Mercurial > hg > early-roguelike
view arogue5/rogue.h @ 88:07c4d4883ef2
rogue3: begin porting to autoconf.
Rogue V3 can now be built with './configure && make'. This is
preliminary: 'make install' does not work yet.
| author | John "Elwin" Edwards |
|---|---|
| date | Sat, 24 Aug 2013 13:36:13 -0700 |
| parents | 7aff18a8d508 |
| children | dfeed24bb616 |
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/* * Rogue definitions and variable declarations * * Advanced Rogue * Copyright (C) 1984, 1985 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. */ #define reg register /* register abbr. */ #define NOOP(x) (x += 0) #define CCHAR(x) ( (char) (x & A_CHARTEXT) ) /* * Maximum number of different things */ #define MAXDAEMONS 10 #define MAXFUSES 20 #define NCOLORS 32 #define NSTONES 47 #define NWOOD 24 #define NMETAL 16 #define NSYLLS 159 #define MAXROOMS 9 #define MAXTHINGS 9 #define MAXOBJ 9 #define MAXSTATS 62 /* max total of all stats at startup */ #define MAXPACK 23 #define MAXCONTENTS 10 #define MAXENCHANT 10 /* max number of enchantments on an item */ #define MAXTREAS 15 /* number monsters/treasure in treasure room */ #define MAXTRAPS 20 #define MAXTRPTRY 8 /* attempts/level allowed for setting traps */ #define MAXDOORS 4 /* Maximum doors to a room */ #define MAXPRAYERS 15 /* Maximum number of prayers for cleric */ #define MAXSPELLS 20 /* Maximum number of spells (for magician) */ #define NUMMONST 120 /* Current number of monsters */ #define NUMUNIQUE 24 /* number of UNIQUE creatures */ #define NLEVMONS 3 /* Number of new monsters per level */ #define MAXFOODS 1 #define NUMSCORE 20 /* number of entries in score file */ #define HARDER 35 /* at this level start making things harder */ #define MAXPURCH 4 /* max purchases per trading post visit */ #define LINELEN 80 /* characters in a buffer */ #define JUG_EMPTY -1 /* signifys that the alchemy jug is empty */ /* 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 /* * stuff to do with encumberance */ #define NORMENCB 1500 /* normal encumberance */ #define F_OKAY 0 /* have plenty of food in stomach */ #define F_HUNGRY 1 /* player is hungry */ #define F_WEAK 2 /* weak from lack of food */ #define F_FAINT 3 /* fainting from lack of food */ /* * 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_MAGICIAN 1 #define C_CLERIC 2 #define C_THIEF 3 #define C_MONSTER 4 /* * Number of hit points for going up a level */ #define HIT_FIGHTER 10 #define HIT_MAGICIAN 8 #define HIT_CLERIC 8 #define HIT_THIEF 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 */ #define MONSTOK 1 #define NOMONST 2 /* * 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 t_free_list(a) _t_free_list(&a) #undef max #undef min #define max(a, b) ((a) > (b) ? (a) : (b)) #define min(a, b) ((a) < (b) ? (a) : (b)) #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 ISMULT(type) (type == FOOD) #define isrock(ch) ((ch == WALL) || (ch == '-') || (ch == '|')) #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 /* * 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 DEATHNUM 17 /* 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 "SihQX7.LYSmbo" #define BEARTIME 3 #define SLEEPTIME 4 #define FREEZETIME 6 #define PAINTIME (roll(1, 6)) #define HEALTIME 30 #define CHILLTIME (roll(20, 4)) #define SMELLTIME 20 #define STONETIME 8 #define HASTETIME 6 #define SICKTIME 10 #define STPOS 0 #define WANDERTIME (max(5, HARDER-rnd(vlevel))) #define BEFORE 1 #define AFTER 2 #define HUHDURATION 20 #define SEEDURATION 850 #define CLRDURATION 15 #define GONETIME 200 #define FLYTIME 300 #define DUSTTIME (20+roll(1,10)) #define PHASEDURATION 300 #define HUNGERTIME 1300 #define MORETIME 150 #define STINKTIME 6 #define STOMACHSIZE 2000 #define ESCAPE 27 #define BOLT_LENGTH 10 #define MARKLEN 20 #define DAYLENGTH 400 #define ALCHEMYTIME (400+rnd(100)) /* * 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 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
