Mercurial > hg > early-roguelike
diff rogue3/rogue.h @ 0:527e2150eaf0
Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author | edwarj4 |
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date | Tue, 13 Oct 2009 13:33:34 +0000 |
parents | |
children | b4856d4d4c4e |
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--- /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);