/*
* Rogue definitions and variable declarations
*
* @(#)rogue.h 5.2 (Berkeley) 5/10/82
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
typedef struct {
const char *st_name;
const int st_value;
} STONE;
extern const char *rainbow[];
extern const STONE stones[];
extern const char *sylls[];
extern const char *wood[];
extern const char *metal[];
#define NCOLORS 27
#define NSYLLS 159
#define NSTONES 26
#define NWOOD 33
#define NMETAL 22
/*
* Maximum number of different things
*/
#define MAXDAEMONS 20
#define MAXROOMS 9
#define MAXTHINGS 9
#define MAXOBJ 9
#define MAXPACK 23
#define MAXTRAPS 10
#define AMULETLEVEL 26
#define NUMTHINGS 7 /* number of types of things */
#define MAXPASS 13 /* upper limit on number of passages */
/*
* 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 shint char /* short integer (for very small #s) */
#define when break;case
#define otherwise break;default
#define until(expr) while(!(expr))
#define next(ptr) (*ptr).l_next
#define prev(ptr) (*ptr).l_prev
#define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x))
#define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
#define ce(a,b) ((a).x == (b).x && (a).y == (b).y)
#define hero player.t_pos
#define pstats player.t_stats
#define pack player.t_pack
#define proom player.t_room
#define max_hp player.t_stats.s_maxhp
#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)
#undef CTRL
#define CTRL(ch) (ch & 037)
#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 ISMULT(type) (type==POTION || type==SCROLL || type==FOOD || type==GOLD)
#define INDEX(y,x) (((x) << 5) + (y))
#define chat(y,x) (_level[((x) << 5) + (y)])
#define flat(y,x) (_flags[((x) << 5) + (y)])
#define moat(y,x) (_monst[((x) << 5) + (y)])
#define unc(cp) (cp).y, (cp).x
#ifdef WIZARD
#define debug if (wizard) msg
#endif
/*
* Things that appear on the screens
*/
#define PASSAGE '#'
#define DOOR '+'
#define FLOOR '.'
#define PLAYER '@'
#define TRAP '^'
#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
int spread(int nm);
/*
* Various constants
*/
#define PASSWD "mTuZ7WUV9RWkQ"
#define BEARTIME spread(3)
#define SLEEPTIME spread(5)
#define HEALTIME spread(30)
#define HOLDTIME spread(2)
#define WANDERTIME spread(70)
#define BEFORE spread(1)
#define AFTER spread(2)
#define HUHDURATION spread(20)
#define SEEDURATION spread(850)
#define HUNGERTIME spread(1300)
#define MORETIME 150
#define STOMACHSIZE 2000
#define STARVETIME 850
#define ESCAPE 27
#define LEFT 0
#define RIGHT 1
#define BOLT_LENGTH 6
#define LAMPDIST 3
/*
* Save against things
*/
#define VS_POISON 00
#define VS_PARALYZATION 00
#define VS_DEATH 00
#define VS_BREATH 02
#define VS_MAGIC 03
/*
* Various flag bits
*/
/* flags for rooms */
#define ISDARK 0000001 /* room is dark */
#define ISGONE 0000002 /* room is gone (a corridor) */
/* flags for objects */
#define ISCURSED 000001 /* object is cursed */
#define ISKNOW 0000002 /* player knows details about the object */
#define ISMISL 0000004 /* object is a missile type */
#define ISMANY 0000010 /* object comes in groups */
/* flags for creatures */
#define CANHUH 0000001 /* creature can confuse */
#define CANSEE 0000002 /* creature can see invisible creatures */
#define ISBLIND 0000004 /* creature is blind */
#define ISCANC 0000010 /* creature has special qualities cancelled */
#define ISFOUND 0000020 /* creature has been seen (used for objects) */
#define ISGREED 0000040 /* creature runs to protect gold */
#define ISHASTE 0000100 /* creature has been hastened */
#define ISHELD 0000400 /* creature has been held */
#define ISHUH 0001000 /* creature is confused */
#define ISINVIS 0002000 /* creature is invisible */
#define ISMEAN 0004000 /* creature can wake when player enters room */
#define ISREGEN 0010000 /* creature can regenerate */
#define ISRUN 0020000 /* creature is running at the player */
#define SEEMONST 040000 /* hero can detect unseen monsters */
#define ISSLOW 0100000 /* creature has been slowed */
/*
* Flags for level map
*/
#define F_PASS 0x80 /* is a passageway */
#define F_SEEN 0x40 /* have seen this corridor before */
#define F_DROPPED 0x20 /* object was dropped here */
#define F_LOCKED 0x20 /* door is locked */
#define F_REAL 0x10 /* what you see is what you get */
#define F_PNUM 0x0f /* passage number mask */
#define F_TMASK 0x07 /* trap number mask */
/*
* Trap types
*/
#define T_DOOR 00
#define T_ARROW 01
#define T_SLEEP 02
#define T_BEAR 03
#define T_TELEP 04
#define T_DART 05
#define NTRAPS 6
/*
* 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_HOLD 2
#define S_SLEEP 3
#define S_ARMOR 4
#define S_IDENT 5
#define S_SCARE 6
#define S_GFIND 7
#define S_TELEP 8
#define S_ENCH 9
#define S_CREATE 10
#define S_REMOVE 11
#define S_AGGR 12
#define S_NOP 13
#define S_GENOCIDE 14
#define MAXSCROLLS 15
/*
* Weapon types
*/
#define MACE 0
#define SWORD 1
#define BOW 2
#define ARROW 3
#define DAGGER 4
#define TWOSWORD 5
#define DART 6
#define CROSSBOW 7
#define BOLT 8
#define SPEAR 9
#define FLAME 10 /* fake entry for dragon breath (ick) */
#define MAXWEAPONS 10 /* this should equal FLAME */
/*
* 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 R_SUSTARM 13
#define MAXRINGS 14
/*
* 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 {
char h_ch;
char *h_desc;
};
/*
* Coordinate data type
*/
typedef struct {
shint x;
shint y;
} coord;
/* daemon/fuse data type */
struct delayed_action {
int d_type;
void (*d_func)();
int d_arg;
int d_time;
};
/**/
typedef unsigned int str_t;
/*
* Stuff about magic items
*/
struct magic_item {
const char *mi_name;
shint mi_prob;
short 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 */
short r_flags; /* Info about the room */
shint r_nexits; /* Number of exits */
coord r_exit[12]; /* Where the exits are */
};
/*
* Structure describing a fighting being
*/
struct stats {
str_t s_str; /* Strength */
long s_exp; /* Experience */
shint s_lvl; /* Level of mastery */
shint s_arm; /* Armor class */
short s_hpt; /* Hit points */
char s_dmg[16]; /* String describing damage done */
shint s_maxhp; /* Max hit points */
};
/*
* Structure for monsters and player
*/
union thing {
struct {
union thing *_l_next, *_l_prev; /* Next pointer in link */
coord _t_pos; /* Position */
bool _t_turn; /* If slowed, is it a turn to move */
unsigned char _t_type; /* What it is */
char _t_disguise; /* What mimic looks like */
char _t_oldch; /* Character that was where it was */
coord *_t_dest; /* Where it is running to */
short _t_flags; /* State word */
struct stats _t_stats; /* Physical description */
struct room *_t_room; /* Current room for thing */
union thing *_t_pack; /* What the thing is carrying */
int _t_reserved;
} _t;
struct {
union thing *_l_next, *_l_prev; /* Next pointer in link */
shint _o_type; /* What kind of object it is */
coord _o_pos; /* Where it lives on the screen */
char *_o_text; /* What it says if you read it */
char _o_launch; /* What you need to launch it */
char _o_damage[8]; /* Damage if used like sword */
char _o_hurldmg[8]; /* Damage if thrown */
shint _o_count; /* Count for plural objects */
shint _o_which; /* Which object of a type it is */
shint _o_hplus; /* Plusses to hit */
shint _o_dplus; /* Plusses to damage */
short _o_ac; /* Armor class */
short _o_flags; /* Information about objects */
shint _o_group; /* Group number for this object */
} _o;
};
typedef union thing THING;
#define l_next _t._l_next
#define l_prev _t._l_prev
#define t_pos _t._t_pos
#define t_turn _t._t_turn
#define t_type _t._t_type
#define t_disguise _t._t_disguise
#define t_oldch _t._t_oldch
#define t_dest _t._t_dest
#define t_flags _t._t_flags
#define t_stats _t._t_stats
#define t_pack _t._t_pack
#define t_room _t._t_room
#define t_reserved _t._t_reserved
#define o_type _o._o_type
#define o_pos _o._o_pos
#define o_text _o._o_text
#define o_launch _o._o_launch
#define o_damage _o._o_damage
#define o_hurldmg _o._o_hurldmg
#define o_count _o._o_count
#define o_which _o._o_which
#define o_hplus _o._o_hplus
#define o_dplus _o._o_dplus
#define o_ac _o._o_ac
#define o_charges o_ac
#define o_goldval o_ac
#define o_flags _o._o_flags
#define o_group _o._o_group
#define o_reserved _o._o_reserved
/*
* Array containing information on all the various types of mosnters
*/
struct monster {
const char *m_name; /* What to call the monster */
const shint m_carry; /* Probability of carrying something */
const short m_flags; /* Things about the monster */
struct stats m_stats; /* Initial stats */
};
/*
* External variables
*/
extern struct delayed_action d_list[20];
extern THING *_monst[], *cur_armor, *cur_ring[], *cur_weapon,
*lvl_obj, *mlist, player;
extern coord delta, oldpos;
extern struct h_list helpstr[];
extern struct room *oldrp, passages[], rooms[];
extern struct stats max_stats;
extern struct monster monsters[];
extern struct magic_item p_magic[], r_magic[], s_magic[],
things[], ws_magic[];
/*
* Function types
*/
coord *find_dest(), *rndmove();
THING *find_mons(), *find_obj(), *get_item(), *new_item(),
*new_thing(), *wake_monster();
struct room *roomin(coord *cp);
void _attach(THING **list, THING *item);
void _detach(THING **list, THING *item);
void _free_list(THING **ptr);
bool add_haste(bool potion);
void add_line(char *fmt, char *arg);
void add_pack(THING *obj, bool silent);
void add_str(str_t *sp, int amt);
void addmsg(char *fmt, ...);
void aggravate(void);
int attack(THING *mp);
void auto_save(int sig);
void call_it(bool know, char **guess);
bool cansee(int y, int x);
char *charge_str(THING *obj);
void check_level(void);
void chg_str(int amt);
void command(void);
void death(char monst);
bool diag_ok(coord *sp, coord *ep);
void discard(THING *item);
void discovered(void);
void do_daemons(int flag);
void do_fuses(int flag);
void do_motion(THING *obj, int ydelta, int xdelta);
void do_move(int dy, int dx);
void do_passages(void);
void do_rooms(void);
void do_run(char ch);
void do_zap(void);
void doctor(void);
void door_open(struct room *rp);
void drop(void);
bool dropcheck(THING *op);
void eat(void);
int encread(void *starta, int size, FILE *inf);
void encwrite(void *starta, int size, FILE *outf);
void end_line(void);
void endmsg(void);
void enter_room(coord *cp);
void extinguish(void (*func)());
void fall(THING *obj, bool pr);
bool fallpos(coord *pos, coord *newpos, bool pass);
void fatal(char *s);
bool fight(coord *mp, char mn, THING *weap, bool thrown);
THING *find_obj(int y, int x);
void fire_bolt(coord *start, coord *dir, char *name);
void fix_stick(THING *cur);
void flush_type(void);
void fuse(void (*func)(), int arg, int time, int type);
void genocide(void);
bool get_dir(void);
THING *get_item(char *purpose, int type);
int get_str(char *opt, WINDOW *win);
void give_pack(THING *tp);
bool hit_monster(int y, int x, THING *obj);
void init_check(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(THING *weap, char type);
char *inv_name(THING *obj, bool drop);
bool inventory(THING *list, int type);
void invis_on(void);
bool is_current(THING *obj);
bool is_magic(THING *obj);
bool issymlink(char *sp);
void kill_daemon(void (*func)());
void killed(THING *tp, bool pr);
void leave(int sig);
void leave_room(coord *cp);
void lengthen(void (*func)(), int xtime);
bool lock_sc(void);
void look(bool wakeup);
void missile(int ydelta, int xdelta);
void msg(char *fmt, ...);
THING *new_item(void);
void new_level(void);
void new_monster(THING *tp, char type, coord *cp);
THING *new_thing(void);
void nohaste(void);
char *num(int n1, int n2, char type);
void open_log(void);
void open_score(void);
void option(void);
char pack_char(THING *obj);
void parse_opts(char *str);
void pick_up(char ch);
void picky_inven(void);
void playit(void);
void quaff(void);
void quit(int a);
void raise_level(void);
char randmonster(bool wander);
void read_scroll(void);
int readchar(void);
int readcharw(WINDOW *win);
void remove_monster(coord *mp, THING *tp, bool waskill);
bool restore(char *file, char **envp);
int ring_eat(int hand);
char *ring_num(THING *obj);
void ring_off(void);
void ring_on(void);
int rnd(int range);
void rnd_pos(struct room *rp, coord *cp);
int rnd_room(void);
coord *rndmove(THING *who);
int roll(int number, int sides);
void rollwand(void);
void runners(void);
void runto(coord *runner, coord *spot);
bool save(int which);
bool save_game(void);
bool save_throw(int which, THING *tp);
void score(int amount, int flags, char monst);
bool see_monst(THING *mp);
void setup(void);
void shell(void);
void show_win(WINDOW *scr, char *message);
void sight(void);
int sign(int nm);
void start_daemon(void (*func)(), int arg, int type);
void start_score(void);
void status(void);
bool step_ok(char ch);
void stomach(void);
void strucpy(char *s1, char *s2, int len);
void swander(void);
bool swing(int at_lvl, int op_arm, int wplus);
void take_off(void);
int teleport(void);
void total_winner(void);
char *tr_name(char type);
bool turn_see(bool turn_off);
void turn_see_off(void);
void unconfuse(void);
char *unctrol(char ch);
void unlock_sc(void);
void unsee(void);
char *vowelstr(const char *str);
char *xcrypt(const char *key, const char *setting);
void w_wait_for(WINDOW *win, char ch);
void wait_for(char ch);
THING *wake_monster(int y, int x);
void wanderer(void);
void waste_time(void);
void wear(void);
void whatis(bool insist);
void wield(void);
void writelog(int amount, int flags, char monst);
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "extern.h"
#ifndef PATH_MAX
#define PATH_MAX _MAX_PATH
#endif