Data Structures | Defines | Variables

rm.h File Reference

This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  symdef
struct  rm
struct  damage
struct  levelflags
struct  mon_gen_tuple
struct  mon_gen_override
struct  lvl_sound_bite
struct  lvl_sounds
struct  dlevel_t

Defines

#define STONE   0
#define VWALL   1
#define HWALL   2
#define TLCORNER   3
#define TRCORNER   4
#define BLCORNER   5
#define BRCORNER   6
#define CROSSWALL   7
#define TUWALL   8
#define TDWALL   9
#define TLWALL   10
#define TRWALL   11
#define DBWALL   12
#define TREE   13
#define SDOOR   14
#define SCORR   15
#define POOL   16
#define MOAT   17
#define WATER   18
#define DRAWBRIDGE_UP   19
#define LAVAPOOL   20
#define IRONBARS   21
#define DOOR   22
#define CORR   23
#define ROOM   24
#define STAIRS   25
#define LADDER   26
#define FOUNTAIN   27
#define THRONE   28
#define SINK   29
#define GRAVE   30
#define ALTAR   31
#define ICE   32
#define DRAWBRIDGE_DOWN   33
#define AIR   34
#define CLOUD   35
#define MAX_TYPE   36
#define INVALID_TYPE   127
#define IS_WALL(typ)   ((typ) && (typ) <= DBWALL)
#define IS_STWALL(typ)   ((typ) <= DBWALL)
#define IS_ROCK(typ)   ((typ) < POOL)
#define IS_DOOR(typ)   ((typ) == DOOR)
#define IS_TREE(typ)
#define ACCESSIBLE(typ)   ((typ) >= DOOR)
#define IS_ROOM(typ)   ((typ) >= ROOM)
#define ZAP_POS(typ)   ((typ) >= POOL)
#define SPACE_POS(typ)   ((typ) > DOOR)
#define IS_POOL(typ)   ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP)
#define IS_THRONE(typ)   ((typ) == THRONE)
#define IS_FOUNTAIN(typ)   ((typ) == FOUNTAIN)
#define IS_SINK(typ)   ((typ) == SINK)
#define IS_GRAVE(typ)   ((typ) == GRAVE)
#define IS_ALTAR(typ)   ((typ) == ALTAR)
#define IS_DRAWBRIDGE(typ)   ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN)
#define IS_FURNITURE(typ)   ((typ) >= STAIRS && (typ) <= ALTAR)
#define IS_AIR(typ)   ((typ) == AIR || (typ) == CLOUD)
#define IS_SOFT(typ)   ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))
#define S_stone   0
#define S_vwall   1
#define S_hwall   2
#define S_tlcorn   3
#define S_trcorn   4
#define S_blcorn   5
#define S_brcorn   6
#define S_crwall   7
#define S_tuwall   8
#define S_tdwall   9
#define S_tlwall   10
#define S_trwall   11
#define S_ndoor   12
#define S_vodoor   13
#define S_hodoor   14
#define S_vcdoor   15
#define S_hcdoor   16
#define S_bars   17
#define S_tree   18
#define S_room   19
#define S_darkroom   20
#define S_corr   21
#define S_litcorr   22
#define S_upstair   23
#define S_dnstair   24
#define S_upladder   25
#define S_dnladder   26
#define S_altar   27
#define S_grave   28
#define S_throne   29
#define S_sink   30
#define S_fountain   31
#define S_pool   32
#define S_ice   33
#define S_lava   34
#define S_vodbridge   35
#define S_hodbridge   36
#define S_vcdbridge   37
#define S_hcdbridge   38
#define S_air   39
#define S_cloud   40
#define S_water   41
#define S_arrow_trap   42
#define S_dart_trap   43
#define S_falling_rock_trap   44
#define S_squeaky_board   45
#define S_bear_trap   46
#define S_land_mine   47
#define S_rolling_boulder_trap   48
#define S_sleeping_gas_trap   49
#define S_rust_trap   50
#define S_fire_trap   51
#define S_pit   52
#define S_spiked_pit   53
#define S_hole   54
#define S_trap_door   55
#define S_teleportation_trap   56
#define S_level_teleporter   57
#define S_magic_portal   58
#define S_web   59
#define S_statue_trap   60
#define S_magic_trap   61
#define S_anti_magic_trap   62
#define S_polymorph_trap   63
#define S_vbeam   64
#define S_hbeam   65
#define S_lslant   66
#define S_rslant   67
#define S_digbeam   68
#define S_flashbeam   69
#define S_boomleft   70
#define S_boomright   71
#define S_ss1   72
#define S_ss2   73
#define S_ss3   74
#define S_ss4   75
#define S_sw_tl   76
#define S_sw_tc   77
#define S_sw_tr   78
#define S_sw_ml   79
#define S_sw_mr   80
#define S_sw_bl   81
#define S_sw_bc   82
#define S_sw_br   83
#define S_explode1   84
#define S_explode2   85
#define S_explode3   86
#define S_explode4   87
#define S_explode5   88
#define S_explode6   89
#define S_explode7   90
#define S_explode8   91
#define S_explode9   92
#define MAXPCHARS   93
#define MAXDCHARS   42
#define MAXTCHARS   22
#define MAXECHARS   29
#define MAXEXPCHARS   9
#define ASCII_GRAPHICS   0
#define IBM_GRAPHICS   1
#define DEC_GRAPHICS   2
#define MAC_GRAPHICS   3
#define CURS_GRAPHICS   4
#define D_NODOOR   0
#define D_BROKEN   1
#define D_ISOPEN   2
#define D_CLOSED   4
#define D_LOCKED   8
#define D_TRAPPED   16
#define D_SECRET   32
#define AM_SHRINE   8
#define T_LOOTED   1
#define TREE_LOOTED   1
#define TREE_SWARM   2
#define F_LOOTED   1
#define F_WARNED   2
#define FOUNTAIN_IS_WARNED(x, y)   (levl[x][y].looted & F_WARNED)
#define FOUNTAIN_IS_LOOTED(x, y)   (levl[x][y].looted & F_LOOTED)
#define SET_FOUNTAIN_WARNED(x, y)   levl[x][y].looted |= F_WARNED;
#define SET_FOUNTAIN_LOOTED(x, y)   levl[x][y].looted |= F_LOOTED;
#define CLEAR_FOUNTAIN_WARNED(x, y)   levl[x][y].looted &= ~F_WARNED;
#define CLEAR_FOUNTAIN_LOOTED(x, y)   levl[x][y].looted &= ~F_LOOTED;
#define D_WARNED   16
#define S_LPUDDING   1
#define S_LDWASHER   2
#define S_LRING   4
#define DB_NORTH   0
#define DB_SOUTH   1
#define DB_EAST   2
#define DB_WEST   3
#define DB_DIR   3
#define DB_MOAT   0
#define DB_LAVA   4
#define DB_ICE   8
#define DB_FLOOR   16
#define DB_UNDER   28
#define WM_MASK   0x07
#define W_NONDIGGABLE   0x08
#define W_NONPASSWALL   0x10
#define LA_UP   1
#define LA_DOWN   2
#define ICED_POOL   8
#define ICED_MOAT   16
#define SET_TYPLIT(x, y, ttyp, llit)
#define WM_W_LEFT   1
#define WM_W_RIGHT   2
#define WM_W_TOP   WM_W_LEFT
#define WM_W_BOTTOM   WM_W_RIGHT
#define WM_C_OUTER   1
#define WM_C_INNER   2
#define WM_T_LONG   1
#define WM_T_BL   2
#define WM_T_BR   3
#define WM_X_TL   1
#define WM_X_TR   2
#define WM_X_BL   3
#define WM_X_BR   4
#define WM_X_TLBR   5
#define WM_X_BLTR   6
#define SV0   0x1
#define SV1   0x2
#define SV2   0x4
#define SV3   0x8
#define SV4   0x10
#define SV5   0x20
#define SV6   0x40
#define SV7   0x80
#define SVALL   0xFF
#define doormask   flags
#define altarmask   flags
#define wall_info   flags
#define ladder   flags
#define drawbridgemask   flags
#define looted   flags
#define icedpool   flags
#define blessedftn   horizontal
#define disturbed   horizontal
#define LVLSND_HEARD   0
#define LVLSND_PLINED   1
#define LVLSND_VERBAL   2
#define LVLSND_FELT   3
#define levl   level.locations
#define fobj   level.objlist
#define fmon   level.monlist
#define trap_to_defsym(t)   (S_arrow_trap+(t)-1)
#define defsym_to_trap(d)   ((d)-S_arrow_trap+1)
#define OBJ_AT(x, y)   (level.objects[x][y] != (struct obj *)0)
#define MON_AT(x, y)
#define MON_BURIED_AT(x, y)
#define place_worm_seg(m, x, y)   level.monsters[x][y] = m
#define m_at(x, y)
#define m_buried_at(x, y)

Variables

struct symdef defsyms [MAXPCHARS]
uchar showsyms [MAXPCHARS]
struct symdef def_warnsyms [WARNCOUNT]
dlevel_t level

Define Documentation

#define ACCESSIBLE (   typ )    ((typ) >= DOOR)
#define AIR   34
#define ALTAR   31
#define altarmask   flags

Referenced by lookat(), priestini(), and recalc_mapseen().

#define AM_SHRINE   8
#define ASCII_GRAPHICS   0
#define BLCORNER   5
#define blessedftn   horizontal
#define BRCORNER   6
#define CLEAR_FOUNTAIN_LOOTED (   x,
 
)    levl[x][y].looted &= ~F_LOOTED;

Referenced by dipfountain().

#define CLEAR_FOUNTAIN_WARNED (   x,
 
)    levl[x][y].looted &= ~F_WARNED;
#define CLOUD   35
#define CORR   23
#define CROSSWALL   7
#define CURS_GRAPHICS   4

Referenced by parseoptions(), and switch_graphics().

#define D_BROKEN   1
#define D_CLOSED   4
#define D_ISOPEN   2
#define D_LOCKED   8
#define D_NODOOR   0
#define D_SECRET   32

Referenced by sel_set_door().

#define D_TRAPPED   16
#define D_WARNED   16

Referenced by dokick(), and watch_on_duty().

#define DB_DIR   3
#define DB_EAST   2
#define DB_FLOOR   16
#define DB_ICE   8
#define DB_LAVA   4
#define DB_MOAT   0
#define DB_NORTH   0
#define DB_SOUTH   1
#define DB_UNDER   28
#define DB_WEST   3
#define DBWALL   12
#define DEC_GRAPHICS   2
#define defsym_to_trap (   d )    ((d)-S_arrow_trap+1)
#define disturbed   horizontal
#define DOOR   22
#define doormask   flags
#define DRAWBRIDGE_DOWN   33
#define DRAWBRIDGE_UP   19
#define drawbridgemask   flags
#define F_LOOTED   1
#define F_WARNED   2
#define fmon   level.monlist
#define fobj   level.objlist
#define FOUNTAIN   27
#define FOUNTAIN_IS_LOOTED (   x,
 
)    (levl[x][y].looted & F_LOOTED)

Referenced by dipfountain(), and drinkfountain().

#define FOUNTAIN_IS_WARNED (   x,
 
)    (levl[x][y].looted & F_WARNED)

Referenced by dryup().

#define GRAVE   30
#define HWALL   2
#define IBM_GRAPHICS   1
#define ICE   32
#define ICED_MOAT   16
#define ICED_POOL   8

Referenced by melt_ice(), and zap_over_floor().

#define icedpool   flags
#define INVALID_TYPE   127
#define IRONBARS   21
#define IS_AIR (   typ )    ((typ) == AIR || (typ) == CLOUD)
#define IS_ALTAR (   typ )    ((typ) == ALTAR)
#define IS_DOOR (   typ )    ((typ) == DOOR)
#define IS_DRAWBRIDGE (   typ )    ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN)
#define IS_FOUNTAIN (   typ )    ((typ) == FOUNTAIN)
#define IS_FURNITURE (   typ )    ((typ) >= STAIRS && (typ) <= ALTAR)
#define IS_GRAVE (   typ )    ((typ) == GRAVE)
#define IS_POOL (   typ )    ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP)
#define IS_ROCK (   typ )    ((typ) < POOL)
#define IS_ROOM (   typ )    ((typ) >= ROOM)
#define IS_SINK (   typ )    ((typ) == SINK)
#define IS_SOFT (   typ )    ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))

Referenced by hitfloor(), and throwit().

#define IS_STWALL (   typ )    ((typ) <= DBWALL)
#define IS_THRONE (   typ )    ((typ) == THRONE)
#define IS_TREE (   typ )
#define IS_WALL (   typ )    ((typ) && (typ) <= DBWALL)
#define LA_DOWN   2
#define LA_UP   1

Referenced by mkstairs(), place_branch(), and spo_ladder().

#define LADDER   26
#define ladder   flags
#define LAVAPOOL   20
#define levl   level.locations

Referenced by a_gname_at(), accessible(), add_damage(), angry_priest(), attack(), attack_checks(), back_to_glyph(), backfill(), bad_location(), bad_rock(), badpos(), bagotricks(), bhit(), block_door(), block_entry(), blocked_boulder(), blow_up_landmine(), boomhit(), boulder_hits_pool(), bound_digging(), breakobj(), buzz(), bydoor(), can_reach_location(), cast_protection(), castmu(), ceiling(), check_pos(), check_room(), check_tutorial_location(), clear_fcorr(), clear_level_structures(), click_to_cmd(), close_drawbridge(), closed_door(), count_features(), create_altar(), create_door(), create_drawbridge(), create_feature(), create_monster(), create_secret_door(), create_trap(), destroy_drawbridge(), dfeature_at(), dig(), dig_check(), dig_corridor(), dig_typ(), dig_up_grave(), digactualhole(), dighole(), dipfountain(), display_monster(), do_break_wand(), do_earthquake(), do_entity(), do_flood(), do_play_instrument(), do_room_or_subroom(), do_storms(), doapply(), doclose(), docrt(), dodip(), dodown(), dodrink(), dog_goal(), dog_move(), dokick(), doloot(), domonability(), domove(), doorlock(), dosacrifice(), dosdoor(), dosearch0(), dosit(), dospinweb(), doup(), drag_ball(), drinkfountain(), drop(), drop_ball(), dropx(), drown(), dryup(), engrave(), explmu(), explode(), feel_location(), figurine_location_checks(), fill_zoo(), fillholetyp(), find_branch_room(), find_defensive(), find_drawbridge(), find_trap(), finddpos(), findone(), findtravelpath(), finish_map(), flip_level(), flood_fill_rm(), forget_map(), fracture_rock(), gd_move(), get_free_room_loc(), get_map(), get_wall_for_db(), getlev(), getpos(), ghod_hitsu(), goodpos(), goto_level(), gush(), has_shrine(), hitfloor(), hitmu(), hurtle_step(), in_rooms(), in_trouble(), init_fill(), init_map(), inside_shop(), invault(), is_db_wall(), is_drawbridge_wall(), is_ice(), is_lava(), is_ok_location(), is_pool(), is_solid(), isclearpath(), iswall(), iswall_or_stone(), join(), join_map(), kick_monster(), kick_object(), launch_obj(), light_region(), litroom(), lookaround(), lookat(), lvlfill_maze_grid(), m_move(), m_throw(), magic_map_background(), make_grave(), make_ironbarwalls(), makelevel(), makemaz(), makeniche(), maketrap(), makewish(), map_background(), map_invisible(), map_object(), map_trap(), may_dig(), may_passwall(), maybe_tutorial(), mazexy(), mbhit(), mdig_tunnel(), melt_ice(), mfndpos(), mineralize(), minliquid(), mkaltar(), mkcavearea(), mkcavepos(), mkfount(), mkgarden(), mkinvpos(), mkshop(), mkstairs(), mkswamp(), mktemple(), mon_in_room(), monstone(), move_bc(), move_special(), movebubbles(), moverock(), mv_bubble(), newsym(), nexttodoor(), occupied(), okay(), okdoor(), onscary(), open_drawbridge(), openone(), pass_one(), pass_three(), pass_two(), peffects(), pick_lock(), picking_at(), picklock(), place_branch(), place_niche(), priestini(), readobjnam(), recalc_mapseen(), remove_boundary_syms(), remove_damage(), remove_room(), repair_damage(), replace_terrain(), restrap(), rm_waslit(), savebones(), savelev(), scatter(), search_door(), seemimic(), seffects(), sel_set_door(), sel_set_feature(), sel_set_ter(), selection_floodfill(), set_apparxy(), set_bc(), set_lit(), set_mimic_sym(), set_repo_loc(), set_terrain(), set_wall_property(), set_wall_state(), setup_waterlevel(), shkinit(), show_map_spot(), sokoban_detect(), somexy(), spelleffects(), spill_terrain(), spo_grave(), spo_ladder(), spo_map(), spo_mazewalk(), spoteffects(), still_chewing(), stock_room(), stumble_onto_mimic(), surface(), test_move(), throw_gold(), throwit(), throwspell(), topologize(), trap_detect(), u_left_shop(), undo_flood(), unmap_object(), unplacebc(), untrap(), use_defensive(), use_grapple(), use_offensive(), use_pick_axe2(), use_stethoscope(), use_trap(), use_whip(), vision_recalc(), vision_reset(), walkfrom(), wall_extends(), wallification(), wallify_map(), wallify_vault(), wallwalk_right(), watch_dig(), watch_on_duty(), waterbody_name(), wildmiss(), zap_dig(), zap_over_floor(), and zap_updown().

#define looted   flags

Referenced by dokick(), and watch_on_duty().

#define LVLSND_FELT   3

Referenced by dosounds().

#define LVLSND_HEARD   0

Referenced by dosounds().

#define LVLSND_PLINED   1

Referenced by dosounds().

#define LVLSND_VERBAL   2

Referenced by dosounds().

#define m_at (   x,
 
)
#define m_buried_at (   x,
 
)
Value:
(MON_BURIED_AT(x,y) ? level.monsters[x][y] : \
                                                       (struct monst *)0)
#define MAC_GRAPHICS   3
#define MAX_TYPE   36
#define MAXDCHARS   42

Referenced by parse_config_line(), and parseoptions().

#define MAXECHARS   29

Referenced by parse_config_line(), and parseoptions().

#define MAXEXPCHARS   9

Referenced by mapglyph().

#define MAXPCHARS   93
#define MAXTCHARS   22

Referenced by parse_config_line(), and parseoptions().

#define MOAT   17
#define MON_AT (   x,
 
)
#define MON_BURIED_AT (   x,
 
)
Value:
(level.monsters[x][y] != (struct monst *)0 && \
                                (level.monsters[x][y])->mburied)
#define OBJ_AT (   x,
 
)    (level.objects[x][y] != (struct obj *)0)
#define place_worm_seg (   m,
  x,
 
)    level.monsters[x][y] = m
#define POOL   16
#define ROOM   24
#define S_air   39

Referenced by back_to_glyph().

#define S_altar   27
#define S_anti_magic_trap   62
#define S_arrow_trap   42

Referenced by mapglyph().

#define S_bars   17

Referenced by back_to_glyph().

#define S_bear_trap   46
#define S_blcorn   5

Referenced by wall_angle().

#define S_boomleft   70

Referenced by boomhit().

#define S_boomright   71

Referenced by boomhit().

#define S_brcorn   6

Referenced by wall_angle().

#define S_cloud   40
#define S_corr   21
#define S_crwall   7

Referenced by wall_angle().

#define S_darkroom   20
#define S_dart_trap   43
#define S_digbeam   68

Referenced by zap_dig().

#define S_dnladder   26

Referenced by back_to_glyph(), and dfeature_at().

#define S_dnstair   24
#define S_explode1   84

Referenced by mapglyph().

#define S_explode2   85
#define S_explode3   86
#define S_explode4   87
#define S_explode5   88
#define S_explode6   89
#define S_explode7   90
#define S_explode8   91
#define S_explode9   92
#define S_falling_rock_trap   44
#define S_fire_trap   51
#define S_flashbeam   69

Referenced by bhit().

#define S_fountain   31
#define S_grave   28

Referenced by back_to_glyph(), dfeature_at(), and dosit().

#define S_hbeam   65
#define S_hcdbridge   38

Referenced by back_to_glyph().

#define S_hcdoor   16
#define S_hodbridge   36

Referenced by back_to_glyph().

#define S_hodoor   14

Referenced by back_to_glyph().

#define S_hole   54
#define S_hwall   2

Referenced by wall_angle().

#define S_ice   33

Referenced by back_to_glyph(), dfeature_at(), and dosit().

#define S_land_mine   47
#define S_lava   34

Referenced by back_to_glyph(), and dfeature_at().

#define S_LDWASHER   2

Referenced by dokick().

#define S_level_teleporter   57
#define S_litcorr   22
#define S_LPUDDING   1

Referenced by dokick().

#define S_LRING   4

Referenced by dokick().

#define S_lslant   66
#define S_magic_portal   58
#define S_magic_trap   61
#define S_ndoor   12

Referenced by back_to_glyph(), dfeature_at(), and lookat().

#define S_pit   52
#define S_polymorph_trap   63

Referenced by mapglyph().

#define S_pool   32

Referenced by back_to_glyph().

#define S_rolling_boulder_trap   48
#define S_room   19
#define S_rslant   67
#define S_rust_trap   50
#define S_sink   30

Referenced by back_to_glyph(), dfeature_at(), and dosit().

#define S_sleeping_gas_trap   49
#define S_spiked_pit   53
#define S_squeaky_board   45
#define S_ss1   72
#define S_ss2   73
#define S_ss3   74
#define S_ss4   75
#define S_statue_trap   60
#define S_stone   0
#define S_sw_bc   82

Referenced by swallowed().

#define S_sw_bl   81

Referenced by swallowed().

#define S_sw_br   83
#define S_sw_ml   79

Referenced by swallowed().

#define S_sw_mr   80

Referenced by swallowed().

#define S_sw_tc   77

Referenced by swallowed().

#define S_sw_tl   76
#define S_sw_tr   78

Referenced by swallowed().

#define S_tdwall   9

Referenced by wall_angle().

#define S_teleportation_trap   56
#define S_throne   29

Referenced by back_to_glyph(), dfeature_at(), and dosit().

#define S_tlcorn   3

Referenced by wall_angle().

#define S_tlwall   10

Referenced by wall_angle().

#define S_trap_door   55
#define S_trcorn   4

Referenced by wall_angle().

#define S_tree   18

Referenced by back_to_glyph(), and dfeature_at().

#define S_trwall   11

Referenced by wall_angle().

#define S_tuwall   8

Referenced by wall_angle().

#define S_upladder   25

Referenced by back_to_glyph(), and dfeature_at().

#define S_upstair   23
#define S_vbeam   64

Referenced by mapglyph().

#define S_vcdbridge   37

Referenced by back_to_glyph(), and dfeature_at().

#define S_vcdoor   15
#define S_vodbridge   35

Referenced by back_to_glyph(), and dfeature_at().

#define S_vodoor   13

Referenced by back_to_glyph(), and dfeature_at().

#define S_vwall   1

Referenced by mapglyph(), and wall_angle().

#define S_water   41
#define S_web   59
#define SCORR   15
#define SDOOR   14
#define SET_FOUNTAIN_LOOTED (   x,
 
)    levl[x][y].looted |= F_LOOTED;

Referenced by dipfountain(), and dofindgem().

#define SET_FOUNTAIN_WARNED (   x,
 
)    levl[x][y].looted |= F_WARNED;

Referenced by digactualhole(), and dryup().

#define SET_TYPLIT (   x,
  y,
  ttyp,
  llit 
)
Value:
{                                                               \
    if ((ttyp) < MAX_TYPE) levl[(x)][(y)].typ = (ttyp);         \
    if ((ttyp) == LAVAPOOL) levl[(x)][(y)].lit = 1;             \
    else if ((schar)(llit) != -2) {                             \
        if ((schar)(llit) == -1) levl[(x)][(y)].lit = rn2(2);   \
        else levl[(x)][(y)].lit = (llit);                       \
    }                                                           \
}

Referenced by lvlfill_solid(), replace_terrain(), sel_set_ter(), set_terrain(), spill_terrain(), and wallwalk_right().

#define SINK   29
#define SPACE_POS (   typ )    ((typ) > DOOR)
#define STAIRS   25
#define STONE   0
#define SV0   0x1

Referenced by wall_angle().

#define SV1   0x2

Referenced by wall_angle().

#define SV2   0x4

Referenced by wall_angle().

#define SV3   0x8

Referenced by wall_angle().

#define SV4   0x10

Referenced by wall_angle().

#define SV5   0x20

Referenced by wall_angle().

#define SV6   0x40

Referenced by wall_angle().

#define SV7   0x80

Referenced by wall_angle().

#define SVALL   0xFF
#define T_LOOTED   1

Referenced by dokick().

#define TDWALL   9
#define THRONE   28
#define TLCORNER   3
#define TLWALL   10
#define trap_to_defsym (   t )    (S_arrow_trap+(t)-1)
#define TRCORNER   4
#define TREE   13
#define TREE_LOOTED   1

Referenced by dokick().

#define TREE_SWARM   2

Referenced by dokick().

#define TRWALL   11
#define TUWALL   8
#define VWALL   1
#define W_NONDIGGABLE   0x08
#define W_NONPASSWALL   0x10

Referenced by may_passwall(), and spo_wall_property().

#define wall_info   flags

Referenced by dig_check(), and mineralize().

#define WATER   18
#define WM_C_INNER   2

Referenced by set_corn().

#define WM_C_OUTER   1

Referenced by set_corn().

#define WM_MASK   0x07
#define WM_T_BL   2

Referenced by set_twall(), and wall_angle().

#define WM_T_BR   3

Referenced by set_twall(), and wall_angle().

#define WM_T_LONG   1

Referenced by set_twall(), and wall_angle().

#define WM_W_BOTTOM   WM_W_RIGHT

Referenced by set_wall().

#define WM_W_LEFT   1

Referenced by set_wall().

#define WM_W_RIGHT   2

Referenced by set_wall().

#define WM_W_TOP   WM_W_LEFT

Referenced by set_wall().

#define WM_X_BL   3

Referenced by set_crosswall(), and wall_angle().

#define WM_X_BLTR   6

Referenced by set_crosswall(), and wall_angle().

#define WM_X_BR   4

Referenced by set_crosswall(), and wall_angle().

#define WM_X_TL   1

Referenced by set_crosswall(), and wall_angle().

#define WM_X_TLBR   5

Referenced by set_crosswall(), and wall_angle().

#define WM_X_TR   2

Referenced by set_crosswall(), and wall_angle().

#define ZAP_POS (   typ )    ((typ) >= POOL)

Variable Documentation

struct symdef def_warnsyms[WARNCOUNT]

Referenced by do_look(), initoptions(), and warning_opts().

struct symdef defsyms[MAXPCHARS]

Referenced by add_damage(), add_region(), add_to_buried(), attack_checks(), back_to_glyph(), bad_location(), bc_order(), bhitpile(), blocked_boulder(), bound_digging(), burn_floor_paper(), bury_objs(), Can_dig_down(), check_here(), check_map_spot(), check_special_room(), chest_trap(), clear_level_structures(), click_to_cmd(), container_at(), costly_spot(), count_features(), create_altar(), cursed_object_at(), del_sokoprize(), delallobj(), dig(), dig_typ(), digactualhole(), dipfountain(), display_binventory(), do_break_wand(), do_flood(), do_mapping(), do_storms(), do_vicinity_map(), dochug(), does_block(), doforce(), dog_invent(), dog_move(), doloot(), dosacrifice(), dosit(), dosounds(), drown(), dryup(), feel_location(), fill_room(), fill_zoo(), find_defensive(), find_lev_obj(), find_misc(), find_oid(), fixup_special(), flip_level(), floorfood(), freedynamicdata(), g_at(), getbones(), getlev(), gush(), hitmu(), home_shk(), impact_drop(), join(), kick_object(), kill_genocided_monsters(), look_here(), m_move(), magic_map_background(), make_niches(), makelevel(), makemaz(), makeniche(), maketrap(), map_background(), map_invisible(), map_object(), map_trap(), mapglyph(), mattacku(), maybe_tutorial(), mbhit(), mdig_tunnel(), meatmetal(), meatobj(), mfndpos(), mineralize(), mkfount(), mkgarden(), mklev(), mkmap(), mkswamp(), mktemple(), mktrap(), mkundead(), movebubbles(), moverock(), mpickstuff(), obj_extract_self(), obj_here(), obj_ice_effects(), object_detect(), openone(), pay_for_damage(), pick_lock(), pickup(), place_object(), readobjnam(), remove_damage(), remove_monster(), remove_object(), repair_damage(), replace_object(), restdamage(), revive_nasty(), rnd_defensive_item(), rndmonst(), rndtrap(), savebones(), savedamage(), savelev(), scatter(), seffects(), set_mimic_sym(), setpaid(), ship_object(), shk_has_leather_jackets(), shkgone(), shop_object(), show_map_spot(), sobj_at(), sokoban_detect(), sp_level_coder(), spo_level_flags(), spo_level_sounds(), spo_mon_generation(), stackobj(), still_chewing(), stock_room(), tele(), tele_restrict(), u_teleport_mon(), unearth_objs(), unmap_object(), untrap(), use_defensive(), use_grapple(), use_whip(), water_prayer(), and zap_dig().

uchar showsyms[MAXPCHARS]