Mercurial > hg > early-roguelike
diff arogue7/rogue.h @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | c697782a9b37 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/rogue.h Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,1297 @@ +/* + * rogue.h - Rogue definitions and variable declarations + * + * Advanced Rogue + * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T + * All rights reserved. + * + * Based on "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. + */ + +/* + * Rogue definitions and variable declarations + * + */ + +#define reg register +#undef lines /* AIX's term.h defines this, causing a conflict */ +#ifdef BSD +#undef tolower(c) +#define _tolower(c) ((c)-'A'+'a') +extern char tolower(); +#undef toupper(c) +#define _toupper(c) ((c)-'a'+'A') +extern char toupper(); +#define strchr index + +#define exfork vfork /* Better way to do a fork followed by an exec */ +#else +#define exfork fork /* Standard fork with no paging available */ +#endif + +/* + * Maximum number of different things + */ +#define MAXDAEMONS 10 +#define MAXFUSES 20 +#define MAXROOMS 9 +#define MAXTHINGS 9 +#define MAXOBJ 9 +#define MAXSTATS 72 /* max total of all stats at startup */ +#define MAXPACK 23 +#define MAXDOUBLE 14 /* Maximum number of times exppts is doubled */ +#define MAXCONTENTS 10 +#define MAXENCHANT 10 /* max number of enchantments on an item */ +#define MAXTREAS 15 /* number monsters/treasure in treasure room */ +#define MAXTRAPS 25 +#define MAXTRPTRY 8 /* attempts/level allowed for setting traps */ +#define MAXDOORS 4 /* Maximum doors to a room */ +#define MAXCHANTS 16 /* Maximum number of chants for a druid */ +#define MAXPRAYERS 18 /* Maximum number of prayers for cleric */ +#define MAXSPELLS 20 /* Maximum number of spells (for magician) */ +#define MAXQUILL 13 /* scrolls the Quill of Nagrom can write */ +#define QUILLCHARGES 160 /* max num of charges in the Quill of Nagrom */ +#define NUMMONST 125 /* Current number of monsters */ +#define NUM_CNAMES 17 /* number of names per character level */ +#define NUMUNIQUE 27 /* number of UNIQUE creatures */ +#define NLEVMONS 3 /* Number of new monsters per level */ +#define NUMSCORE 10 /* number of entries in score file */ +#define HARDER 35 /* at this level start making things harder */ +#define LINELEN 256 /* characters in a buffer */ +#define JUG_EMPTY -1 /* signifys that the alchemy jug is empty */ +#define MAXPURCH (pstats.s_charisma/3) /* # of purchases at post */ + +/* Movement penalties */ +#define BACKPENALTY 3 +#define SHOTPENALTY 2 /* In line of sight of missile */ +#define DOORPENALTY 1 /* Moving out of current room */ + +/* + * these defines are used in calls to get_item() to signify what + * it is we want + */ +#define ALL -1 +#define WEARABLE -2 +#define CALLABLE -3 +#define WIELDABLE -4 +#define USEABLE -5 +#define IDENTABLE -6 +#define REMOVABLE -7 +#define PROTECTABLE -8 +#define ZAPPABLE -9 +#define READABLE -10 +#define QUAFFABLE -11 + +/* + * stuff to do with encumberance + */ +#define NORMENCB 1500 /* normal encumberance */ +#define F_SATIATED 0 /* player's stomach is very full */ +#define F_OKAY 1 /* have plenty of food in stomach */ +#define F_HUNGRY 2 /* player is hungry */ +#define F_WEAK 3 /* weak from lack of food */ +#define F_FAINT 4 /* fainting from lack of food */ + +/* + * actions a player/monster will take + */ +#define A_MOVE 0200 /* normal movement */ +#define A_FREEZE 0201 /* frozen in place */ +#define A_ATTACK 0202 /* trying to hit */ +#define A_SELL 0203 /* trying to sell goods */ +#define A_NIL 0204 /* not doing anything */ +#define A_BREATHE 0205 /* breathing */ +#define A_MISSILE 0206 /* Firing magic missiles */ +#define A_SONIC 0207 /* Sounding a sonic blast */ +#define A_SUMMON 0210 /* Summoning help */ +#define A_USERELIC 0211 /* Monster uses a relic */ +#define A_SLOW 0212 /* monster slows the player */ +#define A_ZAP 0213 /* monster shoots a wand */ +#define A_PICKUP 0214 /* player is picking something up */ +#define A_USEWAND 0215 /* monster is shooting a wand */ +#define A_THROW 't' +#define C_CAST 'C' +#define C_COUNT '*' +#define C_DIP 'D' +#define C_DROP 'd' +#define C_EAT 'e' +#define C_PRAY 'p' +#define C_CHANT 'c' +#define C_QUAFF 'q' +#define C_READ 'r' +#define C_SEARCH 's' +#define C_SETTRAP '^' +#define C_TAKEOFF 'T' +#define C_USE CTRL('U') +#define C_WEAR 'W' +#define C_WIELD 'w' +#define C_ZAP 'z' + +/* Possible ways for the hero to move */ +#define H_TELEPORT 0 + +/* + * return values for get functions + */ +#define NORM 0 /* normal exit */ +#define QUIT 1 /* quit option setting */ +#define MINUS 2 /* back up one option */ + +/* + * The character types + */ +#define C_FIGHTER 0 +#define C_RANGER 1 +#define C_PALADIN 2 +#define C_MAGICIAN 3 +#define C_CLERIC 4 +#define C_THIEF 5 +#define C_ASSASIN 6 +#define C_DRUID 7 +#define C_MONK 8 +#define C_MONSTER 9 +#define NUM_CHARTYPES 10 + +/* + * define the ability types + */ +#define A_INTELLIGENCE 0 +#define A_STRENGTH 1 +#define A_WISDOM 2 +#define A_DEXTERITY 3 +#define A_CONSTITUTION 4 +#define A_CHARISMA 5 +#define NUMABILITIES 6 + +/* + * values for games end + */ +#define UPDATE -2 +#define SCOREIT -1 +#define KILLED 0 +#define CHICKEN 1 +#define WINNER 2 + +/* + * definitions for function step_ok: + * MONSTOK indicates it is OK to step on a monster -- it + * is only OK when stepping diagonally AROUND a monster; + * it is also OK if the stepper is a friendly monster and + * is in a fighting mood. + */ +#define MONSTOK 1 +#define NOMONST 2 +#define FIGHTOK 3 + +/* + * used for ring stuff + */ +#define LEFT_1 0 +#define LEFT_2 1 +#define LEFT_3 2 +#define LEFT_4 3 +#define RIGHT_1 4 +#define RIGHT_2 5 +#define RIGHT_3 6 +#define RIGHT_4 7 +#define NUM_FINGERS 8 + +/* + * used for micellaneous magic (MM) stuff + */ +#define WEAR_BOOTS 0 +#define WEAR_BRACERS 1 +#define WEAR_CLOAK 2 +#define WEAR_GAUNTLET 3 +#define WEAR_JEWEL 4 +#define WEAR_NECKLACE 5 +#define NUM_MM 6 + +/* + * 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 DOORPTR(what) (coord *)((*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 max_stats player.maxstats +#define pack player.t_pack +#define attach(a, b) _attach(&a, b) +#define detach(a, b) _detach(&a, b) +#define o_free_list(a) _o_free_list(&a) +#define r_free_list(a) _r_free_list(&a) +#define t_free_list(a) _t_free_list(&a) +#ifndef max +#define max(a, b) ((a) > (b) ? (a) : (b)) +#define min(a, b) ((a) < (b) ? (a) : (b)) +#endif +#define on(thing, flag) \ + (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) != 0) +#define off(thing, flag) \ + (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) == 0) +#define turn_on(thing, flag) \ + ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] |= (flag & ~FLAGMASK)) +#define turn_off(thing, flag) \ + ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] &= ~flag) + +#undef CTRL +#define CTRL(ch) (ch & 037) + +#define ALLOC(x) calloc((unsigned int) x,1) +#define FREE(x) free((char *) x) +#define EQSTR(a, b, c) (strncmp(a, b, c) == 0) +#define EQUAL(a, b) (strcmp(a, b) == 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_1, r) || ISRING(LEFT_2, r) ||\ + ISRING(LEFT_3, r) || ISRING(LEFT_4, r) ||\ + ISRING(RIGHT_1, r) || ISRING(RIGHT_2, r) ||\ + ISRING(RIGHT_3, r) || ISRING(RIGHT_4, r)) +#define newgrp() ++group +#define o_charges o_ac +#define o_kind o_ac +#define ISMULT(type) (type == FOOD) +#define isrock(ch) ((ch == WALL) || (ch == '-') || (ch == '|') || (ch == SECRETDOOR)) +#define invisible(monst) \ + (((on(*monst, ISINVIS) || \ + (on(*monst, ISSHADOW) && rnd(100) < 90)) && \ + off(player, CANSEE)) || \ + (on(*monst, CANSURPRISE) && !ISWEARING(R_ALERT))) +#define is_stealth(tp) \ + (rnd(25) < (tp)->t_stats.s_dext || (tp == &player && ISWEARING(R_STEALTH))) + +#define has_light(rp) (((rp)->r_flags & HASFIRE) || ISWEARING(R_LIGHT)) + +#define mi_wght mi_worth +#define mi_food mi_curse + +/* + * Ways to die + */ +#define D_PETRIFY -1 +#define D_ARROW -2 +#define D_DART -3 +#define D_POISON -4 +#define D_BOLT -5 +#define D_SUFFOCATION -6 +#define D_POTION -7 +#define D_INFESTATION -8 +#define D_DROWN -9 +#define D_ROT -10 +#define D_CONSTITUTION -11 +#define D_STRENGTH -12 +#define D_SIGNAL -13 +#define D_CHOKE -14 +#define D_STRANGLE -15 +#define D_FALL -16 +#define D_RELIC -17 +#define D_STARVATION -18 +#define D_FOOD_CHOKE -19 +#define D_SCROLL -20 +#define DEATHNUM 20 /* number of ways to die */ + +/* + * Things that appear on the screens + */ +#define WALL ' ' +#define PASSAGE '#' +#define DOOR '+' +#define FLOOR '.' +#define VPLAYER '@' +#define IPLAYER '_' +#define POST '^' +#define TRAPDOOR '>' +#define ARROWTRAP '{' +#define SLEEPTRAP '$' +#define BEARTRAP '}' +#define TELTRAP '~' +#define DARTTRAP '`' +#define POOL '"' +#define MAZETRAP '\'' +#define SECRETDOOR '&' +#define STAIRS '%' +#define GOLD '*' +#define POTION '!' +#define SCROLL '?' +#define MAGIC '$' +#define BMAGIC '>' /* Blessed magic */ +#define CMAGIC '<' /* Cursed magic */ +#define FOOD ':' +#define WEAPON ')' +#define MISSILE '*' /* Magic Missile */ +#define ARMOR ']' +#define MM ';' +#define RELIC ',' +#define RING '=' +#define STICK '/' +#define FOREST '\\' + +/* + * Various constants + */ +#define PASSWD "mTdNfNGDrwAZ." +#define FIGHTBASE 10 +#define SPELLTIME ((max(30-pstats.s_lvl,5))) +#define BEARTIME 17 +#define CLOAK_TIME (roll(20,20)) +#define SLEEPTIME 7 +#define FREEZETIME 11 +#define PAINTIME (roll(2, 12)) +#define HEALTIME 30 +#define CHILLTIME (roll(20, 4)) +#define SMELLTIME 20 +#define STONETIME (roll(10,2)) +#define HASTETIME 11 +#define SICKTIME 25 +#define WANDERTIME (max(5, (HARDER*2)-rnd(vlevel))) +#define BEFORE 1 +#define AFTER 2 +#define HUHDURATION (50+rnd(30)) +#define SEEDURATION 850 +#define SKILLDURATION (100+rnd(50)) +#define CLRDURATION 50 +#define GONETIME 200 +#define FIRETIME (200+roll(5,5)) +#define COLDTIME (200+roll(5,5)) +#define BOLTTIME (200+roll(5,5)) +#define FLYTIME 300 +#define DUSTTIME (30+roll(5,10)) +#define PHASEDURATION 300 +#define MORETIME 100 +#define STINKTIME 16 +#define STOMACHSIZE 1500 +#define ESCAPE 27 +#define BOLT_LENGTH 10 +#define MARKLEN 20 +#define DAYLENGTH 400 +#define ALCHEMYTIME (400+rnd(150)) + +/* + * Save against things + */ +#define VS_POISON 00 +#define VS_PARALYZATION 00 +#define VS_DEATH 00 +#define VS_PETRIFICATION 01 +#define VS_WAND 02 +#define VS_BREATH 03 +#define VS_MAGIC 04 + +/* + * attributes for treasures in dungeon + */ +#define ISCURSED 01 +#define ISKNOW 02 +#define ISPOST 04 /* object is in a trading post */ +#define ISMETAL 010 +#define ISPROT 020 /* object is protected */ +#define ISBLESSED 040 +#define ISPOISON 0100 +#define ISMISL 020000 +#define ISMANY 040000 +/* + * Various flag bits + */ +#define ISDARK 01 +#define ISGONE 02 +#define ISTREAS 04 +#define ISFOUND 010 +#define ISTHIEFSET 020 +#define FORCEDARK 040 +/* + * 1st set of creature flags (this might include player) + */ +#define ISBLIND 0x00000001 +#define ISINWALL 0x00000002 +#define ISRUN 0x00000004 +#define ISFLEE 0x00000008 +#define ISINVIS 0x00000010 +#define ISMEAN 0x00000020 +#define ISGREED 0x00000040 +#define CANSHOOT 0x00000080 +#define ISHELD 0x00000100 +#define ISHUH 0x00000200 +#define ISREGEN 0x00000400 +#define CANHUH 0x00000800 +#define CANSEE 0x00001000 +#define HASFIRE 0x00002000 +#define ISSLOW 0x00004000 +#define ISHASTE 0x00008000 +#define ISCLEAR 0x00010000 +#define CANINWALL 0x00020000 +#define ISDISGUISE 0x00040000 +#define CANBLINK 0x00080000 +#define CANSNORE 0x00100000 +#define HALFDAMAGE 0x00200000 +#define CANSUCK 0x00400000 +#define CANRUST 0x00800000 +#define CANPOISON 0x01000000 +#define CANDRAIN 0x02000000 +#define ISUNIQUE 0x04000000 +#define STEALGOLD 0x08000000 +/* + * Second set of flags + */ +#define STEALMAGIC 0x10000001 +#define CANDISEASE 0x10000002 +#define HASDISEASE 0x10000004 +#define CANSUFFOCATE 0x10000008 +#define DIDSUFFOCATE 0x10000010 +#define BOLTDIVIDE 0x10000020 +#define BLOWDIVIDE 0x10000040 +#define NOCOLD 0x10000080 +#define TOUCHFEAR 0x10000100 +#define BMAGICHIT 0x10000200 +#define NOFIRE 0x10000400 +#define NOBOLT 0x10000800 +#define CARRYGOLD 0x10001000 +#define CANITCH 0x10002000 +#define HASITCH 0x10004000 +#define DIDDRAIN 0x10008000 +#define WASTURNED 0x10010000 +#define CANSELL 0x10020000 +#define CANBLIND 0x10040000 +#define NOACID 0x10080000 +#define NOSLOW 0x10100000 +#define NOFEAR 0x10200000 +#define NOSLEEP 0x10400000 +#define NOPARALYZE 0x10800000 +#define NOGAS 0x11000000 +#define CANMISSILE 0x12000000 +#define CMAGICHIT 0x14000000 +#define CANPAIN 0x18000000 + +/* + * Third set of flags + */ +#define CANSLOW 0x20000001 +#define CANTUNNEL 0x20000002 +#define TAKEWISDOM 0x20000004 +#define NOMETAL 0x20000008 +#define MAGICHIT 0x20000010 +#define CANINFEST 0x20000020 +#define HASINFEST 0x20000040 +#define NOMOVE 0x20000080 +#define CANSHRIEK 0x20000100 +#define CANDRAW 0x20000200 +#define CANSMELL 0x20000400 +#define CANPARALYZE 0x20000800 +#define CANROT 0x20001000 +#define ISSCAVENGE 0x20002000 +#define DOROT 0x20004000 +#define CANSTINK 0x20008000 +#define HASSTINK 0x20010000 +#define ISSHADOW 0x20020000 +#define CANCHILL 0x20040000 +#define CANHUG 0x20080000 +#define CANSURPRISE 0x20100000 +#define CANFRIGHTEN 0x20200000 +#define CANSUMMON 0x20400000 +#define TOUCHSTONE 0x20800000 +#define LOOKSTONE 0x21000000 +#define CANHOLD 0x22000000 +#define DIDHOLD 0x24000000 +#define DOUBLEDRAIN 0x28000000 + +/* + * Fourth set of flags + */ +#define CANBRANDOM 0x30000001 /* Types of breath */ +#define CANBACID 0x30000002 /* acid */ +#define CANBFIRE 0x30000004 /* Fire */ +#define CANBCGAS 0x30000008 /* confusion gas */ +#define CANBBOLT 0x30000010 /* lightning bolt */ +#define CANBGAS 0x30000020 /* clorine gas */ +#define CANBICE 0x30000040 /* ice */ +#define CANBFGAS 0x30000080 /* Fear gas */ +#define CANBPGAS 0x30000100 /* Paralyze gas */ +#define CANBSGAS 0x30000200 /* Sleeping gas */ +#define CANBSLGAS 0x30000400 /* Slow gas */ +#define CANBREATHE 0x300007ff /* Can it breathe at all? */ +/* + * Fifth set of flags + */ +#define ISUNDEAD 0x40000001 +#define CANSONIC 0x40000002 +#define TURNABLE 0x40000004 +#define TAKEINTEL 0x40000008 +#define NOSTAB 0x40000010 +#define CANDISSOLVE 0x40000020 +#define ISFLY 0x40000040 /* creature can fly */ +#define CANTELEPORT 0x40000080 /* creature can teleport */ +#define CANEXPLODE 0x40000100 /* creature explodes when hit */ +#define CANDANCE 0x40000200 /* creature can make hero "dance" */ +#define ISDANCE 0x40000400 /* creature (hero) is dancing */ +#define CARRYFOOD 0x40000800 +#define CARRYSCROLL 0x40001000 +#define CARRYPOTION 0x40002000 +#define CARRYRING 0x40004000 +#define CARRYSTICK 0x40008000 +#define CARRYMISC 0x40010000 +#define CARRYMDAGGER 0x40020000 /* Dagger of Musty */ +#define CARRYCLOAK 0x40040000 /* Cloak of Emori */ +#define CARRYANKH 0x40080000 /* Ankh of Heil */ +#define CARRYSTAFF 0x40100000 /* Staff of Ming */ +#define CARRYWAND 0x40200000 /* Wand of Orcus */ +#define CARRYROD 0x40400000 /* Rod of Asmodeus */ +#define CARRYYAMULET 0x40800000 /* Amulet of Yendor */ +#define CARRYMANDOLIN 0x41000000 /* Mandolin of Brian */ +#define MISSEDDISP 0x42000000 /* Missed Cloak of Displacement */ +#define CANBSTAB 0x44000000 /* Can backstab */ +#define ISGUARDIAN 0x48000000 /* Guardian of a treasure room */ + + +#define CARRYHORN 0x50000001 /* Horn of Geryon */ +#define CARRYMSTAR 0x50000002 /* Morning Star of Hruggek */ +#define CARRYFLAIL 0x50000004 /* Flail of Yeenoghu */ +#define CARRYWEAPON 0x50000008 /* A generic weapon */ +#define CANAGE 0x50000010 /* can age you */ +#define CARRYDAGGER 0x50000020 /* carry's a dumb old dagger */ +#define AREMANY 0x50000040 /* they come in droves */ +#define CARRYEYE 0x50000080 /* has the eye of Vecna */ +#define HASSUMMONED 0x50000100 /* has already summoned */ +#define ISSTONE 0x50000200 /* has been turned to stone */ +#define NODETECT 0x50000400 /* detect monster will not show him */ +#define NOSTONE 0x50000800 /* creature made its save vrs stone */ +#define CARRYQUILL 0x50001000 /* has the quill of Nagrom */ +#define CARRYAXE 0x50002000 /* has the axe of Aklad */ +#define TOUCHSLOW 0x50004000 /* touch will slow hero */ +#define WASDISRUPTED 0x50008000 /* creature was disrupted by player */ +#define CARRYARMOR 0x50010000 /* creature will pick up armor */ +#define CARRYBAMULET 0x50020000 /* amulet of skoraus stonebones */ +#define CARRYSURTURRING 0x50040000 /* ring of Surtur */ +#define ISCHARMED 0x50080000 /* is the monster charmed? */ +#define ISFRIENDLY 0x50080000 /* monster friendly for any reason? */ + +#define ISREADY 0x60000001 +#define ISDEAD 0x60000002 +#define ISELSEWHERE 0x60000004 + +/* Masks for choosing the right flag */ +#define FLAGMASK 0xf0000000 +#define FLAGINDEX 0x0000000f +#define FLAGSHIFT 28 +#define MAXFLAGS 25 /* max initial flags per creature */ + +/* + * Mask for cancelling special abilities + * The flags listed here will be the ones left on after the + * cancellation takes place + */ +#define CANC0MASK ( ISBLIND | ISINWALL | ISRUN | \ + ISFLEE | ISMEAN | ISGREED | \ + CANSHOOT | ISHELD | ISHUH | \ + ISSLOW | ISHASTE | ISCLEAR | \ + ISUNIQUE ) +#define CANC1MASK ( HASDISEASE | DIDSUFFOCATE | CARRYGOLD | \ + HASITCH | CANSELL | DIDDRAIN | \ + WASTURNED ) +#define CANC2MASK ( HASINFEST | NOMOVE | ISSCAVENGE | \ + DOROT | HASSTINK | DIDHOLD ) +#define CANC3MASK ( CANBREATHE ) +#define CANC4MASK ( ISUNDEAD | CANSONIC | NOSTAB | \ + ISFLY | CARRYFOOD | CANEXPLODE | \ + ISDANCE | CARRYSCROLL | CARRYPOTION | \ + CARRYRING | CARRYSTICK | CARRYMISC | \ + CARRYMDAGGER | CARRYCLOAK | CARRYANKH | \ + CARRYSTAFF | CARRYWAND | CARRYROD | \ + CARRYYAMULET | CARRYMANDOLIN | ISGUARDIAN ) +#define CANC5MASK ( CARRYHORN | CARRYMSTAR | CARRYFLAIL | \ + CARRYEYE | CARRYDAGGER | HASSUMMONED | \ + AREMANY | CARRYWEAPON | NOSTONE | \ + CARRYQUILL | CARRYAXE | WASDISRUPTED | \ + CARRYARMOR | CARRYBAMULET | CARRYSURTURRING ) +#define CANC6MASK ( 0 ) +#define CANC7MASK ( 0 ) +#define CANC8MASK ( 0 ) +#define CANC9MASK ( 0 ) +#define CANCAMASK ( 0 ) +#define CANCBMASK ( 0 ) +#define CANCCMASK ( 0 ) +#define CANCDMASK ( 0 ) +#define CANCEMASK ( 0 ) +#define CANCFMASK ( 0 ) + +/* types of things */ +#define TYP_POTION 0 +#define TYP_SCROLL 1 +#define TYP_FOOD 2 +#define TYP_WEAPON 3 +#define TYP_ARMOR 4 +#define TYP_RING 5 +#define TYP_STICK 6 +#define TYP_MM 7 +#define TYP_RELIC 8 +#define NUMTHINGS 9 +/* + * food types + */ +#define E_RATION 0 +#define E_APPLE 1 +#define E_BANANA 2 +#define E_BLUEBERRY 3 +#define E_CANDLEBERRY 4 +#define E_CAPRIFIG 5 +#define E_DEWBERRY 6 +#define E_ELDERBERRY 7 +#define E_GOOSEBERRY 8 +#define E_GUANABANA 9 +#define E_HAGBERRY 10 +#define E_JABOTICABA 11 +#define E_PEACH 12 +#define E_PITANGA 13 +#define E_PRICKLEY 14 +#define E_RAMBUTAN 15 +#define E_SAPODILLA 16 +#define E_SOURSOP 17 +#define E_STRAWBERRY 18 +#define E_SWEETSOP 19 +#define E_WHORTLEBERRY 20 +#define MAXFOODS 21 +/* + * Potion types + */ +#define P_CLEAR 0 +#define P_ABIL 1 +#define P_SEEINVIS 2 +#define P_HEALING 3 +#define P_MFIND 4 +#define P_TFIND 5 +#define P_RAISE 6 +#define P_HASTE 7 +#define P_RESTORE 8 +#define P_PHASE 9 +#define P_INVIS 10 +#define P_FLY 11 +#define P_FFIND 12 +#define P_SKILL 13 +#define P_FIRE 14 +#define P_COLD 15 +#define P_LIGHTNING 16 +#define P_POISON 17 +#define MAXPOTIONS 18 +/* + * Scroll types + */ +#define S_CONFUSE 0 +#define S_MAP 1 +#define S_LIGHT 2 +#define S_HOLD 3 +#define S_SLEEP 4 +#define S_ALLENCH 5 +#define S_IDENT 6 +#define S_SCARE 7 +#define S_GFIND 8 +#define S_TELEP 9 +#define S_CREATE 10 +#define S_REMOVE 11 +#define S_PETRIFY 12 +#define S_GENOCIDE 13 +#define S_CURING 14 +#define S_MAKEIT 15 +#define S_PROTECT 16 +#define S_FINDTRAPS 17 +#define S_RUNES 18 +#define S_CHARM 19 +#define MAXSCROLLS 20 + +/* + * Weapon types + */ +#define MACE 0 /* mace */ +#define SWORD 1 /* long sword */ +#define BOW 2 /* short bow */ +#define ARROW 3 /* arrow */ +#define DAGGER 4 /* dagger */ +#define ROCK 5 /* rocks */ +#define TWOSWORD 6 /* two-handed sword */ +#define SLING 7 /* sling */ +#define DART 8 /* darts */ +#define CROSSBOW 9 /* crossbow */ +#define BOLT 10 /* crossbow bolt */ +#define SPEAR 11 /* spear */ +#define TRIDENT 12 /* trident */ +#define SPETUM 13 /* spetum */ +#define BARDICHE 14 /* bardiche */ +#define PIKE 15 /* pike */ +#define BASWORD 16 /* bastard sword */ +#define HALBERD 17 /* halberd */ +#define BATTLEAXE 18 /* battle axe */ +#define MAXWEAPONS 19 /* types of weapons */ +#define NONE 100 /* no weapon */ + +/* + * Armor types + */ +#define LEATHER 0 +#define RING_MAIL 1 +#define STUDDED_LEATHER 2 +#define SCALE_MAIL 3 +#define PADDED_ARMOR 4 +#define CHAIN_MAIL 5 +#define SPLINT_MAIL 6 +#define BANDED_MAIL 7 +#define PLATE_MAIL 8 +#define PLATE_ARMOR 9 +#define MAXARMORS 10 + +/* + * Ring types + */ +#define R_PROTECT 0 +#define R_ADDSTR 1 +#define R_SUSABILITY 2 +#define R_SEARCH 3 +#define R_SEEINVIS 4 +#define R_ALERT 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 R_ADDINTEL 13 +#define R_ADDWISDOM 14 +#define R_HEALTH 15 +#define R_CARRY 16 +#define R_LIGHT 17 +#define R_DELUSION 18 +#define R_FEAR 19 +#define R_HEROISM 20 +#define R_FIRE 21 +#define R_WARMTH 22 +#define R_VAMPREGEN 23 +#define R_FREEDOM 24 +#define R_TELCONTROL 25 +#define MAXRINGS 26 + +/* + * 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_SLOW_M 7 +#define WS_DRAIN 8 +#define WS_CHARGE 9 +#define WS_TELMON 10 +#define WS_CANCEL 11 +#define WS_CONFMON 12 +#define WS_DISINTEGRATE 13 +#define WS_PETRIFY 14 +#define WS_PARALYZE 15 +#define WS_MDEG 16 +#define WS_CURING 17 +#define WS_WONDER 18 +#define WS_FEAR 19 +#define MAXSTICKS 20 + +/* + * miscellaneous magic items + */ +#define MM_JUG 0 +#define MM_BEAKER 1 +#define MM_BOOK 2 +#define MM_ELF_BOOTS 3 +#define MM_BRACERS 4 +#define MM_OPEN 5 +#define MM_HUNGER 6 +#define MM_DISP 7 +#define MM_PROTECT 8 +#define MM_DRUMS 9 +#define MM_DISAPPEAR 10 +#define MM_CHOKE 11 +#define MM_G_DEXTERITY 12 +#define MM_G_OGRE 13 +#define MM_JEWEL 14 +#define MM_KEOGHTOM 15 +#define MM_R_POWERLESS 16 +#define MM_FUMBLE 17 +#define MM_ADAPTION 18 +#define MM_STRANGLE 19 +#define MM_DANCE 20 +#define MM_SKILLS 21 +#define MAXMM 22 + +/* + * Relic types + */ +#define MUSTY_DAGGER 0 +#define EMORI_CLOAK 1 +#define HEIL_ANKH 2 +#define MING_STAFF 3 +#define ORCUS_WAND 4 +#define ASMO_ROD 5 +#define YENDOR_AMULET 6 +#define BRIAN_MANDOLIN 7 +#define GERYON_HORN 8 +#define HRUGGEK_MSTAR 9 +#define YEENOGHU_FLAIL 10 +#define EYE_VECNA 11 +#define AXE_AKLAD 12 +#define QUILL_NAGROM 13 +#define STONEBONES_AMULET 14 +#define SURTUR_RING 15 +#define MAXRELIC 16 + + +#define LEVEL 600 +#define vlevel max(level, turns/LEVEL + 1) +/* + * Now we define the structures and types + */ +/* + * character types + */ +struct character_types { + char name[40]; /* name of character class */ + long start_exp; /* starting exp pts for 2nd level */ + long cap; /* stop doubling here */ + int hit_pts; /* hit pts gained per level */ + int base; /* Base to-hit value (AC 10) */ + int max_lvl; /* Maximum level for changing value */ + int factor; /* Amount base changes each time */ + int offset; /* What to offset level */ + int range; /* Range of levels for each offset */ +}; + +/* + * level types + */ +typedef enum { + NORMLEV, /* normal level */ + POSTLEV, /* trading post level */ + MAZELEV, /* maze level */ + OUTSIDE, /* outside level */ + STARTLEV /* beginning of the game */ +} LEVTYPE; + +/* + * Help list + */ + +struct h_list { + char h_ch; + char *h_desc; +}; + +/* + * Coordinate data type + */ +typedef struct { + int x; + int y; +} coord; + +/* + * structure for the ways to die + */ +struct death_type { + int reason; + char *name; +}; + + +/* + * 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; + int mi_prob; + int mi_worth; + int mi_curse; + int mi_bless; +}; + +/* + * Room structure + */ +struct room { + coord r_pos; /* Upper left corner */ + coord r_max; /* Size of room */ + long r_flags; /* Info about the room */ + struct linked_list *r_fires; /* List of fire creatures in room */ + struct linked_list *r_exit; /* Linked list of exits */ +}; + +/* + * Array of all traps on this level + */ + +struct trap { + char tr_type; /* What kind of trap */ + char tr_show; /* Where disguised trap looks like */ + coord tr_pos; /* Where trap is */ + long tr_flags; /* Info about trap (i.e. ISFOUND) */ +}; + +/* + * Structure describing a fighting being + */ +struct stats { + short s_str; /* Strength */ + short s_intel; /* Intelligence */ + short s_wisdom; /* Wisdom */ + short s_dext; /* Dexterity */ + short s_const; /* Constitution */ + short s_charisma; /* Charisma */ + unsigned long s_exp; /* Experience */ + int s_lvladj; /* how much level is adjusted */ + int s_lvl; /* Level of mastery */ + int s_arm; /* Armor class */ + int s_hpt; /* Hit points */ + int s_pack; /* current weight of his pack */ + int s_carry; /* max weight he can carry */ + char s_dmg[30]; /* String describing damage done */ +}; + +/* + * Structure describing a fighting being (monster at initialization) + */ +struct mstats { + short s_str; /* Strength */ + short s_dex; /* dexterity */ + short s_move; /* movement rate */ + unsigned long s_exp; /* Experience */ + short s_lvl; /* Level of mastery */ + short s_arm; /* Armor class */ + char *s_hpt; /* Hit points */ + char *s_dmg; /* String describing damage done */ +}; + +/* + * Structure for monsters and player + */ +struct thing { + bool t_wasshot; /* Was character shot last round? */ + char t_type; /* What it is */ + char t_disguise; /* What mimic looks like */ + char t_oldch; /* Character that was where it was */ + short t_ctype; /* Character type */ + short t_index; /* Index into monster table */ + short t_no_move; /* How long the thing can't move */ + short t_quiet; /* used in healing */ + short t_movement; /* Base movement rate */ + short t_action; /* Action we're waiting to do */ + short t_artifact; /* base chance of using artifact */ + short t_wand; /* base chance of using wands */ + short t_summon; /* base chance of summoning */ + short t_cast; /* base chance of casting a spell */ + short t_breathe; /* base chance to swing at player */ + char *t_name; /* name player gave his pet */ + coord *t_doorgoal; /* What door are we heading to? */ + coord *t_dest; /* Where it is running to */ + coord t_pos; /* Position */ + coord t_oldpos; /* Last position */ + coord t_newpos; /* Where we want to go */ + unsigned long t_flags[16]; /* State word */ + struct linked_list *t_pack; /* What the thing is carrying */ + struct linked_list *t_using; /* What the thing is using */ + int t_selection; + struct stats t_stats; /* Physical description */ + struct stats maxstats; /* maximum(or initial) stats */ + int t_reserved; +}; + +/* + * Array containing information on all the various types of monsters + */ +struct monster { + char *m_name; /* What to call the monster */ + short m_carry; /* Probability of carrying something */ + bool m_normal; /* Does monster exist? */ + bool m_wander; /* Does monster wander? */ + char m_appear; /* What does monster look like? */ + char *m_intel; /* Intelligence range */ + long m_flags[MAXFLAGS]; /* Things about the monster */ + char *m_typesum; /* type of creature can he summon */ + short m_numsum; /* how many creatures can he summon */ + short m_add_exp; /* Added experience per hit point */ + struct mstats 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 */ + char *o_text; /* What it says if you read it */ + char o_launch; /* What you need to launch it */ + char o_damage[8]; /* Damage if used like sword */ + char o_hurldmg[8]; /* Damage if thrown */ + struct linked_list *contents; /* contents of this object */ + 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 */ + long o_flags; /* Information about objects */ + int o_group; /* Group number for this object */ + int o_weight; /* weight of this object */ + char o_mark[MARKLEN]; /* Mark the specific object */ +}; +/* + * weapon structure + */ +struct init_weps { + char *w_name; /* name of weapon */ + char *w_dam; /* hit damage */ + char *w_hrl; /* hurl damage */ + char w_launch; /* need to launch it */ + int w_flags; /* flags */ + int w_rate; /* rate of fire */ + int w_wght; /* weight of weapon */ + int w_worth; /* worth of this weapon */ +}; + +/* + * armor structure + */ +struct init_armor { + char *a_name; /* name of armor */ + int a_prob; /* chance of getting armor */ + int a_class; /* normal armor class */ + int a_worth; /* worth of armor */ + int a_wght; /* weight of armor */ +}; + +struct spells { + short s_which; /* which scroll or potion */ + short s_cost; /* cost of casting spell */ + short s_type; /* scroll or potion */ + int s_flag; /* is the spell blessed/cursed? */ +}; + +struct quill { + short s_which; /* which scroll to write */ + short s_cost; /* cost of writing it */ +}; + +struct delayed_action { + int d_type; + int (*d_func)(); + union { + int arg; + void *varg; + } d_; + int d_time; +} ; + +struct linked_list *find_mons(), *find_obj(), *get_item(), *new_item(), + *new_thing(), *wake_monster(), *get_hurl(), + *spec_item(), *creat_item(), *wield_weap(); +struct room *roomin(); +struct trap *trap_at(); + +/* char *malloc(), *getenv(), *tr_name(), *new(), *sprintf(), */ +char *getenv(), *tr_name(), *new(), + *vowelstr(), *inv_name(), *strcpy(), *strcat(); +char *num(), *ring_num(), *misc_num(), *blesscurse(), *p_kind(), + *typ_name(), *prname(), *monster_name(), *weap_name(), *misc_name(); +coord *rndmove(), *can_shoot(), *fallpos(), *doorway(), get_coordinates(); +short randmonster(), id_monst(), movement(); +void quit(int), auto_save(int), bugkill(int), endit(int), tstp(int), + byebye(int); +int nohaste(), spell_recovery(), + doctor(), runners(), swander(), unconfuse(), unsee(), fumble(), + unclrhead(), unphase(), noslow(), rollwand(), stomach(), sight(), + unstink(), suffocate(), cure_disease(), shoot_bolt(), changeclass(), + appear(), dust_appear(), unchoke(), alchemy(), trap_look(), strangle(), + ring_teleport(), ring_search(), grab(), dsrpt_player(), quill_charge(), + make_sell_pack(), unskill(), findmindex(), nobolt(), nofire(), nocold(), + usage_time(), eat_gold(), chant_recovery(), prayer_recovery(), + dsrpt_monster(); +bool blue_light(), can_blink(), creat_mons(), add_pack(), + straight_shot(), maze_view(), lit_room(), getdelta(), save_file(), + save_game(), m_use_it(), m_use_pack(), get_dir(), need_dir(); +long lseek(), check_level(); +void genmonsters(), + add_intelligence(), add_strength(), add_wisdom(), add_dexterity(), + add_constitution(), add_charisma(), res_intelligence(), res_strength(int), + res_wisdom(), res_dexterity(), res_constitution(), res_charisma(); + + +#ifdef CHECKTIME +int checkout(); +#endif + + +/* + * Now all the global variables + */ + +extern struct trap traps[]; +extern struct h_list helpstr[]; +extern struct h_list wiz_help[]; +extern struct character_types char_class[];/* character classes */ +extern struct room rooms[]; /* One for each room -- A level */ +extern struct room *oldrp; /* Roomin(&oldpos) */ +extern struct linked_list *mlist; /* List of monsters on the level */ +extern struct linked_list *tlist; /* list of monsters fallen down traps */ +extern struct death_type deaths[]; /* all the ways to die */ +extern struct thing player; /* The rogue */ +extern struct monster monsters[NUMMONST+1]; /* The initial monster states */ +extern struct linked_list *lvl_obj; /* List of objects on this level */ +extern struct linked_list *monst_dead; /* Indicates monster that got killed */ +extern struct object *cur_weapon; /* Which weapon he is weilding */ +extern struct object *cur_armor; /* What a well dresssed rogue wears */ +extern struct object *cur_ring[]; /* Which rings are being worn */ +extern struct object *cur_misc[]; /* which MM's are in use */ +extern struct magic_item things[]; /* Chances for each type of item */ +extern struct magic_item s_magic[]; /* Names and chances for scrolls */ +extern struct magic_item p_magic[]; /* Names and chances for potions */ +extern struct magic_item r_magic[]; /* Names and chances for rings */ +extern struct magic_item ws_magic[]; /* Names and chances for sticks */ +extern struct magic_item m_magic[]; /* Names and chances for MM */ +extern struct magic_item rel_magic[]; /* Names and chances for relics */ +extern struct magic_item foods[]; /* Names and chances for foods */ +extern struct spells magic_spells[]; /* spells for magic users */ +extern struct spells cleric_spells[]; /* spells for clerics */ +extern struct spells druid_spells[]; /* spells for druids */ +extern struct quill quill_scrolls[]; /* scrolls for quill */ +extern char *cnames[][17]; /* Character level names */ +extern char *abilities[NUMABILITIES]; /* Names of the various abilities */ +extern char curpurch[]; /* name of item ready to buy */ +extern char PLAYER; /* what the player looks like */ +extern char nfloors; /* Number of floors in this dungeon */ +extern int cols; /* number of columns on terminal */ +extern int lines; /* number of lines in terminal */ +extern int char_type; /* what type of character is player */ +extern int foodlev; /* how fast he eats food */ +extern int level; /* What level rogue is on */ +extern int trader; /* number of purchases */ +extern int curprice; /* price of an item */ +extern int purse; /* How much gold the rogue has */ +extern int mpos; /* Where cursor is on top line */ +extern int ntraps; /* Number of traps on this level */ +extern int inpack; /* Number of things in pack */ +extern int total; /* Total dynamic memory bytes */ +extern int lastscore; /* Score before this turn */ +extern int no_food; /* Number of levels without food */ +extern int foods_this_level; /* num of foods this level */ +extern int seed; /* Random number seed */ +extern int count; /* Number of times to repeat command */ +extern int dnum; /* Dungeon number */ +extern int max_level; /* Deepest player has gone */ +extern int cur_max; /* Deepest player has gone currently */ +extern int food_left; /* Amount of food in hero's stomach */ +extern int group; /* Current group number */ +extern int hungry_state; /* How hungry is he */ +extern int infest_dam; /* Damage from parasites */ +extern int lost_str; /* Amount of strength lost */ +extern int hold_count; /* Number of monsters holding player */ +extern int trap_tries; /* Number of attempts to set traps */ +extern int chant_time; /* Number of chant points/exp level */ +extern int pray_time; /* Number of prayer points/exp level */ +extern int spell_power; /* Spell power left at this level */ +extern int turns; /* Number of turns player has taken */ +extern int quest_item; /* Item hero is looking for */ +extern int cur_relic[]; /* Current relics */ +extern char take; /* Thing the rogue is taking */ +extern char prbuf[]; /* Buffer for sprintfs */ +extern char outbuf[]; /* Output buffer for stdout */ +extern char runch; /* Direction player is running */ +extern char *s_names[]; /* Names of the scrolls */ +extern char *p_colors[]; /* Colors of the potions */ +extern char *r_stones[]; /* Stone settings of the rings */ +extern struct init_weps weaps[]; /* weapons and attributes */ +extern struct init_armor armors[]; /* armors and attributes */ +extern char *ws_made[]; /* What sticks are made of */ +extern char *release; /* Release number of rogue */ +extern char whoami[]; /* Name of player */ +extern char fruit[]; /* Favorite fruit */ +extern char huh[]; /* The last message printed */ +extern char *s_guess[]; /* Players guess at what scroll is */ +extern char *p_guess[]; /* Players guess at what potion is */ +extern char *r_guess[]; /* Players guess at what ring is */ +extern char *ws_guess[]; /* Players guess at what wand is */ +extern char *m_guess[]; /* Players guess at what MM is */ +extern char *ws_type[]; /* Is it a wand or a staff */ +extern char file_name[]; /* Save file name */ +extern char score_file[]; /* Score file name */ +extern char home[]; /* User's home directory */ +extern WINDOW *cw; /* Window that the player sees */ +extern WINDOW *hw; /* Used for the help command */ +extern WINDOW *mw; /* Used to store mosnters */ +extern WINDOW *msgw; /* Message window */ +extern bool pool_teleport; /* just teleported from a pool */ +extern bool inwhgt; /* true if from wghtchk() */ +extern bool running; /* True if player is running */ +extern bool playing; /* True until he quits */ +extern bool wizard; /* True if allows wizard commands */ +extern bool after; /* True if we want after daemons */ +extern bool notify; /* True if player wants to know */ +extern bool fight_flush; /* True if toilet input */ +extern bool terse; /* True if we should be short */ +extern bool auto_pickup; /* pick up things automatically? */ +extern bool menu_overlay; /* use overlay type menu */ +extern bool door_stop; /* Stop running when we pass a door */ +extern bool jump; /* Show running as series of jumps */ +extern bool slow_invent; /* Inventory one line at a time */ +extern bool firstmove; /* First move after setting door_stop */ +extern bool waswizard; /* Was a wizard sometime */ +extern bool askme; /* Ask about unidentified things */ +extern bool s_know[]; /* Does he know what a scroll does */ +extern bool p_know[]; /* Does he know what a potion does */ +extern bool r_know[]; /* Does he know what a ring does */ +extern bool ws_know[]; /* Does he know what a stick does */ +extern bool m_know[]; /* Does he know what a MM does */ +extern bool in_shell; /* True if executing a shell */ +extern bool daytime; /* Indicates whether it is daytime */ +extern coord oldpos; /* Position before last look() call */ +extern coord grid[]; /* used for random pos generation */ +extern char *nothing; /* "nothing happens" msg */ +extern char *spacemsg; +extern char *morestr; +extern char *retstr; +extern LEVTYPE levtype; +extern void (*add_abil[NUMABILITIES])(); /* Functions to change abilities */ +extern void (*res_abil[NUMABILITIES])(); /* Functions to change abilities */ +extern int cNCOLORS, cNWOOD, cNMETAL, cNSTONES; +extern char *rainbow[], *stones[], *wood[], *metal[]; +extern int land(), wghtchk(), undance(), cloak_charge(struct object *); +extern struct delayed_action d_list[MAXDAEMONS]; +extern struct delayed_action f_list[MAXFUSES]; +extern int demoncnt, fusecnt, between, chance; +#define CCHAR(x) ( (char) (x & A_CHARTEXT) ) +extern char *md_gethostname(), *md_getusername(), *md_gethomedir(), *md_getroguedir(), *md_crypt();