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notnotdnethack/include/mkroom.h
Ron Nazarov 14212ff3d3
Remove NEARDATA
Another thing from the DOS port that makes no sense on modern systems.
2024-05-01 23:58:56 +01:00

140 lines
5.4 KiB
C

/* SCCS Id: @(#)mkroom.h 3.4 1992/11/14 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* 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 rlit; /* is the room lit ? */
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 */
Bitfield(solidwall, 4); /* use with W_NORTH etc; signifies not to let random level gen put doors/connections in the wall */
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 shoptype; /* 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[10];
const char * const *shknms; /* list of shopkeeper names for this type */
};
extern struct mkroom rooms[(MAXNROFROOMS+1)*2];
extern struct mkroom* subrooms;
/* the normal rooms on the current level are described in rooms[0..n] for
* some n<MAXNROFROOMS
* the vault, if any, is described by rooms[n+1]
* the next rooms entry has hx -1 as a flag
* there is at most one non-vault special room on a level
*/
extern struct mkroom *dnstairs_room, *upstairs_room, *sstairs_room;
struct door {
xchar x,y;
short arti_text; /* Index of the text string for this (artifact) door */
};
struct altar {
xchar x, y;
aligntyp align;
xchar shrine;
int god;
};
extern struct door doors[DOORMAX];
extern struct altar altars[ALTARMAX];
/* values for rtype in the room definition structure */
#define OROOM 0 /* ordinary room */
#define COURT 2 /* contains a throne */
#define SWAMP 3 /* contains pools */
#define VAULT 4 /* contains piles of gold */
#define BEEHIVE 5 /* contains killer bees and royal jelly */
#define MORGUE 6 /* contains corpses, undead and ghosts */
#define ARMORY 7 /* ruined armory */
#define BARRACKS 8 /* contains soldiers and their gear */
#define ZOO 9 /* floor covered with treasure and monsters */
#define DELPHI 10 /* contains Oracle and peripherals */
#define TEMPLE 11 /* contains a shrine */
#define LEPREHALL 12 /* leprechaun hall (Tom Proudfoot) */
#define COCKNEST 13 /* cockatrice nest (Tom Proudfoot) */
#define ANTHOLE 14 /* ants (Tom Proudfoot) */
#define GARDEN 15 /* nymphs, trees and fountains */
#define LIBRARY 16 /* living lecturns, and mostly-blank spellbooks */
#define STATUEGRDN 17 /* statue garden. Ring of statues and figurines */
#define ISLAND 18 /* ringed by water, contains items */
#define RIVER 19 /* "room" is really a river running through the level*/
#define POOLROOM 20 /* */
#define SLABROOM 21 /* Mithardir terminus room. Special room with a slab */
#define ELSHAROOM 22 /* Generic Elshava room. Couple of sea folk */
#define JOINEDROOM 23 /* is actually 2+ ordinary rooms joined together, and should have fewer corridors leading to it */
#define HELL_VAULT 24 /* This room has a hellish seal in it */
#define SHOPBASE 25 /* everything above this is a shop */
#define GENERALSHOP SHOPBASE /* specific shop defines for level compiler */
#define ARMORSHOP SHOPBASE+1
#define SCROLLSHOP SHOPBASE+2
#define POTIONSHOP SHOPBASE+3
#define WEAPONSHOP SHOPBASE+4
#define FOODSHOP SHOPBASE+5
#define RINGSHOP SHOPBASE+6
#define WANDSHOP SHOPBASE+7
#define TOOLSHOP SHOPBASE+8
#define BOOKSHOP SHOPBASE+9
#define MUSICSHOP SHOPBASE+10
#define UNIQUESHOP SHOPBASE+11 /* shops here & above not randomly gen'd. */
#define CANDLESHOP UNIQUESHOP
#define JELLYSHOP UNIQUESHOP+1
#define ACIDSHOP UNIQUESHOP+2
#define PETSHOP UNIQUESHOP+3
#define CERAMICSHOP UNIQUESHOP+4
#define SEAGARDEN UNIQUESHOP+5 /* ??? */
#define SEAFOOD UNIQUESHOP+6 /* Deep One */
#define SANDWALKER UNIQUESHOP+7 /* ??? */
#define NAIADSHOP UNIQUESHOP+8 /* Naiad */
#define MAXRTYPE NAIADSHOP /* maximum valid room type */
/* NOTE: rtype is a char, so if go above 124 or so need to fix that*/
/* 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
* rooms[] index, for inside-squares and
* non-shared boundaries.
*/
#define IS_ROOM_PTR(x) ((x) >= rooms && (x) < rooms + MAXNROFROOMS)
#define IS_ROOM_INDEX(x) ((x) >= 0 && (x) < MAXNROFROOMS)
#define IS_SUBROOM_PTR(x) ((x) >= subrooms && \
(x) < subrooms + MAXNROFROOMS)
#define IS_SUBROOM_INDEX(x) ((x) > MAXNROFROOMS && (x) < (MAXNROFROOMS*2))
#define ROOM_INDEX(x) ((x) - rooms)
#define SUBROOM_INDEX(x) ((x) - subrooms)
#define IS_LAST_ROOM_PTR(x) (ROOM_INDEX(x) == nroom)
#define IS_LAST_SUBROOM_PTR(x) (!nsubroom || SUBROOM_INDEX(x) == nsubroom)
#endif /* MKROOM_H */