diff 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
parents
children b4856d4d4c4e
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/rogue3/rogue.h	Tue Oct 13 13:33:34 2009 +0000
@@ -0,0 +1,685 @@
+/*
+ * Rogue definitions and variable declarations
+ *
+ * @(#)rogue.h	3.38 (Berkeley) 6/15/81
+ *
+ * Rogue: Exploring the Dungeons of Doom
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include "mdport.h"
+
+/*
+ * Maximum number of different things
+ */
+#define MAXROOMS 9
+#define MAXTHINGS 9
+#define MAXOBJ 9
+#define MAXPACK 23
+#define MAXTRAPS 10
+#define	NUMTHINGS 7	/* number of types of things (scrolls, rings, etc.) */
+
+/*
+ * return values for get functions
+ */
+#define	NORM	0	/* normal exit */
+#define	QUIT	1	/* quit option setting */
+#define	MINUS	2	/* back up one option */
+
+/*
+ * All the fun defines
+ */
+#define next(ptr) (*ptr).l_next
+#define prev(ptr) (*ptr).l_prev
+#define ldata(ptr) (*ptr).l_data
+#define inroom(rp, cp) (\
+    (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
+ && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
+#define winat(y, x) (mvwinch(mw,y,x)==' '?mvwinch(stdscr,y,x):winch(mw))
+#define debug if (wizard) msg
+#define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
+#define unc(cp) (cp).y, (cp).x
+#define cmov(xy) move((xy).y, (xy).x)
+#define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
+#define OBJPTR(what)    (struct object *)((*what).l_data)
+#define THINGPTR(what)  (struct thing *)((*what).l_data)
+#define when break;case
+#define otherwise break;default
+#define until(expr) while(!(expr))
+#define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
+#define draw(window) wrefresh(window)
+#define hero player.t_pos
+#define pstats player.t_stats
+#define pack player.t_pack
+#define attach(a,b) _attach(&a,b)
+#define detach(a,b) _detach(&a,b)
+#define free_list(a) _free_list(&a)
+#ifndef max
+#define max(a, b) ((a) > (b) ? (a) : (b))
+#endif
+#define on(thing, flag) (((thing).t_flags & flag) != 0)
+#define off(thing, flag) (((thing).t_flags & flag) == 0)
+#undef  CTRL
+#define CTRL(ch) (ch & 037)
+#define ALLOC(x) malloc((unsigned int) x)
+#define FREE(x) free((char *) x)
+#define	EQSTR(a, b, c)	(strncmp(a, b, c) == 0)
+#define GOLDCALC (rnd(50 + 10 * level) + 2)
+#define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
+#define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
+#define newgrp() ++group
+#define o_charges o_ac
+#define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
+
+/*
+ * Things that appear on the screens
+ */
+#define PASSAGE '#'
+#define DOOR '+'
+#define FLOOR '.'
+#define PLAYER '@'
+#define TRAP '^'
+#define TRAPDOOR '>'
+#define ARROWTRAP '{'
+#define SLEEPTRAP '$'
+#define BEARTRAP '}'
+#define TELTRAP '~'
+#define DARTTRAP '`'
+#define SECRETDOOR '&'
+#define STAIRS '%'
+#define GOLD '*'
+#define POTION '!'
+#define SCROLL '?'
+#define MAGIC '$'
+#define FOOD ':'
+#define WEAPON ')'
+#define ARMOR ']'
+#define AMULET ','
+#define RING '='
+#define STICK '/'
+#define CALLABLE -1
+
+/*
+ * Various constants
+ */
+#define	PASSWD		"mTBellIQOsLNA"
+#define BEARTIME 3
+#define SLEEPTIME 5
+#define HEALTIME 30
+#define HOLDTIME 2
+#define STPOS 0
+#define WANDERTIME 70
+#define BEFORE 1
+#define AFTER 2
+#define HUHDURATION 20
+#define SEEDURATION 850
+#define HUNGERTIME 1300
+#define MORETIME 150
+#define STOMACHSIZE 2000
+#define ESCAPE 27
+#define LEFT 0
+#define RIGHT 1
+#define BOLT_LENGTH 6
+
+/*
+ * Save against things
+ */
+#define VS_POISON 00
+#define VS_PARALYZATION 00
+#define VS_DEATH 00
+#define VS_PETRIFICATION 01
+#define VS_BREATH 02
+#define VS_MAGIC  03
+
+/*
+ * Various flag bits
+ */
+#define ISDARK	0000001
+#define ISCURSED 000001
+#define ISBLIND 0000001
+#define ISGONE	0000002
+#define ISKNOW  0000002
+#define ISRUN	0000004
+#define ISFOUND 0000010
+#define ISINVIS 0000020
+#define ISMEAN  0000040
+#define ISGREED 0000100
+#define ISBLOCK 0000200
+#define ISHELD  0000400
+#define ISHUH   0001000
+#define ISREGEN 0002000
+#define CANHUH  0004000
+#define CANSEE  0010000
+#define ISMISL  0020000
+#define ISCANC	0020000
+#define ISMANY  0040000
+#define ISSLOW	0040000
+#define ISHASTE 0100000
+
+/*
+ * Potion types
+ */
+#define P_CONFUSE 0
+#define P_PARALYZE 1
+#define P_POISON 2
+#define P_STRENGTH 3
+#define P_SEEINVIS 4
+#define P_HEALING 5
+#define P_MFIND 6
+#define P_TFIND 7
+#define P_RAISE 8
+#define P_XHEAL 9
+#define P_HASTE 10
+#define P_RESTORE 11
+#define P_BLIND 12
+#define P_NOP 13
+#define MAXPOTIONS 14
+
+/*
+ * Scroll types
+ */
+#define S_CONFUSE 0
+#define S_MAP 1
+#define S_LIGHT 2
+#define S_HOLD 3
+#define S_SLEEP 4
+#define S_ARMOR 5
+#define S_IDENT 6
+#define S_SCARE 7
+#define S_GFIND 8
+#define S_TELEP 9
+#define S_ENCH 10
+#define S_CREATE 11
+#define S_REMOVE 12
+#define S_AGGR 13
+#define S_NOP 14
+#define S_GENOCIDE 15
+#define MAXSCROLLS 16
+
+/*
+ * Weapon types
+ */
+#define MACE 0
+#define SWORD 1
+#define BOW 2
+#define ARROW 3
+#define DAGGER 4
+#define ROCK 5
+#define TWOSWORD 6
+#define SLING 7
+#define DART 8
+#define CROSSBOW 9
+#define BOLT 10
+#define SPEAR 11
+#define MAXWEAPONS 12
+
+/*
+ * Armor types
+ */
+#define LEATHER 0
+#define RING_MAIL 1
+#define STUDDED_LEATHER 2
+#define SCALE_MAIL 3
+#define CHAIN_MAIL 4
+#define SPLINT_MAIL 5
+#define BANDED_MAIL 6
+#define PLATE_MAIL 7
+#define MAXARMORS 8
+
+/*
+ * Ring types
+ */
+#define R_PROTECT 0
+#define R_ADDSTR 1
+#define R_SUSTSTR 2
+#define R_SEARCH 3
+#define R_SEEINVIS 4
+#define R_NOP 5
+#define R_AGGR 6
+#define R_ADDHIT 7
+#define R_ADDDAM 8
+#define R_REGEN 9
+#define R_DIGEST 10
+#define R_TELEPORT 11
+#define R_STEALTH 12
+#define MAXRINGS 13
+
+/*
+ * Rod/Wand/Staff types
+ */
+
+#define WS_LIGHT 0
+#define WS_HIT 1
+#define WS_ELECT 2
+#define WS_FIRE 3
+#define WS_COLD 4
+#define WS_POLYMORPH 5
+#define WS_MISSILE 6
+#define WS_HASTE_M 7
+#define WS_SLOW_M 8
+#define WS_DRAIN 9
+#define WS_NOP 10
+#define WS_TELAWAY 11
+#define WS_TELTO 12
+#define WS_CANCEL 13
+#define MAXSTICKS 14
+
+/*
+ * Now we define the structures and types
+ */
+
+/*
+ * Help list
+ */
+
+struct h_list {
+    int h_ch;
+    char *h_desc;
+};
+
+extern struct h_list helpstr[];
+
+/*
+ * Coordinate data type
+ */
+typedef struct {
+    int x;
+    int y;
+} coord;
+
+typedef struct {
+    int st_str;
+    int st_add;
+} str_t;
+
+/*
+ * Linked list data type
+ */
+struct linked_list {
+    struct linked_list *l_next;
+    struct linked_list *l_prev;
+    char *l_data;			/* Various structure pointers */
+};
+
+/*
+ * Stuff about magic items
+ */
+
+struct magic_item {
+    char mi_name[30];
+    int mi_prob;
+    int mi_worth;
+};
+
+/*
+ * Room structure
+ */
+struct room {
+    coord r_pos;			/* Upper left corner */
+    coord r_max;			/* Size of room */
+    coord r_gold;			/* Where the gold is */
+    int r_goldval;			/* How much the gold is worth */
+    int r_flags;			/* Info about the room */
+    int r_nexits;			/* Number of exits */
+    coord r_exit[4];			/* Where the exits are */
+};
+
+/*
+ * Array of all traps on this level
+ */
+struct trap {
+    coord tr_pos;			/* Where trap is */
+    int tr_type;			/* What kind of trap */
+    int tr_flags;			/* Info about trap (i.e. ISFOUND) */
+};
+
+extern struct trap  traps[MAXTRAPS];
+
+/*
+ * Structure describing a fighting being
+ */
+struct stats {
+    str_t s_str;			/* Strength */
+    int s_exp;				/* Experience */
+    int s_lvl;				/* Level of mastery */
+    int s_arm;				/* Armor class */
+    int s_hpt;				/* Hit points */
+    char s_dmg[30];			/* String describing damage done */
+};
+
+/*
+ * Structure for monsters and player
+ */
+struct thing {
+    coord t_pos;			/* Position */
+    int t_turn;			/* If slowed, is it a turn to move */
+    int t_type;			/* What it is */
+    int t_disguise;			/* What mimic looks like */
+    int t_oldch;			/* Character that was where it was */
+    coord *t_dest;			/* Where it is running to */
+    int t_flags;			/* State word */
+    struct stats t_stats;		/* Physical description */
+    struct linked_list *t_pack;		/* What the thing is carrying */
+	int t_reserved;         /* reserved for save/restore code */
+};
+
+/*
+ * Array containing information on all the various types of mosnters
+ */
+struct monster {
+    char m_name[20];			/* What to call the monster */
+    int m_carry;			/* Probability of carrying something */
+    int m_flags;			/* Things about the monster */
+    struct stats m_stats;		/* Initial stats */
+};
+
+/*
+ * Structure for a thing that the rogue can carry
+ */
+
+struct object {
+    int o_type;				/* What kind of object it is */
+    coord o_pos;			/* Where it lives on the screen */
+    int o_launch;			/* What you need to launch it */
+    char o_damage[8];			/* Damage if used like sword */
+    char o_hurldmg[8];			/* Damage if thrown */
+    int o_count;			/* Count for plural objects */
+    int o_which;			/* Which object of a type it is */
+    int o_hplus;			/* Plusses to hit */
+    int o_dplus;			/* Plusses to damage */
+    int o_ac;				/* Armor class */
+    int o_flags;			/* Information about objects */
+    int o_group;			/* Group number for this object */
+};
+
+struct delayed_action {
+    int d_type;
+    void (*d_func)();
+    int d_arg;
+    int d_time;
+};
+
+/*
+ * Now all the global variables
+ */
+
+extern int                   a_chances[MAXARMORS];	/* Probabilities for armor */
+extern int                   a_class[MAXARMORS];	/* Armor class for various armors */
+extern char *                a_names[MAXARMORS];	/* Names of armor types */
+extern int                   after;			/* True if we want after daemons */
+extern int                   amulet;			/* He found the amulet */
+extern int                   askme;			/* Ask about unidentified things */
+extern int                   between;
+extern coord                 ch_ret;
+extern int                   count;			/* Number of times to repeat command */
+extern int                   cNCOLORS;
+extern int                   cNMETAL;
+extern int                   cNSTONES;
+extern int                   cNWOOD;
+extern struct object *       cur_armor;			/* What a well dresssed rogue wears */
+extern struct object *       cur_ring[2];		/* Which rings are being worn */
+extern struct object *       cur_weapon;		/* Which weapon he is weilding */
+extern WINDOW *              cw;			/* Window that the player sees */
+extern coord                 delta;			/* Change indicated to get_dir() */
+extern int                   dnum;			/* Dungeon number */
+extern int                   door_stop;			/* Stop running when we pass a door */
+extern struct delayed_action d_list[20];
+extern int                   fight_flush;		/* True if toilet input */
+extern char                  file_name[80];		/* Save file name */
+extern int                   firstmove;			/* First move after setting door_stop */
+extern int                   food_left;			/* Amount of food in hero's stomach */
+extern char                  fruit[80];			/* Favorite fruit */
+extern int                   fung_hit;			/* Number of time fungi has hit */
+extern int                   group;			/* Current group number */
+extern char                  home[];			/* User's home directory */
+extern WINDOW *              hw;			/* Used for the help command */
+extern char                  huh[80];			/* The last message printed */
+extern int                   hungry_state;		/* How hungry is he */
+extern int                   in_shell;			/* True if executing a shell */
+extern int                   inpack;			/* Number of things in pack */
+extern int                   jump;			/* Show running as series of jumps */
+extern int                   lastscore;			/* Score before this turn */
+extern int                   level;			/* What level rogue is on */
+extern char                  lvl_mons[27];
+extern struct linked_list *  lvl_obj;			/* List of objects on this level */
+extern int                   max_hp;			/* Player's max hit points */
+extern int                   max_level;			/* Deepest player has gone */
+extern struct stats          max_stats;			/* The maximum for the player */
+extern char *                metal[];
+extern struct linked_list *  mlist;			/* List of monsters on the level */
+extern struct monster        monsters[26];		/* The initial monster states */
+extern int                   mpos;			/* Where cursor is on top line */
+extern WINDOW *              mw;			/* Used to store mosnters */
+extern coord                 nh;
+extern int                   no_command;		/* Number of turns asleep */
+extern int                   no_food;			/* Number of levels without food */
+extern int                   no_move;			/* Number of turns held in place */
+extern int                   notify;			/* True if player wants to know */
+extern int                   ntraps;			/* Number of traps on this level */
+extern int                   num_checks;
+extern coord                 oldpos;			/* Position before last look() call */
+extern struct room *         oldrp;			/* Roomin(&oldpos) */
+extern char *                p_colors[MAXPOTIONS];	/* Colors of the potions */
+extern char *                p_guess[MAXPOTIONS];	/* Players guess at what potion is */
+extern int                   p_know[MAXPOTIONS];	/* Does he know what a potion does */
+extern struct magic_item     p_magic[MAXPOTIONS];	/* Names and chances for potions */
+extern struct thing          player;			/* The rogue */
+extern int                   playing;			/* True until he quits */
+extern unsigned char         prbuf[80];			/* Buffer for sprintfs */
+extern int                   purse;			/* How much gold the rogue has */
+extern int                   quiet;			/* Number of quiet turns */
+extern char *                r_guess[MAXRINGS];		/* Players guess at what ring is */
+extern int                   r_know[MAXRINGS];		/* Does he know what a ring does */
+extern struct magic_item     r_magic[MAXRINGS];		/* Names and chances for rings */
+extern char *                r_stones[MAXRINGS];	/* Stone settings of the rings */
+extern char *                rainbow[];
+extern char *                release;			/* Release number of rogue */
+extern struct room           rooms[MAXROOMS];		/* One for each room -- A level */
+extern int                   runch;			/* Direction player is running */
+extern int                   running;			/* True if player is running */
+extern int                   seed;			/* Random number seed */
+extern char *                s_guess[MAXSCROLLS];	/* Players guess at what scroll is */
+extern int                   s_know[MAXSCROLLS];	/* Does he know what a scroll does */
+extern struct magic_item     s_magic[MAXSCROLLS];	/* Names and chances for scrolls */
+extern char *                s_names[MAXSCROLLS];	/* Names of the scrolls */
+extern FILE *                scoreboard;
+extern int                   slow_invent;		/* Inventory one line at a time */
+extern char *                stones[];
+extern int                   take;			/* Thing the rogue is taking */
+extern int                   terse;			/* True if we should be int */
+extern struct magic_item     things[NUMTHINGS];		/* Chances for each type of item */
+extern int                   total;			/* Total dynamic memory bytes */
+extern char *                w_names[MAXWEAPONS];	/* Names of the various weapons */
+extern char                  wand_mons[27];
+extern int                   waswizard;			/* Was a wizard sometime */
+extern char                  whoami[80];		/* Name of player */
+extern int                   wizard;			/* True if allows wizard commands */
+extern char *                wood[];
+extern char *                ws_guess[MAXSTICKS];	/* Players guess at what wand is */
+extern int                   ws_know[MAXSTICKS];	/* Does he know what a stick does */
+extern char *                ws_made[MAXSTICKS];	/* What sticks are made of */
+extern struct magic_item     ws_magic[MAXSTICKS];	/* Names and chances for sticks */
+extern char *                ws_type[MAXSTICKS];	/* Is it a wand or a staff */
+
+void                    _attach(struct linked_list **list, struct linked_list *item);
+void                    _detach(struct linked_list **list, struct linked_list *item);
+void                    _free_list(struct linked_list **ptr);
+char *                  _new(size_t size);
+int                     add_dam(str_t *str);
+void                    add_haste(int potion);
+void                    add_pack(struct linked_list *item, int silent);
+void                    add_pass(void);
+void                    addmsg(char *fmt, ...);
+void                    aggravate(void);
+int                     attack(struct thing *mp);
+int                     author(void);
+void                    auto_save(int p);
+void                    badcheck(char *name, struct magic_item *magic, int bound);
+int                     be_trapped(coord *tc);
+void                    bounce(struct object *weap, char *mname);
+void                    call(void);
+int                     cansee(int y, int x);
+char *                  charge_str(struct object *obj);
+int                     chase(struct thing *tp, coord *ee);
+void                    check_level(void);
+void                    checkout(int p);
+void                    chg_str(int amt);
+void                    chmsg(char *fmt, ...);
+void                    command(void);
+void                    conn(int r1, int r2);
+void                    create_obj(void);
+void                    death(int monst);
+int                     diag_ok(coord *sp, coord *ep);
+void                    discard(struct linked_list *item);
+void                    d_level(void);
+int                     do_chase(struct thing *th);
+void                    do_daemons(int flag);
+void                    do_fuses(int flag);
+void                    do_motion(struct object *obj, int ydelta, int xdelta);
+void                    do_move(int dy, int dx);
+void                    do_passages(void);
+void                    do_rooms(void);
+void                    do_run(int ch);
+void                    do_zap(int gotdir);
+void                    doadd(char *fmt, va_list ap);
+void                    doctor(void);
+void                    door(struct room *rm, coord *cp);
+void                    drain(int ymin, int ymax, int xmin, int xmax);
+void                    draw_room(struct room *rp);
+void                    drop(void);
+int                     dropcheck(struct object *op);
+void                    eat(void);
+int	                encerror(void);
+void                    encseterr(int err);
+int                     encclearerr(void);
+size_t                  encread(void *buf, size_t size, FILE *inf);
+size_t                  encwrite(const void *buf, size_t size, FILE *outf);
+void                    endmsg(void);
+void                    extinguish(void (*func)());
+void                    fall(struct linked_list *item, int pr);
+int                     fallpos(coord *pos, coord *newpos, int passages);
+void                    fatal(char *s);
+struct linked_list *    find_mons(int y, int x);
+struct linked_list *    find_obj(int y, int x);
+struct delayed_action * find_slot(void (*func)());
+int                     fight(coord *mp, int mn, struct object *weap, int thrown);
+void                    fix_stick(struct object *cur);
+void                    flush_type(void);
+void                    fuse(void (*func)(), int arg, int time, int type);
+void                    genocide(void);
+int                     get_bool(void *vp, WINDOW *win);
+int                     get_dir(void);
+struct linked_list *    get_item(char *purpose, int type);
+int                     get_str(void *vopt, WINDOW *win);
+int                     gethand(void);
+void                    help(void);
+void                    hit(char *er, char *ee);
+int                     hit_monster(int y, int x, struct object *obj);
+void                    horiz(int cnt);
+void                    identify(void);
+void                    init_colors(void);
+void                    init_materials(void);
+void                    init_names(void);
+void                    init_player(void);
+void                    init_stones(void);
+void                    init_things(void);
+void                    init_weapon(struct object *weap, int type);
+char *                  inv_name(struct object *obj, int drop);
+int                     inventory(struct linked_list *list, int type);
+int                     is_current(struct object *obj);
+int                     is_magic(struct object *obj);
+void                    kill_daemon(void (*func)());
+void                    killed(struct linked_list *item, int pr);
+char *                  killname(int monst);
+void                    lengthen(void (*func)(), int xtime);
+void                    light(coord *cp);
+void                    look(int wakeup);
+void                    miss(char *er, char *ee);
+void                    missile(int ydelta, int xdelta);
+void                    money(void);
+void                    msg(char *fmt, ...);
+void                    new_level(void);
+struct linked_list *    new_item(int size);
+void                    new_monster(struct linked_list *item, int type, coord *cp);
+struct linked_list *    new_thing(void);
+char *                  num(int n1, int n2);
+void                    nohaste(void);
+void                    open_score(void);
+void                    option(void);
+int                     pack_char(struct object *obj);
+void                    parse_opts(char *str);
+int                     passwd(void);
+int                     pick_one(struct magic_item *magic, int nitems);
+void                    pick_up(int ch);