Mercurial > hg > early-roguelike
view srogue/rogue.h @ 130:1a64fd0bfea6
arogue7: record completed games in a logfile.
author | John "Elwin" Edwards |
---|---|
date | Tue, 12 May 2015 09:55:05 -0400 |
parents | e6c8652473fe |
children | 10c273a62228 |
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/* * Rogue definitions and variable declarations * * @(#)rogue.h 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * 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. */ #ifdef BSD #include "cx.h" #endif #include <ctype.h> #include <curses.h> #ifdef ATT #define CBREAK FALSE #define _IOSTRG 01 #endif #ifdef HAVE_CONFIG_H #include "config.h" #endif /* mdport functions */ #ifdef HAVE_SYS_TYPES_H #include <sys/types.h> #endif int md_chmod(const char *filename, int mode); char *md_crypt(const char *key, const char *salt); int md_dsuspchar(void); int md_erasechar(void); char *md_gethomedir(void); char *md_getusername(void); uid_t md_getuid(void); gid_t md_getgid(void); char *md_getpass(char *prompt); pid_t md_getpid(void); char *md_getrealname(uid_t uid); void md_init(void); int md_killchar(void); void md_normaluser(void); void md_raw_standout(void); void md_raw_standend(void); int md_readchar(WINDOW *win); int md_setdsuspchar(int c); int md_shellescape(void); void md_sleep(int s); int md_suspchar(void); int md_hasclreol(void); int md_unlink(char *file); int md_unlink_open_file(const char *file, FILE *inf); void md_tstpsignal(void); void md_tstphold(void); void md_tstpresume(void); void md_ignoreallsignals(void); void md_onsignal_autosave(void); void md_onsignal_exit(void); void md_onsignal_default(void); int md_issymlink(char *sp); long md_memused(void); void md_droppriv(void); void md_resetpriv(void); int md_random(void); void md_srandom(unsigned int seed); char *xcrypt(const char *key, const char *setting); #define reg register /* register abbr. */ /* * Maximum number of different things */ #define NCOLORS 32 #define NSYLS 159 #define NSTONES 35 #define NWOOD 24 #define NMETAL 15 #define MAXDAEMONS 20 #define TYPETRAPS 9 /* max types of traps */ #define MAXROOMS 9 /* max rooms per level */ #define MAXTHINGS 9 /* max things on each level */ #define MAXOBJ 9 /* max goodies on each level */ #define MAXPACK 23 /* max things this hero can carry */ #define MAXTRAPS 10 /* max traps per level */ #define MAXMONS 52 /* max available monsters */ #define MONRANGE 20 /* max # of monsters avail each level */ #define AMLEVEL 35 /* earliest level that amulet can appear */ #define MAXPURCH 4 /* max purchases in trading post */ #define MINABIL 3 /* minimum for any ability */ #define MAXSTR 24 /* maximum strength */ #define MAXOTHER 18 /* maximum wis, dex, con */ #define NORMAC 10 /* normal hero armor class (no armor) */ #define MONWIS 10 /* monsters standard wisdom */ #define NORMLEV 0 /* normal level */ #define POSTLEV 1 /* trading post level */ #define MAZELEV 2 /* maze level */ #define NORMFOOD 0 /* normal food's group no. */ #define FRUITFOOD 1 /* fruit's group no. */ #define NEWGROUP 2 /* start of group no. other than food */ #define NUMTHINGS 8 /* types of goodies for hero */ #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_AMULET 7 #define V_PACK 3600 /* max volume in pack */ #define V_POTION 50 /* volume of potion */ #define V_SCROLL 80 /* volume of scroll */ #define V_FOOD 35 /* volume of food */ #define V_WEAPON 0 /* volume of weapon (depends on wep) */ #define V_ARMOR 0 /* volume of armor (depends on armor) */ #define V_RING 20 /* volume of ring */ #define V_STICK 0 /* volume of stick (depends on staff/wand) */ #define V_AMULET 30 /* volume of amulet */ #define V_WS_STAFF 200 /* volume of a staff */ #define V_WS_WAND 110 /* volume of a wand */ #define W_WS_STAFF 100 /* weight of a staff */ #define W_WS_WAND 60 /* weight of a wand */ #define FROMRING 2 #define DONTCARE -1 #define ANYTHING -1,-1 /* DONTCARE, DONTCARE */ #define K_ARROW 240 /* killed by an arrow */ #define K_DART 241 /* killed by a dart */ #define K_BOLT 242 /* killed by a bolt */ #define K_POOL 243 /* killed by drowning */ #define K_ROD 244 /* killed by an exploding rod */ #define K_SCROLL 245 /* killed by a burning scroll */ #define K_STONE 246 /* killed by materializing in rock */ #define K_STARVE 247 /* killed by starvation */ /* * return values for get functions */ #define NORM 0 /* normal exit */ #define QUIT 1 /* quit option setting */ #define MINUS 2 /* back up one option */ /* * Return values for games end */ #define KILLED 0 /* hero was killed */ #define CHICKEN 1 /* hero chickened out (quit) */ #define WINNER 2 /* hero was a total winner */ /* * return values for chase routines */ #define CHASE 0 /* continue chasing hero */ #define FIGHT 1 /* fight the hero */ #define GONER 2 /* chaser fell into a trap */ /* * All the fun defines */ #define next(ptr) (*ptr).l_next #define prev(ptr) (*ptr).l_prev #define ldata(ptr) (*ptr).l_data #define OBJPTR(what) (struct object *)((*what).l_data) #define THINGPTR(what) (struct thing *)((*what).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 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 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 herowis() (getpwis(him)) #define herodex() (getpdex(him,FALSE)) #define herostr() (pstats.s_ef.a_str) #define herocon() (pstats.s_ef.a_con) #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 goingup() (level < max_level) #define on(thing, flag) (((thing).t_flags & flag) != 0) #define off(thing, flag) (((thing).t_flags & flag) == 0) #undef CTRL #define CTRL(ch) (ch & 0x1F) #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 ISMULT(type) (type == POTION || type == SCROLL || type == FOOD) #define newgrp() ++group #define o_charges o_ac /* * Things that appear on the screens */ #define PASSAGE '#' #define DOOR '+' #define FLOOR '.' #define PLAYER '@' #define POST '^' #define MAZETRAP '\\' #define TRAPDOOR '>' #define ARROWTRAP '{' #define SLEEPTRAP '$' #define BEARTRAP '}' #define TELTRAP '~' #define DARTTRAP '`' #define POOL '"' #define SECRETDOOR '&' #define STAIRS '%' #define GOLD '*' #define POTION '!' #define SCROLL '?' #define MAGIC '$' #define FOOD ':' #define WEAPON ')' #define ARMOR ']' #define AMULET ',' #define RING '=' #define STICK '/' #define CALLABLE -1 /* * stuff to do with encumberence */ #define NORMENCB 1500 /* normal encumberence */ #define SOMTHERE 5 /* something is in the way for dropping */ #define CANTDROP 6 /* cant drop it cause its cursed */ #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 */ /* * Various constants */ #define PASSWD "mTuZ7WUV9RWkQ" #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 WEAKTIME 150 #define HUNGTIME 300 /* 2 * WEAKTIME */ #define STOMACHSIZE 2000 #define ESCAPE 27 #define LEFT 0 #define RIGHT 1 #define BOLT_LENGTH 6 #define STR 1 #define DEX 2 #define CON 3 #define WIS 4 /* * 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 ISSTUCK 0000001 /* monster can't run (violet fungi) */ #define ISDARK 0000001 /* room is dark */ #define ISCURSED 000001 /* object is cursed */ #define ISBLIND 0000001 /* hero is blind */ #define ISPARA 0000002 /* monster is paralyzed */ #define ISGONE 0000002 /* room is gone */ #define ISKNOW 0000002 /* object is known */ #define ISRUN 0000004 /* Hero & monsters are running */ #define ISTREAS 0000004 /* room is a treasure room */ #define ISPOST 0000004 /* object is in a trading post */ #define ISFOUND 0000010 /* trap is found */ #define ISINVINC 000010 /* player is invincible */ #define ISINVIS 0000020 /* monster is invisible */ #define ISPROT 0000020 /* object is protected somehow */ #define ISMEAN 0000040 /* monster is mean */ #define ISBLESS 0000040 /* object is blessed */ #define ISGREED 0000100 /* monster is greedy */ #define ISWOUND 0000200 /* monster is wounded */ #define ISHELD 0000400 /* hero is held fast */ #define ISHUH 0001000 /* hero | monster is confused */ #define ISREGEN 0002000 /* monster is regenerative */ #define CANHUH 0004000 /* hero can confuse monsters */ #define CANSEE 0010000 /* hero can see invisible monsters */ #define WASHIT 0010000 /* hero has hit monster at least once */ #define ISMISL 0020000 /* object is normally thrown in attacks */ #define ISCANC 0020000 /* monsters special attacks are canceled */ #define ISMANY 0040000 /* objects are found in a group (> 1) */ #define ISSLOW 0040000 /* hero | monster is slow */ #define ISHASTE 0100000 /* hero | monster is fast */ #define ISETHER 0200000 /* hero is thin as air */ #define NONE 100 /* equal to 'd' (used for weaps) */ /* * Potion types */ #define P_CONFUSE 0 /* confusion */ #define P_PARALYZE 1 /* paralysis */ #define P_POISON 2 /* poison */ #define P_STRENGTH 3 /* gain strength */ #define P_SEEINVIS 4 /* see invisible */ #define P_HEALING 5 /* healing */ #define P_MFIND 6 /* monster detection */ #define P_TFIND 7 /* magic detection */ #define P_RAISE 8 /* raise level */ #define P_XHEAL 9 /* extra healing */ #define P_HASTE 10 /* haste self */ #define P_RESTORE 11 /* restore strength */ #define P_BLIND 12 /* blindness */ #define P_NOP 13 /* thirst quenching */ #define P_DEX 14 /* increase dexterity */ #define P_ETH 15 /* etherealness */ #define P_SMART 16 /* wisdom */ #define P_REGEN 17 /* regeneration */ #define P_SUPHERO 18 /* super ability */ #define P_DECREP 19 /* decrepedness */ #define P_INVINC 20 /* invicibility */ #define MAXPOTIONS 21 /* types of potions */ /* * Scroll types */ #define S_CONFUSE 0 /* monster confusion */ #define S_MAP 1 /* magic mapping */ #define S_LIGHT 2 /* light */ #define S_HOLD 3 /* hold monster */ #define S_SLEEP 4 /* sleep */ #define S_ARMOR 5 /* enchant armor */ #define S_IDENT 6 /* identify */ #define S_SCARE 7 /* scare monster */ #define S_GFIND 8 /* gold detection */ #define S_TELEP 9 /* teleportation */ #define S_ENCH 10 /* enchant weapon */ #define S_CREATE 11 /* create monster */ #define S_REMOVE 12 /* remove curse */ #define S_AGGR 13 /* aggravate monster */ #define S_NOP 14 /* blank paper */ #define S_GENOCIDE 15 /* genocide */ #define S_KNOWALL 16 /* item knowledge */ #define S_PROTECT 17 /* item protection */ #define S_DCURSE 18 /* demons curse */ #define S_DLEVEL 19 /* transport */ #define S_ALLENCH 20 /* enchantment */ #define S_BLESS 21 /* gods blessing */ #define S_MAKEIT 22 /* aquirement */ #define S_BAN 23 /* banishment */ #define S_CWAND 24 /* charge wands */ #define S_LOCTRAP 25 /* locate traps */ #define MAXSCROLLS 26 /* types of scrolls */ /* * 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 MAXWEAPONS 18 /* types of weapons */ /* * Armor types */ #define LEATHER 0 /* leather */ #define RINGMAIL 1 /* ring */ #define STUDDED 2 /* studded leather */ #define SCALE 3 /* scale */ #define PADDED 4 /* padded */ #define CHAIN 5 /* chain */ #define SPLINT 6 /* splint */ #define BANDED 7 /* banded */ #define PLATEMAIL 8 /* plate mail */ #define PLATEARMOR 9 /* plate armor */ #define MAXARMORS 10 /* types of armor */ /* * Ring types */ #define R_PROTECT 0 /* protection */ #define R_ADDSTR 1 /* add strength */ #define R_SUSTSTR 2 /* sustain strength */ #define R_SEARCH 3 /* searching */ #define R_SEEINVIS 4 /* see invisible */ #define R_CONST 5 /* constitution */ #define R_AGGR 6 /* aggravate monster */ #define R_ADDHIT 7 /* agility */ #define R_ADDDAM 8 /* increase damage */ #define R_REGEN 9 /* regeneration */ #define R_DIGEST 10 /* slow digestion */ #define R_TELEPORT 11 /* teleportation */ #define R_STEALTH 12 /* stealth */ #define R_SPEED 13 /* speed */ #define R_FTRAPS 14 /* find traps */ #define R_DELUS 15 /* delusion */ #define R_SUSAB 16 /* sustain ability */ #define R_BLIND 17 /* blindness */ #define R_SLOW 18 /* lethargy */ #define R_GIANT 19 /* ogre strength */ #define R_SAPEM 20 /* enfeeblement */ #define R_HEAVY 21 /* burden */ #define R_LIGHT 22 /* illumination */ #define R_BREATH 23 /* fire protection */ #define R_KNOW 24 /* wisdom */ #define R_DEX 25 /* dexterity */ #define MAXRINGS 26 /* types of rings */ /* * Rod/Wand/Staff types */ #define WS_LIGHT 0 /* light */ #define WS_HIT 1 /* striking */ #define WS_ELECT 2 /* lightning */ #define WS_FIRE 3 /* fire */ #define WS_COLD 4 /* cold */ #define WS_POLYM 5 /* polymorph */ #define WS_MISSILE 6 /* magic missile */ #define WS_HASTE_M 7 /* haste monster */ #define WS_SLOW_M 8 /* slow monster */ #define WS_DRAIN 9 /* drain life */ #define WS_NOP 10 /* nothing */ #define WS_TELAWAY 11 /* teleport away */ #define WS_TELTO 12 /* teleport to */ #define WS_CANCEL 13 /* cancellation */ #define WS_SAPLIFE 14 /* sap life */ #define WS_CURE 15 /* curing */ #define WS_PYRO 16 /* pyromania */ #define WS_ANNIH 17 /* annihilate monster */ #define WS_PARZ 18 /* paralyze monster */ #define WS_HUNGER 19 /* food absorption */ #define WS_MREG 20 /* regenerate monster */ #define WS_MINVIS 21 /* hide monster */ #define WS_ANTIM 22 /* anti-matter */ #define WS_MOREMON 23 /* clone monster */ #define WS_CONFMON 24 /* confuse monster */ #define WS_MDEG 25 /* degenerate monster */ #define MAXSTICKS 26 /* max types of sticks */ #define MAXAMULETS 1 /* types of amulets */ #define MAXFOODS 1 /* types of food */ /* * Now we define the structures and types */ struct delayed_action { int d_type; int (*d_func)(); int d_arg; int d_time; }; /* * Help list */ struct h_list { char h_ch; char *h_desc; }; /* * Coordinate data type */ struct coord { int x; /* column position */ int y; /* row position */ }; struct monlev { int l_lev; /* lowest level for a monster */ int h_lev; /* highest level for a monster */ bool d_wand; /* TRUE if monster wanders */ }; /* * 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 */ #define mi_wght mi_worth struct magic_item { char *mi_name; /* name of item */ int mi_prob; /* probability of getting item */ int mi_worth; /* worth of item */ }; struct magic_info { int mf_max; /* max # of this type */ int mf_vol; /* volume of this item */ char mf_show; /* appearance on screen */ struct magic_item *mf_magic; /* pointer to magic tables */ }; /* * staff/wand stuff */ struct rod { char *ws_type; /* either "staff" or "wand" */ char *ws_made; /* "mahogany", etc */ int ws_vol; /* volume of this type stick */ int ws_wght; /* weight of this type stick */ }; /* * armor structure */ struct init_armor { int a_class; /* normal armor class */ int a_wght; /* weight of armor */ int a_vol; /* volume of armor */ }; /* * weapon structure */ struct init_weps { char *w_dam; /* hit damage */ char *w_hrl; /* hurl damage */ int w_flags; /* flags */ int w_wght; /* weight of weapon */ int w_vol; /* volume of weapon */ char w_launch; /* need to launch it */ }; /* * Room structure */ struct room { struct coord r_pos; /* Upper left corner */ struct coord r_max; /* Size of room */ struct coord r_gold; /* Where the gold is */ struct coord r_exit[4]; /* Where the exits are */ struct room *r_ptr[4]; /* this exits' link to next rm */ int r_goldval; /* How much the gold is worth */ int r_flags; /* Info about the room */ int r_nexits; /* Number of exits */ }; /* * Array of all traps on this level */ struct trap { struct coord tr_pos; /* Where trap is */ struct coord tr_goto; /* where trap tranports to (if any) */ int tr_flags; /* Info about trap */ char tr_type; /* What kind of trap */ }; /* * structure for describing true abilities */ struct real { int a_str; /* strength (3-24) */ int a_dex; /* dexterity (3-18) */ int a_wis; /* wisdom (3-18) */ int a_con; /* constitution (3-18) */ }; /* * Structure describing a fighting being */ struct stats { struct real s_re; /* True ability */ struct real s_ef; /* Effective ability */ long s_exp; /* Experience */ int s_lvl; /* Level of mastery */ int s_arm; /* Armor class */ int s_hpt; /* Hit points */ int s_maxhp; /* max value of hit points */ int s_pack; /* current weight of his pack */ int s_carry; /* max weight he can carry */ char s_dmg[16]; /* String describing damage done */ }; /* * Structure for monsters and player */ struct thing { struct stats t_stats; /* Physical description */ struct coord t_pos; /* Position */ struct coord t_oldpos; /* last spot of it */ struct coord *t_dest; /* Where it is running to */ struct linked_list *t_pack; /* What the thing is carrying */ struct room *t_room; /* Room this thing is in */ long t_flags; /* State word */ int t_indx; /* Index into monster structure */ int t_nomove; /* # turns you cant move */ int t_nocmd; /* # turns you cant do anything */ bool t_turn; /* If slow, is it a turn to move */ char t_type; /* What it is */ char t_disguise; /* What mimic looks like */ char t_oldch; /* Char that was where it was */ char t_reserved; }; /* * Array containing information on all the various types of mosnters */ struct monster { char *m_name; /* What to call the monster */ char m_show; /* char that monster shows */ short m_carry; /* Probability of having an item */ struct monlev m_lev; /* level stuff */ long m_flags; /* Things about the monster */ struct stats m_stats; /* Initial stats */ }; /* * Structure for a thing that the rogue can carry */ struct object { struct coord o_pos; /* Where it lives on the screen */ char o_damage[8]; /* Damage if used like sword */ char o_hurldmg[8]; /* Damage if thrown */ char *o_typname; /* name this thing is called */ int o_type; /* What kind of object it is */ 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 or charges */ int o_flags; /* Information about objects */ int o_group; /* Group number for this object */ int o_weight; /* weight of this object */ int o_vol; /* volume of this object */ char o_launch; /* What you need to launch it */ }; extern WINDOW *cw, *hw, *mw; #define LINLEN 80 /* length of buffers */ #define EXTLKL extern struct linked_list #define EXTTHG extern struct thing #define EXTOBJ extern struct object #define EXTSTAT extern struct stats #define EXTCORD extern struct coord #define EXTMON extern struct monster #define EXTARM extern struct init_armor #define EXTWEP extern struct init_weps #define EXTMAG extern struct magic_item #define EXTROOM extern struct room #define EXTTRAP extern struct trap #define EXTINT extern int #define EXTBOOL extern bool #define EXTCHAR extern char #ifdef BSD #define flushout() ioctl(_tty_ch, TIOCFLUSH, 0) #endif #ifdef ATT struct sgttyb { char sg_ispeed; /* input speed */ char sg_ospeed; /* output speed */ char sg_erase; /* erase character */ char sg_kill; /* kill character */ int sg_flags; /* mode flags */ }; struct sgttyb _tty; #define flushout() ioctl(2, TCFLSH, 0) #endif