comparison rogue3/rogue.h @ 0:527e2150eaf0

Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author edwarj4
date Tue, 13 Oct 2009 13:33:34 +0000
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children b4856d4d4c4e
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-1:000000000000 0:527e2150eaf0
1 /*
2 * Rogue definitions and variable declarations
3 *
4 * @(#)rogue.h 3.38 (Berkeley) 6/15/81
5 *
6 * Rogue: Exploring the Dungeons of Doom
7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
8 * All rights reserved.
9 *
10 * See the file LICENSE.TXT for full copyright and licensing information.
11 */
12
13 #include "mdport.h"
14
15 /*
16 * Maximum number of different things
17 */
18 #define MAXROOMS 9
19 #define MAXTHINGS 9
20 #define MAXOBJ 9
21 #define MAXPACK 23
22 #define MAXTRAPS 10
23 #define NUMTHINGS 7 /* number of types of things (scrolls, rings, etc.) */
24
25 /*
26 * return values for get functions
27 */
28 #define NORM 0 /* normal exit */
29 #define QUIT 1 /* quit option setting */
30 #define MINUS 2 /* back up one option */
31
32 /*
33 * All the fun defines
34 */
35 #define next(ptr) (*ptr).l_next
36 #define prev(ptr) (*ptr).l_prev
37 #define ldata(ptr) (*ptr).l_data
38 #define inroom(rp, cp) (\
39 (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
40 && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
41 #define winat(y, x) (mvwinch(mw,y,x)==' '?mvwinch(stdscr,y,x):winch(mw))
42 #define debug if (wizard) msg
43 #define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
44 #define unc(cp) (cp).y, (cp).x
45 #define cmov(xy) move((xy).y, (xy).x)
46 #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
47 #define OBJPTR(what) (struct object *)((*what).l_data)
48 #define THINGPTR(what) (struct thing *)((*what).l_data)
49 #define when break;case
50 #define otherwise break;default
51 #define until(expr) while(!(expr))
52 #define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
53 #define draw(window) wrefresh(window)
54 #define hero player.t_pos
55 #define pstats player.t_stats
56 #define pack player.t_pack
57 #define attach(a,b) _attach(&a,b)
58 #define detach(a,b) _detach(&a,b)
59 #define free_list(a) _free_list(&a)
60 #ifndef max
61 #define max(a, b) ((a) > (b) ? (a) : (b))
62 #endif
63 #define on(thing, flag) (((thing).t_flags & flag) != 0)
64 #define off(thing, flag) (((thing).t_flags & flag) == 0)
65 #undef CTRL
66 #define CTRL(ch) (ch & 037)
67 #define ALLOC(x) malloc((unsigned int) x)
68 #define FREE(x) free((char *) x)
69 #define EQSTR(a, b, c) (strncmp(a, b, c) == 0)
70 #define GOLDCALC (rnd(50 + 10 * level) + 2)
71 #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
72 #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
73 #define newgrp() ++group
74 #define o_charges o_ac
75 #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
76
77 /*
78 * Things that appear on the screens
79 */
80 #define PASSAGE '#'
81 #define DOOR '+'
82 #define FLOOR '.'
83 #define PLAYER '@'
84 #define TRAP '^'
85 #define TRAPDOOR '>'
86 #define ARROWTRAP '{'
87 #define SLEEPTRAP '$'
88 #define BEARTRAP '}'
89 #define TELTRAP '~'
90 #define DARTTRAP '`'
91 #define SECRETDOOR '&'
92 #define STAIRS '%'
93 #define GOLD '*'
94 #define POTION '!'
95 #define SCROLL '?'
96 #define MAGIC '$'
97 #define FOOD ':'
98 #define WEAPON ')'
99 #define ARMOR ']'
100 #define AMULET ','
101 #define RING '='
102 #define STICK '/'
103 #define CALLABLE -1
104
105 /*
106 * Various constants
107 */
108 #define PASSWD "mTBellIQOsLNA"
109 #define BEARTIME 3
110 #define SLEEPTIME 5
111 #define HEALTIME 30
112 #define HOLDTIME 2
113 #define STPOS 0
114 #define WANDERTIME 70
115 #define BEFORE 1
116 #define AFTER 2
117 #define HUHDURATION 20
118 #define SEEDURATION 850
119 #define HUNGERTIME 1300
120 #define MORETIME 150
121 #define STOMACHSIZE 2000
122 #define ESCAPE 27
123 #define LEFT 0
124 #define RIGHT 1
125 #define BOLT_LENGTH 6
126
127 /*
128 * Save against things
129 */
130 #define VS_POISON 00
131 #define VS_PARALYZATION 00
132 #define VS_DEATH 00
133 #define VS_PETRIFICATION 01
134 #define VS_BREATH 02
135 #define VS_MAGIC 03
136
137 /*
138 * Various flag bits
139 */
140 #define ISDARK 0000001
141 #define ISCURSED 000001
142 #define ISBLIND 0000001
143 #define ISGONE 0000002
144 #define ISKNOW 0000002
145 #define ISRUN 0000004
146 #define ISFOUND 0000010
147 #define ISINVIS 0000020
148 #define ISMEAN 0000040
149 #define ISGREED 0000100
150 #define ISBLOCK 0000200
151 #define ISHELD 0000400
152 #define ISHUH 0001000
153 #define ISREGEN 0002000
154 #define CANHUH 0004000
155 #define CANSEE 0010000
156 #define ISMISL 0020000
157 #define ISCANC 0020000
158 #define ISMANY 0040000
159 #define ISSLOW 0040000
160 #define ISHASTE 0100000
161
162 /*
163 * Potion types
164 */
165 #define P_CONFUSE 0
166 #define P_PARALYZE 1
167 #define P_POISON 2
168 #define P_STRENGTH 3
169 #define P_SEEINVIS 4
170 #define P_HEALING 5
171 #define P_MFIND 6
172 #define P_TFIND 7
173 #define P_RAISE 8
174 #define P_XHEAL 9
175 #define P_HASTE 10
176 #define P_RESTORE 11
177 #define P_BLIND 12
178 #define P_NOP 13
179 #define MAXPOTIONS 14
180
181 /*
182 * Scroll types
183 */
184 #define S_CONFUSE 0
185 #define S_MAP 1
186 #define S_LIGHT 2
187 #define S_HOLD 3
188 #define S_SLEEP 4
189 #define S_ARMOR 5
190 #define S_IDENT 6
191 #define S_SCARE 7
192 #define S_GFIND 8
193 #define S_TELEP 9
194 #define S_ENCH 10
195 #define S_CREATE 11
196 #define S_REMOVE 12
197 #define S_AGGR 13
198 #define S_NOP 14
199 #define S_GENOCIDE 15
200 #define MAXSCROLLS 16
201
202 /*
203 * Weapon types
204 */
205 #define MACE 0
206 #define SWORD 1
207 #define BOW 2
208 #define ARROW 3
209 #define DAGGER 4
210 #define ROCK 5
211 #define TWOSWORD 6
212 #define SLING 7
213 #define DART 8
214 #define CROSSBOW 9
215 #define BOLT 10
216 #define SPEAR 11
217 #define MAXWEAPONS 12
218
219 /*
220 * Armor types
221 */
222 #define LEATHER 0
223 #define RING_MAIL 1
224 #define STUDDED_LEATHER 2
225 #define SCALE_MAIL 3
226 #define CHAIN_MAIL 4
227 #define SPLINT_MAIL 5
228 #define BANDED_MAIL 6
229 #define PLATE_MAIL 7
230 #define MAXARMORS 8
231
232 /*
233 * Ring types
234 */
235 #define R_PROTECT 0
236 #define R_ADDSTR 1
237 #define R_SUSTSTR 2
238 #define R_SEARCH 3
239 #define R_SEEINVIS 4
240 #define R_NOP 5
241 #define R_AGGR 6
242 #define R_ADDHIT 7
243 #define R_ADDDAM 8
244 #define R_REGEN 9
245 #define R_DIGEST 10
246 #define R_TELEPORT 11
247 #define R_STEALTH 12
248 #define MAXRINGS 13
249
250 /*
251 * Rod/Wand/Staff types
252 */
253
254 #define WS_LIGHT 0
255 #define WS_HIT 1
256 #define WS_ELECT 2
257 #define WS_FIRE 3
258 #define WS_COLD 4
259 #define WS_POLYMORPH 5
260 #define WS_MISSILE 6
261 #define WS_HASTE_M 7
262 #define WS_SLOW_M 8
263 #define WS_DRAIN 9
264 #define WS_NOP 10
265 #define WS_TELAWAY 11
266 #define WS_TELTO 12
267 #define WS_CANCEL 13
268 #define MAXSTICKS 14
269
270 /*
271 * Now we define the structures and types
272 */
273
274 /*
275 * Help list
276 */
277
278 struct h_list {
279 int h_ch;
280 char *h_desc;
281 };
282
283 extern struct h_list helpstr[];
284
285 /*
286 * Coordinate data type
287 */
288 typedef struct {
289 int x;
290 int y;
291 } coord;
292
293 typedef struct {
294 int st_str;
295 int st_add;
296 } str_t;
297
298 /*
299 * Linked list data type
300 */
301 struct linked_list {
302 struct linked_list *l_next;
303 struct linked_list *l_prev;
304 char *l_data; /* Various structure pointers */
305 };
306
307 /*
308 * Stuff about magic items
309 */
310
311 struct magic_item {
312 char mi_name[30];
313 int mi_prob;
314 int mi_worth;
315 };
316
317 /*
318 * Room structure
319 */
320 struct room {
321 coord r_pos; /* Upper left corner */
322 coord r_max; /* Size of room */
323 coord r_gold; /* Where the gold is */
324 int r_goldval; /* How much the gold is worth */
325 int r_flags; /* Info about the room */
326 int r_nexits; /* Number of exits */
327 coord r_exit[4]; /* Where the exits are */
328 };
329
330 /*
331 * Array of all traps on this level
332 */
333 struct trap {
334 coord tr_pos; /* Where trap is */
335 int tr_type; /* What kind of trap */
336 int tr_flags; /* Info about trap (i.e. ISFOUND) */
337 };
338
339 extern struct trap traps[MAXTRAPS];
340
341 /*
342 * Structure describing a fighting being
343 */
344 struct stats {
345 str_t s_str; /* Strength */
346 int s_exp; /* Experience */
347 int s_lvl; /* Level of mastery */
348 int s_arm; /* Armor class */
349 int s_hpt; /* Hit points */
350 char s_dmg[30]; /* String describing damage done */
351 };
352
353 /*
354 * Structure for monsters and player
355 */
356 struct thing {
357 coord t_pos; /* Position */
358 int t_turn; /* If slowed, is it a turn to move */
359 int t_type; /* What it is */
360 int t_disguise; /* What mimic looks like */
361 int t_oldch; /* Character that was where it was */
362 coord *t_dest; /* Where it is running to */
363 int t_flags; /* State word */
364 struct stats t_stats; /* Physical description */
365 struct linked_list *t_pack; /* What the thing is carrying */
366 int t_reserved; /* reserved for save/restore code */
367 };
368
369 /*
370 * Array containing information on all the various types of mosnters
371 */
372 struct monster {
373 char m_name[20]; /* What to call the monster */
374 int m_carry; /* Probability of carrying something */
375 int m_flags; /* Things about the monster */
376 struct stats m_stats; /* Initial stats */
377 };
378
379 /*
380 * Structure for a thing that the rogue can carry
381 */
382
383 struct object {
384 int o_type; /* What kind of object it is */
385 coord o_pos; /* Where it lives on the screen */