Mercurial > hg > early-roguelike
view xrogue/rogue.h @ 239:837044d2c362
Merge the GCC5 and build fix branches.
This fixes all warnings produced by GCC 5, except the ones related to
system functions. Those could be fixed by including the proper headers,
but it would be better to replace the system-dependent code with
functions from mdport.c.
author | John "Elwin" Edwards |
---|---|
date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | e1cd27c5464f |
children | 3d4252fa2ed3 |
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line source
/* rogue.h - Rogue definitions and variable declarations XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "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 #include <assert.h> #define reg register #undef lines #define ENCREAD encread #define ENCWRITE encwrite #undef SCROLL /* UNIX/370 defines SCROLL for some bizarre reason */ #define exfork fork /* Standard fork with no paging available */ /* * Maximum number of different things */ #define MINCOLS 70 #define MINLINES 22 #define MAXROOMS 9 #define MAXTHINGS 9 #define MAXOBJ 9 #define MAXSTATS 74 /* max total of all stats at startup */ #define MAXPACK 27 /* max number of items in pack */ #define MAXDOUBLE 14 /* max number of times exppts is doubled */ #define MAXCONTENTS 20 /* max number of things beaker/book can hold */ #define MAXENCHANT 30 /* max number of enchantments on an item */ #define MAXTREAS 25 /* number monsters/treasure in treasure room */ #define MAXTRAPS 20 /* max number of traps that may be on level */ #define MAXTRPTRY 15 /* 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 16 /* maximum number of prayers for cleric */ #define MAXSPELLS 16 /* maximum number of spells for magician */ #define MAXQUILL 14 /* scrolls the Quill of Nagrom can write */ #define QUILLCHARGES 300 /* max num of charges in the Quill of Nagrom */ #define NUM_CNAMES 26 /* number of names per character level */ #define NUMMONST 211 /* current number of monsters */ #define NUMUNIQUE 60 /* number of UNIQUEs (minus jacaranda) */ #define NUMDINOS 30 /* number of dinosaurs (for OUTSIDE level) */ #define NLEVMONS 3 /* number of new monsters per level */ #define NUMSCORE 20 /* number of entries in score file */ #define HARDER 40 /* 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) /* num of purchases at t.post */ #define MAXATT 50 /* charactor's attribute maximum number */ /* 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 1400 /* 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_ASSASSIN 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 /* How to exit flags: */ #define EXIT_CLS 1 /* Clear screen first */ #define EXIT_ENDWIN 2 /* Shutdown Curses */ /* * 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 newfont(window) if (funfont) wattron(window, A_ALTCHARSET); #define nofont(window) if (funfont) wattroff(window, A_ALTCHARSET); #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) #undef min #undef max #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) /* define the control character */ #undef CTRL #define CTRL(ch) (ch & 037) #define ALLOC(x) malloc((unsigned int) x) #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 == HORZWALL) || (ch == VERTWALL) || (ch == SECRETDOOR)) #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 D_FRIGHT -21 #define D_CRYSTAL -22 #define D_CARD -23 #define DEATHNUM 23 /* number of ways to die */ /* * Things that appear on the screens */ #define WALL ' ' #define PASSAGE '#' #define DOOR '+' #define FLOOR '.' #define HORZWALL '-' #define VERTWALL '|' #define VPLAYER '@' #define IPLAYER '_' #define POST '^' #define TRAPDOOR '>' #define ARROWTRAP '{' #define SLEEPTRAP '$' #define BEARTRAP '}' #define TELTRAP '~' #define DARTTRAP '`' #define WORMHOLE '<' #define POOL '"' #define MAZETRAP '\'' #define SECRETDOOR '&' #define STAIRS '%' #define GOLD '*' #define POTION '!' #define SCROLL '?' #define MAGIC '$' #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 * Crypt() returns a different string on the PC for some silly reason */ #define PASSWD "mT5uKwhm5WDRs" #define FIGHTBASE 10 #define BEFORE 1 #define AFTER 2 #define ESC 27 #define BOLT_LENGTH 12 #define MARKLEN 20 #define SLEEPTIME (roll(15, 2)) #define BEARTIME (roll(15, 2)) #define FREEZETIME 30 #define HEALTIME 40 #define SICKTIME 40 #define MORETIME 80 #define STOMACHSIZE 2100 #define PAINTIME (roll(15, 2)) #define CLOAK_TIME (roll(15, 2)) #define CHILLTIME (roll(15, 2)) #define STONETIME (roll(15, 2)) #define SMELLTIME (50+rnd(30)) #define DUSTTIME (50+rnd(30)) #define STINKTIME (50+rnd(30)) #define HASTETIME (50+rnd(30)) #define HUHDURATION (50+rnd(30)) #define GONETIME (50+rnd(30)) #define SKILLDURATION (50+rnd(30)) #define SEEDURATION (150+rnd(50)) #define CLRDURATION (150+rnd(50)) #define FLYTIME (150+rnd(50)) #define PHASEDURATION (150+rnd(50)) #define ALCHEMYTIME (250+rnd(100)) #define FIRETIME (180+roll(20, 2)) #define COLDTIME (180+roll(20, 2)) #define BOLTTIME (180+roll(20, 2)) #define DAYLENGTH 700 #define LEVEL 700 /* make depth of dungeon equal to DAYLENGTH */ #define WANDERTIME (max(5, (HARDER+rnd(25))-rnd(vlevel*2))) #define SPELLTIME ((max(30-pstats.s_lvl,5))) #define vlevel (max(level, turns/LEVEL + 1)) /* * 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 /* chlorine 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 */ /* * Sixth set of flags */ #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 CARRYCARD 0x50080000 /* carry the card of Alteran */ #define ISCHARMED 0x50100000 /* is the monster charmed? */ #define ISFRIENDLY 0x50100000 /* monster friendly for any reason? */ #define NEEDSTOACT 0x60000001 /* monster ready to act this turn n */ #define ISDEAD 0x60000002 /* monster is dead */ #define ISELSEWHERE 0x60000004 /* monster has been whisked away */ /* 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 ( CARRYCARD ) #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 E_SLIMEMOLD 21 #define MAXFOODS 22 /* * 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 MM_CRYSTAL 22 #define MAXMM 23 /* * 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 ALTERAN_CARD 16 #define MAXRELIC 17 #define MAXDAEMONS 10 #define MAXFUSES 20 struct delayed_action { int d_type; void (*d_func)(); union { void *vp; int i; } d_arg; int d_time; }; extern struct delayed_action d_list[MAXDAEMONS]; extern struct delayed_action f_list[MAXFUSES]; extern int demoncnt; /* number of active daemons */ extern int fusecnt; /* Now 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 region */ STARTLEV /* beginning of the game */ } LEVTYPE; /* * Help lists */ struct h_list { char h_ch; char h_desc[40]; }; struct item_list { unsigned char item_ch; char item_desc[40]; }; /* * Coordinate data type */ typedef struct { int x; int y; } coord; /* * structure for the ways to die */ struct death_type { int reason; char name[30]; }; /* * 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[30]; 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 { unsigned char tr_type; /* What kind of trap */ unsigned 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 ms_str; /* Strength */ short ms_dex; /* dexterity */ short ms_move; /* movement rate */ unsigned long ms_exp; /* Experience */ short ms_lvl; /* Level of mastery */ short ms_arm; /* Armor class */ char ms_hpt[9]; /* Hit points */ char ms_dmg[30]; /* String describing damage done */ }; /* * Structure for monsters and player */ struct thing { bool t_wasshot; /* Was character shot last round? */ unsigned char t_type; /* What it is */ unsigned char t_disguise; /* What mimic looks like */ unsigned 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; /* reserved for save/restore code */ }; /* * Array containing information on all the various types of monsters */ struct monster { char m_name[30]; /* 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[8]; /* Intelligence range */ long m_flags[MAXFLAGS]; /* Things about the monster */ char m_typesum[30]; /* 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_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 */ unsigned char o_mark[MARKLEN]; /* Mark the specific object */ }; /* * weapon structure */ struct init_weps { char w_name[20]; /* name of weapon */ char w_dam[8]; /* hit damage */ char w_hrl[8]; /* 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[30]; /* 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 words { char w_string[30]; }; #define NAMELEN 80 #define SYSLEN 10 #define LOGLEN 9 struct sc_ent { unsigned long sc_score; char sc_name[NAMELEN]; char sc_system[SYSLEN]; char sc_login[LOGLEN]; short sc_flags; short sc_level; short sc_ctype; short sc_monster; short sc_quest; }; /* * Other structures */ void _attach(struct linked_list **list, struct linked_list *item); void _detach(struct linked_list **list, struct linked_list *item); void _o_free_list(struct linked_list **ptr); void _r_free_fire_list(struct linked_list **ptr); void _r_free_list(struct linked_list **ptr); void _t_free_list(struct linked_list **ptr); int ac_compute(bool ignoremetal); void activity(void); bool add_pack(struct linked_list *item, bool silent); void add_slow(void); void addmsg(char *fmt, ...); void affect(void); void aggravate(bool do_uniques, bool do_good); void alchemy(struct object *obj); void appear(void); bool attack(struct thing *mp, struct object *weapon, bool thrown); void auto_save(int sig); char be_trapped(struct thing *th, coord *tc); bool blue_light(bool blessed, bool cursed); void buy_it(void); void byebye(int sig); bool can_blink(struct thing *tp); int can_shoot(coord *er, coord *ee, coord *shoot_dir); bool cansee(int y, int x); void carry_obj(struct thing *mp, int chance); void cast(void); void changeclass(int newclass); void chant(void); void chant_recovery(void); void chase(struct thing *tp, coord *ee, struct room *rer, struct room *ree, bool flee); long check_level(void); void check_residue(struct thing *tp); void chg_str(int amt); void choose_qst(void); void cloak_charge(struct object *obj); void command(void); void confus_player(void); int const_bonus(void); void corr_move(int dy, int dx); struct linked_list *creat_item(void); bool creat_mons(struct thing *person, short monster, bool report); void create_obj(bool prompt, int which_item, int which_type); void cur_null(struct object *op); void cure_disease(void); void dbotline(WINDOW *scr, char *message); void death(short monst); void del_pack(struct linked_list *item); void destroy_item(struct linked_list *item); int dex_compute(void); int dext_plus(int dexterity); int dext_prot(int dexterity); bool diag_ok(coord *sp, coord *ep, struct thing *flgptr); void dip_it(void); void do_chase(struct thing *th); void do_daemons(int flag); void do_fuses(int flag); void do_maze(void); void do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp); void do_move(int dy, int dx); void do_panic(int who); void do_passages(void); void do_post(bool startup); void do_rooms(void); void do_run(char ch); void do_teleport(void); void do_terrain(int basey, int basex, int deltay, int deltax, bool fresh); void do_zap(struct thing *zapper, struct object *obj, coord *direction, int which, int flags); void doctor(struct thing *tp); coord *doorway(struct room *rp, coord *door); void draw_room(struct room *rp); bool drop(struct linked_list *item); bool dropcheck(struct object *op); void dsrpt_monster(struct thing *tp, bool always, bool see_him); void dsrpt_player(void); void dust_appear(void); void eat(void); void eat_gold(struct object *obj); int effect(struct thing *att, struct thing *def, struct object *weap, bool thrown, bool see_att, bool see_def); long encread(char *start, unsigned long size, int inf); long encwrite(char *start, unsigned long size, FILE *outf); void endit(int sig); void endmsg(void); void exit_game(int flag); void explode(struct thing *tp); void extinguish(void (*dfunc)()); void fall(struct linked_list *item, bool pr); coord *fallpos(coord *pos, bool be_clear, int range); void fatal(char *s); bool fight(coord *mp, struct object *weap, bool thrown); struct linked_list *find_mons(int y, int x); struct linked_list *find_obj(int y, int x); struct delayed_action *find_slot(void (*func)()); int findmindex(char *name); void fix_stick(struct object *cur); void fright(struct thing *th); void fumble(void); void fuse(void (*dfunc)(), void *arg, int time, int type); void genmonsters(int least, bool treas); coord get_coordinates(void); bool get_dir(coord *direction); struct linked_list *get_hurl(struct thing *tp); struct linked_list *get_item(struct linked_list *list, char *purpose, int type, bool askfirst, bool showcost); int get_str(char *opt, WINDOW *win); long get_worth(struct object *obj); int getdeath(void); bool getdelta(char match, int *dy, int *dx); void give(struct thing *th); int grab(int y, int x); void gsense(void); void help(void); bool hit_monster(int y, int x, struct object *obj, struct thing *tp); int hitweight(void); void idenpack(void); void ident_hero(void); void identify(unsigned char ch); void init_colors(void); void init_foods(void); void init_materials(void); void init_misc(void); void init_names(void); void init_player(void); void init_stones(void); void init_terrain(void); void init_things(void); void init_weapon(struct object *weap, char type); char *inv_name(struct object *obj, bool drop); bool inventory(struct linked_list *list, int type); bool invisible(struct thing *monst); bool is_current(struct object *obj); bool is_magic(struct object *obj); bool isatrap(char ch); int itemweight(struct object *wh); void kill_daemon(void (*dfunc)()); void killed(struct linked_list *item, bool pr, bool points, bool treasure); void land(void); void lengthen(void (*dfunc)(), int xtime); void light(coord *cp); bool lit_room(struct room *rp); void look(bool wakeup, bool runend); void lower_level(short who); void m_use_relic(struct thing *monster); void m_use_wand(struct thing *monster); void make_sell_pack(struct thing *tp); short makemonster(bool showall, char *action); bool maze_view(int y, int x); int misc_name(char *str, struct object *obj); void missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp); char *monster_name(struct thing *tp); bool move_hero(int why); short movement(struct thing *tp); void msg(char *fmt, ...); void nameitem(struct linked_list *item, bool mark); bool need_dir(int type, int which); char *new(int size); struct linked_list *new_item(int size); void new_level(LEVTYPE ltype); void new_monster(struct linked_list *item, short type, coord *cp, bool max_monster); struct linked_list *new_thing(int thing_type, bool allow_curse); void nobolt(void); void nocold(void); void nofire(void); void nohaste(void); void noslow(void); char *num(int n1, int n2); void o_discard(struct linked_list *item); void opt_player(void); void option(void); void over_win(WINDOW *oldwin, WINDOW *newin, int maxy, int maxx, int cursory, int cursorx, char redraw); char pack_char(struct linked_list *list, struct object *obj); void parse_opts(char *str); bool passwd(void); void picky_inven(void); bool player_zap(int which, int flag); void playit(void); void pray(void); void prayer_recovery(void); bool price_it(void); char *prname(char *who, bool upper); void quaff(int which, int kind, int flags, bool is_potion); void quill_charge(void); void quit(int sig); void raise_level(void); short randmonster(bool wander, bool no_unique); void read_scroll(int which, int flag, bool is_scroll); void reap(void); void res_strength(long howmuch); bool restore(char *file, char *envp[]); void restscr(WINDOW *scr); int ring_eat(int hand); char *ring_num(struct object *obj); void ring_on(struct linked_list *item); void ring_search(void); void ring_teleport(void); int ring_value(int type); void rmmsg(void); int rnd(int range); void rnd_pos(struct room *rp, coord *cp); int rnd_room(void); coord rndmove(struct thing *who); int roll(int number, int sides); void rollwand(void); struct room *roomin(coord *cp); int runners(int segments); void runto(struct thing *runner, coord *spot); bool save(int which, struct thing *who, int adj); bool save_game(void); char secretdoor(int y, int x); void score(unsigned long amount, int flags, short monst); void search(bool is_thief, bool door_chime); void sell(struct thing *tp); void sell_it(void); void set_trap(struct thing *tp, int y, int x); void setup(void); void shoot_bolt(struct thing *shooter, coord start, coord dir, bool get_points, short reason, char *name, int damage); bool shoot_ok(int ch); char show(int y, int x); void sight(void); bool skirmish(struct thing *attacker, coord *mp, struct object *weap, bool thrown); struct linked_list *spec_item(int type, int which, int hit, int damage); void spell_recovery(void); void start_daemon(void (*dfunc)(), void *arg, int type); void status(bool display); void steal(void); bool step_ok(int y, int x, int can_on_monst, struct thing *flgptr); void stomach(void); int str_compute(void); int str_plus(short str); void strangle(void); void strucpy(char *s1, char *s2, int len); void suffocate(void); void swander(void); bool swing(short class, int at_lvl, int op_arm, int wplus); void take_off(void); void take_with(void); void teleport(void); void total_winner(void); int totalenc(struct thing *tp); char *tr_name(char ch); struct trap *trap_at(int y, int x); void trap_look(void); void unchoke(void); void unclrhead(void); void unconfuse(void); void undance(void); void unphase(void); void unsee(void); void unskill(void); void unstink(void); void updpack(int getmax, struct thing *tp); int usage_time(struct linked_list *item); void use_mm(int which); char *vowelstr(char *str); void wait_for(char ch); struct linked_list *wake_monster(int y, int x); void wake_room(struct room *rp); void wanderer(void); void waste_time(void); int weap_move(struct thing *wielder, struct object *weap); char *weap_name(struct object *obj); void wear(void); void wghtchk(void); void whatis(struct linked_list *what); void wield(void); struct linked_list *wield_weap(struct object *thrown, struct thing *mp); void writelog(unsigned long amount, int flags, short monst); void xsense(void); char *getenv(), *misc_num(); int usage_time(); void tstp(); int md_getuid(void); long md_memused(void); int md_normaluser(void); int md_rand(int range); void md_setup(void); int md_shellescape(void); int md_srand(int seed); /* * Now all the global variables */ extern struct trap traps[]; 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 linked_list *rlist; /* list of monsters that have died */ 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 magicians */ extern struct spells cleric_spells[]; /* spells for clerics */ extern struct spells druid_spells[]; /* spells for druids */ extern struct spells quill_scrolls[]; /* scrolls for quill */ extern const char *cnames[][NUM_CNAMES]; /* Character level names */ extern struct words 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 int 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 long 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 max_level; /* Deepest player has gone */ extern int cur_max; /* Deepest player has gone currently */ extern int prev_max; /* A flag for worm hole */ extern int move_free; /* Free movement check */ 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 long 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 def_attr; /* True for default attributes */ 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 use_savedir; /* Use common save location */ 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 bool funfont; /* Is fun font available? */ extern coord oldpos; /* Position before last look() call */ extern coord grid[]; /* used for random pos generation */ extern char *nothing; /* "Nothing seems to happen." */ extern char *spacemsg; extern char *morestr; extern char *retstr; extern FILE *scorefi; extern FILE *logfile; extern LEVTYPE levtype; extern int (*add_abil[NUMABILITIES])(int); /* Functions to change abilities */ extern int mf_count; /* move_free counter - see actions.c(m_act()) */ extern int mf_jmpcnt; /* move_free counter for # of jumps */ extern int killed_chance; /* cumulative chance for goodies to loose it, fight.c */ extern coord move_nh; /* move.c */ #define NCOLORS 32 #define NSYLLS 127 #define NSTONES 47 #define NWOOD 24 #define NMETAL 16 extern struct words rainbow[NCOLORS]; extern struct words sylls[NSYLLS]; extern struct words stones[NSTONES]; extern struct words wood[NWOOD]; extern struct words metal[NMETAL];