Noticed while working on #overview/#annotate revisions, one of which
will key off the oracle's welcome message. On a bones level, the oracle
could be outside her room, or the room's one time welcome message could be
used up, or both. During bones creation, discard her if she's on the wrong
level (probably not possible, aside from wizard mode ^G), try to put her
back into her room if she's outside it on the right level, and restore the
room's type (if she's still in it, or has been successfully moved back into
it) so that next hero who loads the bones will get her welcome message the
first time that room is entered.
Other special rooms could be fixed up too, provided that they're
sufficiently intact (stealthy hero might enter and get the one-time message
then run away and die elsewhere on the level; at present, next hero won't
get the room's entry message) but this doesn't attempt to deal with that.
106 lines
4.0 KiB
C
106 lines
4.0 KiB
C
/* NetHack 3.5 mkroom.h $Date$ $Revision$ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef MKROOM_H
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#define MKROOM_H
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/* mkroom.h - types and structures for room and shop initialization */
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struct mkroom {
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schar lx,hx,ly,hy; /* usually xchar, but hx may be -1 */
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schar rtype; /* type of room (zoo, throne, etc...) */
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schar orig_rtype; /* same as rtype, but not zeroed later */
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schar rlit; /* is the room lit ? */
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schar doorct; /* door count */
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schar fdoor; /* index for the first door of the room */
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schar nsubrooms; /* number of subrooms */
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boolean irregular; /* true if room is non-rectangular */
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struct mkroom *sbrooms[MAX_SUBROOMS]; /* Subrooms pointers */
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struct monst *resident; /* priest/shopkeeper/guard for this room */
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};
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struct shclass {
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const char *name; /* name of the shop type */
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char symb; /* this identifies the shop type */
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int prob; /* the shop type probability in % */
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schar shdist; /* object placement type */
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#define D_SCATTER 0 /* normal placement */
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#define D_SHOP 1 /* shop-like placement */
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#define D_TEMPLE 2 /* temple-like placement */
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struct itp {
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int iprob; /* probability of an item type */
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int itype; /* item type: if >=0 a class, if < 0 a specific item */
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} iprobs[6];
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const char * const *shknms; /* list of shopkeeper names for this type */
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};
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extern NEARDATA struct mkroom rooms[(MAXNROFROOMS+1)*2];
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extern NEARDATA struct mkroom* subrooms;
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/* the normal rooms on the current level are described in rooms[0..n] for
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* some n<MAXNROFROOMS
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* the vault, if any, is described by rooms[n+1]
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* the next rooms entry has hx -1 as a flag
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* there is at most one non-vault special room on a level
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*/
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extern struct mkroom *dnstairs_room, *upstairs_room, *sstairs_room;
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extern NEARDATA coord doors[DOORMAX];
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/* values for rtype in the room definition structure */
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#define OROOM 0 /* ordinary room */
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#define COURT 2 /* contains a throne */
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#define SWAMP 3 /* contains pools */
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#define VAULT 4 /* contains piles of gold */
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#define BEEHIVE 5 /* contains killer bees and royal jelly */
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#define MORGUE 6 /* contains corpses, undead and ghosts */
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#define BARRACKS 7 /* contains soldiers and their gear */
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#define ZOO 8 /* floor covered with treasure and monsters */
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#define DELPHI 9 /* contains Oracle and peripherals */
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#define TEMPLE 10 /* contains a shrine */
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#define LEPREHALL 11 /* leprechaun hall (Tom Proudfoot) */
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#define COCKNEST 12 /* cockatrice nest (Tom Proudfoot) */
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#define ANTHOLE 13 /* ants (Tom Proudfoot) */
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#define SHOPBASE 14 /* everything above this is a shop */
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#define ARMORSHOP 15 /* specific shop defines for level compiler */
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#define SCROLLSHOP 16
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#define POTIONSHOP 17
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#define WEAPONSHOP 18
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#define FOODSHOP 19
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#define RINGSHOP 20
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#define WANDSHOP 21
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#define TOOLSHOP 22
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#define BOOKSHOP 23
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#define FODDERSHOP 24 /* health food store */
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#define UNIQUESHOP 25 /* shops here & below not randomly gen'd. */
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#define CANDLESHOP 25
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#define MAXRTYPE 25 /* maximum valid room type */
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/* Special type for search_special() */
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#define ANY_TYPE (-1)
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#define ANY_SHOP (-2)
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#define NO_ROOM 0 /* indicates lack of room-occupancy */
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#define SHARED 1 /* indicates normal shared boundary */
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#define SHARED_PLUS 2 /* indicates shared boundary - extra adjacent-
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* square searching required */
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#define ROOMOFFSET 3 /*
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* (levl[x][y].roomno - ROOMOFFSET) gives
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* rooms[] index, for inside-squares and
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* non-shared boundaries.
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*/
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#define IS_ROOM_PTR(x) ((x) >= rooms && (x) < rooms + MAXNROFROOMS)
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#define IS_ROOM_INDEX(x) ((x) >= 0 && (x) < MAXNROFROOMS)
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#define IS_SUBROOM_PTR(x) ((x) >= subrooms && \
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(x) < subrooms + MAXNROFROOMS)
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#define IS_SUBROOM_INDEX(x) ((x) > MAXNROFROOMS && (x) < (MAXNROFROOMS*2))
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#define ROOM_INDEX(x) ((x) - rooms)
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#define SUBROOM_INDEX(x) ((x) - subrooms)
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#define IS_LAST_ROOM_PTR(x) (ROOM_INDEX(x) == nroom)
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#define IS_LAST_SUBROOM_PTR(x) (!nsubroom || SUBROOM_INDEX(x) == nsubroom)
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#endif /* MKROOM_H */
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