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Source:SLASH'EM 0.0.7E7F2/mkroom.h

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Below is the full text to mkroom.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mkroom.h#line123]], for example.

The latest source code for vanilla NetHack is at Source code.


The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)mkroom.h	3.4	1992/11/14	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #ifndef MKROOM_H
6.    #define MKROOM_H
7.    
8.    /* mkroom.h - types and structures for room and shop initialization */
9.    
10.   struct mkroom {
11.   	schar lx,hx,ly,hy;	/* usually xchar, but hx may be -1 */
12.   	schar rtype;		/* type of room (zoo, throne, etc...) */
13.   	schar rlit;			/* is the room lit ? */
14.   	schar doorct;		/* door count */
15.   	schar fdoor;		/* index for the first door of the room */
16.   	schar nsubrooms;	/* number of subrooms */
17.   	boolean irregular;	/* true if room is non-rectangular */
18.   	struct mkroom *sbrooms[MAX_SUBROOMS];  /* Subrooms pointers */
19.   	struct monst *resident; /* priest/shopkeeper/guard for this room */
20.   };
21.   
22.   struct shclass {
23.   	const char *name;	/* name of the shop type */
24.   	char	symb;		/* this identifies the shop type */
25.   	int	prob;		/* the shop type probability in % */
26.   	schar	shdist;		/* object placement type */
27.   #define D_SCATTER	0	/* normal placement */
28.   #define D_SHOP		1	/* shop-like placement */
29.   #define D_TEMPLE	2	/* temple-like placement */
30.   	struct itp {
31.   	    int iprob;		/* probability of an item type */
32.   	    int itype;		/* item type: if >=0 a class, if < 0 a specific item */
33.   	} iprobs[8];
34.   	const char * const *shknms;	/* list of shopkeeper names for this type */
35.   };
36.   
37.   extern NEARDATA struct mkroom rooms[(MAXNROFROOMS+1)*2];
38.   extern NEARDATA struct mkroom* subrooms;
39.   /* the normal rooms on the current level are described in rooms[0..n] for
40.    * some n<MAXNROFROOMS
41.    * the vault, if any, is described by rooms[n+1]
42.    * the next rooms entry has hx -1 as a flag
43.    * there is at most one non-vault special room on a level
44.    */
45.   
46.   extern struct mkroom *dnstairs_room, *upstairs_room, *sstairs_room;
47.   
48.   struct door {
49.   	xchar x,y;
50.   	short arti_key;		/* Index (ART_) of key for this door */
51.   };
52.   
53.   extern NEARDATA struct door doors[DOORMAX];
54.   
55.   /* values for rtype in the room definition structure */
56.   #define OROOM		 0	/* ordinary room */
57.   #define COURT		 2	/* contains a throne */
58.   #define SWAMP		 3	/* contains pools */
59.   #define VAULT		 4	/* contains piles of gold */
60.   #define BEEHIVE		 5	/* contains killer bees and royal jelly */
61.   #define MORGUE		 6	/* contains corpses, undead and ghosts */
62.   #define BARRACKS	 7	/* contains soldiers and their gear */
63.   #define ZOO		 8	/* floor covered with treasure and monsters */
64.   #define DELPHI		 9	/* contains Oracle and peripherals */
65.   #define TEMPLE		10	/* contains a shrine */
66.   /* [Tom] new rooms... */
67.   #define REALZOO         11      /* zoo-like monsters (monkeys, etc.) */
68.   #define GIANTCOURT      12      /* a giant courtroom */
69.   #define LEPREHALL       13      /* leprechaun hall (Tom Proudfoot) */
70.   #define DRAGONLAIR      14      /* dragons and $$$ */
71.   #define BADFOODSHOP     15      /* bad food! */
72.   #define COCKNEST        16      /* cockatrice nest! */
73.   #define ANTHOLE         17      /* ants! */
74.   #define LEMUREPIT       18      /* lemures */
75.   #define MIGOHIVE        19      /* Mi-Go */
76.   #define FUNGUSFARM      20      /* molds, puddings, and slime */
77.   
78.   #define SHOPBASE        21      	/* everything above this is a shop */
79.   #define ARMORSHOP       (SHOPBASE+ 1)   /* specific shop defines for level compiler */
80.   #define SCROLLSHOP      (SHOPBASE+ 2)
81.   #define POTIONSHOP      (SHOPBASE+ 3)
82.   #define WEAPONSHOP      (SHOPBASE+ 4)
83.   #define FOODSHOP        (SHOPBASE+ 5)
84.   #define RINGSHOP        (SHOPBASE+ 6)
85.   #define WANDSHOP        (SHOPBASE+ 7)
86.   #define TOOLSHOP        (SHOPBASE+ 8)
87.   #define PETSHOP         (SHOPBASE+ 9)		/* Stephen White */
88.   #define TINSHOP         (SHOPBASE+10)		/* Robin Johnson */
89.   #define BOOKSHOP        (SHOPBASE+11)
90.   #define UNIQUESHOP      (SHOPBASE+12)      /* shops here & above not randomly gen'd. */
91.   #define CANDLESHOP      (UNIQUESHOP)
92.   #ifdef BLACKMARKET
93.   #define BLACKSHOP       (UNIQUESHOP+1)
94.   #define MAXRTYPE        (UNIQUESHOP+1)      /* maximum valid room type */
95.   #else /* BLACKMARKET */
96.   #define MAXRTYPE        (UNIQUESHOP)      /* maximum valid room type */
97.   #endif /* BLACKMARKET */
98.   
99.   /* Special type for search_special() */
100.  #define ANY_TYPE	(-1)
101.  #define ANY_SHOP	(-2)
102.  
103.  #define NO_ROOM		0	/* indicates lack of room-occupancy */
104.  #define SHARED		1	/* indicates normal shared boundary */
105.  #define SHARED_PLUS	2	/* indicates shared boundary - extra adjacent-
106.  				 * square searching required */
107.  
108.  #define ROOMOFFSET	3	/*
109.  				 * (levl[x][y].roomno - ROOMOFFSET) gives
110.  				 * rooms[] index, for inside-squares and
111.  				 * non-shared boundaries.
112.  				 */
113.  
114.  #define IS_ROOM_PTR(x)		((x) >= rooms && (x) < rooms + MAXNROFROOMS)
115.  #define IS_ROOM_INDEX(x)	((x) >= 0 && (x) < MAXNROFROOMS)
116.  #define IS_SUBROOM_PTR(x)	((x) >= subrooms && \
117.  				 (x) < subrooms + MAXNROFROOMS)
118.  #define IS_SUBROOM_INDEX(x)	((x) > MAXNROFROOMS && (x) < (MAXNROFROOMS*2))
119.  #define ROOM_INDEX(x)		((x) - rooms)
120.  #define SUBROOM_INDEX(x)	((x) - subrooms)
121.  #define IS_LAST_ROOM_PTR(x)	(ROOM_INDEX(x) == nroom)
122.  #define IS_LAST_SUBROOM_PTR(x)	(!nsubroom || SUBROOM_INDEX(x) == nsubroom)
123.  
124.  #endif /* MKROOM_H */

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