Mercurial > hg > early-roguelike
view arogue5/rogue.h @ 69:88dc6813e36a
arogue5: update the score list before prompting to exit.
author | elwin |
---|---|
date | Sat, 11 Aug 2012 20:58:24 +0000 |
parents | 7aff18a8d508 |
children | dfeed24bb616 |
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/* * Rogue definitions and variable declarations * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #define reg register /* register abbr. */ #define NOOP(x) (x += 0) #define CCHAR(x) ( (char) (x & A_CHARTEXT) ) /* * Maximum number of different things */ #define MAXDAEMONS 10 #define MAXFUSES 20 #define NCOLORS 32 #define NSTONES 47 #define NWOOD 24 #define NMETAL 16 #define NSYLLS 159 #define MAXROOMS 9 #define MAXTHINGS 9 #define MAXOBJ 9 #define MAXSTATS 62 /* max total of all stats at startup */ #define MAXPACK 23 #define MAXCONTENTS 10 #define MAXENCHANT 10 /* max number of enchantments on an item */ #define MAXTREAS 15 /* number monsters/treasure in treasure room */ #define MAXTRAPS 20 #define MAXTRPTRY 8 /* attempts/level allowed for setting traps */ #define MAXDOORS 4 /* Maximum doors to a room */ #define MAXPRAYERS 15 /* Maximum number of prayers for cleric */ #define MAXSPELLS 20 /* Maximum number of spells (for magician) */ #define NUMMONST 120 /* Current number of monsters */ #define NUMUNIQUE 24 /* number of UNIQUE creatures */ #define NLEVMONS 3 /* Number of new monsters per level */ #define MAXFOODS 1 #define NUMSCORE 20 /* number of entries in score file */ #define HARDER 35 /* at this level start making things harder */ #define MAXPURCH 4 /* max purchases per trading post visit */ #define LINELEN 80 /* characters in a buffer */ #define JUG_EMPTY -1 /* signifys that the alchemy jug is empty */ /* Movement penalties */ #define BACKPENALTY 3 #define SHOTPENALTY 2 /* In line of sight of missile */ #define DOORPENALTY 1 /* Moving out of current room */ /* * these defines are used in calls to get_item() to signify what * it is we want */ #define ALL -1 #define WEARABLE -2 #define CALLABLE -3 #define WIELDABLE -4 #define USEABLE -5 #define IDENTABLE -6 #define REMOVABLE -7 #define PROTECTABLE -8 #define ZAPPABLE -9 /* * stuff to do with encumberance */ #define NORMENCB 1500 /* normal encumberance */ #define F_OKAY 0 /* have plenty of food in stomach */ #define F_HUNGRY 1 /* player is hungry */ #define F_WEAK 2 /* weak from lack of food */ #define F_FAINT 3 /* fainting from lack of food */ /* * return values for get functions */ #define NORM 0 /* normal exit */ #define QUIT 1 /* quit option setting */ #define MINUS 2 /* back up one option */ /* * The character types */ #define C_FIGHTER 0 #define C_MAGICIAN 1 #define C_CLERIC 2 #define C_THIEF 3 #define C_MONSTER 4 /* * Number of hit points for going up a level */ #define HIT_FIGHTER 10 #define HIT_MAGICIAN 8 #define HIT_CLERIC 8 #define HIT_THIEF 6 /* * values for games end */ #define UPDATE -2 #define SCOREIT -1 #define KILLED 0 #define CHICKEN 1 #define WINNER 2 /* * definitions for function step_ok: * MONSTOK indicates it is OK to step on a monster -- it * is only OK when stepping diagonally AROUND a monster */ #define MONSTOK 1 #define NOMONST 2 /* * used for ring stuff */ #define LEFT_1 0 #define LEFT_2 1 #define LEFT_3 2 #define LEFT_4 3 #define RIGHT_1 4 #define RIGHT_2 5 #define RIGHT_3 6 #define RIGHT_4 7 #define NUM_FINGERS 8 /* * used for micellaneous magic (MM) stuff */ #define WEAR_BOOTS 0 #define WEAR_BRACERS 1 #define WEAR_CLOAK 2 #define WEAR_GAUNTLET 3 #define WEAR_JEWEL 4 #define WEAR_NECKLACE 5 #define NUM_MM 6 /* * All the fun defines */ #define next(ptr) (*ptr).l_next #define prev(ptr) (*ptr).l_prev #define ldata(ptr) (*ptr).l_data #define inroom(rp, cp) (\ (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \ && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y) #define winat(y, x) (mvwinch(mw, y, x)==' '?mvwinch(stdscr, y, x):winch(mw)) #define debug if (wizard) msg #define RN (((seed = seed*11109+13849) & 0x7fff) >> 1) #define unc(cp) (cp).y, (cp).x #define cmov(xy) move((xy).y, (xy).x) #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1)) #define OBJPTR(what) (struct object *)((*what).l_data) #define THINGPTR(what) (struct thing *)((*what).l_data) #define DOORPTR(what) (coord *)((*what).l_data) #define when break;case #define otherwise break;default #define until(expr) while(!(expr)) #define ce(a, b) ((a).x == (b).x && (a).y == (b).y) #define draw(window) wrefresh(window) #define hero player.t_pos #define pstats player.t_stats #define max_stats player.maxstats #define pack player.t_pack #define attach(a, b) _attach(&a, b) #define detach(a, b) _detach(&a, b) #define o_free_list(a) _o_free_list(&a) #define t_free_list(a) _t_free_list(&a) #undef max #undef min #define max(a, b) ((a) > (b) ? (a) : (b)) #define min(a, b) ((a) < (b) ? (a) : (b)) #define on(thing, flag) \ (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) != 0) #define off(thing, flag) \ (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) == 0) #define turn_on(thing, flag) \ ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] |= (flag & ~FLAGMASK)) #define turn_off(thing, flag) \ ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] &= ~flag) #undef CTRL #define CTRL(ch) (ch & 037) #define ALLOC(x) calloc((unsigned int) x,1) #define FREE(x) free((char *) x) #define EQSTR(a, b, c) (strncmp(a, b, c) == 0) #define EQUAL(a, b) (strcmp(a, b) == 0) #define GOLDCALC (rnd(50 + 10 * level) + 2) #define ISRING(h, r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r) #define ISWEARING(r) (ISRING(LEFT_1, r) || ISRING(LEFT_2, r) ||\ ISRING(LEFT_3, r) || ISRING(LEFT_4, r) ||\ ISRING(RIGHT_1, r) || ISRING(RIGHT_2, r) ||\ ISRING(RIGHT_3, r) || ISRING(RIGHT_4, r)) #define newgrp() ++group #define o_charges o_ac #define ISMULT(type) (type == FOOD) #define isrock(ch) ((ch == WALL) || (ch == '-') || (ch == '|')) #define invisible(monst) \ (((on(*monst, ISINVIS) || \ (on(*monst, ISSHADOW) && rnd(100) < 90)) && \ off(player, CANSEE)) || \ (on(*monst, CANSURPRISE) && !ISWEARING(R_ALERT))) #define is_stealth(tp) \ (rnd(25) < (tp)->t_stats.s_dext || (tp == &player && ISWEARING(R_STEALTH))) #define has_light(rp) (((rp)->r_flags & HASFIRE) || ISWEARING(R_LIGHT)) #define mi_wght mi_worth /* * Ways to die */ #define D_PETRIFY -1 #define D_ARROW -2 #define D_DART -3 #define D_POISON -4 #define D_BOLT -5 #define D_SUFFOCATION -6 #define D_POTION -7 #define D_INFESTATION -8 #define D_DROWN -9 #define D_ROT -10 #define D_CONSTITUTION -11 #define D_STRENGTH -12 #define D_SIGNAL -13 #define D_CHOKE -14 #define D_STRANGLE -15 #define D_FALL -16 #define D_RELIC -17 #define DEATHNUM 17 /* number of ways to die */ /* * Things that appear on the screens */ #define WALL ' ' #define PASSAGE '#' #define DOOR '+' #define FLOOR '.' #define VPLAYER '@' #define IPLAYER '_' #define POST '^' #define TRAPDOOR '>' #define ARROWTRAP '{' #define SLEEPTRAP '$' #define BEARTRAP '}' #define TELTRAP '~' #define DARTTRAP '`' #define POOL '"' #define MAZETRAP '\'' #define SECRETDOOR '&' #define STAIRS '%' #define GOLD '*' #define POTION '!' #define SCROLL '?' #define MAGIC '$' #define BMAGIC '>' /* Blessed magic */ #define CMAGIC '<' /* Cursed magic */ #define FOOD ':' #define WEAPON ')' #define MISSILE '*' /* Magic Missile */ #define ARMOR ']' #define MM ';' #define RELIC ',' #define RING '=' #define STICK '/' #define FOREST '\\' /* * Various constants */ #define PASSWD "SihQX7.LYSmbo" #define BEARTIME 3 #define SLEEPTIME 4 #define FREEZETIME 6 #define PAINTIME (roll(1, 6)) #define HEALTIME 30 #define CHILLTIME (roll(20, 4)) #define SMELLTIME 20 #define STONETIME 8 #define HASTETIME 6 #define SICKTIME 10 #define STPOS 0 #define WANDERTIME (max(5, HARDER-rnd(vlevel))) #define BEFORE 1 #define AFTER 2 #define HUHDURATION 20 #define SEEDURATION 850 #define CLRDURATION 15 #define GONETIME 200 #define FLYTIME 300 #define DUSTTIME (20+roll(1,10)) #define PHASEDURATION 300 #define HUNGERTIME 1300 #define MORETIME 150 #define STINKTIME 6 #define STOMACHSIZE 2000 #define ESCAPE 27 #define BOLT_LENGTH 10 #define MARKLEN 20 #define DAYLENGTH 400 #define ALCHEMYTIME (400+rnd(100)) /* * Save against things */ #define VS_POISON 00 #define VS_PARALYZATION 00 #define VS_DEATH 00 #define VS_PETRIFICATION 01 #define VS_WAND 02 #define VS_BREATH 03 #define VS_MAGIC 04 /* * attributes for treasures in dungeon */ #define ISCURSED 01 #define ISKNOW 02 #define ISPOST 04 /* object is in a trading post */ #define ISMETAL 010 #define ISPROT 020 /* object is protected */ #define ISBLESSED 040 #define ISMISL 020000 #define ISMANY 040000 /* * Various flag bits */ #define ISDARK 01 #define ISGONE 02 #define ISTREAS 04 #define ISFOUND 010 #define ISTHIEFSET 020 #define FORCEDARK 040 /* * 1st set of creature flags (this might include player) */ #define ISBLIND 0x00000001 #define ISINWALL 0x00000002 #define ISRUN 0x00000004 #define ISFLEE 0x00000008 #define ISINVIS 0x00000010 #define ISMEAN 0x00000020 #define ISGREED 0x00000040 #define CANSHOOT 0x00000080 #define ISHELD 0x00000100 #define ISHUH 0x00000200 #define ISREGEN 0x00000400 #define CANHUH 0x00000800 #define CANSEE 0x00001000 #define HASFIRE 0x00002000 #define ISSLOW 0x00004000 #define ISHASTE 0x00008000 #define ISCLEAR 0x00010000 #define CANINWALL 0x00020000 #define ISDISGUISE 0x00040000 #define CANBLINK 0x00080000 #define CANSNORE 0x00100000 #define HALFDAMAGE 0x00200000 #define CANSUCK 0x00400000 #define CANRUST 0x00800000 #define CANPOISON 0x01000000 #define CANDRAIN 0x02000000 #define ISUNIQUE 0x04000000 #define STEALGOLD 0x08000000 /* * Second set of flags */ #define STEALMAGIC 0x10000001 #define CANDISEASE 0x10000002 #define HASDISEASE 0x10000004 #define CANSUFFOCATE 0x10000008 #define DIDSUFFOCATE 0x10000010 #define BOLTDIVIDE 0x10000020 #define BLOWDIVIDE 0x10000040 #define NOCOLD 0x10000080 #define TOUCHFEAR 0x10000100 #define BMAGICHIT 0x10000200 #define NOFIRE 0x10000400 #define NOBOLT 0x10000800 #define CARRYGOLD 0x10001000 #define CANITCH 0x10002000 #define HASITCH 0x10004000 #define DIDDRAIN 0x10008000 #define WASTURNED 0x10010000 #define CANSELL 0x10020000 #define CANBLIND 0x10040000 #define NOACID 0x10080000 #define NOSLOW 0x10100000 #define NOFEAR 0x10200000 #define NOSLEEP 0x10400000 #define NOPARALYZE 0x10800000 #define NOGAS 0x11000000 #define CANMISSILE 0x12000000 #define CMAGICHIT 0x14000000 #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)(); int 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 */ }; /* * 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_text; /* What it says if you read it */ char o_launch; /* What you need to launch it */