/* * Rogue definitions and variable declarations * * @(#)rogue.h 3.38 (Berkeley) 6/15/81 */ /* * Maximum number of different things */ #define MAXROOMS 9 #define MAXTHINGS 9 #define MAXOBJ 9 #define MAXPACK 23 #define MAXTRAPS 10 #define NUMTHINGS 7 /* number of types of things (scrolls, rings, etc.) */ /* * return values for get functions */ #define NORM 0 /* normal exit */ #define QUIT 1 /* quit option setting */ #define MINUS 2 /* back up one option */ /* * All the fun defines */ #define next(ptr) (*ptr).l_next #define prev(ptr) (*ptr).l_prev #define ldata(ptr) (*ptr).l_data #define inroom(rp, cp) (\ (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \ && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y) #define winat(y, x) (mvwinch(mw,y,x)==' '?mvwinch(stdscr,y,x):winch(mw)) #define debug if (wizard) msg #define RN (((seed = seed*11109+13849) & 0x7fff) >> 1) #define unc(cp) (cp).y, (cp).x #define cmov(xy) move((xy).y, (xy).x) #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1)) #define when break;case #define otherwise break;default #define until(expr) while(!(expr)) #define ce(a, b) ((a).x == (b).x && (a).y == (b).y) #define draw(window) wrefresh(window) #define hero player.t_pos #define pstats player.t_stats #define pack player.t_pack #define attach(a,b) _attach(&a,b) #define detach(a,b) _detach(&a,b) #define free_list(a) _free_list(&a) #define max(a, b) ((a) > (b) ? (a) : (b)) #define on(thing, flag) (((thing).t_flags & flag) != 0) #define off(thing, flag) (((thing).t_flags & flag) == 0) #define CTRL(ch) ('ch' & 037) #define ALLOC(x) malloc((unsigned int) x) #define FREE(x) cfree((char *) x) #define EQSTR(a, b, c) (strncmp(a, b, c) == 0) #define GOLDCALC (rnd(50 + 10 * level) + 2) #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r) #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r)) #define newgrp() ++group #define o_charges o_ac #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD) /* * Things that appear on the screens */ #define PASSAGE '#' #define DOOR '+' #define FLOOR '.' #define PLAYER '@' #define TRAP '^' #define TRAPDOOR '>' #define ARROWTRAP '{' #define SLEEPTRAP '$' #define BEARTRAP '}' #define TELTRAP '~' #define DARTTRAP '`' #define SECRETDOOR '&' #define STAIRS '%' #define GOLD '*' #define POTION '!' #define SCROLL '?' #define MAGIC '$' #define FOOD ':' #define WEAPON ')' #define ARMOR ']' #define AMULET ',' #define RING '=' #define STICK '/' #define CALLABLE -1 /* * Various constants */ #define PASSWD "C4u3dJWbg7RCk" #define BEARTIME 3 #define SLEEPTIME 5 #define HEALTIME 30 #define HOLDTIME 2 #define STPOS 0 #define WANDERTIME 70 #define BEFORE 1 #define AFTER 2 #define HUHDURATION 20 #define SEEDURATION 850 #define HUNGERTIME 1300 #define MORETIME 150 #define STOMACHSIZE 2000 #define ESCAPE 27 #define LEFT 0 #define RIGHT 1 #define BOLT_LENGTH 6 /* * Save against things */ #define VS_POISON 00 #define VS_PARALYZATION 00 #define VS_DEATH 00 #define VS_PETRIFICATION 01 #define VS_BREATH 02 #define VS_MAGIC 03 /* * Various flag bits */ #define ISDARK 0000001 #define ISCURSED 000001 #define ISBLIND 0000001 #define ISGONE 0000002 #define ISKNOW 0000002 #define ISRUN 0000004 #define ISFOUND 0000010 #define ISINVIS 0000020 #define ISMEAN 0000040 #define ISGREED 0000100 #define ISBLOCK 0000200 #define ISHELD 0000400 #define ISHUH 0001000 #define ISREGEN 0002000 #define CANHUH 0004000 #define CANSEE 0010000 #define ISMISL 0020000 #define ISCANC 0020000 #define ISMANY 0040000 #define ISSLOW 0040000 #define ISHASTE 0100000 /* * Potion types */ #define P_CONFUSE 0 #define P_PARALYZE 1 #define P_POISON 2 #define P_STRENGTH 3 #define P_SEEINVIS 4 #define P_HEALING 5 #define P_MFIND 6 #define P_TFIND 7 #define P_RAISE 8 #define P_XHEAL 9 #define P_HASTE 10 #define P_RESTORE 11 #define P_BLIND 12 #define P_NOP 13 #define MAXPOTIONS 14 /* * Scroll types */ #define S_CONFUSE 0 #define S_MAP 1 #define S_LIGHT 2 #define S_HOLD 3 #define S_SLEEP 4 #define S_ARMOR 5 #define S_IDENT 6 #define S_SCARE 7 #define S_GFIND 8 #define S_TELEP 9 #define S_ENCH 10 #define S_CREATE 11 #define S_REMOVE 12 #define S_AGGR 13 #define S_NOP 14 #define S_GENOCIDE 15 #define MAXSCROLLS 16 /* * Weapon types */ #define MACE 0 #define SWORD 1 #define BOW 2 #define ARROW 3 #define DAGGER 4 #define ROCK 5 #define TWOSWORD 6 #define SLING 7 #define DART 8 #define CROSSBOW 9 #define BOLT 10 #define SPEAR 11 #define MAXWEAPONS 12 /* * Armor types */ #define LEATHER 0 #define RING_MAIL 1 #define STUDDED_LEATHER 2 #define SCALE_MAIL 3 #define CHAIN_MAIL 4 #define SPLINT_MAIL 5 #define BANDED_MAIL 6 #define PLATE_MAIL 7 #define MAXARMORS 8 /* * Ring types */ #define R_PROTECT 0 #define R_ADDSTR 1 #define R_SUSTSTR 2 #define R_SEARCH 3 #define R_SEEINVIS 4 #define R_NOP 5 #define R_AGGR 6 #define R_ADDHIT 7 #define R_ADDDAM 8 #define R_REGEN 9 #define R_DIGEST 10 #define R_TELEPORT 11 #define R_STEALTH 12 #define MAXRINGS 13 /* * Rod/Wand/Staff types */ #define WS_LIGHT 0 #define WS_HIT 1 #define WS_ELECT 2 #define WS_FIRE 3 #define WS_COLD 4 #define WS_POLYMORPH 5 #define WS_MISSILE 6 #define WS_HASTE_M 7 #define WS_SLOW_M 8 #define WS_DRAIN 9 #define WS_NOP 10 #define WS_TELAWAY 11 #define WS_TELTO 12 #define WS_CANCEL 13 #define MAXSTICKS 14 /* * Now we define the structures and types */ /* * Help list */ struct h_list { char h_ch; char *h_desc; } helpstr[]; /* * Coordinate data type */ typedef struct { int x; int y; } coord; typedef struct { short st_str; short st_add; } str_t; /* * Linked list data type */ struct linked_list { struct linked_list *l_next; struct linked_list *l_prev; char *l_data; /* Various structure pointers */ }; /* * Stuff about magic items */ struct magic_item { char *mi_name; int mi_prob; int mi_worth; }; /* * Room structure */ struct room { coord r_pos; /* Upper left corner */ coord r_max; /* Size of room */ coord r_gold; /* Where the gold is */ int r_goldval; /* How much the gold is worth */ int r_flags; /* Info about the room */ int r_nexits; /* Number of exits */ coord r_exit[4]; /* Where the exits are */ }; /* * Array of all traps on this level */ struct trap { coord tr_pos; /* Where trap is */ char tr_type; /* What kind of trap */ int tr_flags; /* Info about trap (i.e. ISFOUND) */ } traps[MAXTRAPS]; /* * Structure describing a fighting being */ struct stats { str_t s_str; /* Strength */ long s_exp; /* Experience */ int s_lvl; /* Level of mastery */ int s_arm; /* Armor class */ int s_hpt; /* Hit points */ char *s_dmg; /* String describing damage done */ }; /* * Structure for monsters and player */ struct thing { coord t_pos; /* Position */ bool t_turn; /* If slowed, is it a turn to move */ 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 linked_list *t_pack; /* What the thing is carrying */ }; /* * Array containing information on all the various types of mosnters */ struct monster { char *m_name; /* What to call the monster */ short m_carry; /* Probability of carrying something */ short m_flags; /* Things about the monster */ struct stats m_stats; /* Initial stats */ }; /* * Structure for a thing that the rogue can carry */ struct object { int o_type; /* What kind of object it is */ coord o_pos; /* Where it lives on the screen */ char *o_text; /* What it says if you read it */ char o_launch; /* What you need to launch it */ char *o_damage; /* Damage if used like sword */ char *o_hurldmg; /* Damage if thrown */ int o_count; /* Count for plural objects */ int o_which; /* Which object of a type it is */ int o_hplus; /* Plusses to hit */ int o_dplus; /* Plusses to damage */ int o_ac; /* Armor class */ int o_flags; /* Information about objects */ int o_group; /* Group number for this object */ }; /* * Now all the global variables */ struct room rooms[MAXROOMS]; /* One for each room -- A level */ struct room *oldrp; /* Roomin(&oldpos) */ struct linked_list *mlist; /* List of monsters on the level */ struct thing player; /* The rogue */ struct stats max_stats; /* The maximum for the player */ struct monster monsters[26]; /* The initial monster states */ struct linked_list *lvl_obj; /* List of objects on this level */ struct object *cur_weapon; /* Which weapon he is weilding */ struct object *cur_armor; /* What a well dresssed rogue wears */ struct object *cur_ring[2]; /* Which rings are being worn */ struct magic_item things[NUMTHINGS]; /* Chances for each type of item */ struct magic_item s_magic[MAXSCROLLS]; /* Names and chances for scrolls */ struct magic_item p_magic[MAXPOTIONS]; /* Names and chances for potions */ struct magic_item r_magic[MAXRINGS]; /* Names and chances for rings */ struct magic_item ws_magic[MAXSTICKS]; /* Names and chances for sticks */ int level; /* What level rogue is on */ int purse; /* How much gold the rogue has */ int mpos; /* Where cursor is on top line */ int ntraps; /* Number of traps on this level */ int no_move; /* Number of turns held in place */ int no_command; /* Number of turns asleep */ int inpack; /* Number of things in pack */ int max_hp; /* Player's max hit points */ int total; /* Total dynamic memory bytes */ int a_chances[MAXARMORS]; /* Probabilities for armor */ int a_class[MAXARMORS]; /* Armor class for various armors */ int lastscore; /* Score before this turn */ int no_food; /* Number of levels without food */ int seed; /* Random number seed */ int count; /* Number of times to repeat command */ int dnum; /* Dungeon number */ int fung_hit; /* Number of time fungi has hit */ int quiet; /* Number of quiet turns */ int max_level; /* Deepest player has gone */ int food_left; /* Amount of food in hero's stomach */ int group; /* Current group number */ int hungry_state; /* How hungry is he */ char take; /* Thing the rogue is taking */ char prbuf[80]; /* Buffer for sprintfs */ char outbuf[BUFSIZ]; /* Output buffer for stdout */ char runch; /* Direction player is running */ char *s_names[MAXSCROLLS]; /* Names of the scrolls */ char *p_colors[MAXPOTIONS]; /* Colors of the potions */ char *r_stones[MAXRINGS]; /* Stone settings of the rings */ char *w_names[MAXWEAPONS]; /* Names of the various weapons */ char *a_names[MAXARMORS]; /* Names of armor types */ char *ws_made[MAXSTICKS]; /* What sticks are made of */ char *release; /* Release number of rogue */ char whoami[80]; /* Name of player */ char fruit[80]; /* Favorite fruit */ char huh[80]; /* The last message printed */ char *s_guess[MAXSCROLLS]; /* Players guess at what scroll is */ char *p_guess[MAXPOTIONS]; /* Players guess at what potion is */ char *r_guess[MAXRINGS]; /* Players guess at what ring is */ char *ws_guess[MAXSTICKS]; /* Players guess at what wand is */ char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */ char file_name[80]; /* Save file name */ char home[80]; /* User's home directory */ WINDOW *cw; /* Window that the player sees */ WINDOW *hw; /* Used for the help command */ WINDOW *mw; /* Used to store mosnters */ bool running; /* True if player is running */ bool playing; /* True until he quits */ bool wizard; /* True if allows wizard commands */ bool after; /* True if we want after daemons */ bool notify; /* True if player wants to know */ bool fight_flush; /* True if toilet input */ bool terse; /* True if we should be short */ bool door_stop; /* Stop running when we pass a door */ bool jump; /* Show running as series of jumps */ bool slow_invent; /* Inventory one line at a time */ bool firstmove; /* First move after setting door_stop */ bool waswizard; /* Was a wizard sometime */ bool askme; /* Ask about unidentified things */ bool s_know[MAXSCROLLS]; /* Does he know what a scroll does */ bool p_know[MAXPOTIONS]; /* Does he know what a potion does */ bool r_know[MAXRINGS]; /* Does he know what a ring does */ bool ws_know[MAXSTICKS]; /* Does he know what a stick does */ bool amulet; /* He found the amulet */ bool in_shell; /* True if executing a shell */ coord oldpos; /* Position before last look() call */ coord delta; /* Change indicated to get_dir() */ struct linked_list *find_mons(), *find_obj(), *get_item(), *new_item(); struct linked_list *new_thing(), *wake_monster(); char *malloc(), *getenv(), *unctrl(), *tr_name(), *new(), *sprintf(); char *vowelstr(), *inv_name(), *strcpy(), *strcat(), *sbrk(), *brk(); char *ctime(), *num(), *ring_num(); struct room *roomin(); coord *rndmove(); int auto_save(), endit(), nohaste(), doctor(), runners(), swander(); int tstp(), unconfuse(), unsee(), rollwand(), stomach(), sight(); #ifdef CHECKTIME int checkout(); #endif long lseek(); struct trap *trap_at(); /* added stuff */ int cheating; FILE *restfile;