Files
nethack/include/mkroom.h
Pasi Kallinen 289c8d654d Futureproofing hypothetical type mismatches
If we ever want huge maps with COLNO or ROWNO larger than signed char,
this will at least allow the game to compile and start when typedef'ing
xchar to int. Trying to use huge maps exposes more bugs.
2020-11-14 13:53:09 +02:00

111 lines
4.9 KiB
C

/* NetHack 3.7 mkroom.h $NHDT-Date: 1596498547 2020/08/03 23:49:07 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.22 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Pasi Kallinen, 2016. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef MKROOM_H
#define MKROOM_H
/* mkroom.h - types and structures for room and shop initialization */
struct mkroom {
xchar lx, hx, ly, hy; /* usually xchar, but hx may be -1 */
schar rtype; /* type of room (zoo, throne, etc...) */
schar orig_rtype; /* same as rtype, but not zeroed later */
schar rlit; /* is the room lit ? */
schar needfill; /* sp_lev: does the room need filling? */
schar needjoining; /* sp_lev */
schar doorct; /* door count */
schar fdoor; /* index for the first door of the room */
schar nsubrooms; /* number of subrooms */
boolean irregular; /* true if room is non-rectangular */
schar roomnoidx;
struct mkroom *sbrooms[MAX_SUBROOMS]; /* Subrooms pointers */
struct monst *resident; /* priest/shopkeeper/guard for this room */
};
struct shclass {
const char *name; /* name of the shop type */
char symb; /* this identifies the shop type */
int prob; /* the shop type probability in % */
schar shdist; /* object placement type */
#define D_SCATTER 0 /* normal placement */
#define D_SHOP 1 /* shop-like placement */
#define D_TEMPLE 2 /* temple-like placement */
struct itp {
int iprob; /* probability of an item type */
int itype; /* item type: if >=0 a class, if < 0 a specific item */
} iprobs[6];
const char *const *shknms; /* list of shopkeeper names for this type */
};
/* the normal rooms on the current level are described in g.rooms[0..n] for
* some n<MAXNROFROOMS
* the vault, if any, is described by g.rooms[n+1]
* the next g.rooms entry has hx -1 as a flag
* there is at most one non-vault special room on a level
*/
/* values for rtype in the room definition structure */
enum roomtype_types {
OROOM = 0, /* ordinary room */
THEMEROOM = 1, /* like OROOM, but never converted to special room */
COURT = 2, /* contains a throne */
SWAMP = 3, /* contains pools */
VAULT = 4, /* detached room usually reached via teleport trap */
BEEHIVE = 5, /* contains killer bees and royal jelly */
MORGUE = 6, /* contains corpses, undead and graves */
BARRACKS = 7, /* contains soldiers and their gear */
ZOO = 8, /* floor covered with treasure and monsters */
DELPHI = 9, /* contains Oracle and peripherals */
TEMPLE = 10, /* contains a shrine (altar attended by priest[ess]) */
LEPREHALL = 11, /* leprechaun hall (Tom Proudfoot) */
COCKNEST = 12, /* cockatrice nest (Tom Proudfoot) */
ANTHOLE = 13, /* ants (Tom Proudfoot) */
SHOPBASE = 14, /* everything above this is a shop */
ARMORSHOP = 15, /* specific shop defines for level compiler */
SCROLLSHOP = 16,
POTIONSHOP = 17,
WEAPONSHOP = 18,
FOODSHOP = 19,
RINGSHOP = 20,
WANDSHOP = 21,
TOOLSHOP = 22,
BOOKSHOP = 23,
FODDERSHOP = 24, /* health food store */
CANDLESHOP = 25
};
#define MAXRTYPE (CANDLESHOP) /* maximum valid room type */
#define UNIQUESHOP (CANDLESHOP) /* shops here & above not randomly gen'd. */
/* Special type for search_special() */
#define ANY_TYPE (-1)
#define ANY_SHOP (-2)
#define NO_ROOM 0 /* indicates lack of room-occupancy */
#define SHARED 1 /* indicates normal shared boundary */
#define SHARED_PLUS 2 /* indicates shared boundary - extra adjacent-square
* searching required */
#define ROOMOFFSET 3 /* (levl[x][y].roomno - ROOMOFFSET) gives g.rooms[] index,
* for inside-squares and non-shared boundaries */
/* Values for needfill */
#define FILL_NONE 0 /* do not fill this room with anything */
#define FILL_NORMAL 1 /* fill the room normally (OROOM or THEMEROOM gets
fill_ordinary_room; any other room type gets stocked
with its usual monsters/objects/terrain) */
#define FILL_LVFLAGS 2 /* special rooms only; set the room's rtype and level
flags as appropriate, but do not put anything in it */
#define IS_ROOM_PTR(x) ((x) >= g.rooms && (x) < g.rooms + MAXNROFROOMS)
#define IS_ROOM_INDEX(x) ((x) >= 0 && (x) < MAXNROFROOMS)
#define IS_SUBROOM_PTR(x) ((x) >= g.subrooms && (x) < g.subrooms + MAXNROFROOMS)
#define IS_SUBROOM_INDEX(x) ((x) > MAXNROFROOMS && (x) < (MAXNROFROOMS * 2))
#define ROOM_INDEX(x) ((x) -g.rooms)
#define SUBROOM_INDEX(x) ((x) -g.subrooms)
#define IS_LAST_ROOM_PTR(x) (ROOM_INDEX(x) == g.nroom)
#define IS_LAST_SUBROOM_PTR(x) (!g.nsubroom || SUBROOM_INDEX(x) == g.nsubroom)
#endif /* MKROOM_H */