The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
112 lines
4.9 KiB
C
112 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 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Pasi Kallinen, 2016. */
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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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coordxy lx, hx, ly, hy; /* usually coordxy, 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 needfill; /* sp_lev: does the room need filling? */
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boolean needjoining; /* sp_lev: should the room connect to others? */
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schar doorct; /* door count */
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int 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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schar roomnoidx;
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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[9];
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const char *const *shknms; /* list of shopkeeper names for this type */
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};
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/* the normal rooms on the current level are described in gr.rooms[0..n] for
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* some n<MAXNROFROOMS
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* the vault, if any, is described by gr.rooms[n+1]
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* the next gr.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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/* values for rtype in the room definition structure */
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enum roomtype_types {
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OROOM = 0, /* ordinary room */
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THEMEROOM = 1, /* like OROOM, but never converted to special room */
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COURT = 2, /* contains a throne */
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SWAMP = 3, /* contains pools */
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VAULT = 4, /* detached room usually reached via teleport trap */
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BEEHIVE = 5, /* contains killer bees and royal jelly */
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MORGUE = 6, /* contains corpses, undead and graves */
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BARRACKS = 7, /* contains soldiers and their gear */
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ZOO = 8, /* floor covered with treasure and monsters */
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DELPHI = 9, /* contains Oracle and peripherals */
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TEMPLE = 10, /* contains a shrine (altar attended by priest[ess]) */
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LEPREHALL = 11, /* leprechaun hall (Tom Proudfoot) */
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COCKNEST = 12, /* cockatrice nest (Tom Proudfoot) */
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ANTHOLE = 13, /* ants (Tom Proudfoot) */
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SHOPBASE = 14, /* everything above this is a shop */
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ARMORSHOP = 15, /* specific shop defines for level compiler */
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SCROLLSHOP = 16,
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POTIONSHOP = 17,
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WEAPONSHOP = 18,
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FOODSHOP = 19,
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RINGSHOP = 20,
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WANDSHOP = 21,
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TOOLSHOP = 22,
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BOOKSHOP = 23,
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FODDERSHOP = 24, /* health food store */
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CANDLESHOP = 25
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};
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#define MAXRTYPE (CANDLESHOP) /* maximum valid room type */
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#define UNIQUESHOP (CANDLESHOP) /* shops here & above not randomly gen'd. */
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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-square
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* searching required */
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#define ROOMOFFSET 3 /* (levl[x][y].roomno - ROOMOFFSET) gives gr.rooms[] index,
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* for inside-squares and non-shared boundaries */
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/* Values for needfill */
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#define FILL_NONE 0 /* do not fill this room with anything */
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#define FILL_NORMAL 1 /* fill the room normally (OROOM or THEMEROOM gets
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fill_ordinary_room; any other room type gets stocked
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with its usual monsters/objects/terrain) */
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#define FILL_LVFLAGS 2 /* special rooms only; set the room's rtype and level
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flags as appropriate, but do not put anything in it */
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#define IS_ROOM_PTR(x) ((x) >= gr.rooms && (x) < gr.rooms + MAXNROFROOMS)
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#define IS_ROOM_INDEX(x) ((x) >= 0 && (x) < MAXNROFROOMS)
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#define IS_SUBROOM_PTR(x) \
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((x) >= gs.subrooms && (x) < gs.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) - gr.rooms)
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#define SUBROOM_INDEX(x) ((x) - gs.subrooms)
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#define IS_LAST_ROOM_PTR(x) (ROOM_INDEX(x) == gn.nroom)
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#define IS_LAST_SUBROOM_PTR(x) (!gn.nsubroom || SUBROOM_INDEX(x) == gn.nsubroom)
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#endif /* MKROOM_H */
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