/* * 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