comparison arogue7/rogue.h @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
parents
children c697782a9b37
comparison
equal deleted inserted replaced
124:d10fc4a065ac 125:adfa37e67084
1 /*
2 * rogue.h - Rogue definitions and variable declarations
3 *
4 * Advanced Rogue
5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
6 * All rights reserved.
7 *
8 * Based on "Rogue: Exploring the Dungeons of Doom"
9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
10 * All rights reserved.
11 *
12 * See the file LICENSE.TXT for full copyright and licensing information.
13 */
14
15 /*
16 * Rogue definitions and variable declarations
17 *
18 */
19
20 #define reg register
21 #undef lines /* AIX's term.h defines this, causing a conflict */
22 #ifdef BSD
23 #undef tolower(c)
24 #define _tolower(c) ((c)-'A'+'a')
25 extern char tolower();
26 #undef toupper(c)
27 #define _toupper(c) ((c)-'a'+'A')
28 extern char toupper();
29 #define strchr index
30
31 #define exfork vfork /* Better way to do a fork followed by an exec */
32 #else
33 #define exfork fork /* Standard fork with no paging available */
34 #endif
35
36 /*
37 * Maximum number of different things
38 */
39 #define MAXDAEMONS 10
40 #define MAXFUSES 20
41 #define MAXROOMS 9
42 #define MAXTHINGS 9
43 #define MAXOBJ 9
44 #define MAXSTATS 72 /* max total of all stats at startup */
45 #define MAXPACK 23
46 #define MAXDOUBLE 14 /* Maximum number of times exppts is doubled */
47 #define MAXCONTENTS 10
48 #define MAXENCHANT 10 /* max number of enchantments on an item */
49 #define MAXTREAS 15 /* number monsters/treasure in treasure room */
50 #define MAXTRAPS 25
51 #define MAXTRPTRY 8 /* attempts/level allowed for setting traps */
52 #define MAXDOORS 4 /* Maximum doors to a room */
53 #define MAXCHANTS 16 /* Maximum number of chants for a druid */
54 #define MAXPRAYERS 18 /* Maximum number of prayers for cleric */
55 #define MAXSPELLS 20 /* Maximum number of spells (for magician) */
56 #define MAXQUILL 13 /* scrolls the Quill of Nagrom can write */
57 #define QUILLCHARGES 160 /* max num of charges in the Quill of Nagrom */
58 #define NUMMONST 125 /* Current number of monsters */
59 #define NUM_CNAMES 17 /* number of names per character level */
60 #define NUMUNIQUE 27 /* number of UNIQUE creatures */
61 #define NLEVMONS 3 /* Number of new monsters per level */
62 #define NUMSCORE 10 /* number of entries in score file */
63 #define HARDER 35 /* at this level start making things harder */
64 #define LINELEN 256 /* characters in a buffer */
65 #define JUG_EMPTY -1 /* signifys that the alchemy jug is empty */
66 #define MAXPURCH (pstats.s_charisma/3) /* # of purchases at post */
67
68 /* Movement penalties */
69 #define BACKPENALTY 3
70 #define SHOTPENALTY 2 /* In line of sight of missile */
71 #define DOORPENALTY 1 /* Moving out of current room */
72
73 /*
74 * these defines are used in calls to get_item() to signify what
75 * it is we want
76 */
77 #define ALL -1
78 #define WEARABLE -2
79 #define CALLABLE -3
80 #define WIELDABLE -4
81 #define USEABLE -5
82 #define IDENTABLE -6
83 #define REMOVABLE -7
84 #define PROTECTABLE -8
85 #define ZAPPABLE -9
86 #define READABLE -10
87 #define QUAFFABLE -11
88
89 /*
90 * stuff to do with encumberance
91 */
92 #define NORMENCB 1500 /* normal encumberance */
93 #define F_SATIATED 0 /* player's stomach is very full */
94 #define F_OKAY 1 /* have plenty of food in stomach */
95 #define F_HUNGRY 2 /* player is hungry */
96 #define F_WEAK 3 /* weak from lack of food */
97 #define F_FAINT 4 /* fainting from lack of food */
98
99 /*
100 * actions a player/monster will take
101 */
102 #define A_MOVE 0200 /* normal movement */
103 #define A_FREEZE 0201 /* frozen in place */
104 #define A_ATTACK 0202 /* trying to hit */
105 #define A_SELL 0203 /* trying to sell goods */
106 #define A_NIL 0204 /* not doing anything */
107 #define A_BREATHE 0205 /* breathing */
108 #define A_MISSILE 0206 /* Firing magic missiles */
109 #define A_SONIC 0207 /* Sounding a sonic blast */
110 #define A_SUMMON 0210 /* Summoning help */
111 #define A_USERELIC 0211 /* Monster uses a relic */
112 #define A_SLOW 0212 /* monster slows the player */
113 #define A_ZAP 0213 /* monster shoots a wand */
114 #define A_PICKUP 0214 /* player is picking something up */
115 #define A_USEWAND 0215 /* monster is shooting a wand */
116 #define A_THROW 't'
117 #define C_CAST 'C'
118 #define C_COUNT '*'
119 #define C_DIP 'D'
120 #define C_DROP 'd'
121 #define C_EAT 'e'
122 #define C_PRAY 'p'
123 #define C_CHANT 'c'
124 #define C_QUAFF 'q'
125 #define C_READ 'r'
126 #define C_SEARCH 's'
127 #define C_SETTRAP '^'
128 #define C_TAKEOFF 'T'
129 #define C_USE CTRL('U')
130 #define C_WEAR 'W'
131 #define C_WIELD 'w'
132 #define C_ZAP 'z'
133
134 /* Possible ways for the hero to move */
135 #define H_TELEPORT 0
136
137 /*
138 * return values for get functions
139 */
140 #define NORM 0 /* normal exit */
141 #define QUIT 1 /* quit option setting */
142 #define MINUS 2 /* back up one option */
143
144 /*
145 * The character types
146 */
147 #define C_FIGHTER 0
148 #define C_RANGER 1
149 #define C_PALADIN 2
150 #define C_MAGICIAN 3
151 #define C_CLERIC 4
152 #define C_THIEF 5
153 #define C_ASSASIN 6
154 #define C_DRUID 7
155 #define C_MONK 8
156 #define C_MONSTER 9
157 #define NUM_CHARTYPES 10
158
159 /*
160 * define the ability types
161 */
162 #define A_INTELLIGENCE 0
163 #define A_STRENGTH 1
164 #define A_WISDOM 2
165 #define A_DEXTERITY 3
166 #define A_CONSTITUTION 4
167 #define A_CHARISMA 5
168 #define NUMABILITIES 6
169
170 /*
171 * values for games end
172 */
173 #define UPDATE -2
174 #define SCOREIT -1
175 #define KILLED 0
176 #define CHICKEN 1
177 #define WINNER 2
178
179 /*
180 * definitions for function step_ok:
181 * MONSTOK indicates it is OK to step on a monster -- it
182 * is only OK when stepping diagonally AROUND a monster;
183 * it is also OK if the stepper is a friendly monster and
184 * is in a fighting mood.
185 */
186 #define MONSTOK 1
187 #define NOMONST 2
188 #define FIGHTOK 3
189
190 /*
191 * used for ring stuff
192 */
193 #define LEFT_1 0
194 #define LEFT_2 1
195 #define LEFT_3 2
196 #define LEFT_4 3
197 #define RIGHT_1 4
198 #define RIGHT_2 5
199 #define RIGHT_3 6
200 #define RIGHT_4 7
201 #define NUM_FINGERS 8
202
203 /*
204 * used for micellaneous magic (MM) stuff
205 */
206 #define WEAR_BOOTS 0
207 #define WEAR_BRACERS 1
208 #define WEAR_CLOAK 2
209 #define WEAR_GAUNTLET 3
210 #define WEAR_JEWEL 4
211 #define WEAR_NECKLACE 5
212 #define NUM_MM 6
213
214 /*
215 * All the fun defines
216 */
217 #define next(ptr) (*ptr).l_next
218 #define prev(ptr) (*ptr).l_prev
219 #define ldata(ptr) (*ptr).l_data
220 #define inroom(rp, cp) (\
221 (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
222 && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
223 #define winat(y, x) (mvwinch(mw, y, x)==' '?mvwinch(stdscr, y, x):winch(mw))
224 #define debug if (wizard) msg
225 #define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
226 #define unc(cp) (cp).y, (cp).x
227 #define cmov(xy) move((xy).y, (xy).x)
228 #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
229 #define OBJPTR(what) (struct object *)((*what).l_data)
230 #define THINGPTR(what) (struct thing *)((*what).l_data)
231 #define DOORPTR(what) (coord *)((*what).l_data)
232 #define when break;case
233 #define otherwise break;default
234 #define until(expr) while(!(expr))
235 #define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
236 #define draw(window) wrefresh(window)
237 #define hero player.t_pos
238 #define pstats player.t_stats
239 #define max_stats player.maxstats
240 #define pack player.t_pack
241 #define attach(a, b) _attach(&a, b)
242 #define detach(a, b) _detach(&a, b)
243 #define o_free_list(a) _o_free_list(&a)
244 #define r_free_list(a) _r_free_list(&a)
245 #define t_free_list(a) _t_free_list(&a)
246 #ifndef max
247 #define max(a, b) ((a) > (b) ? (a) : (b))
248 #define min(a, b) ((a) < (b) ? (a) : (b))
249 #endif
250 #define on(thing, flag) \
251 (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) != 0)
252 #define off(thing, flag) \
253 (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) == 0)
254 #define turn_on(thing, flag) \
255 ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] |= (flag & ~FLAGMASK))
256 #define turn_off(thing, flag) \
257 ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] &= ~flag)
258
259 #undef CTRL
260 #define CTRL(ch) (ch & 037)
261
262 #define ALLOC(x) calloc((unsigned int) x,1)
263 #define FREE(x) free((char *) x)
264 #define EQSTR(a, b, c) (strncmp(a, b, c) == 0)
265 #define EQUAL(a, b) (strcmp(a, b) == 0)
266 #define GOLDCALC (rnd(50 + 10 * level) + 2)
267 #define ISRING(h, r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
268 #define ISWEARING(r) (ISRING(LEFT_1, r) || ISRING(LEFT_2, r) ||\
269 ISRING(LEFT_3, r) || ISRING(LEFT_4, r) ||\
270 ISRING(RIGHT_1, r) || ISRING(RIGHT_2, r) ||\
271 ISRING(RIGHT_3, r) || ISRING(RIGHT_4, r))
272 #define newgrp() ++group
273 #define o_charges o_ac
274 #define o_kind o_ac
275 #define ISMULT(type) (type == FOOD)
276 #define isrock(ch) ((ch == WALL) || (ch == '-') || (ch == '|') || (ch == SECRETDOOR))
277 #define invisible(monst) \
278 (((on(*monst, ISINVIS) || \
279 (on(*monst, ISSHADOW) && rnd(100) < 90)) && \
280 off(player, CANSEE)) || \
281 (on(*monst, CANSURPRISE) && !ISWEARING(R_ALERT)))
282 #define is_stealth(tp) \
283 (rnd(25) < (tp)->t_stats.s_dext || (tp == &player && ISWEARING(R_STEALTH)))
284
285 #define has_light(rp) (((rp)->r_flags & HASFIRE) || ISWEARING(R_LIGHT))
286
287 #define mi_wght mi_worth
288 #define mi_food mi_curse
289
290 /*
291 * Ways to die
292 */
293 #define D_PETRIFY -1
294 #define D_ARROW -2
295 #define D_DART -3
296 #define D_POISON -4
297 #define D_BOLT -5
298 #define D_SUFFOCATION -6
299 #define D_POTION -7
300 #define D_INFESTATION -8
301 #define D_DROWN -9
302 #define D_ROT -10
303 #define D_CONSTITUTION -11
304 #define D_STRENGTH -12
305 #define D_SIGNAL -13
306 #define D_CHOKE -14
307 #define D_STRANGLE -15
308 #define D_FALL -16
309 #define D_RELIC -17
310 #define D_STARVATION -18
311 #define D_FOOD_CHOKE -19
312 #define D_SCROLL -20
313 #define DEATHNUM 20 /* number of ways to die */
314
315 /*
316 * Things that appear on the screens
317 */
318 #define WALL ' '
319 #define PASSAGE '#'
320 #define DOOR '+'
321 #define FLOOR '.'
322 #define VPLAYER '@'
323 #define IPLAYER '_'
324 #define POST '^'
325 #define TRAPDOOR '>'
326 #define ARROWTRAP '{'
327 #define SLEEPTRAP '$'
328 #define BEARTRAP '}'
329 #define TELTRAP '~'
330 #define DARTTRAP '`'
331 #define POOL '"'
332 #define MAZETRAP '\''
333 #define SECRETDOOR '&'
334 #define STAIRS '%'
335 #define GOLD '*'
336 #define POTION '!'
337 #define SCROLL '?'
338 #define MAGIC '$'
339 #define BMAGIC '>' /* Blessed magic */
340 #define CMAGIC '<' /* Cursed magic */
341 #define FOOD ':'
342 #define WEAPON ')'
343 #define MISSILE '*' /* Magic Missile */
344 #define ARMOR ']'
345 #define MM ';'
346 #define RELIC ','
347 #define RING '='
348 #define STICK '/'
349 #define FOREST '\\'
350
351 /*
352 * Various constants
353 */
354 #define PASSWD "mTdNfNGDrwAZ."
355 #define FIGHTBASE 10
356 #define SPELLTIME ((max(30-pstats.s_lvl,5)))
357 #define BEARTIME 17
358 #define CLOAK_TIME (roll(20,20))
359 #define SLEEPTIME 7
360 #define FREEZETIME 11
361 #define PAINTIME (roll(2, 12))
362 #define HEALTIME 30
363 #define CHILLTIME (roll(20, 4))
364 #define SMELLTIME 20
365 #define STONETIME (roll(10,2))
366 #define HASTETIME 11
367 #define SICKTIME 25
368 #define WANDERTIME (max(5, (HARDER*2)-rnd(vlevel)))
369 #define BEFORE 1