/*
* Rogue definitions and variable declarations
*
* @(#)rogue.h 3.38 (Berkeley) 6/15/81
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include "mdport.h"
/*
* Maximum number of different things
*/
#define MAXROOMS 9
#define MAXTHINGS 9
#define MAXOBJ 9
#define MAXPACK 23
#define MAXTRAPS 10
#define NUMTHINGS 7 /* number of types of things (scrolls, rings, etc.) */
/*
* return values for get functions
*/
#define NORM 0 /* normal exit */
#define QUIT 1 /* quit option setting */
#define MINUS 2 /* back up one option */
/*
* All the fun defines
*/
#define next(ptr) (*ptr).l_next
#define prev(ptr) (*ptr).l_prev
#define ldata(ptr) (*ptr).l_data
#define inroom(rp, cp) (\
(cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
&& (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
#define winat(y, x) (mvwinch(mw,y,x)==' '?mvwinch(stdscr,y,x):winch(mw))
#define debug if (wizard) msg
#define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
#define unc(cp) (cp).y, (cp).x
#define cmov(xy) move((xy).y, (xy).x)
#define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
#define OBJPTR(what) (struct object *)((*what).l_data)
#define THINGPTR(what) (struct thing *)((*what).l_data)
#define when break;case
#define otherwise break;default
#define until(expr) while(!(expr))
#define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
#define draw(window) wrefresh(window)
#define hero player.t_pos
#define pstats player.t_stats
#define pack player.t_pack
#define attach(a,b) _attach(&a,b)
#define detach(a,b) _detach(&a,b)
#define free_list(a) _free_list(&a)
#ifndef max
#define max(a, b) ((a) > (b) ? (a) : (b))
#endif
#define on(thing, flag) (((thing).t_flags & flag) != 0)
#define off(thing, flag) (((thing).t_flags & flag) == 0)
#undef CTRL
#define CTRL(ch) (ch & 037)
#define ALLOC(x) malloc((unsigned int) x)
#define FREE(x) free((char *) x)
#define EQSTR(a, b, c) (strncmp(a, b, c) == 0)
#define GOLDCALC (rnd(50 + 10 * level) + 2)
#define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
#define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
#define newgrp() ++group
#define o_charges o_ac
#define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
/*
* Things that appear on the screens
*/
#define PASSAGE '#'
#define DOOR '+'
#define FLOOR '.'
#define PLAYER '@'
#define TRAP '^'
#define TRAPDOOR '>'
#define ARROWTRAP '{'
#define SLEEPTRAP '$'
#define BEARTRAP '}'
#define TELTRAP '~'
#define DARTTRAP '`'
#define SECRETDOOR '&'
#define STAIRS '%'
#define GOLD '*'
#define POTION '!'
#define SCROLL '?'
#define MAGIC '$'
#define FOOD ':'
#define WEAPON ')'
#define ARMOR ']'
#define AMULET ','
#define RING '='
#define STICK '/'
#define CALLABLE -1
/*
* Various constants
*/
#define PASSWD "mTBellIQOsLNA"
#define BEARTIME 3
#define SLEEPTIME 5
#define HEALTIME 30
#define HOLDTIME 2
#define STPOS 0
#define WANDERTIME 70
#define BEFORE 1
#define AFTER 2
#define HUHDURATION 20
#define SEEDURATION 850
#define HUNGERTIME 1300
#define MORETIME 150
#define STOMACHSIZE 2000
#define ESCAPE 27
#define LEFT 0
#define RIGHT 1
#define BOLT_LENGTH 6
/*
* Save against things
*/
#define VS_POISON 00
#define VS_PARALYZATION 00
#define VS_DEATH 00
#define VS_PETRIFICATION 01
#define VS_BREATH 02
#define VS_MAGIC 03
/*
* Various flag bits
*/
#define ISDARK 0000001
#define ISCURSED 000001
#define ISBLIND 0000001
#define ISGONE 0000002
#define ISKNOW 0000002
#define ISRUN 0000004
#define ISFOUND 0000010
#define ISINVIS 0000020
#define ISMEAN 0000040
#define ISGREED 0000100
#define ISBLOCK 0000200
#define ISHELD 0000400
#define ISHUH 0001000
#define ISREGEN 0002000
#define CANHUH 0004000
#define CANSEE 0010000
#define ISMISL 0020000
#define ISCANC 0020000
#define ISMANY 0040000
#define ISSLOW 0040000
#define ISHASTE 0100000
/*
* Potion types
*/
#define P_CONFUSE 0
#define P_PARALYZE 1
#define P_POISON 2
#define P_STRENGTH 3
#define P_SEEINVIS 4
#define P_HEALING 5
#define P_MFIND 6
#define P_TFIND 7
#define P_RAISE 8
#define P_XHEAL 9
#define P_HASTE 10
#define P_RESTORE 11
#define P_BLIND 12
#define P_NOP 13
#define MAXPOTIONS 14
/*
* Scroll types
*/
#define S_CONFUSE 0
#define S_MAP 1
#define S_LIGHT 2
#define S_HOLD 3
#define S_SLEEP 4
#define S_ARMOR 5
#define S_IDENT 6
#define S_SCARE 7
#define S_GFIND 8
#define S_TELEP 9
#define S_ENCH 10
#define S_CREATE 11
#define S_REMOVE 12
#define S_AGGR 13
#define S_NOP 14
#define S_GENOCIDE 15
#define MAXSCROLLS 16
/*
* Weapon types
*/
#define MACE 0
#define SWORD 1
#define BOW 2
#define ARROW 3
#define DAGGER 4
#define ROCK 5
#define TWOSWORD 6
#define SLING 7
#define DART 8
#define CROSSBOW 9
#define BOLT 10
#define SPEAR 11
#define MAXWEAPONS 12
/*
* Armor types
*/
#define LEATHER 0
#define RING_MAIL 1
#define STUDDED_LEATHER 2
#define SCALE_MAIL 3
#define CHAIN_MAIL 4
#define SPLINT_MAIL 5
#define BANDED_MAIL 6
#define PLATE_MAIL 7
#define MAXARMORS 8
/*
* Ring types
*/
#define R_PROTECT 0
#define R_ADDSTR 1
#define R_SUSTSTR 2
#define R_SEARCH 3
#define R_SEEINVIS 4
#define R_NOP 5
#define R_AGGR 6
#define R_ADDHIT 7
#define R_ADDDAM 8
#define R_REGEN 9
#define R_DIGEST 10
#define R_TELEPORT 11
#define R_STEALTH 12
#define MAXRINGS 13
/*
* Rod/Wand/Staff types
*/
#define WS_LIGHT 0
#define WS_HIT 1
#define WS_ELECT 2
#define WS_FIRE 3
#define WS_COLD 4
#define WS_POLYMORPH 5
#define WS_MISSILE 6
#define WS_HASTE_M 7
#define WS_SLOW_M 8
#define WS_DRAIN 9
#define WS_NOP 10
#define WS_TELAWAY 11
#define WS_TELTO 12
#define WS_CANCEL 13
#define MAXSTICKS 14
/*
* Now we define the structures and types
*/
/*
* Help list
*/
struct h_list {
int h_ch;
char *h_desc;
};
extern struct h_list helpstr[];
/*
* Coordinate data type
*/
typedef struct {
int x;
int y;
} coord;
typedef struct {
int st_str;
int st_add;
} str_t;
/*
* Linked list data type
*/
struct linked_list {
struct linked_list *l_next;
struct linked_list *l_prev;
char *l_data; /* Various structure pointers */
};
/*
* Stuff about magic items
*/
struct magic_item {
char mi_name[30];
int mi_prob;
int mi_worth;
};
/*
* Room structure
*/
struct room {
coord r_pos; /* Upper left corner */
coord r_max; /* Size of room */
coord r_gold; /* Where the gold is */
int r_goldval; /* How much the gold is worth */
int r_flags; /* Info about the room */
int r_nexits; /* Number of exits */
coord r_exit[4]; /* Where the exits are */
};
/*
* Array of all traps on this level
*/
struct trap {
coord tr_pos; /* Where trap is */
int tr_type; /* What kind of trap */
int tr_flags; /* Info about trap (i.e. ISFOUND) */
};
extern struct trap traps[MAXTRAPS];
/*
* Structure describing a fighting being
*/
struct stats {
str_t s_str; /* Strength */
int s_exp; /* Experience */
int s_lvl; /* Level of mastery */
int s_arm; /* Armor class */
int s_hpt; /* Hit points */
char s_dmg[30]; /* String describing damage done */
};
/*
* Structure for monsters and player
*/
struct thing {
coord t_pos; /* Position */
int t_turn; /* If slowed, is it a turn to move */
int t_type; /* What it is */
int t_disguise; /* What mimic looks like */
int t_oldch; /* Character that was where it was */
coord *t_dest; /* Where it is running to */
int t_flags; /* State word */
struct stats t_stats; /* Physical description */
struct linked_list *t_pack; /* What the thing is carrying */
int t_reserved; /* reserved for save/restore code */
};
/*
* Array containing information on all the various types of mosnters
*/
struct monster {
char m_name[20]; /* What to call the monster */
int m_carry; /* Probability of carrying something */
int m_flags; /* Things about the monster */
struct stats m_stats; /* Initial stats */
};
/*
* Structure for a thing that the rogue can carry
*/
struct object {
int o_type; /* What kind of object it is */
coord o_pos; /* Where it lives on the screen */
int o_launch; /* What you need to launch it */
char o_damage[8]; /* Damage if used like sword */
char o_hurldmg[8]; /* Damage if thrown */
int o_count; /* Count for plural objects */
int o_which; /* Which object of a type it is */
int o_hplus; /* Plusses to hit */
int o_dplus; /* Plusses to damage */
int o_ac; /* Armor class */
int o_flags; /* Information about objects */
int o_group; /* Group number for this object */
};
struct delayed_action {
int d_type;
void (*d_func)();
int d_arg;
int d_time;
};
/*
* Now all the global variables
*/
extern int a_chances[MAXARMORS]; /* Probabilities for armor */
extern int a_class[MAXARMORS]; /* Armor class for various armors */
extern char * a_names[MAXARMORS]; /* Names of armor types */
extern int after; /* True if we want after daemons */
extern int amulet; /* He found the amulet */
extern int askme; /* Ask about unidentified things */
extern int between;
extern coord ch_ret;
extern int count; /* Number of times to repeat command */
extern int cNCOLORS;
extern int cNMETAL;
extern int cNSTONES;
extern int cNWOOD;
extern struct object * cur_armor; /* What a well dresssed rogue wears */
extern struct object * cur_ring[2]; /* Which rings are being worn */
extern struct object * cur_weapon; /* Which weapon he is weilding */
extern WINDOW * cw; /* Window that the player sees */
extern coord delta; /* Change indicated to get_dir() */
extern int dnum; /* Dungeon number */
extern int door_stop; /* Stop running when we pass a door */
extern struct delayed_action d_list[20];
extern int fight_flush; /* True if toilet input */
extern char file_name[256]; /* Save file name */
extern int firstmove; /* First move after setting door_stop */
extern int food_left; /* Amount of food in hero's stomach */
extern char fruit[80]; /* Favorite fruit */
extern int fung_hit; /* Number of time fungi has hit */
extern int group; /* Current group number */
extern char home[]; /* User's home directory */
extern WINDOW * hw; /* Used for the help command */
extern char huh[80]; /* The last message printed */
extern int hungry_state; /* How hungry is he */
extern int in_shell; /* True if executing a shell */
extern int inpack; /* Number of things in pack */
extern int jump; /* Show running as series of jumps */
extern int lastscore; /* Score before this turn */
extern int level; /* What level rogue is on */
extern FILE * logfi;
extern char lvl_mons[27];
extern struct linked_list * lvl_obj; /* List of objects on this level */
extern int max_hp; /* Player's max hit points */
extern int max_level; /* Deepest player has gone */
extern struct stats max_stats; /* The maximum for the player */
extern char * metal[];
extern struct linked_list * mlist; /* List of monsters on the level */
extern struct monster monsters[26]; /* The initial monster states */
extern int mpos; /* Where cursor is on top line */
extern WINDOW * mw; /* Used to store mosnters */
extern coord nh;
extern int no_command; /* Number of turns asleep */
extern int no_food; /* Number of levels without food */
extern int no_move; /* Number of turns held in place */
extern int notify; /* True if player wants to know */
extern int ntraps; /* Number of traps on this level */
extern int num_checks;
extern coord oldpos; /* Position before last look() call */
extern struct room * oldrp; /* Roomin(&oldpos) */
extern char * p_colors[MAXPOTIONS]; /* Colors of the potions */
extern char * p_guess[MAXPOTIONS]; /* Players guess at what potion is */
extern int p_know[MAXPOTIONS]; /* Does he know what a potion does */
extern struct magic_item p_magic[MAXPOTIONS]; /* Names and chances for potions */
extern struct thing player; /* The rogue */
extern int playing; /* True until he quits */
extern char prbuf[80]; /* Buffer for sprintfs */
extern int purse; /* How much gold the rogue has */
extern int quiet; /* Number of quiet turns */
extern char * r_guess[MAXRINGS]; /* Players guess at what ring is */
extern int r_know[MAXRINGS]; /* Does he know what a ring does */
extern struct magic_item r_magic[MAXRINGS]; /* Names and chances for rings */
extern char * r_stones[MAXRINGS]; /* Stone settings of the rings */
extern char * rainbow[];
extern char * release; /* Release number of rogue */
extern struct room rooms[MAXROOMS]; /* One for each room -- A level */
extern int runch; /* Direction player is running */
extern int running; /* True if player is running */
extern int seed; /* Random number seed */
extern char * s_guess[MAXSCROLLS]; /* Players guess at what scroll is */
extern int s_know[MAXSCROLLS]; /* Does he know what a scroll does */
extern struct magic_item s_magic[MAXSCROLLS]; /* Names and chances for scrolls */
extern char * s_names[MAXSCROLLS]; /* Names of the scrolls */
extern FILE * scoreboard;
extern int slow_invent; /* Inventory one line at a time */
extern char * stones[];
extern int take; /* Thing the rogue is taking */
extern int terse; /* True if we should be int */
extern struct magic_item things[NUMTHINGS]; /* Chances for each type of item */
extern int total; /* Total dynamic memory bytes */
extern int use_savedir; /* True if using system savedir */
extern char * w_names[MAXWEAPONS]; /* Names of the various weapons */
extern char wand_mons[27];
extern int waswizard; /* Was a wizard sometime */
extern char whoami[80]; /* Name of player */
extern int wizard; /* True if allows wizard commands */
extern char * wood[];
extern char * ws_guess[MAXSTICKS]; /* Players guess at what wand is */
extern int ws_know[MAXSTICKS]; /* Does he know what a stick does */
extern char * ws_made[MAXSTICKS]; /* What sticks are made of */
extern struct magic_item ws_magic[MAXSTICKS]; /* Names and chances for sticks */
extern char * ws_type[MAXSTICKS]; /* Is it a wand or a staff */
void _attach(struct linked_list **list, struct linked_list *item);
void _detach(struct linked_list **list, struct linked_list *item);
void _free_list(struct linked_list **ptr);
char * _new(size_t size);
int add_dam(str_t *str);
bool add_haste(int potion);
void add_pack(struct linked_list *item, int silent);
void add_pass(void);
void addmsg(char *fmt, ...);
void aggravate(void);
int attack(struct thing *mp);
int author(void);
void auto_save(int p);
void badcheck(char *name, struct magic_item *magic, int bound);
int be_trapped(coord *tc);
void bounce(struct object *weap, char *mname);
void call(void);
int cansee(int y, int x);
char * charge_str(struct object *obj);
int chase(struct thing *tp, coord *ee);
void check_level(void);
void checkout(int p);
void chg_str(int amt);
void chmsg(char *fmt, ...);
void command(void);
void conn(int r1, int r2);
void create_obj(void);
void death(int monst);
int diag_ok(coord *sp, coord *ep);
void discard(struct linked_list *item);
void d_level(void);
int do_chase(struct thing *th);
void do_daemons(int flag);
void do_fuses(int flag);
void do_motion(struct object *obj, int ydelta, int xdelta);
void do_move(int dy, int dx);
void do_passages(void);
void do_rooms(void);
void do_run(int ch);
void do_zap(int gotdir);
void doadd(char *fmt, va_list ap);
void doctor(void);
void door(struct room *rm, coord *cp);
void drain(int ymin, int ymax, int xmin, int xmax);
void draw_room(struct room *rp);
void drop(void);
int dropcheck(struct object *op);
void eat(void);
int encerror(void);
void encseterr(int err);
int encclearerr(void);
size_t encread(void *buf, size_t size, FILE *inf);
size_t encwrite(const void *buf, size_t size, FILE *outf);
void endmsg(void);
void extinguish(void (*func)());
void fall(struct linked_list *item, int pr);
int fallpos(coord *pos, coord *newpos, int passages);
void fatal(char *s);
struct linked_list * find_mons(int y, int x);
struct linked_list * find_obj(int y, int x);
struct delayed_action * find_slot(void (*func)());
int fight(coord *mp, int mn, struct object *weap, int thrown);
void fix_stick(struct object *cur);
void flush_type(void);
void fuse(void (*func)(), int arg, int time, int type);
void genocide(void);
int get_bool(void *vp, WINDOW *win);
int get_dir(void);
struct linked_list * get_item(char *purpose, int type);
int get_str(void *vopt, WINDOW *win);
int gethand(void);
void help(void);
void hit(char *er, char *ee);
int hit_monster(int y, int x, struct object *obj);
void horiz(int cnt);
void identify(void);
void init_colors(void);
void init_materials(void);
void init_names(void);
void init_player(void);
void init_stones(void);
void init_things(void);
void init_weapon(struct object *weap, int type);
char * inv_name(struct object *obj, int drop);
int inventory(struct linked_list *list, int type);
int is_current(struct object *obj);
int is_magic(struct object *obj);
void kill_daemon(void (*func)());
void killed(struct linked_list *item, int pr);
char * killname(int monst);
void lengthen(void (*func)(), int xtime);
void light(coord *cp);
void look(int wakeup);
void miss(char *er, char *ee);
void missile(int ydelta, int xdelta);
void money(void);
void msg(char *fmt, ...);
void new_level(void);
struct linked_list * new_item(int size);
void new_monster(struct linked_list *item, int type, coord *cp);
struct linked_list * new_thing(void);
char * num(int n1, int n2);
void nohaste(void);
void open_log(void);
void open_score(void);
void option(void);
int pack_char(struct object *obj);
void parse_opts(char *str);
int passwd(void);
int pick_one(struct magic_item *magic, int nitems);
void pick_up(int ch);
void picky_inven(void);
void playit(void);
void put_bool(void *b);
void put_str(void *str);
void put_things(void);
int readchar(WINDOW *win);
int restore(char *file, char **envp);
int roll(int number, int sides);
struct room * roomin(coord *cp);
int step_ok(int ch);
void strucpy(char *s1, char *s2, size_t len);
void swander(void);
void take_off(void);
void tstp(int p);
void quaff(void);
void quit(int p);
void raise_level(void);
int randmonster(int wander);
void read_scroll(void);
void remove_monster(coord *mp, struct linked_list *item);
int ring_eat(int hand);
void ring_off(void);
void ring_on(void);
char * ring_num(struct object *obj);
int rnd(int range);
void rnd_pos(struct room *rp, coord *cp);
int rnd_room(void);
coord * rndmove(struct thing *who);
int roll_em(struct stats *att, struct stats *def, struct object *weap, int hurl);
void rollwand(void);
int rs_save_file(FILE *savef);
int rs_restore_file(FILE *inf);
void runners(void);
void runto(coord *runner, coord *spot);
int save(int which);
int save_file(FILE *savef);
int save_game(void);
int save_throw(int which, struct thing *tp);
void score(int amount, int flags, int monst);
void shell(void);
int show(int y, int x);
void sight(void);
void search(void);
int secretdoor(int y, int x);
void setup(void);
void show_win(WINDOW *scr, char *message);
void start_daemon(void (*func)(), int arg, int type);
void status(void);
void stomach(void);
int str_plus(str_t *str);
int swing(int at_lvl, int op_arm, int wplus);
int teleport(void);
int too_much(void);
void total_winner(void);
char * tr_name(int ch);
struct trap * trap_at(int y, int x);
void thunk(struct object *weap, char *mname);
void u_level(void);
void unconfuse(void);
void unsee(void);
void vert(int cnt);
char * vowelstr(char *str);
void wait_for(WINDOW *win, int ch);
struct linked_list * wake_monster(int y, int x);
void wanderer(void);
void waste_time(void);
void wear(void);
void whatis(void);
void wield(void);
void writelog(int amount, int flags, int monst);