view arogue5/rogue.h @ 155:1af259ac4ed2

arogue7, xrogue: fix save/restore of alchemy jugs. state.c now saves the fuse that refills alchemy jugs, using the method of numbering objects previously applied to Advanced Rogue 5. Alchemy jugs that are empty when the game is saved will continue to function after it is restored. Savefile compatibility should not be affected.
author John "Elwin" Edwards
date Fri, 29 May 2015 17:34:04 -0400
parents aac28331e71d
children 68a63ddfbe14
line wrap: on
line source

/*
 * 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.
 */

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

#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
#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 CARRYDAGGER	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	CARRYAMULET	0x40800000	/* Amulet of Yendor */
#define	CARRYMANDOLIN	0x41000000	/* Mandolin of Brian */
#define MISSEDDISP	0x42000000	/* Missed Cloak of Displacement */
#define CANBSTAB	0x44000000	/* Can backstab */


#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	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	| \
			CARRYDAGGER	| CARRYCLOAK	| CARRYANKH	| \
			CARRYSTAFF	| CARRYWAND	| CARRYROD	| \
			CARRYAMULET	| CARRYMANDOLIN )
#define CANC5MASK (	CARRYHORN	| CARRYMSTAR 	| CARRYFLAIL )

/* 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
/*
 * 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	MAXPOTIONS	12
/*
 * 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	MAXSCROLLS	17

/*
 * 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_HEAVY		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	MAXRINGS	24

/*
 * 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 MAXRELIC	11


#define LEVEL  600
#define vlevel max(level, turns/LEVEL + 1)
/*
 * Now we define the structures and types
 */

struct delayed_action {
	int d_type;
	int (*d_func)();
	void *d_arg;
	int d_time;
};

/*
 * level types
 */
typedef enum {
	NORMLEV,	/* normal level */
	POSTLEV,	/* trading post level */
	MAZELEV,	/* maze level */
	OUTSIDE		/* outside level */
} 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_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 */
    unsigned long s_exp;		/* Experience */
    int s_lvl;				/* Level of mastery */
    int 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_turn;			/* If slowed, is it a turn to move */
    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 */
    coord *t_doorgoal;			/* What door are we heading to? */
    coord t_pos;			/* Position */
    coord t_oldpos;			/* Last position */
    coord *t_dest;			/* Where it is running to */
    unsigned long t_flags[16];		/* State word */
    struct linked_list *t_pack;		/* What the thing is carrying */
    struct stats t_stats;		/* Physical description */
    struct stats maxstats;		/* maximum(or initial) stats */
    int    t_reserved;
	int    t_reserved2;
	int    t_reserved3;
};

/*
 * Array containing information on all the various types of monsters
 */
struct monster {
    const char *m_name;			/* What to call the monster */
    const short m_carry;			/* Probability of carrying something */
    bool m_normal;			/* Does monster exist? */
    bool m_wander;			/* Does monster wander? */
    const char m_appear;			/* What does monster look like? */
    const char *m_intel;			/* Intelligence range */
    const long m_flags[MAXFLAGS];		/* Things about the monster */
    const char *m_typesum;			/* type of creature can he summon */
    short m_numsum;			/* how many creatures can he summon */
    const short m_add_exp;			/* Added experience per hit point */
    const struct mstats m_stats;		/* Initial stats */