Mercurial > hg > early-roguelike
comparison rogue5/rogue.h @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
parents | |
children | 655c317b6237 |
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32:2dcd75e6a736 | 33:f502bf60e6e4 |
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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 */ | |
175 #define ISHALU 0004000 /* hero is on acid trip */ | |
176 #define ISREGEN 0010000 /* creature can regenerate */ | |
177 #define ISRUN 0020000 /* creature is running at the player */ | |
178 #define SEEMONST 040000 /* hero can detect unseen monsters */ | |
179 #define ISFLY 0040000 /* creature can fly */ | |
180 #define ISSLOW 0100000 /* creature has been slowed */ | |
181 | |
182 /* | |
183 * Flags for level map | |
184 */ | |
185 #define F_PASS 0x80 /* is a passageway */ | |
186 #define F_SEEN 0x40 /* have seen this spot before */ | |
187 #define F_DROPPED 0x20 /* object was dropped here */ | |
188 #define F_LOCKED 0x20 /* door is locked */ | |
189 #define F_REAL 0x10 /* what you see is what you get */ | |
190 #define F_PNUM 0x0f /* passage number mask */ | |
191 #define F_TMASK 0x07 /* trap number mask */ | |
192 | |
193 /* | |
194 * Trap types | |
195 */ | |
196 #define T_DOOR 00 | |
197 #define T_ARROW 01 | |
198 #define T_SLEEP 02 | |
199 #define T_BEAR 03 | |
200 #define T_TELEP 04 | |
201 #define T_DART 05 | |
202 #define T_RUST 06 | |
203 #define T_MYST 07 | |
204 #define NTRAPS 8 | |
205 | |
206 /* | |
207 * Potion types | |
208 */ | |
209 #define P_CONFUSE 0 | |
210 #define P_LSD 1 | |
211 #define P_POISON 2 | |
212 #define P_STRENGTH 3 | |
213 #define P_SEEINVIS 4 | |
214 #define P_HEALING 5 | |
215 #define P_MFIND 6 | |
216 #define P_TFIND 7 | |
217 #define P_RAISE 8 | |
218 #define P_XHEAL 9 | |
219 #define P_HASTE 10 | |
220 #define P_RESTORE 11 | |
221 #define P_BLIND 12 | |
222 #define P_LEVIT 13 | |
223 #define MAXPOTIONS 14 | |
224 | |
225 /* | |
226 * Scroll types | |
227 */ | |
228 #define S_CONFUSE 0 | |
229 #define S_MAP 1 | |
230 #define S_HOLD 2 | |
231 #define S_SLEEP 3 | |
232 #define S_ARMOR 4 | |
233 #define S_ID_POTION 5 | |
234 #define S_ID_SCROLL 6 | |
235 #define S_ID_WEAPON 7 | |
236 #define S_ID_ARMOR 8 | |
237 #define S_ID_R_OR_S 9 | |
238 #define S_SCARE 10 | |
239 #define S_FDET 11 | |
240 #define S_TELEP 12 | |
241 #define S_ENCH 13 | |
242 #define S_CREATE 14 | |
243 #define S_REMOVE 15 | |
244 #define S_AGGR 16 | |
245 #define S_PROTECT 17 | |
246 #define MAXSCROLLS 18 | |
247 | |
248 /* | |
249 * Weapon types | |
250 */ | |
251 #define MACE 0 | |
252 #define SWORD 1 | |
253 #define BOW 2 | |
254 #define ARROW 3 | |
255 #define DAGGER 4 | |
256 #define TWOSWORD 5 | |
257 #define DART 6 | |
258 #define SHIRAKEN 7 | |
259 #define SPEAR 8 | |
260 #define FLAME 9 /* fake entry for dragon breath (ick) */ | |
261 #define MAXWEAPONS 9 /* this should equal FLAME */ | |
262 | |
263 /* | |
264 * Armor types | |
265 */ | |
266 #define LEATHER 0 | |
267 #define RING_MAIL 1 | |
268 #define STUDDED_LEATHER 2 | |
269 #define SCALE_MAIL 3 | |
270 #define CHAIN_MAIL 4 | |
271 #define SPLINT_MAIL 5 | |
272 #define BANDED_MAIL 6 | |
273 #define PLATE_MAIL 7 | |
274 #define MAXARMORS 8 | |
275 | |
276 /* | |
277 * Ring types | |
278 */ | |
279 #define R_PROTECT 0 | |
280 #define R_ADDSTR 1 | |
281 #define R_SUSTSTR 2 | |
282 #define R_SEARCH 3 | |
283 #define R_SEEINVIS 4 | |
284 #define R_NOP 5 | |
285 #define R_AGGR 6 | |
286 #define R_ADDHIT 7 | |
287 #define R_ADDDAM 8 | |
288 #define R_REGEN 9 | |
289 #define R_DIGEST 10 | |
290 #define R_TELEPORT 11 | |
291 #define R_STEALTH 12 | |
292 #define R_SUSTARM 13 | |
293 #define MAXRINGS 14 | |
294 | |
295 /* | |
296 * Rod/Wand/Staff types | |
297 */ | |
298 #define WS_LIGHT 0 | |
299 #define WS_INVIS 1 | |
300 #define WS_ELECT 2 | |
301 #define WS_FIRE 3 | |
302 #define WS_COLD 4 | |
303 #define WS_POLYMORPH 5 | |
304 #define WS_MISSILE 6 | |
305 #define WS_HASTE_M 7 | |
306 #define WS_SLOW_M 8 | |
307 #define WS_DRAIN 9 | |
308 #define WS_NOP 10 | |
309 #define WS_TELAWAY 11 | |
310 #define WS_TELTO 12 | |
311 #define WS_CANCEL 13 | |
312 #define MAXSTICKS 14 | |
313 | |
314 /* | |
315 * Now we define the structures and types | |
316 */ | |
317 | |
318 /* | |
319 * Help list | |
320 */ | |
321 struct h_list { | |
322 int h_ch; | |
323 const char *h_desc; | |
324 int h_print; | |
325 }; | |
326 | |
327 /* | |
328 * Coordinate data type | |
329 */ | |
330 typedef struct coord { | |
331 int x; | |
332 int y; | |
333 } coord; | |
334 | |
335 /* | |
336 * Stuff about objects | |
337 */ | |
338 struct obj_info { | |
339 const char *oi_name; | |
340 int oi_prob; | |
341 int oi_worth; | |
342 char *oi_guess; | |
343 int oi_know; | |
344 }; | |
345 | |
346 /* | |
347 * Room structure | |
348 */ | |
349 struct room { | |
350 coord r_pos; /* Upper left corner */ | |
351 coord r_max; /* Size of room */ | |
352 coord r_gold; /* Where the gold is */ | |
353 int r_goldval; /* How much the gold is worth */ | |
354 int r_flags; /* info about the room */ | |
355 int r_nexits; /* Number of exits */ | |
356 coord r_exit[12]; /* Where the exits are */ | |
357 }; | |
358 | |
359 /* | |
360 * Structure describing a fighting being | |
361 */ | |
362 struct stats { | |
363 int s_str; /* Strength */ | |
364 int s_exp; /* Experience */ | |
365 int s_lvl; /* level of mastery */ | |
366 int s_arm; /* Armor class */ | |
367 int s_hpt; /* Hit points */ | |
368 char s_dmg[13]; /* String describing damage done */ | |
369 int s_maxhp; /* Max hit points */ | |
370 }; | |
371 | |
372 /* | |
373 * Structure for monsters and player | |
374 */ | |
375 union thing { | |
376 struct { | |
377 union thing *_l_next, *_l_prev; /* Next pointer in link */ | |
378 coord _t_pos; /* Position */ | |
379 int _t_turn; /* If slowed, is it a turn to move */ | |
380 int _t_type; /* What it is */ | |
381 int _t_disguise; /* What mimic looks like */ | |
382 int _t_oldch; /* Character that was where it was */ |