comparison rogue5/rogue.h @ 33:f502bf60e6e4

Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
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children 655c317b6237
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32:2dcd75e6a736 33:f502bf60e6e4
1 /*
2 * Rogue definitions and variable declarations
3 *
4 * @(#)rogue.h 5.42 (Berkeley) 08/06/83
5 *
6 * Rogue: Exploring the Dungeons of Doom
7 * Copyright (C) 1980-1983, 1985, 1999 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 "extern.h"
14
15 #undef lines
16
17 #define NOOP(x) (x += 0)
18 #define CCHAR(x) ( (x) & A_CHARTEXT )
19
20 #define MAXDAEMONS 20
21 #define EMPTY 0
22
23 /*
24 * Maximum number of different things
25 */
26 #define MAXROOMS 9
27 #define MAXTHINGS 9
28 #define MAXOBJ 9
29 #define MAXPACK 23
30 #define MAXTRAPS 10
31 #define AMULETLEVEL 26
32 #define NUMTHINGS 7 /* number of types of things */
33 #define MAXPASS 13 /* upper limit on number of passages */
34 #define NUMLINES 24
35 #define NUMCOLS 80
36 #define STATLINE (NUMLINES - 1)
37 #define BORE_LEVEL 50
38
39 /*
40 * return values for get functions
41 */
42 #define NORM 0 /* normal exit */
43 #define QUIT 1 /* quit option setting */
44 #define MINUS 2 /* back up one option */
45
46 /*
47 * inventory types
48 */
49 #define INV_OVER 0
50 #define INV_SLOW 1
51 #define INV_CLEAR 2
52
53 /*
54 * All the fun defines
55 */
56 #define when break;case
57 #define otherwise break;default
58 #define until(expr) while(!(expr))
59 #define next(ptr) (*ptr).l_next
60 #define prev(ptr) (*ptr).l_prev
61 #define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x))
62 #define ce(a,b) ((a).x == (b).x && (a).y == (b).y)
63 #define hero player.t_pos
64 #define pstats player.t_stats
65 #define pack player.t_pack
66 #define proom player.t_room
67 #define max_hp player.t_stats.s_maxhp
68 #define attach(a,b) _attach(&a,b)
69 #define detach(a,b) _detach(&a,b)
70 #define free_list(a) _free_list(&a)
71 #undef max
72 #define max(a,b) ((a) > (b) ? (a) : (b))
73 #define on(thing,flag) ((((thing).t_flags & (flag)) != 0))
74 #define GOLDCALC (rnd(50 + 10 * level) + 2)
75 #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
76 #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
77 #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
78 #define INDEX(y,x) (&places[((x) << 5) + (y)])
79 #define chat(y,x) (places[((x) << 5) + (y)].p_ch)
80 #define flat(y,x) (places[((x) << 5) + (y)].p_flags)
81 #define moat(y,x) (places[((x) << 5) + (y)].p_monst)
82 #define unc(cp) (cp).y, (cp).x
83 #ifdef MASTER
84 #define debug if (wizard) msg
85 #endif
86
87 /*
88 * things that appear on the screens
89 */
90 #define PASSAGE '#'
91 #define DOOR '+'
92 #define FLOOR '.'
93 #define PLAYER '@'
94 #define TRAP '^'
95 #define STAIRS '%'
96 #define GOLD '*'
97 #define POTION '!'
98 #define SCROLL '?'
99 #define MAGIC '$'
100 #define FOOD ':'
101 #define WEAPON ')'
102 #define ARMOR ']'
103 #define AMULET ','
104 #define RING '='
105 #define STICK '/'
106 #define CALLABLE -1
107 #define R_OR_S -2
108
109 /*
110 * Various constants
111 */
112 #define BEARTIME spread(3)
113 #define SLEEPTIME spread(5)
114 #define HOLDTIME spread(2)
115 #define WANDERTIME spread(70)
116 #define BEFORE spread(1)
117 #define AFTER spread(2)
118 #define HEALTIME 30
119 #define HUHDURATION 20
120 #define SEEDURATION 850
121 #define HUNGERTIME 1300
122 #define MORETIME 150
123 #define STOMACHSIZE 2000
124 #define STARVETIME 850
125 #define ESCAPE 27
126 #define LEFT 0
127 #define RIGHT 1
128 #define BOLT_LENGTH 6
129 #define LAMPDIST 3
130 #ifdef MASTER
131 #ifndef PASSWD
132 #define PASSWD "mTBellIQOsLNA"
133 #endif
134 #endif
135
136 /*
137 * Save against things
138 */
139 #define VS_POISON 00
140 #define VS_PARALYZATION 00
141 #define VS_DEATH 00
142 #define VS_BREATH 02
143 #define VS_MAGIC 03
144
145 /*
146 * Various flag bits
147 */
148 /* flags for rooms */
149 #define ISDARK 0000001 /* room is dark */
150 #define ISGONE 0000002 /* room is gone (a corridor) */
151 #define ISMAZE 0000004 /* room is gone (a corridor) */
152
153 /* flags for objects */
154 #define ISCURSED 000001 /* object is cursed */
155 #define ISKNOW 0000002 /* player knows details about the object */
156 #define ISMISL 0000004 /* object is a missile type */
157 #define ISMANY 0000010 /* object comes in groups */
158 /* ISFOUND 0000020 ...is used for both objects and creatures */
159 #define ISPROT 0000040 /* armor is permanently protected */
160
161 /* flags for creatures */
162 #define CANHUH 0000001 /* creature can confuse */
163 #define CANSEE 0000002 /* creature can see invisible creatures */
164 #define ISBLIND 0000004 /* creature is blind */
165 #define ISCANC 0000010 /* creature has special qualities cancelled */
166 #define ISLEVIT 0000010 /* hero is levitating */
167 #define ISFOUND 0000020 /* creature has been seen (used for objects) */
168 #define ISGREED 0000040 /* creature runs to protect gold */
169 #define ISHASTE 0000100 /* creature has been hastened */
170 #define ISTARGET 000200 /* creature is the target of an 'f' command */
171 #define ISHELD 0000400 /* creature has been held */
172 #define ISHUH 0001000 /* creature is confused */
173 #define ISINVIS 0002000 /* creature is invisible */
174 #define ISMEAN 0004000 /* creature can wake when player enters room */