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nethack/include/mkroom.h

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/* 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 {
schar 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 */
#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 */