/* * rogue.h - Rogue definitions and variable declarations * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "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. */ /* * Rogue definitions and variable declarations * */ #define reg register #undef lines /* AIX's term.h defines this, causing a conflict */ #ifdef BSD #undef tolower(c) #define _tolower(c) ((c)-'A'+'a') extern char tolower(); #undef toupper(c) #define _toupper(c) ((c)-'a'+'A') extern char toupper(); #define strchr index #define exfork vfork /* Better way to do a fork followed by an exec */ #else #define exfork fork /* Standard fork with no paging available */ #endif #ifdef HAVE_CONFIG_H #include "config.h" #endif /* * Maximum number of different things */ #define MAXDAEMONS 10 #define MAXFUSES 20 #define MAXROOMS 9 #define MAXTHINGS 9 #define MAXOBJ 9 #define MAXSTATS 72 /* max total of all stats at startup */ #define MAXPACK 23 #define MAXDOUBLE 14 /* Maximum number of times exppts is doubled */ #define MAXCONTENTS 10 #define MAXENCHANT 10 /* max number of enchantments on an item */ #define MAXTREAS 15 /* number monsters/treasure in treasure room */ #define MAXTRAPS 25 #define MAXTRPTRY 8 /* attempts/level allowed for setting traps */ #define MAXDOORS 4 /* Maximum doors to a room */ #define MAXCHANTS 16 /* Maximum number of chants for a druid */ #define MAXPRAYERS 18 /* Maximum number of prayers for cleric */ #define MAXSPELLS 20 /* Maximum number of spells (for magician) */ #define MAXQUILL 13 /* scrolls the Quill of Nagrom can write */ #define QUILLCHARGES 160 /* max num of charges in the Quill of Nagrom */ #define NUMMONST 125 /* Current number of monsters */ #define NUM_CNAMES 17 /* number of names per character level */ #define NUMUNIQUE 27 /* number of UNIQUE creatures */ #define NLEVMONS 3 /* Number of new monsters per level */ #define NUMSCORE 10 /* number of entries in score file */ #define HARDER 35 /* at this level start making things harder */ #define LINELEN 256 /* characters in a buffer */ #define JUG_EMPTY -1 /* signifys that the alchemy jug is empty */ #define MAXPURCH (pstats.s_charisma/3) /* # of purchases at post */ /* Movement penalties */ #define BACKPENALTY 3 #define SHOTPENALTY 2 /* In line of sight of missile */ #define DOORPENALTY 1 /* Moving out of current room */ /* * these defines are used in calls to get_item() to signify what * it is we want */ #define ALL -1 #define WEARABLE -2 #define CALLABLE -3 #define WIELDABLE -4 #define USEABLE -5 #define IDENTABLE -6 #define REMOVABLE -7 #define PROTECTABLE -8 #define ZAPPABLE -9 #define READABLE -10 #define QUAFFABLE -11 /* * stuff to do with encumberance */ #define NORMENCB 1500 /* normal encumberance */ #define F_SATIATED 0 /* player's stomach is very full */ #define F_OKAY 1 /* have plenty of food in stomach */ #define F_HUNGRY 2 /* player is hungry */ #define F_WEAK 3 /* weak from lack of food */ #define F_FAINT 4 /* fainting from lack of food */ /* * actions a player/monster will take */ #define A_MOVE 0200 /* normal movement */ #define A_FREEZE 0201 /* frozen in place */ #define A_ATTACK 0202 /* trying to hit */ #define A_SELL 0203 /* trying to sell goods */ #define A_NIL 0204 /* not doing anything */ #define A_BREATHE 0205 /* breathing */ #define A_MISSILE 0206 /* Firing magic missiles */ #define A_SONIC 0207 /* Sounding a sonic blast */ #define A_SUMMON 0210 /* Summoning help */ #define A_USERELIC 0211 /* Monster uses a relic */ #define A_SLOW 0212 /* monster slows the player */ #define A_ZAP 0213 /* monster shoots a wand */ #define A_PICKUP 0214 /* player is picking something up */ #define A_USEWAND 0215 /* monster is shooting a wand */ #define A_THROW 't' #define C_CAST 'C' #define C_COUNT '*' #define C_DIP 'D' #define C_DROP 'd' #define C_EAT 'e' #define C_PRAY 'p' #define C_CHANT 'c' #define C_QUAFF 'q' #define C_READ 'r' #define C_SEARCH 's' #define C_SETTRAP '^' #define C_TAKEOFF 'T' #define C_USE CTRL('U') #define C_WEAR 'W' #define C_WIELD 'w' #define C_ZAP 'z' /* Possible ways for the hero to move */ #define H_TELEPORT 0 /* * return values for get functions */ #define NORM 0 /* normal exit */ #define QUIT 1 /* quit option setting */ #define MINUS 2 /* back up one option */ /* * The character types */ #define C_FIGHTER 0 #define C_RANGER 1 #define C_PALADIN 2 #define C_MAGICIAN 3 #define C_CLERIC 4 #define C_THIEF 5 #define C_ASSASIN 6 #define C_DRUID 7 #define C_MONK 8 #define C_MONSTER 9 #define NUM_CHARTYPES 10 /* * define the ability types */ #define A_INTELLIGENCE 0 #define A_STRENGTH 1 #define A_WISDOM 2 #define A_DEXTERITY 3 #define A_CONSTITUTION 4 #define A_CHARISMA 5 #define NUMABILITIES 6 /* * values for games end */ #define UPDATE -2 #define SCOREIT -1 #define KILLED 0 #define CHICKEN 1 #define WINNER 2 /* * definitions for function step_ok: * MONSTOK indicates it is OK to step on a monster -- it * is only OK when stepping diagonally AROUND a monster; * it is also OK if the stepper is a friendly monster and * is in a fighting mood. */ #define MONSTOK 1 #define NOMONST 2 #define FIGHTOK 3 /* * used for ring stuff */ #define LEFT_1 0 #define LEFT_2 1 #define LEFT_3 2 #define LEFT_4 3 #define RIGHT_1 4 #define RIGHT_2 5 #define RIGHT_3 6 #define RIGHT_4 7 #define NUM_FINGERS 8 /* * used for micellaneous magic (MM) stuff */ #define WEAR_BOOTS 0 #define WEAR_BRACERS 1 #define WEAR_CLOAK 2 #define WEAR_GAUNTLET 3 #define WEAR_JEWEL 4 #define WEAR_NECKLACE 5 #define NUM_MM 6 /* * 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 DOORPTR(what) (coord *)((*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 max_stats player.maxstats #define pack player.t_pack #define attach(a, b) _attach(&a, b) #define detach(a, b) _detach(&a, b) #define o_free_list(a) _o_free_list(&a) #define r_free_list(a) _r_free_list(&a) #define t_free_list(a) _t_free_list(&a) #ifndef max #define max(a, b) ((a) > (b) ? (a) : (b)) #define min(a, b) ((a) < (b) ? (a) : (b)) #endif #define on(thing, flag) \ (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) != 0) #define off(thing, flag) \ (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) == 0) #define turn_on(thing, flag) \ ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] |= (flag & ~FLAGMASK)) #define turn_off(thing, flag) \ ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] &= ~flag) #undef CTRL #define CTRL(ch) (ch & 037) #define ALLOC(x) calloc((unsigned int) x,1) #define FREE(x) free((char *) x) #define EQSTR(a, b, c) (strncmp(a, b, c) == 0) #define EQUAL(a, b) (strcmp(a, b) == 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_1, r) || ISRING(LEFT_2, r) ||\ ISRING(LEFT_3, r) || ISRING(LEFT_4, r) ||\ ISRING(RIGHT_1, r) || ISRING(RIGHT_2, r) ||\ ISRING(RIGHT_3, r) || ISRING(RIGHT_4, r)) #define newgrp() ++group #define o_charges o_ac #define o_kind o_ac #define ISMULT(type) (type == FOOD) #define isrock(ch) ((ch == WALL) || (ch == '-') || (ch == '|') || (ch == SECRETDOOR)) #define invisible(monst) \ (((on(*monst, ISINVIS) || \ (on(*monst, ISSHADOW) && rnd(100) < 90)) && \ off(player, CANSEE)) || \ (on(*monst, CANSURPRISE) && !ISWEARING(R_ALERT))) #define is_stealth(tp) \ (rnd(25) < (tp)->t_stats.s_dext || (tp == &player && ISWEARING(R_STEALTH))) #define has_light(rp) (((rp)->r_flags & HASFIRE) || ISWEARING(R_LIGHT)) #define mi_wght mi_worth #define mi_food mi_curse /* * Ways to die */ #define D_PETRIFY -1 #define D_ARROW -2 #define D_DART -3 #define D_POISON -4 #define D_BOLT -5 #define D_SUFFOCATION -6 #define D_POTION -7 #define D_INFESTATION -8 #define D_DROWN -9 #define D_ROT -10 #define D_CONSTITUTION -11 #define D_STRENGTH -12 #define D_SIGNAL -13 #define D_CHOKE -14 #define D_STRANGLE -15 #define D_FALL -16 #define D_RELIC -17 #define D_STARVATION -18 #define D_FOOD_CHOKE -19 #define D_SCROLL -20 #define DEATHNUM 20 /* number of ways to die */ /* * Things that appear on the screens */ #define WALL ' ' #define PASSAGE '#' #define DOOR '+' #define FLOOR '.' #define VPLAYER '@' #define IPLAYER '_' #define POST '^' #define TRAPDOOR '>' #define ARROWTRAP '{' #define SLEEPTRAP '$' #define BEARTRAP '}' #define TELTRAP '~' #define DARTTRAP '`' #define POOL '"' #define MAZETRAP '\'' #define SECRETDOOR '&' #define STAIRS '%' #define GOLD '*' #define POTION '!' #define SCROLL '?' #define MAGIC '$' #define BMAGIC '>' /* Blessed magic */ #define CMAGIC '<' /* Cursed magic */ #define FOOD ':' #define WEAPON ')' #define MISSILE '*' /* Magic Missile */ #define ARMOR ']' #define MM ';' #define RELIC ',' #define RING '=' #define STICK '/' #define FOREST '\\' /* * Various constants */ #define PASSWD "mTdNfNGDrwAZ." #define FIGHTBASE 10 #define SPELLTIME ((max(30-pstats.s_lvl,5))) #define BEARTIME 17 #define CLOAK_TIME (roll(20,20)) #define SLEEPTIME 7 #define FREEZETIME 11 #define PAINTIME (roll(2, 12)) #define HEALTIME 30 #define CHILLTIME (roll(20, 4)) #define SMELLTIME 20 #define STONETIME (roll(10,2)) #define HASTETIME 11 #define SICKTIME 25 #define WANDERTIME (max(5, (HARDER*2)-rnd(vlevel))) #define BEFORE 1 #define AFTER 2 #define HUHDURATION (50+rnd(30)) #define SEEDURATION 850 #define SKILLDURATION (100+rnd(50)) #define CLRDURATION 50 #define GONETIME 200 #define FIRETIME (200+roll(5,5)) #define COLDTIME (200+roll(5,5)) #define BOLTTIME (200+roll(5,5)) #define FLYTIME 300 #define DUSTTIME (30+roll(5,10)) #define PHASEDURATION 300 #define MORETIME 100 #define STINKTIME 16 #define STOMACHSIZE 1500 #define ESCAPE 27 #define BOLT_LENGTH 10 #define MARKLEN 20 #define DAYLENGTH 400 #define ALCHEMYTIME (400+rnd(150)) /* * Save against things */ #define VS_POISON 00 #define VS_PARALYZATION 00 #define VS_DEATH 00 #define VS_PETRIFICATION 01 #define VS_WAND 02 #define VS_BREATH 03 #define VS_MAGIC 04 /* * attributes for treasures in dungeon */ #define ISCURSED 01 #define ISKNOW 02 #define ISPOST 04 /* object is in a trading post */ #define ISMETAL 010 #define ISPROT 020 /* object is protected */ #define ISBLESSED 040 #define ISPOISON 0100 #define ISMISL 020000 #define ISMANY 040000 /* * Various flag bits */ #define ISDARK 01 #define ISGONE 02 #define ISTREAS 04 #define ISFOUND 010 #define ISTHIEFSET 020 #define FORCEDARK 040 /* * 1st set of creature flags (this might include player) */ #define ISBLIND 0x00000001 #define ISINWALL 0x00000002 #define ISRUN 0x00000004 #define ISFLEE 0x00000008 #define ISINVIS 0x00000010 #define ISMEAN 0x00000020 #define ISGREED 0x00000040 #define CANSHOOT 0x00000080 #define ISHELD 0x00000100 #define ISHUH 0x00000200 #define ISREGEN 0x00000400 #define CANHUH 0x00000800 #define CANSEE 0x00001000 #define HASFIRE 0x00002000 #define ISSLOW 0x00004000 #define ISHASTE 0x00008000 #define ISCLEAR 0x00010000 #define CANINWALL 0x00020000 #define ISDISGUISE 0x00040000 #define CANBLINK 0x00080000 #define CANSNORE 0x00100000 #define HALFDAMAGE 0x00200000 #define CANSUCK 0x00400000 #define CANRUST 0x00800000 #define CANPOISON 0x01000000 #define CANDRAIN 0x02000000 #define ISUNIQUE 0x04000000 #define STEALGOLD 0x08000000 /* * Second set of flags */ #define STEALMAGIC 0x10000001 #define CANDISEASE 0x10000002 #define HASDISEASE 0x10000004 #define CANSUFFOCATE 0x10000008 #define DIDSUFFOCATE 0x10000010 #define BOLTDIVIDE 0x10000020 #define BLOWDIVIDE 0x10000040 #define NOCOLD 0x10000080 #define TOUCHFEAR 0x10000100 #define BMAGICHIT 0x10000200 #define NOFIRE 0x10000400 #define NOBOLT 0x10000800 #define CARRYGOLD 0x10001000 #define CANITCH 0x10002000 #define HASITCH 0x10004000 #define DIDDRAIN 0x10008000 #define WASTURNED 0x10010000 #define CANSELL 0x10020000 #define CANBLIND 0x10040000 #define NOACID 0x10080000 #define NOSLOW 0x10100000 #define NOFEAR 0x10200000 #define NOSLEEP 0x10400000 #define NOPARALYZE 0x10800000 #define NOGAS 0x11000000 #define CANMISSILE 0x12000000 #define CMAGICHIT 0x14000000 #define CANPAIN 0x18000000 /* * Third set of flags */ #define CANSLOW 0x20000001 #define CANTUNNEL 0x20000002 #define TAKEWISDOM 0x20000004 #define NOMETAL 0x20000008 #define MAGICHIT 0x20000010 #define CANINFEST 0x20000020 #define HASINFEST 0x20000040 #define NOMOVE 0x20000080 #define CANSHRIEK 0x20000100 #define CANDRAW 0x20000200 #define CANSMELL 0x20000400 #define CANPARALYZE 0x20000800 #define CANROT 0x20001000 #define ISSCAVENGE 0x20002000 #define DOROT 0x20004000 #define CANSTINK 0x20008000 #define HASSTINK 0x20010000 #define ISSHADOW 0x20020000 #define CANCHILL 0x20040000 #define CANHUG 0x20080000 #define CANSURPRISE 0x20100000 #define CANFRIGHTEN 0x20200000 #define CANSUMMON 0x20400000 #define TOUCHSTONE 0x20800000 #define LOOKSTONE 0x21000000 #define CANHOLD 0x22000000 #define DIDHOLD 0x24000000 #define DOUBLEDRAIN 0x28000000 /* * Fourth set of flags */ #define CANBRANDOM 0x30000001 /* Types of breath */ #define CANBACID 0x30000002 /* acid */ #define CANBFIRE 0x30000004 /* Fire */ #define CANBCGAS 0x30000008 /* confusion gas */ #define CANBBOLT 0x30000010 /* lightning bolt */ #define CANBGAS 0x30000020 /* clorine gas */ #define CANBICE 0x30000040 /* ice */ #define CANBFGAS 0x30000080 /* Fear gas */ #define CANBPGAS 0x30000100 /* Paralyze gas */ #define CANBSGAS 0x30000200 /* Sleeping gas */ #define CANBSLGAS 0x30000400 /* Slow gas */ #define CANBREATHE 0x300007ff /* Can it breathe at all? */ /* * Fifth set of flags */ #define ISUNDEAD 0x40000001 #define CANSONIC 0x40000002 #define TURNABLE 0x40000004 #define TAKEINTEL 0x40000008 #define NOSTAB 0x40000010 #define CANDISSOLVE 0x40000020 #define ISFLY 0x40000040 /* creature can fly */ #define CANTELEPORT 0x40000080 /* creature can teleport */ #define CANEXPLODE 0x40000100 /* creature explodes when hit */ #define CANDANCE 0x40000200 /* creature can make hero "dance" */ #define ISDANCE 0x40000400 /* creature (hero) is dancing */ #define CARRYFOOD 0x40000800 #define CARRYSCROLL 0x40001000 #define CARRYPOTION 0x40002000 #define CARRYRING 0x40004000 #define CARRYSTICK 0x40008000 #define CARRYMISC 0x40010000 #define CARRYMDAGGER 0x40020000 /* Dagger of Musty */ #define CARRYCLOAK 0x40040000 /* Cloak of Emori */ #define CARRYANKH 0x40080000 /* Ankh of Heil */ #define CARRYSTAFF 0x40100000 /* Staff of Ming */ #define CARRYWAND 0x40200000 /* Wand of Orcus */ #define CARRYROD 0x40400000 /* Rod of Asmodeus */ #define CARRYYAMULET 0x40800000 /* Amulet of Yendor */ #define CARRYMANDOLIN 0x41000000 /* Mandolin of Brian */ #define MISSEDDISP 0x42000000 /* Missed Cloak of Displacement */ #define CANBSTAB 0x44000000 /* Can backstab */ #define ISGUARDIAN 0x48000000 /* Guardian of a treasure room */ #define CARRYHORN 0x50000001 /* Horn of Geryon */ #define CARRYMSTAR 0x50000002 /* Morning Star of Hruggek */ #define CARRYFLAIL 0x50000004 /* Flail of Yeenoghu */ #define CARRYWEAPON 0x50000008 /* A generic weapon */ #define CANAGE 0x50000010 /* can age you */ #define CARRYDAGGER 0x50000020 /* carry's a dumb old dagger */ #define AREMANY 0x50000040 /* they come in droves */ #define CARRYEYE 0x50000080 /* has the eye of Vecna */ #define HASSUMMONED 0x50000100 /* has already summoned */ #define ISSTONE 0x50000200 /* has been turned to stone */ #define NODETECT 0x50000400 /* detect monster will not show him */ #define NOSTONE 0x50000800 /* creature made its save vrs stone */ #define CARRYQUILL 0x50001000 /* has the quill of Nagrom */ #define CARRYAXE 0x50002000 /* has the axe of Aklad */ #define TOUCHSLOW 0x50004000 /* touch will slow hero */ #define WASDISRUPTED 0x50008000 /* creature was disrupted by player */ #define CARRYARMOR 0x50010000 /* creature will pick up armor */ #define CARRYBAMULET 0x50020000 /* amulet of skoraus stonebones */ #define CARRYSURTURRING 0x50040000 /* ring of Surtur */ #define ISCHARMED 0x50080000 /* is the monster charmed? */ #define ISFRIENDLY 0x50080000 /* monster friendly for any reason? */ #define ISREADY 0x60000001 #define ISDEAD 0x60000002 #define ISELSEWHERE 0x60000004 /* Masks for choosing the right flag */ #define FLAGMASK 0xf0000000 #define FLAGINDEX 0x0000000f #define FLAGSHIFT 28 #define MAXFLAGS 25 /* max initial flags per creature */ /* * Mask for cancelling special abilities * The flags listed here will be the ones left on after the * cancellation takes place */ #define CANC0MASK ( ISBLIND | ISINWALL | ISRUN | \ ISFLEE | ISMEAN | ISGREED | \ CANSHOOT | ISHELD | ISHUH | \ ISSLOW | ISHASTE | ISCLEAR | \ ISUNIQUE ) #define CANC1MASK ( HASDISEASE | DIDSUFFOCATE | CARRYGOLD | \ HASITCH | CANSELL | DIDDRAIN | \ WASTURNED ) #define CANC2MASK ( HASINFEST | NOMOVE | ISSCAVENGE | \ DOROT | HASSTINK | DIDHOLD ) #define CANC3MASK ( CANBREATHE ) #define CANC4MASK ( ISUNDEAD | CANSONIC | NOSTAB | \ ISFLY | CARRYFOOD | CANEXPLODE | \ ISDANCE | CARRYSCROLL | CARRYPOTION | \ CARRYRING | CARRYSTICK | CARRYMISC | \ CARRYMDAGGER | CARRYCLOAK | CARRYANKH | \ CARRYSTAFF | CARRYWAND | CARRYROD | \ CARRYYAMULET | CARRYMANDOLIN | ISGUARDIAN ) #define CANC5MASK ( CARRYHORN | CARRYMSTAR | CARRYFLAIL | \ CARRYEYE | CARRYDAGGER | HASSUMMONED | \ AREMANY | CARRYWEAPON | NOSTONE | \ CARRYQUILL | CARRYAXE | WASDISRUPTED | \ CARRYARMOR | CARRYBAMULET | CARRYSURTURRING ) #define CANC6MASK ( 0 ) #define CANC7MASK ( 0 ) #define CANC8MASK ( 0 ) #define CANC9MASK ( 0 ) #define CANCAMASK ( 0 ) #define CANCBMASK ( 0 ) #define CANCCMASK ( 0 ) #define CANCDMASK ( 0 ) #define CANCEMASK ( 0 ) #define CANCFMASK ( 0 ) /* types of things */ #define TYP_POTION 0 #define TYP_SCROLL 1 #define TYP_FOOD 2 #define TYP_WEAPON 3 #define TYP_ARMOR 4 #define TYP_RING 5 #define TYP_STICK 6 #define TYP_MM 7 #define TYP_RELIC 8 #define NUMTHINGS 9 /* * food types */ #define E_RATION 0 #define E_APPLE 1 #define E_BANANA 2 #define E_BLUEBERRY 3 #define E_CANDLEBERRY 4 #define E_CAPRIFIG 5 #define E_DEWBERRY 6 #define E_ELDERBERRY 7 #define E_GOOSEBERRY 8 #define E_GUANABANA 9 #define E_HAGBERRY 10 #define E_JABOTICABA 11 #define E_PEACH 12 #define E_PITANGA 13 #define E_PRICKLEY 14 #define E_RAMBUTAN 15 #define E_SAPODILLA 16 #define E_SOURSOP 17 #define E_STRAWBERRY 18 #define E_SWEETSOP 19 #define E_WHORTLEBERRY 20 #define MAXFOODS 21 /* * Potion types */ #define P_CLEAR 0 #define P_ABIL 1 #define P_SEEINVIS 2 #define P_HEALING 3 #define P_MFIND 4 #define P_TFIND 5 #define P_RAISE 6 #define P_HASTE 7 #define P_RESTORE 8 #define P_PHASE 9 #define P_INVIS 10 #define P_FLY 11 #define P_FFIND 12 #define P_SKILL 13 #define P_FIRE 14 #define P_COLD 15 #define P_LIGHTNING 16 #define P_POISON 17 #define MAXPOTIONS 18 /* * Scroll types */ #define S_CONFUSE 0 #define S_MAP 1 #define S_LIGHT 2 #define S_HOLD 3 #define S_SLEEP 4 #define S_ALLENCH 5 #define S_IDENT 6 #define S_SCARE 7 #define S_GFIND 8 #define S_TELEP 9 #define S_CREATE 10 #define S_REMOVE 11 #define S_PETRIFY 12 #define S_GENOCIDE 13 #define S_CURING 14 #define S_MAKEIT 15 #define S_PROTECT 16 #define S_FINDTRAPS 17 #define S_RUNES 18 #define S_CHARM 19 #define MAXSCROLLS 20 /* * Weapon types */ #define MACE 0 /* mace */ #define SWORD 1 /* long sword */ #define BOW 2 /* short bow */ #define ARROW 3 /* arrow */ #define DAGGER 4 /* dagger */ #define ROCK 5 /* rocks */ #define TWOSWORD 6 /* two-handed sword */ #define SLING 7 /* sling */ #define DART 8 /* darts */ #define CROSSBOW 9 /* crossbow */ #define BOLT 10 /* crossbow bolt */ #define SPEAR 11 /* spear */ #define TRIDENT 12 /* trident */ #define SPETUM 13 /* spetum */ #define BARDICHE 14 /* bardiche */ #define PIKE 15 /* pike */ #define BASWORD 16 /* bastard sword */ #define HALBERD 17 /* halberd */ #define BATTLEAXE 18 /* battle axe */ #define MAXWEAPONS 19 /* types of weapons */ #define NONE 100 /* no weapon */ /* * Armor types */ #define LEATHER 0 #define RING_MAIL 1 #define STUDDED_LEATHER 2 #define SCALE_MAIL 3 #define PADDED_ARMOR 4 #define CHAIN_MAIL 5 #define SPLINT_MAIL 6 #define BANDED_MAIL 7 #define PLATE_MAIL 8 #define PLATE_ARMOR 9 #define MAXARMORS 10 /* * Ring types */ #define R_PROTECT 0 #define R_ADDSTR 1 #define R_SUSABILITY 2 #define R_SEARCH 3 #define R_SEEINVIS 4 #define R_ALERT 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_ADDINTEL 13 #define R_ADDWISDOM 14 #define R_HEALTH 15 #define R_CARRY 16 #define R_LIGHT 17 #define R_DELUSION 18 #define R_FEAR 19 #define R_HEROISM 20 #define R_FIRE 21 #define R_WARMTH 22 #define R_VAMPREGEN 23 #define R_FREEDOM 24 #define R_TELCONTROL 25 #define MAXRINGS 26 /* * 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_SLOW_M 7 #define WS_DRAIN 8 #define WS_CHARGE 9 #define WS_TELMON 10 #define WS_CANCEL 11 #define WS_CONFMON 12 #define WS_DISINTEGRATE 13 #define WS_PETRIFY 14 #define WS_PARALYZE 15 #define WS_MDEG 16 #define WS_CURING 17 #define WS_WONDER 18 #define WS_FEAR 19 #define MAXSTICKS 20 /* * miscellaneous magic items */ #define MM_JUG 0 #define MM_BEAKER 1 #define MM_BOOK 2 #define MM_ELF_BOOTS 3 #define MM_BRACERS 4 #define MM_OPEN 5 #define MM_HUNGER 6 #define MM_DISP 7 #define MM_PROTECT 8 #define MM_DRUMS 9 #define MM_DISAPPEAR 10 #define MM_CHOKE 11 #define MM_G_DEXTERITY 12 #define MM_G_OGRE 13 #define MM_JEWEL 14 #define MM_KEOGHTOM 15 #define MM_R_POWERLESS 16 #define MM_FUMBLE 17 #define MM_ADAPTION 18 #define MM_STRANGLE 19 #define MM_DANCE 20 #define MM_SKILLS 21 #define MAXMM 22 /* * Relic types */ #define MUSTY_DAGGER 0 #define EMORI_CLOAK 1 #define HEIL_ANKH 2 #define MING_STAFF 3 #define ORCUS_WAND 4 #define ASMO_ROD 5 #define YENDOR_AMULET 6 #define BRIAN_MANDOLIN 7 #define GERYON_HORN 8 #define HRUGGEK_MSTAR 9 #define YEENOGHU_FLAIL 10 #define EYE_VECNA 11 #define AXE_AKLAD 12 #define QUILL_NAGROM 13 #define STONEBONES_AMULET 14 #define SURTUR_RING 15 #define MAXRELIC 16 #define LEVEL 600 #define vlevel max(level, turns/LEVEL + 1) /* * Now we define the structures and types */ /* * character types */ struct character_types { char name[40]; /* name of character class */ long start_exp; /* starting exp pts for 2nd level */ long cap; /* stop doubling here */ int hit_pts; /* hit pts gained per level */ int base; /* Base to-hit value (AC 10) */ int max_lvl; /* Maximum level for changing value */ int factor; /* Amount base changes each time */ int offset; /* What to offset level */ int range; /* Range of levels for each offset */ }; /* * level types */ typedef enum { NORMLEV, /* normal level */ POSTLEV, /* trading post level */ MAZELEV, /* maze level */ OUTSIDE, /* outside level */ STARTLEV /* beginning of the game */ } LEVTYPE; /* * Help list */ struct h_list { char h_ch; char *h_desc; }; /* * Coordinate data type */ typedef struct { int x; int y; } coord; /* * structure for the ways to die */ struct death_type { int reason; char *name; }; /* * 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; int mi_prob; int mi_worth; int mi_curse; int mi_bless; }; /* * Room structure */ struct room { coord r_pos; /* Upper left corner */ coord r_max; /* Size of room */ long r_flags; /* Info about the room */ struct linked_list *r_fires; /* List of fire creatures in room */ struct linked_list *r_exit; /* Linked list of exits */ }; /* * Array of all traps on this level */ struct trap { char tr_type; /* What kind of trap */ char tr_show; /* Where disguised trap looks like */ coord tr_pos; /* Where trap is */ long tr_flags; /* Info about trap (i.e. ISFOUND) */ }; /* * Structure describing a fighting being */ struct stats { short s_str; /* Strength */ short s_intel; /* Intelligence */ short s_wisdom; /* Wisdom */ short s_dext; /* Dexterity */ short s_const; /* Constitution */ short s_charisma; /* Charisma */ unsigned long s_exp; /* Experience */ int s_lvladj; /* how much level is adjusted */ int s_lvl; /* Level of mastery */ int s_arm; /* Armor class */ int s_hpt; /* Hit points */ int s_pack; /* current weight of his pack */ int s_carry; /* max weight he can carry */ char s_dmg[30]; /* String describing damage done */ }; /* * Structure describing a fighting being (monster at initialization) */ struct mstats { short s_str; /* Strength */ short s_dex; /* dexterity */ short s_move; /* movement rate */ unsigned long s_exp; /* Experience */ short s_lvl; /* Level of mastery */ short s_arm; /* Armor class */ char *s_hpt; /* Hit points */ char *s_dmg; /* String describing damage done */ }; /* * Structure for monsters and player */ struct thing { bool t_wasshot; /* Was character shot last round? */ char t_type; /* What it is */ char t_disguise; /* What mimic looks like */ char t_oldch; /* Character that was where it was */ short t_ctype; /* Character type */ short t_index; /* Index into monster table */ short t_no_move; /* How long the thing can't move */ short t_quiet; /* used in healing */ short t_movement; /* Base movement rate */ short t_action; /* Action we're waiting to do */ short t_artifact; /* base chance of using artifact */ short t_wand; /* base chance of using wands */ short t_summon; /* base chance of summoning */ short t_cast; /* base chance of casting a spell */ short t_breathe; /* base chance to swing at player */ char *t_name; /* name player gave his pet */ coord *t_doorgoal; /* What door are we heading to? */ coord *t_dest; /* Where it is running to */ coord t_pos; /* Position */ coord t_oldpos; /* Last position */ coord t_newpos; /* Where we want to go */ unsigned long t_flags[16]; /* State word */ struct linked_list *t_pack; /* What the thing is carrying */ struct linked_list *t_using; /* What the thing is using */ int t_selection; struct stats t_stats; /* Physical description */ struct stats maxstats; /* maximum(or initial) stats */ int t_reserved; }; /* * Array containing information on all the various types of monsters */ struct monster { char *m_name; /* What to call the monster */ short m_carry; /* Probability of carrying something */ bool m_normal; /* Does monster exist? */ bool m_wander; /* Does monster wander? */ char m_appear; /* What does monster look like? */ char *m_intel; /* Intelligence range */ long m_flags[MAXFLAGS]; /* Things about the monster */ char *m_typesum; /* type of creature can he summon */ short m_numsum; /* how many creatures can he summon */ short m_add_exp; /* Added experience per hit point */ struct mstats 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 */ 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 */ struct linked_list *contents; /* contents of this object */ 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 */ long o_flags; /* Information about objects */ int o_group; /* Group number for this object */ int o_weight; /* weight of this object */ char o_mark[MARKLEN]; /* Mark the specific object */ }; /* * weapon structure */ struct init_weps { char *w_name; /* name of weapon */ char *w_dam; /* hit damage */ char *w_hrl; /* hurl damage */ char w_launch; /* need to launch it */ int w_flags; /* flags */ int w_rate; /* rate of fire */ int w_wght; /* weight of weapon */ int w_worth; /* worth of this weapon */ }; /* * armor structure */ struct init_armor { char *a_name; /* name of armor */ int a_prob; /* chance of getting armor */ int a_class; /* normal armor class */ int a_worth; /* worth of armor */ int a_wght; /* weight of armor */ }; struct spells { short s_which; /* which scroll or potion */ short s_cost; /* cost of casting spell */ short s_type; /* scroll or potion */ int s_flag; /* is the spell blessed/cursed? */ }; struct quill { short s_which; /* which scroll to write */ short s_cost; /* cost of writing it */ }; struct delayed_action { int d_type; void (*d_func)(); union { int arg; void *varg; } d_; int d_time; } ; void _attach(struct linked_list **list, struct linked_list *item); void _detach(struct linked_list **list, struct linked_list *item); void _o_free_list(struct linked_list **ptr); void _r_free_list(struct linked_list **ptr); void _t_free_list(struct linked_list **ptr); int ac_compute(bool ignoremetal); void activity(void); void add_charisma(int change); void add_constitution(int change); void add_dexterity(int change); void add_haste(bool blessed); void add_intelligence(int change); bool add_pack(struct linked_list *item, bool silent, struct linked_list **packret); void add_slow(void); void add_strength(int change); void add_wisdom(int change); void addmsg(char *fmt, ...); void affect(void); void aggravate(bool do_uniques, bool do_good); void alchemy(struct object *obj); void appear(void); bool attack(struct thing *mp, struct object *weapon, bool thrown); void auto_save(int sig); char be_trapped(struct thing *th, coord *tc); bool blue_light(bool blessed, bool cursed); void bugkill(int sig); void buy_it(void); void byebye(int sig); bool can_blink(struct thing *tp); coord *can_shoot(coord *er, coord *ee); bool cansee(int y, int x); void carry_obj(struct thing *mp, int chance); void cast(void); void changeclass(int newclass); void chant(void); void chant_recovery(void); void chase(struct thing *tp, coord *ee, struct room *rer, struct room *ree, bool flee); long check_level(void); void check_residue(struct thing *tp); void chg_str(int amt); void cloak_charge(struct object *obj); void command(void); void confus_player(void); int const_bonus(void); void corr_move(int dy, int dx); struct linked_list *creat_item(void); bool creat_mons(struct thing *person, short monster, bool report); void create_obj(bool prompt, int which_item, int which_type); void cur_null(struct object *op); void cure_disease(void); void dbotline(WINDOW *scr, char *message); void death(short monst); void del_pack(struct linked_list *item); void destroy_item(struct linked_list *item); int dex_compute(void); int dext_plus(int dexterity); int dext_prot(int dexterity); bool diag_ok(coord *sp, coord *ep, struct thing *flgptr); void dip_it(void); void do_chase(struct thing *th); void do_daemons(int flag); void do_fuses(int flag); void do_maze(void); void do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp); void do_move(int dy, int dx); void do_passages(void); void do_post(bool startup); void do_rooms(void); void do_run(char ch); void do_terrain(int basey, int basex, int deltay, int deltax, bool fresh); void do_zap(struct thing *zapper, struct object *obj, coord *direction, int which, int flags); void doctor(struct thing *tp); coord *doorway(struct room *rp, coord *door); void draw_room(struct room *rp); int dress_units(struct linked_list *item); bool drop(struct linked_list *item); bool dropcheck(struct object *op); void dsrpt_monster(struct thing *tp, bool always, bool see_him); void dsrpt_player(void); void dust_appear(void); void eat(void); void eat_gold(struct object *obj); int effect(struct thing *att, struct thing *def, struct object *weap, bool thrown, bool see_att, bool see_def); int encread(char *start, unsigned int size, FILE *inf); int encwrite(char *start, unsigned int size, FILE *outf); void endmsg(void); void explode(struct thing *tp); void extinguish(void (*func)()); void fall(struct linked_list *item, bool pr); coord *fallpos(coord *pos, bool be_clear, int range); void fatal(char *s); bool fight(coord *mp, struct object *weap, bool thrown); 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 findmindex(char *name); void fix_stick(struct object *cur); void fumble(void); void fuse(void (*func)(), void *arg, int time, int type); void genmonsters(int least, bool treas); coord get_coordinates(void); bool get_dir(coord *direction); struct linked_list *get_hurl(struct thing *tp); struct linked_list *get_item(struct linked_list *list, char *purpose, int type, bool askfirst, bool showcost); int get_str(char *opt, WINDOW *win); int get_worth(struct object *obj); int getdeath(void); bool getdelta(char match, int *dy, int *dx); int grab(int y, int x); void gsense(void); bool hit_monster(int y, int x, struct object *obj, struct thing *tp); int hitweight(void); short id_monst(char monster); void idenpack(void); void init_colors(void); void init_foods(void); void init_materials(void); void init_misc(void); void init_names(void); void init_player(void); void init_stones(void); void init_terrain(void); void init_things(void); void init_weapon(struct object *weap, char type); char *inv_name(struct object *obj, bool drop); bool inventory(struct linked_list *list, int type); bool is_current(struct object *obj); bool is_magic(struct object *obj); bool isatrap(char ch); int itemweight(struct object *wh); void kill_daemon(void (*func)()); void killed(struct linked_list *item, bool pr, bool points, bool treasure); void lake_check(coord *place); void land(void); void lengthen(void (*func)(), int xtime); void light(coord *cp); bool lit_room(struct room *rp); void look(bool wakeup, bool runend); void lower_level(short who); void m_use_relic(struct thing *monster); void m_use_wand(struct thing *monster); void make_sell_pack(struct thing *tp); short makemonster(bool showall, char *label, char *action) ; bool maze_view(int y, int x); char *misc_name(struct object *obj); void missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp); char *monster_name(struct thing *tp); bool move_hero(int why); short movement(struct thing *tp); void msg(char *fmt, ...); void nameitem(struct linked_list *item, bool mark); bool need_dir(int type, int which); unsigned long netread(int *error, int size, FILE *stream); int netwrite(unsigned long value, int size, FILE *stream); char *new(int size); struct linked_list *new_item(int size); void new_level(LEVTYPE ltype); void new_monster(struct linked_list *item, short type, coord *cp, bool max_monster); struct linked_list *new_thing(int thing_type, bool allow_curse); void nobolt(void); void nocold(void); void nofire(void); void nohaste(void); void noslow(void); char *num(int n1, int n2); void o_discard(struct linked_list *item); void option(void); void over_win(WINDOW *oldwin, WINDOW *newin, int maxy, int maxx, int cursory, int cursorx, char redraw); char pack_char(struct linked_list *list, struct object *obj); void parse_opts(char *str); bool passwd(void); void picky_inven(void); bool player_zap(int which, int flag); void playit(void); void pray(void); void prayer_recovery(void); bool price_it(void); char *prname(char *who, bool upper); void quaff(int which, int kind, int flags, bool is_potion); void quill_charge(void); void quit(int sig); void raise_level(void); short randmonster(bool wander, bool no_unique); void read_scroll(int which, int flag, bool is_scroll); int readchar(void); void reopen_score(void); void res_charisma(int howmuch); void res_constitution(int howmuch); void res_dexterity(int howmuch); void res_intelligence(int howmuch); void res_strength(int howmuch); void res_wisdom(int howmuch); bool restore(char *file, char *envp[]); void restscr(WINDOW *scr); int ring_eat(int hand); char *ring_num(struct object *obj); int ring_value(int type); void ring_on(struct linked_list *item); void ring_search(void); void ring_teleport(void); int rnd(int range); void rnd_pos(struct room *rp, coord *cp); int rnd_room(void); coord *rndmove(struct thing *who); int roll(int number, int sides); void rollwand(void); struct room *roomin(coord *cp); int rs_restore_file(FILE *inf); int rs_save_file(FILE *savef); int runners(int segments); void runto(struct thing *runner, coord *spot); bool save(int which, struct thing *who, int adj); bool save_game(void); void score(unsigned long amount, int flags, short monst); void search(bool is_thief, bool door_chime); char secretdoor(int y, int x); void sell(struct thing *tp); void sell_it(void); void set_trap(struct thing *tp, int y, int x); void setup(void); void shoot_bolt(struct thing *shooter, coord start, coord dir, bool get_points, short reason, char *name, int damage); bool shoot_ok(char ch); char show(int y, int x); void sight(void); bool skirmish(struct thing *attacker, coord *mp, struct object *weap, bool thrown); struct linked_list *spec_item(int type, int which, int hit, int damage); void spell_recovery(void); void start_daemon(void (*func)(), void *arg, int type); void status(bool display); void steal(void); bool step_ok(int y, int x, int can_on_monst, struct thing *flgptr); void stomach(void); int str_compute(void); int str_plus(short str); void strangle(void); void strucpy(char *s1, char *s2, int len); void suffocate(void); void swander(void); bool swing(short class, int at_lvl, int op_arm, int wplus); void take_off(void); int teleport(void); void total_winner(void); int totalenc(struct thing *tp); char *tr_name(char ch); struct trap *trap_at(int y, int x); void trap_look(void); void updpack(int getmax, struct thing *tp); void unclrhead(void); void unchoke(void); void unconfuse(void); void undance(void); void unphase(void); void unsee(void); void unskill(void); void unstink(void); int usage_time(struct linked_list *item); void use_mm(int which); char *vowelstr(char *str); void wait_for(char ch); struct linked_list *wake_monster(int y, int x); void wake_room(struct room *rp); void wanderer(void); void waste_time(void); int weap_move(struct thing *wielder, struct object *weap); char *weap_name(struct object *obj); void wear(void); void wghtchk(void); void whatis(struct linked_list *what); void wield(void); struct linked_list *wield_weap(struct object *thrown, struct thing *mp); void writelog(unsigned long amount, int flags, short monst); char *md_crypt(char *key, char *salt); int md_erasechar(void); FILE *md_fdopen(int fd, char *mode); int md_fileno(FILE *fp); void md_flushinp(void); char *md_gethomedir(void); char *md_gethostname(void); char *md_getpass(char *prompt); char *md_getroguedir(void); int md_getuid(void); char *md_getusername(void); void md_init(void); int md_killchar(void); long md_memused(void); void md_normaluser(void); int md_rand(void); unsigned int md_random_seed(void); int md_readchar(WINDOW *win); int md_shellescape(void); void md_srand(int seed); int md_unlink(char *file); int md_unlink_open_file(char *file, FILE *inf); #ifdef CHECKTIME int checkout(); #endif #ifdef PC7300 void endhardwin(void); #endif /* * Now all the global variables */ extern struct trap traps[]; extern struct h_list helpstr[]; extern struct h_list wiz_help[]; extern struct character_types char_class[];/* character classes */ extern struct room rooms[]; /* One for each room -- A level */ extern struct room *oldrp; /* Roomin(&oldpos) */ extern struct linked_list *mlist; /* List of monsters on the level */ extern struct linked_list *tlist; /* list of monsters fallen down traps */ extern struct death_type deaths[]; /* all the ways to die */ extern struct thing player; /* The rogue */ extern struct monster monsters[NUMMONST+1]; /* The initial monster states */ extern struct linked_list *lvl_obj; /* List of objects on this level */ extern struct linked_list *monst_dead; /* Indicates monster that got killed */ extern struct object *cur_weapon; /* Which weapon he is weilding */ extern struct object *cur_armor; /* What a well dresssed rogue wears */ extern struct object *cur_ring[]; /* Which rings are being worn */ extern struct object *cur_misc[]; /* which MM's are in use */ extern struct magic_item things[]; /* Chances for each type of item */ extern struct magic_item s_magic[]; /* Names and chances for scrolls */ extern struct magic_item p_magic[]; /* Names and chances for potions */ extern struct magic_item r_magic[]; /* Names and chances for rings */ extern struct magic_item ws_magic[]; /* Names and chances for sticks */ extern struct magic_item m_magic[]; /* Names and chances for MM */ extern struct magic_item rel_magic[]; /* Names and chances for relics */ extern struct magic_item foods[]; /* Names and chances for foods */ extern struct spells magic_spells[]; /* spells for magic users */ extern struct spells cleric_spells[]; /* spells for clerics */ extern struct spells druid_spells[]; /* spells for druids */ extern struct quill quill_scrolls[]; /* scrolls for quill */ extern char *cnames[][17]; /* Character level names */ extern char *abilities[NUMABILITIES]; /* Names of the various abilities */ extern char curpurch[]; /* name of item ready to buy */ extern char PLAYER; /* what the player looks like */ extern char nfloors; /* Number of floors in this dungeon */ extern int cols; /* number of columns on terminal */ extern int lines; /* number of lines in terminal */ extern int char_type; /* what type of character is player */ extern int foodlev; /* how fast he eats food */ extern int level; /* What level rogue is on */ extern int trader; /* number of purchases */ extern int curprice; /* price of an item */ extern int purse; /* How much gold the rogue has */ extern int mpos; /* Where cursor is on top line */ extern int ntraps; /* Number of traps on this level */ extern int inpack; /* Number of things in pack */ extern int total; /* Total dynamic memory bytes */ extern int lastscore; /* Score before this turn */ extern int no_food; /* Number of levels without food */ extern int foods_this_level; /* num of foods this level */ extern int seed; /* Random number seed */ extern int count; /* Number of times to repeat command */ extern int dnum; /* Dungeon number */ extern int max_level; /* Deepest player has gone */ extern int cur_max; /* Deepest player has gone currently */ extern int food_left; /* Amount of food in hero's stomach */ extern int group; /* Current group number */ extern int hungry_state; /* How hungry is he */ extern int infest_dam; /* Damage from parasites */ extern int lost_str; /* Amount of strength lost */ extern int hold_count; /* Number of monsters holding player */ extern int trap_tries; /* Number of attempts to set traps */ extern int chant_time; /* Number of chant points/exp level */ extern int pray_time; /* Number of prayer points/exp level */ extern int spell_power; /* Spell power left at this level */ extern int turns; /* Number of turns player has taken */ extern int quest_item; /* Item hero is looking for */ extern int cur_relic[]; /* Current relics */ extern char take; /* Thing the rogue is taking */ extern char prbuf[]; /* Buffer for sprintfs */ extern char outbuf[]; /* Output buffer for stdout */ extern char runch; /* Direction player is running */ extern char *s_names[]; /* Names of the scrolls */ extern char *p_colors[]; /* Colors of the potions */ extern char *r_stones[]; /* Stone settings of the rings */ extern struct init_weps weaps[]; /* weapons and attributes */ extern struct init_armor armors[]; /* armors and attributes */ extern char *ws_made[]; /* What sticks are made of */ extern char *release; /* Release number of rogue */ extern char whoami[]; /* Name of player */ extern char fruit[]; /* Favorite fruit */ extern char huh[]; /* The last message printed */ extern char *s_guess[]; /* Players guess at what scroll is */ extern char *p_guess[]; /* Players guess at what potion is */ extern char *r_guess[]; /* Players guess at what ring is */ extern char *ws_guess[]; /* Players guess at what wand is */ extern char *m_guess[]; /* Players guess at what MM is */ extern char *ws_type[]; /* Is it a wand or a staff */ extern char file_name[]; /* Save file name */ extern char score_file[]; /* Score file name */ extern char home[]; /* User's home directory */ extern WINDOW *cw; /* Window that the player sees */ extern WINDOW *hw; /* Used for the help command */ extern WINDOW *mw; /* Used to store mosnters */ extern WINDOW *msgw; /* Message window */ extern bool pool_teleport; /* just teleported from a pool */ extern bool inwhgt; /* true if from wghtchk() */ extern bool running; /* True if player is running */ extern bool playing; /* True until he quits */ extern bool wizard; /* True if allows wizard commands */ extern bool after; /* True if we want after daemons */ extern bool notify; /* True if player wants to know */ extern bool fight_flush; /* True if toilet input */ extern bool terse; /* True if we should be short */ extern bool auto_pickup; /* pick up things automatically? */ extern bool menu_overlay; /* use overlay type menu */ extern bool door_stop; /* Stop running when we pass a door */ extern bool jump; /* Show running as series of jumps */ extern bool slow_invent; /* Inventory one line at a time */ extern bool firstmove; /* First move after setting door_stop */ extern bool waswizard; /* Was a wizard sometime */ extern bool askme; /* Ask about unidentified things */ extern bool use_savedir; /* Are savefiles in SAVEDIR */ extern bool s_know[]; /* Does he know what a scroll does */ extern bool p_know[]; /* Does he know what a potion does */ extern bool r_know[]; /* Does he know what a ring does */ extern bool ws_know[]; /* Does he know what a stick does */ extern bool m_know[]; /* Does he know what a MM does */ extern bool in_shell; /* True if executing a shell */ extern bool daytime; /* Indicates whether it is daytime */ extern coord oldpos; /* Position before last look() call */ extern coord grid[]; /* used for random pos generation */ extern char *nothing; /* "nothing happens" msg */ extern char *spacemsg; extern char *morestr; extern char *retstr; extern FILE *logfile; extern FILE *scoreboard; /* Score file */ extern LEVTYPE levtype; extern void (*add_abil[NUMABILITIES])(); /* Functions to change abilities */ extern void (*res_abil[NUMABILITIES])(); /* Functions to change abilities */ extern int cNCOLORS, cNWOOD, cNMETAL, cNSTONES; extern char *rainbow[], *stones[], *wood[], *metal[]; extern struct delayed_action d_list[MAXDAEMONS]; extern struct delayed_action f_list[MAXFUSES]; extern int demoncnt, fusecnt, between, chance; #define CCHAR(x) ( (char) (x & A_CHARTEXT) )