Mercurial > hg > early-roguelike
diff rogue5/rogue.h @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
| author | elwin |
|---|---|
| date | Mon, 24 May 2010 20:10:59 +0000 |
| parents | |
| children | 655c317b6237 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue5/rogue.h Mon May 24 20:10:59 2010 +0000 @@ -0,0 +1,778 @@ +/* + * Rogue definitions and variable declarations + * + * @(#)rogue.h 5.42 (Berkeley) 08/06/83 + * + * Rogue: Exploring the Dungeons of Doom + * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include "extern.h" + +#undef lines + +#define NOOP(x) (x += 0) +#define CCHAR(x) ( (x) & A_CHARTEXT ) + +#define MAXDAEMONS 20 +#define EMPTY 0 + +/* + * Maximum number of different things + */ +#define MAXROOMS 9 +#define MAXTHINGS 9 +#define MAXOBJ 9 +#define MAXPACK 23 +#define MAXTRAPS 10 +#define AMULETLEVEL 26 +#define NUMTHINGS 7 /* number of types of things */ +#define MAXPASS 13 /* upper limit on number of passages */ +#define NUMLINES 24 +#define NUMCOLS 80 +#define STATLINE (NUMLINES - 1) +#define BORE_LEVEL 50 + +/* + * return values for get functions + */ +#define NORM 0 /* normal exit */ +#define QUIT 1 /* quit option setting */ +#define MINUS 2 /* back up one option */ + +/* + * inventory types + */ +#define INV_OVER 0 +#define INV_SLOW 1 +#define INV_CLEAR 2 + +/* + * All the fun defines + */ +#define when break;case +#define otherwise break;default +#define until(expr) while(!(expr)) +#define next(ptr) (*ptr).l_next +#define prev(ptr) (*ptr).l_prev +#define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x)) +#define ce(a,b) ((a).x == (b).x && (a).y == (b).y) +#define hero player.t_pos +#define pstats player.t_stats +#define pack player.t_pack +#define proom player.t_room +#define max_hp player.t_stats.s_maxhp +#define attach(a,b) _attach(&a,b) +#define detach(a,b) _detach(&a,b) +#define free_list(a) _free_list(&a) +#undef max +#define max(a,b) ((a) > (b) ? (a) : (b)) +#define on(thing,flag) ((((thing).t_flags & (flag)) != 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 ISMULT(type) (type == POTION || type == SCROLL || type == FOOD) +#define INDEX(y,x) (&places[((x) << 5) + (y)]) +#define chat(y,x) (places[((x) << 5) + (y)].p_ch) +#define flat(y,x) (places[((x) << 5) + (y)].p_flags) +#define moat(y,x) (places[((x) << 5) + (y)].p_monst) +#define unc(cp) (cp).y, (cp).x +#ifdef MASTER +#define debug if (wizard) msg +#endif + +/* + * things that appear on the screens + */ +#define PASSAGE '#' +#define DOOR '+' +#define FLOOR '.' +#define PLAYER '@' +#define TRAP '^' +#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 +#define R_OR_S -2 + +/* + * Various constants + */ +#define BEARTIME spread(3) +#define SLEEPTIME spread(5) +#define HOLDTIME spread(2) +#define WANDERTIME spread(70) +#define BEFORE spread(1) +#define AFTER spread(2) +#define HEALTIME 30 +#define HUHDURATION 20 +#define SEEDURATION 850 +#define HUNGERTIME 1300 +#define MORETIME 150 +#define STOMACHSIZE 2000 +#define STARVETIME 850 +#define ESCAPE 27 +#define LEFT 0 +#define RIGHT 1 +#define BOLT_LENGTH 6 +#define LAMPDIST 3 +#ifdef MASTER +#ifndef PASSWD +#define PASSWD "mTBellIQOsLNA" +#endif +#endif + +/* + * Save against things + */ +#define VS_POISON 00 +#define VS_PARALYZATION 00 +#define VS_DEATH 00 +#define VS_BREATH 02 +#define VS_MAGIC 03 + +/* + * Various flag bits + */ +/* flags for rooms */ +#define ISDARK 0000001 /* room is dark */ +#define ISGONE 0000002 /* room is gone (a corridor) */ +#define ISMAZE 0000004 /* room is gone (a corridor) */ + +/* flags for objects */ +#define ISCURSED 000001 /* object is cursed */ +#define ISKNOW 0000002 /* player knows details about the object */ +#define ISMISL 0000004 /* object is a missile type */ +#define ISMANY 0000010 /* object comes in groups */ +/* ISFOUND 0000020 ...is used for both objects and creatures */ +#define ISPROT 0000040 /* armor is permanently protected */ + +/* flags for creatures */ +#define CANHUH 0000001 /* creature can confuse */ +#define CANSEE 0000002 /* creature can see invisible creatures */ +#define ISBLIND 0000004 /* creature is blind */ +#define ISCANC 0000010 /* creature has special qualities cancelled */ +#define ISLEVIT 0000010 /* hero is levitating */ +#define ISFOUND 0000020 /* creature has been seen (used for objects) */ +#define ISGREED 0000040 /* creature runs to protect gold */ +#define ISHASTE 0000100 /* creature has been hastened */ +#define ISTARGET 000200 /* creature is the target of an 'f' command */ +#define ISHELD 0000400 /* creature has been held */ +#define ISHUH 0001000 /* creature is confused */ +#define ISINVIS 0002000 /* creature is invisible */ +#define ISMEAN 0004000 /* creature can wake when player enters room */ +#define ISHALU 0004000 /* hero is on acid trip */ +#define ISREGEN 0010000 /* creature can regenerate */ +#define ISRUN 0020000 /* creature is running at the player */ +#define SEEMONST 040000 /* hero can detect unseen monsters */ +#define ISFLY 0040000 /* creature can fly */ +#define ISSLOW 0100000 /* creature has been slowed */ + +/* + * Flags for level map + */ +#define F_PASS 0x80 /* is a passageway */ +#define F_SEEN 0x40 /* have seen this spot before */ +#define F_DROPPED 0x20 /* object was dropped here */ +#define F_LOCKED 0x20 /* door is locked */ +#define F_REAL 0x10 /* what you see is what you get */ +#define F_PNUM 0x0f /* passage number mask */ +#define F_TMASK 0x07 /* trap number mask */ + +/* + * Trap types + */ +#define T_DOOR 00 +#define T_ARROW 01 +#define T_SLEEP 02 +#define T_BEAR 03 +#define T_TELEP 04 +#define T_DART 05 +#define T_RUST 06 +#define T_MYST 07 +#define NTRAPS 8 + +/* + * Potion types + */ +#define P_CONFUSE 0 +#define P_LSD 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_LEVIT 13 +#define MAXPOTIONS 14 + +/* + * Scroll types + */ +#define S_CONFUSE 0 +#define S_MAP 1 +#define S_HOLD 2 +#define S_SLEEP 3 +#define S_ARMOR 4 +#define S_ID_POTION 5 +#define S_ID_SCROLL 6 +#define S_ID_WEAPON 7 +#define S_ID_ARMOR 8 +#define S_ID_R_OR_S 9 +#define S_SCARE 10 +#define S_FDET 11 +#define S_TELEP 12 +#define S_ENCH 13 +#define S_CREATE 14 +#define S_REMOVE 15 +#define S_AGGR 16 +#define S_PROTECT 17 +#define MAXSCROLLS 18 + +/* + * Weapon types + */ +#define MACE 0 +#define SWORD 1 +#define BOW 2 +#define ARROW 3 +#define DAGGER 4 +#define TWOSWORD 5 +#define DART 6 +#define SHIRAKEN 7 +#define SPEAR 8 +#define FLAME 9 /* fake entry for dragon breath (ick) */ +#define MAXWEAPONS 9 /* this should equal FLAME */ + +/* + * 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 R_SUSTARM 13 +#define MAXRINGS 14 + +/* + * Rod/Wand/Staff types + */ +#define WS_LIGHT 0 +#define WS_INVIS 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 {
