Source:NetHack 3.6.0/include/mkroom.h

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Below is the full text to mkroom.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mkroom.h#line123]], for example.

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 /* NetHack 3.6	mkroom.h	$NHDT-Date: 1432512780 2015/05/25 00:13:00 $  $NHDT-Branch: master $:$NHDT-Revision: 1.13 $ */
 /* 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 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 */
     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 */
 };
 
 extern NEARDATA struct mkroom rooms[(MAXNROFROOMS + 1) * 2];
 extern NEARDATA 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;
 
 extern NEARDATA coord doors[DOORMAX];
 
 /* 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 BARRACKS 7   /* contains soldiers and their gear */
 #define ZOO 8        /* floor covered with treasure and monsters */
 #define DELPHI 9     /* contains Oracle and peripherals */
 #define TEMPLE 10    /* contains a shrine */
 #define LEPREHALL 11 /* leprechaun hall (Tom Proudfoot) */
 #define COCKNEST 12  /* cockatrice nest (Tom Proudfoot) */
 #define ANTHOLE 13   /* ants (Tom Proudfoot) */
 #define SHOPBASE 14  /* everything above this is a shop */
 #define ARMORSHOP 15 /* specific shop defines for level compiler */
 #define SCROLLSHOP 16
 #define POTIONSHOP 17
 #define WEAPONSHOP 18
 #define FOODSHOP 19
 #define RINGSHOP 20
 #define WANDSHOP 21
 #define TOOLSHOP 22
 #define BOOKSHOP 23
 #define FODDERSHOP 24 /* health food store */
 #define UNIQUESHOP 25 /* shops here & below not randomly gen'd. */
 #define CANDLESHOP 25
 #define MAXRTYPE 25 /* maximum valid room type */
 
 /* 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 */