/* * Rogue definitions and variable declarations * * @(#)rogue.h 5.42 (Berkeley) 08/06/83 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "extern.h" #undef lines #define NOOP(x) (x += 0) #define CCHAR(x) ( (x) & A_CHARTEXT ) #define MAXDAEMONS 20 #define EMPTY 0 /* * Maximum number of different things */ #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 */ #define NUMLINES 24 #define NUMCOLS 80 #define STATLINE (NUMLINES - 1) #define BORE_LEVEL 50 /* * return values for get functions */ #define NORM 0 /* normal exit */ #define QUIT 1 /* quit option setting */ #define MINUS 2 /* back up one option */ /* * inventory types */ #define INV_OVER 0 #define INV_SLOW 1 #define INV_CLEAR 2 /* * All the fun defines */ #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 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) #undef max #define max(a,b) ((a) > (b) ? (a) : (b)) #define on(thing,flag) ((((thing).t_flags & (flag)) != 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 ISMULT(type) (type == POTION || type == SCROLL || type == FOOD) #define INDEX(y,x) (&places[((x) << 5) + (y)]) #define chat(y,x) (places[((x) << 5) + (y)].p_ch) #define flat(y,x) (places[((x) << 5) + (y)].p_flags) #define moat(y,x) (places[((x) << 5) + (y)].p_monst) #define unc(cp) (cp).y, (cp).x #ifdef MASTER #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 #define R_OR_S -2 /* * Various constants */ #define BEARTIME spread(3) #define SLEEPTIME spread(5) #define HOLDTIME spread(2) #define WANDERTIME spread(70) #define BEFORE spread(1) #define AFTER spread(2) #define HEALTIME 30 #define HUHDURATION 20 #define SEEDURATION 850 #define HUNGERTIME 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 #ifdef MASTER #ifndef PASSWD #define PASSWD "mTBellIQOsLNA" #endif #endif /* * 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) */ #define ISMAZE 0000004 /* 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 */ /* ISFOUND 0000020 ...is used for both objects and creatures */ #define ISPROT 0000040 /* armor is permanently protected */ /* 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 ISLEVIT 0000010 /* hero is levitating */ #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 ISTARGET 000200 /* creature is the target of an 'f' command */ #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 ISHALU 0004000 /* hero is on acid trip */ #define ISREGEN 0010000 /* creature can regenerate */ #define ISRUN 0020000 /* creature is running at the player */ #define SEEMONST 040000 /* hero can detect unseen monsters */ #define ISFLY 0040000 /* creature can fly */ #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 spot 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 T_RUST 06 #define T_MYST 07 #define NTRAPS 8 /* * Potion types */ #define P_CONFUSE 0 #define P_LSD 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_LEVIT 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_ID_POTION 5 #define S_ID_SCROLL 6 #define S_ID_WEAPON 7 #define S_ID_ARMOR 8 #define S_ID_R_OR_S 9 #define S_SCARE 10 #define S_FDET 11 #define S_TELEP 12 #define S_ENCH 13 #define S_CREATE 14 #define S_REMOVE 15 #define S_AGGR 16 #define S_PROTECT 17 #define MAXSCROLLS 18 /* * Weapon types */ #define MACE 0 #define SWORD 1 #define BOW 2 #define ARROW 3 #define DAGGER 4 #define TWOSWORD 5 #define DART 6 #define SHIRAKEN 7 #define SPEAR 8 #define FLAME 9 /* fake entry for dragon breath (ick) */ #define MAXWEAPONS 9 /* 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_INVIS 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; const char *h_desc; int h_print; }; /* * Coordinate data type */ typedef struct coord { int x; int y; } coord; /* * Stuff about objects */ struct obj_info { const char *oi_name; int oi_prob; int oi_worth; char *oi_guess; int oi_know; }; /* * 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[12]; /* Where the exits are */ }; /* * Structure describing a fighting being */ struct stats { int 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[13]; /* String describing damage done */ int 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 */ 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 */ const coord *_t_dest; /* Where it is running to */ int _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 */ 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 */ int _o_launch; /* What you need to launch it */ int _o_packch; /* What character it is in the pack */ 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_arm; /* Armor protection */ int _o_flags; /* information about objects */ int _o_group; /* group number for this object */ char *_o_label; /* Label for 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_packch _o._o_packch #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_arm _o._o_arm #define o_charges o_arm #define o_goldval o_arm #define o_flags _o._o_flags #define o_group _o._o_group #define o_label _o._o_label /* * describe a place on the level map */ typedef struct PLACE { int p_ch; int p_flags; THING *p_monst; } PLACE; /* * Array containing information on all the various types of monsters */ struct monster { const char *m_name; /* 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 */ }; struct delayed_action { int d_type; void (*d_func)(); int d_arg; int d_time; }; struct STONE { char *st_name; int st_value; }; typedef struct STONE STONE; /* * External variables */ extern int after, again, allscore, door_stop, fight_flush, firstmove, has_hit, inv_describe, jump, kamikaze, lower_msg, move_on, msg_esc, pack_used[], passgo, playing, q_comm, running, save_msg, see_floor, seenstairs, stat_msg, terse, to_death, tombstone, amulet, count, dir_ch, food_left, hungry_state, inpack, inv_type, lastscore, level, max_hit, max_level, mpos, take, n_objs, no_command, no_food, no_move, noscore, ntraps, purse, quiet, vf_hit, runch, last_comm, l_last_comm, last_dir, l_last_dir, numscores, total, between, group, cNWOOD, cNMETAL, cNSTONES, cNCOLORS; extern char file_name[], home[], huh[], *Numname, outbuf[], *ws_type[], *s_names[]; extern const char *ws_made[], *inv_t_name[], *p_colors[], *r_stones[], *release, *tr_name[], *rainbow[], *wood[], *metal[], encstr[], statlist[], version[]; extern const int a_class[], e_levels[]; extern unsigned int dnum, seed; extern WINDOW *hw; extern coord delta, oldpos, stairs; extern PLACE places[]; extern THING *cur_armor, *cur_ring[], *cur_weapon, *l_last_pick, *last_pick, *lvl_obj, *mlist, player; extern const struct h_list helpstr[]; extern struct room *oldrp, passages[], rooms[]; extern struct stats max_stats; extern struct monster monsters[]; extern struct obj_info arm_info[], pot_info[], ring_info[], scr_info[], things[], ws_info[], weap_info[]; extern struct delayed_action d_list[MAXDAEMONS]; extern const STONE stones[]; /* * Function types */ void _attach(THING **list, THING *item); void _detach(THING **list, THING *item); void _free_list(THING **ptr); void addmsg(const char *fmt, ...); int add_haste(int potion); int add_line(const char *fmt, const char *arg); void add_pack(THING *obj, int silent); void add_pass(void); void add_str(int *sp, int amt); void accnt_maze(int y, int x, int ny, int nx); void aggravate(void); int attack(THING *mp); void auto_save(int); void badcheck(const char *name, const struct obj_info *info, int bound); int be_trapped(const coord *tc); void bounce(const THING *weap, const char *mname, int noend); void call(void); void call_it(struct obj_info *info); int cansee(int y, int x); int center(const char *str); int chase(THING *tp, const coord *ee); int checkout(void); const char *charge_str(const THING *obj); void chg_str(int amt); void check_level(void); const char *choose_str(const char *ts, const char *ns); void conn(int r1, int r2); void come_down(void); void command(void); void create_obj(void); void current(const THING *cur, const char *how, const char *where); void d_level(void); void death(int monst); int death_monst(void); int diag_ok(const coord *sp, const coord *ep); void dig(int y, int x); void discard(THING *item); void discovered(void); int dist(int y1, int x1, int y2, int x2); int dist_cp(const coord *c1, const coord *c2); int do_chase(THING *th); void do_daemons(int flag); void do_fuses(int flag); void do_maze(const struct room *rp); void do_motion(THING *obj, int ydelta, int xdelta); void do_move(int dy, int dx); void do_passages(void); void do_pot(int type, int knowit); void do_rooms(void); void do_run(int ch); void do_zap(void); void doadd(const char *fmt, va_list args); void doctor(void); void door(struct room *rm, const coord *cp); void door_open(const struct room *rp); void drain(void); void draw_room(const struct room *rp); void drop(void); int dropcheck(const THING *obj); void eat(void); int encclearerr(); int encerror(); void encseterr(); size_t encread(char *start, size_t size, FILE *inf); size_t encwrite(const char *start, size_t size, FILE *outf); void end_line(void); void endit(int sig); int endmsg(void); void enter_room(const coord *cp); void erase_lamp(const coord *pos, const struct room *rp); int exp_add(const THING *tp); void extinguish(void (*func)()); void fall(THING *obj, int pr); int fallpos(const coord *pos, coord *newpos); void fatal(const char *s); void fire_bolt(const coord *start, coord *dir, const char *name); int floor_at(void); int floor_ch(void); void flush_type(void); const coord *find_dest(const THING *tp); int find_floor(const struct room *rp, coord *cp, int limit, int monst); THING *find_obj(int y, int x); int fight(const coord *mp, const THING *weap, int thrown); void fix_stick(THING *cur); void fuse(void (*func)(), int arg, int time, int type); int get_bool(void *vp, WINDOW *win); int get_dir(void); int get_inv_t(void *vp, WINDOW *win); THING *get_item(const char *purpose, int type); int get_num(void *vp, WINDOW *win); int get_sf(void *vp, WINDOW *win); int get_str(void *vopt, WINDOW *win); int gethand(void); void getltchars(void); void give_pack(THING *tp); void help(void); void hit(const char *er, const char *ee, int noend); void horiz(const struct room *rp, int starty); void leave_room(const coord *cp); void lengthen(void (*func)(), int xtime); void look(int wakeup); int hit_monster(int y, int x, const THING *obj); void identify(void); void illcom(int ch); void init_check(void); void init_colors(void); void init_materials(void); void init_names(void); void init_player(void); void init_probs(void); void init_stones(void); void init_weapon(THING *weap, int which); char *inv_name(const THING *obj, int drop); int inventory(const THING *list, int type); void invis_on(void); int is_current(const THING *obj); int is_magic(const THING *obj); int is_symlink(const char *sp); void kill_daemon(void (*func)()); void killed(THING *tp, int pr); const char *killname(int monst, int doart); void land(void); void leave(int); THING *leave_pack(THING *obj, int newobj, int all); int levit_check(void); int lock_sc(void); void miss(const char *er, const char *ee, int noend); void missile(int ydelta, int xdelta); void money(int value); int move_monst(THING *tp); void move_msg(const THING *obj); int msg(const char *fmt, ...); void my_exit(int sig); void nameit(const THING *obj, const char *type, const char *which, const struct obj_info *op, const char *(*prfunc)(const THING *)); THING *new_item(void); void new_level(void); void new_monster(THING *tp, int type, const coord *cp); THING *new_thing(void); void nohaste(void); const char *nothing(int type); const char *nullstr(const THING *ignored); const char *num(int n1, int n2, int type); void numpass(int y, int x); void option(void); void open_log(void); void open_score(void); int pack_char(void); int pack_room(int from_floor, THING *obj); void parse_opts(char *str); void passnum(void); int passwd(void); const char *pick_color(const char *col); int pick_one(const struct obj_info *info, int nitems); void pick_up(int ch); void picky_inven(void); void playit(void); void playltchars(void); void pr_spec(const struct obj_info *info, int nitems); void pr_list(void); void print_disc(int); void put_bool(void *b); void put_inv_t(void *ip); void put_str(void *str); void put_things(void); void putpass(const coord *cp); void quaff(void); void quit(int); void raise_level(void); int randmonster(int wander); void read_scroll(void); int readchar(void); void relocate(THING *th, const coord *new_loc); void remove_mon(const coord *mp, THING *tp, int waskill); void reset_last(void); void resetltchars(void); int restore(const char *file); int ring_eat(int hand); void ring_on(void); void ring_off(void); const char *ring_num(const THING *obj); int rnd(int range); int rnd_room(void); int rnd_thing(void); coord rndmove(const THING *who); int roll(int number, int sides); int roll_em(const THING *thatt, THING *thdef, const THING *weap, int hurl); void rollwand(void); struct room *roomin(const coord *cp); int rs_save_file(FILE *savef); int rs_restore_file(FILE *inf); void runners(void); void runto(const coord *runner); void rust_armor(THING *arm); int save(int which); void save_file(FILE *savef); void save_game(void); int save_throw(int which, const THING *tp); void score(int amount, int flags, int monst); void search(void); int see_monst(const THING *mp); int seen_stairs(void); void set_know(THING *obj, struct obj_info *info); const char *set_mname(const THING *tp); void set_oldch(THING *tp, const coord *cp); void set_order(int *order, int numthings); void setup(void); void shell(void); int show_floor(void); void show_map(void); void show_win(const char *message); void sight(void); int sign(int nm); int spread(int nm); void start_daemon(void (*func)(), int arg, int type); void start_score(void); void status(void); int step_ok(int ch); void stomach(void); void strucpy(char *s1, const char *s2, size_t len); void swander(void); int swing(int at_lvl, int op_arm, int wplus); void take_off(void); void teleport(void); void total_winner(void); void thunk(const THING *weap, const char *mname, int noend); void treas_room(void); int trip_ch(int y, int x, int ch); void tstp(int ignored); int turn_ok(int y, int x); int turn_see(int turn_off); void turn_see_off(void); void turnref(void); const char *type_name(int type); void u_level(void); void unconfuse(void); void uncurse(THING *obj); void unlock_sc(void); void unsee(void); void vert(const struct room *rp, int startx); void visuals(void); char *vowelstr(const char *str); void wait_for(WINDOW *win, int ch); const THING *wake_monster(int y, int x); void wanderer(void); void waste_time(void); void wear(void); void whatis(int insist, int type); void wield(void); int wreadchar(WINDOW *win); void writelog(int amount, int flags, int monst);