Mercurial > hg > early-roguelike
view arogue5/rogue.h @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
---|---|
date | Mon, 29 Jun 2015 20:37:32 -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 */