Mercurial > hg > early-roguelike
annotate rogue4/rogue.h @ 215:1b73a8641b37
rogue4: fix most GCC5 warnings.
Converting all function definitions to ANSI style accounts for most of
the change. This has exposed other problems, such as daemons not
actually being their stated type, that will require more careful
solutions.
author | John "Elwin" Edwards |
---|---|
date | Wed, 27 Jan 2016 19:41:05 -0500 |
parents | ec9db3bb6b0b |
children | 696277507a2e |
rev | line source |
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1 /* |
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2 * Rogue definitions and variable declarations |
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3 * |
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4 * @(#)rogue.h 5.2 (Berkeley) 5/10/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 typedef struct { |
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14 const char *st_name; |
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15 const int st_value; |
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16 } STONE; |
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17 |
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18 extern const char *rainbow[]; |
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19 extern const STONE stones[]; |
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20 extern const char *sylls[]; |
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21 extern const char *wood[]; |
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22 extern const char *metal[]; |
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23 |
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24 #define NCOLORS 27 |
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25 #define NSYLLS 159 |
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26 #define NSTONES 26 |
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27 #define NWOOD 33 |
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28 #define NMETAL 22 |
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29 |
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30 /* |
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31 * Maximum number of different things |
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32 */ |
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33 #define MAXDAEMONS 20 |
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34 #define MAXROOMS 9 |
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35 #define MAXTHINGS 9 |
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36 #define MAXOBJ 9 |
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37 #define MAXPACK 23 |
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38 #define MAXTRAPS 10 |
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39 #define AMULETLEVEL 26 |
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40 #define NUMTHINGS 7 /* number of types of things */ |
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41 #define MAXPASS 13 /* upper limit on number of passages */ |
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42 |
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43 /* |
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44 * return values for get functions |
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45 */ |
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46 #define NORM 0 /* normal exit */ |
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47 #define QUIT 1 /* quit option setting */ |
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48 #define MINUS 2 /* back up one option */ |
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49 |
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50 /* |
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51 * All the fun defines |
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52 */ |
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53 #define shint char /* short integer (for very small #s) */ |
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54 #define when break;case |
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55 #define otherwise break;default |
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56 #define until(expr) while(!(expr)) |
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57 #define next(ptr) (*ptr).l_next |
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58 #define prev(ptr) (*ptr).l_prev |
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59 #define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x)) |
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60 #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1)) |
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61 #define ce(a,b) ((a).x == (b).x && (a).y == (b).y) |
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62 #define hero player.t_pos |
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63 #define pstats player.t_stats |
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64 #define pack player.t_pack |
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65 #define proom player.t_room |
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66 #define max_hp player.t_stats.s_maxhp |
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67 #define attach(a,b) _attach(&a,b) |
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68 #define detach(a,b) _detach(&a,b) |
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69 #define free_list(a) _free_list(&a) |
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70 #ifndef max |
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71 #define max(a,b) ((a) > (b) ? (a) : (b)) |
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72 #endif |
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73 #define on(thing,flag) (((thing).t_flags & (flag)) != 0) |
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74 #undef CTRL |
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75 #define CTRL(ch) (ch & 037) |
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76 #define GOLDCALC (rnd(50 + 10 * level) + 2) |
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77 #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r) |
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78 #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r)) |
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79 #define ISMULT(type) (type==POTION || type==SCROLL || type==FOOD || type==GOLD) |
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80 #define INDEX(y,x) (((x) << 5) + (y)) |
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81 #define chat(y,x) (_level[((x) << 5) + (y)]) |
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82 #define flat(y,x) (_flags[((x) << 5) + (y)]) |
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83 #define moat(y,x) (_monst[((x) << 5) + (y)]) |
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84 #define unc(cp) (cp).y, (cp).x |
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85 #ifdef WIZARD |
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86 #define debug if (wizard) msg |
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87 #endif |
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88 |
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89 /* |
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90 * Things that appear on the screens |
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91 */ |
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92 #define PASSAGE '#' |
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93 #define DOOR '+' |
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94 #define FLOOR '.' |
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95 #define PLAYER '@' |
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96 #define TRAP '^' |
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97 #define STAIRS '%' |
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98 #define GOLD '*' |
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99 #define POTION '!' |
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100 #define SCROLL '?' |
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101 #define MAGIC '$' |
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102 #define FOOD ':' |
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103 #define WEAPON ')' |
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104 #define ARMOR ']' |
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105 #define AMULET ',' |
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106 #define RING '=' |
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107 #define STICK '/' |
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108 #define CALLABLE -1 |
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109 |
215 | 110 int spread(int nm); |
12
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111 /* |
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112 * Various constants |
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113 */ |
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114 #define PASSWD "mTuZ7WUV9RWkQ" |
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115 #define BEARTIME spread(3) |
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116 #define SLEEPTIME spread(5) |
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117 #define HEALTIME spread(30) |
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118 #define HOLDTIME spread(2) |
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119 #define WANDERTIME spread(70) |
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120 #define BEFORE spread(1) |
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121 #define AFTER spread(2) |
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122 #define HUHDURATION spread(20) |
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123 #define SEEDURATION spread(850) |
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124 #define HUNGERTIME spread(1300) |
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125 #define MORETIME 150 |
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126 #define STOMACHSIZE 2000 |
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127 #define STARVETIME 850 |
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128 #define ESCAPE 27 |
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129 #define LEFT 0 |
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130 #define RIGHT 1 |
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131 #define BOLT_LENGTH 6 |
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132 #define LAMPDIST 3 |
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133 |
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134 /* |
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135 * Save against things |
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136 */ |
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137 #define VS_POISON 00 |
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138 #define VS_PARALYZATION 00 |
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139 #define VS_DEATH 00 |
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140 #define VS_BREATH 02 |
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141 #define VS_MAGIC 03 |
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142 |
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143 /* |
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144 * Various flag bits |
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145 */ |
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146 /* flags for rooms */ |
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147 #define ISDARK 0000001 /* room is dark */ |
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148 #define ISGONE 0000002 /* room is gone (a corridor) */ |
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149 |
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150 /* flags for objects */ |
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151 #define ISCURSED 000001 /* object is cursed */ |
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152 #define ISKNOW 0000002 /* player knows details about the object */ |
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153 #define ISMISL 0000004 /* object is a missile type */ |
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154 #define ISMANY 0000010 /* object comes in groups */ |
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155 |
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156 /* flags for creatures */ |
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157 #define CANHUH 0000001 /* creature can confuse */ |
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158 #define CANSEE 0000002 /* creature can see invisible creatures */ |
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159 #define ISBLIND 0000004 /* creature is blind */ |
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160 #define ISCANC 0000010 /* creature has special qualities cancelled */ |
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161 #define ISFOUND 0000020 /* creature has been seen (used for objects) */ |
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162 #define ISGREED 0000040 /* creature runs to protect gold */ |
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163 #define ISHASTE 0000100 /* creature has been hastened */ |
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164 #define ISHELD 0000400 /* creature has been held */ |
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165 #define ISHUH 0001000 /* creature is confused */ |
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166 #define ISINVIS 0002000 /* creature is invisible */ |
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167 #define ISMEAN 0004000 /* creature can wake when player enters room */ |
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168 #define ISREGEN 0010000 /* creature can regenerate */ |
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169 #define ISRUN 0020000 /* creature is running at the player */ |
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170 #define SEEMONST 040000 /* hero can detect unseen monsters */ |
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171 #define ISSLOW 0100000 /* creature has been slowed */ |
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172 |
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173 /* |
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174 * Flags for level map |
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175 */ |
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176 #define F_PASS 0x80 /* is a passageway */ |
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177 #define F_SEEN 0x40 /* have seen this corridor before */ |
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178 #define F_DROPPED 0x20 /* object was dropped here */ |
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179 #define F_LOCKED 0x20 /* door is locked */ |
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180 #define F_REAL 0x10 /* what you see is what you get */ |
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181 #define F_PNUM 0x0f /* passage number mask */ |
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182 #define F_TMASK 0x07 /* trap number mask */ |
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183 |
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184 /* |
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185 * Trap types |
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186 */ |
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187 #define T_DOOR 00 |
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188 #define T_ARROW 01 |
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189 #define T_SLEEP 02 |
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190 #define T_BEAR 03 |
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191 #define T_TELEP 04 |
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192 #define T_DART 05 |
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193 #define NTRAPS 6 |
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194 |
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195 /* |
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196 * Potion types |
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197 */ |
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198 #define P_CONFUSE 0 |
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199 #define P_PARALYZE 1 |
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200 #define P_POISON 2 |
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201 #define P_STRENGTH 3 |
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202 #define P_SEEINVIS 4 |
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203 #define P_HEALING 5 |
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204 #define P_MFIND 6 |
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205 #define P_TFIND 7 |
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206 #define P_RAISE 8 |
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207 #define P_XHEAL 9 |
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208 #define P_HASTE 10 |
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209 #define P_RESTORE 11 |
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210 #define P_BLIND 12 |
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211 #define P_NOP 13 |
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212 #define MAXPOTIONS 14 |
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213 |
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214 /* |
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215 * Scroll types |
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216 */ |
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217 #define S_CONFUSE 0 |
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218 #define S_MAP 1 |
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219 #define S_HOLD 2 |
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220 #define S_SLEEP 3 |
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221 #define S_ARMOR 4 |
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222 #define S_IDENT 5 |
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223 #define S_SCARE 6 |
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224 #define S_GFIND 7 |
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225 #define S_TELEP 8 |
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226 #define S_ENCH 9 |
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227 #define S_CREATE 10 |
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228 #define S_REMOVE 11 |
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229 #define S_AGGR 12 |
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230 #define S_NOP 13 |
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231 #define S_GENOCIDE 14 |
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232 #define MAXSCROLLS 15 |
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233 |
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234 /* |
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235 * Weapon types |
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236 */ |
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237 #define MACE 0 |
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238 #define SWORD 1 |
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239 #define BOW 2 |
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240 #define ARROW 3 |
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241 #define DAGGER 4 |
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242 #define TWOSWORD 5 |
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243 #define DART 6 |
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244 #define CROSSBOW 7 |
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245 #define BOLT 8 |
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246 #define SPEAR 9 |
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247 #define FLAME 10 /* fake entry for dragon breath (ick) */ |
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248 #define MAXWEAPONS 10 /* this should equal FLAME */ |
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249 |
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250 /* |
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251 * Armor types |
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252 */ |
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253 #define LEATHER 0 |
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254 #define RING_MAIL 1 |
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255 #define STUDDED_LEATHER 2 |
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256 #define SCALE_MAIL 3 |
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257 #define CHAIN_MAIL 4 |
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258 #define SPLINT_MAIL 5 |
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259 #define BANDED_MAIL 6 |
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260 #define PLATE_MAIL 7 |
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261 #define MAXARMORS 8 |
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262 |
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263 /* |
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264 * Ring types |
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265 */ |
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266 #define R_PROTECT 0 |
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267 #define R_ADDSTR 1 |
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268 #define R_SUSTSTR 2 |
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269 #define R_SEARCH 3 |
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270 #define R_SEEINVIS 4 |
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271 #define R_NOP 5 |
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272 #define R_AGGR 6 |
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273 #define R_ADDHIT 7 |
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274 #define R_ADDDAM 8 |
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275 #define R_REGEN 9 |
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276 #define R_DIGEST 10 |
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277 #define R_TELEPORT 11 |
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278 #define R_STEALTH 12 |
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279 #define R_SUSTARM 13 |
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280 #define MAXRINGS 14 |
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281 |
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282 /* |
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283 * Rod/Wand/Staff types |
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284 */ |
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285 |
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286 #define WS_LIGHT 0 |
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287 #define WS_HIT 1 |
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288 #define WS_ELECT 2 |
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289 #define WS_FIRE 3 |
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290 #define WS_COLD 4 |
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291 #define WS_POLYMORPH 5 |
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292 #define WS_MISSILE 6 |
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293 #define WS_HASTE_M 7 |
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294 #define WS_SLOW_M 8 |
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295 #define WS_DRAIN 9 |
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296 #define WS_NOP 10 |
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297 #define WS_TELAWAY 11 |
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298 #define WS_TELTO 12 |
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299 #define WS_CANCEL 13 |
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300 #define MAXSTICKS 14 |
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301 |
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302 /* |
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303 * Now we define the structures and types |
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304 */ |
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305 |
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306 /* |
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307 * Help list |
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308 */ |
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309 |
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310 struct h_list { |
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311 char h_ch; |
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312 char *h_desc; |
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313 }; |
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314 |
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315 /* |
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316 * Coordinate data type |
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317 */ |
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318 typedef struct { |
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319 shint x; |
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320 shint y; |
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321 } coord; |
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322 |
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323 /* daemon/fuse data type */ |
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324 |
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325 struct delayed_action { |
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326 int d_type; |
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327 int (*d_func)(); |
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328 int d_arg; |
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329 int d_time; |
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330 }; |
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331 |
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332 /**/ |
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333 |
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334 typedef unsigned int str_t; |
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335 |
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336 /* |
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337 * Stuff about magic items |
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338 */ |
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339 |
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340 struct magic_item { |
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341 const char *mi_name; |
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342 shint mi_prob; |
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343 short mi_worth; |
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344 }; |
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345 |
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346 /* |
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347 * Room structure |
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348 */ |
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349 struct room { |
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350 coord r_pos; /* Upper left corner */ |
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351 coord r_max; /* Size of room */ |
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352 coord r_gold; /* Where the gold is */ |
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353 int r_goldval; /* How much the gold is worth */ |
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354 short r_flags; /* Info about the room */ |
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355 shint r_nexits; /* Number of exits */ |
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356 coord r_exit[12]; /* Where the exits are */ |
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357 }; |
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358 |
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359 /* |
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360 * Structure describing a fighting being |
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361 */ |
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362 struct stats { |
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363 str_t s_str; /* Strength */ |
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364 long s_exp; /* Experience */ |
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365 shint s_lvl; /* Level of mastery */ |
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366 shint s_arm; /* Armor class */ |
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367 short s_hpt; /* Hit points */ |
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368 char s_dmg[16]; /* String describing damage done */ |
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369 shint s_maxhp; /* Max hit points */ |
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370 }; |
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371 |
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372 /* |
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373 * Structure for monsters and player |
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374 */ |
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375 union thing { |
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376 struct { |
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377 union thing *_l_next, *_l_prev; /* Next pointer in link */ |
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378 coord _t_pos; /* Position */ |
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379 bool _t_turn; /* If slowed, is it a turn to move */ |
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380 unsigned char _t_type; /* What it is */ |
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381 char _t_disguise; /* What mimic looks like */ |
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382 char _t_oldch; /* Character that was where it was */ |
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383 coord *_t_dest; /* Where it is running to */ |
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384 short _t_flags; /* State word */ |
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385 struct stats _t_stats; /* Physical description */ |
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386 struct room *_t_room; /* Current room for thing */ |
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387 union thing *_t_pack; /* What the thing is carrying */ |
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388 int _t_reserved; |
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389 } _t; |
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390 struct { |
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391 union thing *_l_next, *_l_prev; /* Next pointer in link */ |
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392 shint _o_type; /* What kind of object it is */ |
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393 coord _o_pos; /* Where it lives on the screen */ |
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394 char *_o_text; /* What it says if you read it */ |
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395 char _o_launch; /* What you need to launch it */ |
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396 char _o_damage[8]; /* Damage if used like sword */ |
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397 char _o_hurldmg[8]; /* Damage if thrown */ |
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398 shint _o_count; /* Count for plural objects */ |
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399 shint _o_which; /* Which object of a type it is */ |
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400 shint _o_hplus; /* Plusses to hit */ |
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401 shint _o_dplus; /* Plusses to damage */ |
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402 short _o_ac; /* Armor class */ |
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403 short _o_flags; /* Information about objects */ |
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404 shint _o_group; /* Group number for this object */ |
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405 } _o; |
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406 }; |
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407 |
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408 typedef union thing THING; |
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409 |
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410 #define l_next _t._l_next |
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411 #define l_prev _t._l_prev |
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412 #define t_pos _t._t_pos |
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413 #define t_turn _t._t_turn |
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414 #define t_type _t._t_type |
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415 #define t_disguise _t._t_disguise |
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416 #define t_oldch _t._t_oldch |
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417 #define t_dest _t._t_dest |
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418 #define t_flags _t._t_flags |
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419 #define t_stats _t._t_stats |
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420 #define t_pack _t._t_pack |
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421 #define t_room _t._t_room |
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422 #define t_reserved _t._t_reserved |
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423 #define o_type _o._o_type |
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424 #define o_pos _o._o_pos |
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425 #define o_text _o._o_text |
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426 #define o_launch _o._o_launch |
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427 #define o_damage _o._o_damage |
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428 #define o_hurldmg _o._o_hurldmg |
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429 #define o_count _o._o_count |
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430 #define o_which _o._o_which |
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431 #define o_hplus _o._o_hplus |
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432 #define o_dplus _o._o_dplus |
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433 #define o_ac _o._o_ac |
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434 #define o_charges o_ac |
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435 #define o_goldval o_ac |
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436 #define o_flags _o._o_flags |
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437 #define o_group _o._o_group |
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438 #define o_reserved _o._o_reserved |
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439 |
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440 /* |
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441 * Array containing information on all the various types of mosnters |
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442 */ |
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443 struct monster { |
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444 const char *m_name; /* What to call the monster */ |
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445 const shint m_carry; /* Probability of carrying something */ |
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446 const short m_flags; /* Things about the monster */ |
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447 struct stats m_stats; /* Initial stats */ |
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448 }; |
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449 |
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450 /* |
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451 * External variables |
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452 */ |
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453 |
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454 extern struct delayed_action d_list[20]; |
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455 |
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456 extern THING *_monst[], *cur_armor, *cur_ring[], *cur_weapon, |
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457 *lvl_obj, *mlist, player; |
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458 |
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459 extern coord delta, oldpos; |
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460 |
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461 extern struct h_list helpstr[]; |
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462 |
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463 extern struct room *oldrp, passages[], rooms[]; |
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464 |
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465 extern struct stats max_stats; |
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466 |
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467 extern struct monster monsters[]; |
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468 |
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469 extern struct magic_item p_magic[], r_magic[], s_magic[], |
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470 things[], ws_magic[]; |
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471 |
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472 /* |
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473 * Function types |
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474 */ |
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475 |
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476 coord *find_dest(), *rndmove(); |
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477 |
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478 THING *find_mons(), *find_obj(), *get_item(), *new_item(), |
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479 *new_thing(), *wake_monster(); |
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480 |
215 | 481 struct room *roomin(coord *cp); |
482 | |
483 void _attach(THING **list, THING *item); | |
484 void _detach(THING **list, THING *item); | |
485 void _free_list(THING **ptr); | |
486 bool add_haste(bool potion); | |
487 void add_pack(THING *obj, bool silent); | |
488 void add_str(str_t *sp, int amt); | |
489 void addmsg(char *fmt, ...); | |
490 void aggravate(void); | |
491 int attack(THING *mp); | |
492 void auto_save(int sig); | |
493 void call_it(bool know, char **guess); | |
494 bool cansee(int y, int x); | |
495 char *charge_str(THING *obj); | |
496 void check_level(void); | |
497 void chg_str(int amt); | |
498 void command(void); | |
499 void death(char monst); | |
500 bool diag_ok(coord *sp, coord *ep); | |
501 void discard(THING *item); | |
502 void discovered(void); | |
503 void do_daemons(int flag); | |
504 void do_fuses(int flag); | |
505 void do_motion(THING *obj, int ydelta, int xdelta); | |
506 void do_move(int dy, int dx); | |
507 void do_passages(void); | |
508 void do_rooms(void); | |
509 void do_run(char ch); | |
510 void do_zap(void); | |
511 void doctor(void); | |
512 void door_open(struct room *rp); | |
513 void drop(void); | |
514 bool dropcheck(THING *op); | |
515 void eat(void); | |
516 int encread(void *starta, int size, int inf); | |
517 void encwrite(void *starta, int size, FILE *outf); | |
518 void endmsg(void); | |
519 void enter_room(coord *cp); | |
520 void extinguish(int (*func)()); | |
521 void fall(THING *obj, bool pr); | |
522 bool fallpos(coord *pos, coord *newpos, bool pass); | |
523 void fatal(char *s); | |
524 bool fight(coord *mp, char mn, THING *weap, bool thrown); | |
525 THING *find_obj(int y, int x); | |
526 void fire_bolt(coord *start, coord *dir, char *name); | |
527 void fix_stick(THING *cur); | |
528 void flush_type(void); | |
529 void fuse(int (*func)(), int arg, int time, int type); | |
530 void genocide(void); | |
531 bool get_dir(void); | |
532 THING *get_item(char *purpose, int type); | |
533 int get_str(char *opt, WINDOW *win); | |
534 void give_pack(THING *tp); | |
535 bool hit_monster(int y, int x, THING *obj); | |
536 void init_check(void); | |
537 void init_colors(void); | |
538 void init_materials(void); | |
539 void init_names(void); | |
540 void init_player(void); | |
541 void init_stones(void); | |
542 void init_things(void); | |
543 void init_weapon(THING *weap, char type); | |
544 char *inv_name(THING *obj, bool drop); | |
545 bool inventory(THING *list, int type); | |
546 void invis_on(void); | |
547 bool is_current(THING *obj); | |
548 bool is_magic(THING *obj); | |
549 bool issymlink(char *sp); | |
550 void kill_daemon(int (*func)()); | |
551 void killed(THING *tp, bool pr); | |
552 void leave(int sig); | |
553 void leave_room(coord *cp); | |
554 void lengthen(int (*func)(), int xtime); | |
555 bool lock_sc(void); | |
556 void look(bool wakeup); | |
557 void missile(int ydelta, int xdelta); | |
558 void msg(char *fmt, ...); | |
559 THING *new_item(void); | |
560 void new_level(void); | |
561 void new_monster(THING *tp, char type, coord *cp); | |
562 THING *new_thing(void); | |
563 void nohaste(void); | |
564 char *num(int n1, int n2, char type); | |
565 void open_log(void); | |
566 void open_score(void); | |
567 void option(void); | |
568 char pack_char(THING *obj); | |
569 void parse_opts(char *str); | |
570 void pick_up(char ch); | |
571 void picky_inven(void); | |
572 void playit(void); | |
573 void quaff(void); | |
574 void quit(int a); | |
575 void raise_level(void); | |
576 char randmonster(bool wander); | |
577 void read_scroll(void); | |
578 int readchar(void); | |
579 int readcharw(WINDOW *win); | |
580 void remove_monster(coord *mp, THING *tp, bool waskill); | |
581 bool restore(char *file, char **envp); | |
582 int ring_eat(int hand); | |
583 char *ring_num(THING *obj); | |
584 void ring_off(void); | |
585 void ring_on(void); | |
586 int rnd(int range); | |
587 void rnd_pos(struct room *rp, coord *cp); | |
588 int rnd_room(void); | |
589 coord *rndmove(THING *who); | |
590 int roll(int number, int sides); | |
591 void rollwand(void); | |
592 void runners(void); | |
593 void runto(coord *runner, coord *spot); | |
594 bool save(int which); | |
595 bool save_game(void); | |
596 bool save_throw(int which, THING *tp); | |
597 void score(int amount, int flags, char monst); | |
598 bool see_monst(THING *mp); | |
599 void setup(void); | |
600 void shell(void); | |
601 void show_win(WINDOW *scr, char *message); | |
602 void sight(void); | |
603 int sign(int nm); | |
604 void start_daemon(int (*func)(), int arg, int type); | |
605 void start_score(void); | |
606 void status(void); | |
607 bool step_ok(char ch); | |
608 void stomach(void); | |
609 void strucpy(char *s1, char *s2, int len); | |
610 void swander(void); | |
611 bool swing(int at_lvl, int op_arm, int wplus); | |
612 void take_off(void); | |
613 int teleport(void); | |
614 void total_winner(void); | |
615 char *tr_name(char type); | |
616 bool turn_see(bool turn_off); | |
617 void unconfuse(void); | |
618 char *unctrol(char ch); | |
619 void unlock_sc(void); | |
620 void unsee(void); | |
621 char *vowelstr(char *str); | |
622 char *xcrypt(const char *key, const char *setting); | |
623 void w_wait_for(WINDOW *win, char ch); | |
624 void wait_for(char ch); | |
625 THING *wake_monster(int y, int x); | |
626 void wanderer(void); | |
627 void waste_time(void); | |
628 void wear(void); | |
629 void whatis(bool insist); | |
630 void wield(void); | |
631 void writelog(int amount, int flags, char monst); | |
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632 |
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633 #ifdef HAVE_CONFIG_H |
51 | 634 #include "config.h" |
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635 #endif |
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636 #include "extern.h" |
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637 |
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638 #ifndef PATH_MAX |
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639 #define PATH_MAX _MAX_PATH |
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640 #endif |