One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
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-----------------------
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coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
111 lines
4.9 KiB
C
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 $ */
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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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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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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 g.rooms[0..n] for
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* some n<MAXNROFROOMS
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* the vault, if any, is described by g.rooms[n+1]
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* the next g.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 g.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) >= g.rooms && (x) < g.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) >= g.subrooms && (x) < g.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) -g.rooms)
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#define SUBROOM_INDEX(x) ((x) -g.subrooms)
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#define IS_LAST_ROOM_PTR(x) (ROOM_INDEX(x) == g.nroom)
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#define IS_LAST_SUBROOM_PTR(x) (!g.nsubroom || SUBROOM_INDEX(x) == g.nsubroom)
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#endif /* MKROOM_H */
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