 #define Is_qlocate(x) (on_level(x, &qlocate_level))
121 #define Is_nemesis(x) (on_level(x, &nemesis_level))
122 #define Is_knox(x) (on_level(x, &knox_level))
123 #define Is_mineend_level(x) (on_level(x, &mineend_level))
124 #define Is_sokoend_level(x) (on_level(x, &sokoend_level))
126 #define In_sokoban(x) ((x)->dnum == sokoban_dnum)
127 #define Inhell In_hell(&u.uz) /* now gehennom */
128 #define In_endgame(x) ((x)->dnum == astral_level.dnum)
130 #define within_bounded_area(X, Y, LX, LY, HX, HY) \
131 ((X) >= (LX) && (X) <= (HX) && (Y) >= (LY) && (Y) <= (HY))
133 /* monster and object migration codes */
135 #define MIGR_NOWHERE (-1) /* failure flag for down_gate() */
136 #define MIGR_RANDOM 0
137 #define MIGR_APPROX_XY 1 /* approximate coordinates */
138 #define MIGR_EXACT_XY 2 /* specific coordinates */
139 #define MIGR_STAIRS_UP 3
140 #define MIGR_STAIRS_DOWN 4
141 #define MIGR_LADDER_UP 5
142 #define MIGR_LADDER_DOWN 6
143 #define MIGR_SSTAIRS 7 /* dungeon branch */
144 #define MIGR_PORTAL 8 /* magic portal */
145 #define MIGR_WITH_HERO 9 /* mon: followers; obj: trap door */
146 #define MIGR_NOBREAK 1024 /* bitmask: don't break on delivery */
147 #define MIGR_NOSCATTER 2048 /* don't scatter on delivery */
149 /* level information (saved via ledger number) */
151 struct linfo {
152 unsigned char flags;
153 #define VISITED 0x01 /* hero has visited this level */
154 #define FORGOTTEN 0x02 /* hero will forget this level when reached */
155 #define LFILE_EXISTS 0x04 /* a level file exists for this level */
156 /* Note: VISITED and LFILE_EXISTS are currently almost always
157 * set at the same time. However they _mean_ different things.
159 #ifdef MFLOPPY
160 #define FROMPERM 1 /* for ramdisk use */
161 #define TOPERM 2 /* for ramdisk use */
162 #define ACTIVE 1
163 #define SWAPPED 2
164 int where;
165 long time;
166 long size;
167 #endif /* MFLOPPY */
170 /* types and structures for dungeon map recording
172 * It is designed to eliminate the need for an external notes file for some
173 * mundane dungeon elements. "Where was the last altar I passed?" etc...
174 * Presumably the character can remember this sort of thing even if, months
175 * later in real time picking up an old save game, I can't.
177 * To be consistent, one can assume that this map is in the player's mind and
178 * has no physical correspondence (eliminating illiteracy/blind/hands/hands
179 * free concerns). Therefore, this map is not exhaustive nor detailed ("some
180 * fountains"). This makes it also subject to player conditions (amnesia).
183 /* Because clearly Nethack needs more ways to specify alignment */
184 #define Amask2msa(x) ((x) == 4 ? 3 : (x) &AM_MASK)
185 #define Msa2amask(x) ((x) == 3 ? 4 : (x))
186 #define MSA_NONE 0 /* unaligned or multiple alignments */
187 #define MSA_LAWFUL 1
188 #define MSA_NEUTRAL 2
189 #define MSA_CHAOTIC 3
191 /* what the player knows about a single dungeon level */
192 /* initialized in mklev() */
193 typedef struct mapseen {
194 struct mapseen *next; /* next map in the chain */
195 branch *br; /* knows about branch via taking it in goto_level */
196 d_level lev; /* corresponding dungeon level */
197 struct mapseen_feat {
198 /* feature knowledge that must be calculated from levl array */
199 Bitfield(nfount, 2);
200 Bitfield(nsink, 2);
201 Bitfield(naltar, 2);
202 Bitfield(nthrone, 2);
204 Bitfield(ngrave, 2);
205 Bitfield(ntree, 2);
206 Bitfield(water, 2);
207 Bitfield(lava, 2);
209 Bitfield(ice, 2);
210 /* calculated from rooms array */
211 Bitfield(nshop, 2);
212 Bitfield(ntemple, 2);
213 /* altar alignment; MSA_NONE if there is more than one and
214 they aren't all the same */
215 Bitfield(msalign, 2);
217 Bitfield(shoptype, 5);
218 } feat;
219 struct mapseen_flags {
220 Bitfield(unreachable, 1); /* can't get back to this level */
221 Bitfield(forgot, 1); /* player has forgotten about this level */
222 Bitfield(knownbones, 1); /* player aware of bones */
223 Bitfield(oracle, 1);
224 Bitfield(sokosolved, 1);
225 Bitfield(bigroom, 1);
226 Bitfield(castle, 1);
227 Bitfield(castletune, 1); /* add tune hint to castle annotation */
229 Bitfield(valley, 1);
230 Bitfield(msanctum, 1);
231 Bitfield(ludios, 1);
232 Bitfield(roguelevel, 1);
233 /* quest annotations: quest_summons is for main dungeon level
234 with entry portal and is reset once quest has been finished;
235 questing is for quest home (level 1) */
236 Bitfield(quest_summons, 1); /* heard summons from leader */
237 Bitfield(questing, 1); /* quest leader has unlocked quest stairs */
238 } flags;
239 /* custom naming */
240 char *custom;
241 unsigned custom_lth;
242 struct mapseen_rooms {
243 Bitfield(seen, 1);
244 Bitfield(untended, 1); /* flag for shop without shk */
245 } msrooms[(MAXNROFROOMS + 1) * 2]; /* same size as rooms[] */
246 /* dead heroes; might not have graves or ghosts */
247 struct cemetery *final_resting_place; /* same as level.bonesinfo */
248 } mapseen;
250 #endif /* DUNGEON_H */