annotate arogue5/rogue.h @ 69:88dc6813e36a

arogue5: update the score list before prompting to exit.
author elwin
date Sat, 11 Aug 2012 20:58:24 +0000
parents 7aff18a8d508
children dfeed24bb616
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #define reg register /* register abbr. */
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16 #define NOOP(x) (x += 0)
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17 #define CCHAR(x) ( (char) (x & A_CHARTEXT) )
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18
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19 /*
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20 * Maximum number of different things
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21 */
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22
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23 #define MAXDAEMONS 10
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24 #define MAXFUSES 20
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25
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26 #define NCOLORS 32
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27 #define NSTONES 47
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28 #define NWOOD 24
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29 #define NMETAL 16
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30 #define NSYLLS 159
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31
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32 #define MAXROOMS 9
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33 #define MAXTHINGS 9
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34 #define MAXOBJ 9
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35 #define MAXSTATS 62 /* max total of all stats at startup */
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36 #define MAXPACK 23
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37 #define MAXCONTENTS 10
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38 #define MAXENCHANT 10 /* max number of enchantments on an item */
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39 #define MAXTREAS 15 /* number monsters/treasure in treasure room */
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40 #define MAXTRAPS 20
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41 #define MAXTRPTRY 8 /* attempts/level allowed for setting traps */
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42 #define MAXDOORS 4 /* Maximum doors to a room */
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43 #define MAXPRAYERS 15 /* Maximum number of prayers for cleric */
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44 #define MAXSPELLS 20 /* Maximum number of spells (for magician) */
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45 #define NUMMONST 120 /* Current number of monsters */
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46 #define NUMUNIQUE 24 /* number of UNIQUE creatures */
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47 #define NLEVMONS 3 /* Number of new monsters per level */
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48 #define MAXFOODS 1
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49 #define NUMSCORE 20 /* number of entries in score file */
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50 #define HARDER 35 /* at this level start making things harder */
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51 #define MAXPURCH 4 /* max purchases per trading post visit */
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52 #define LINELEN 80 /* characters in a buffer */
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53 #define JUG_EMPTY -1 /* signifys that the alchemy jug is empty */
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54
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55 /* Movement penalties */
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56 #define BACKPENALTY 3
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57 #define SHOTPENALTY 2 /* In line of sight of missile */
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58 #define DOORPENALTY 1 /* Moving out of current room */
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59
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60 /*
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61 * these defines are used in calls to get_item() to signify what
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62 * it is we want
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63 */
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64 #define ALL -1
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65 #define WEARABLE -2
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66 #define CALLABLE -3
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67 #define WIELDABLE -4
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68 #define USEABLE -5
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69 #define IDENTABLE -6
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70 #define REMOVABLE -7
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71 #define PROTECTABLE -8
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72 #define ZAPPABLE -9
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73
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74 /*
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75 * stuff to do with encumberance
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76 */
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77 #define NORMENCB 1500 /* normal encumberance */
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78 #define F_OKAY 0 /* have plenty of food in stomach */
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79 #define F_HUNGRY 1 /* player is hungry */
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80 #define F_WEAK 2 /* weak from lack of food */
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81 #define F_FAINT 3 /* fainting from lack of food */
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82
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83 /*
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84 * return values for get functions
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85 */
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86 #define NORM 0 /* normal exit */
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87 #define QUIT 1 /* quit option setting */
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88 #define MINUS 2 /* back up one option */
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89
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90 /*
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91 * The character types
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92 */
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93 #define C_FIGHTER 0
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94 #define C_MAGICIAN 1
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95 #define C_CLERIC 2
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96 #define C_THIEF 3
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97 #define C_MONSTER 4
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98
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99 /*
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100 * Number of hit points for going up a level
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101 */
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102 #define HIT_FIGHTER 10
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103 #define HIT_MAGICIAN 8
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104 #define HIT_CLERIC 8
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105 #define HIT_THIEF 6