view srogue/rogue.h @ 52:ae4f413fe76c

rogue4: improve defaults for SAVEDIR.
author elwin
date Thu, 13 Oct 2011 17:44:29 +0000
parents 2128c7dc8a40
children 15f8229f38c1
line wrap: on
line source

/*
 * Rogue definitions and variable declarations
 *
 * @(#)rogue.h	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#ifdef BSD
#include "cx.h"
#endif


#include <ctype.h>
#include <curses.h>

#ifdef ATT
#define	CBREAK	FALSE
#define _IOSTRG	01
#endif

#define reg     register        /* register abbr.       */

/*
 * Maximum number of different things
 */

#define NCOLORS		32
#define NSYLS       159
#define NSTONES     35
#define NWOOD       24
#define NMETAL      15

#define MAXDAEMONS 20

#define TYPETRAPS	9	/* max types of traps */
#define MAXROOMS	9	/* max rooms per level */
#define MAXTHINGS	9	/* max things on each level */
#define MAXOBJ		9	/* max goodies on each level */	
#define MAXPACK		23	/* max things this hero can carry */
#define MAXTRAPS	10	/* max traps per level */
#define MAXMONS		52	/* max available monsters */
#define MONRANGE	20	/* max # of monsters avail each level */
#define AMLEVEL		35	/* earliest level that amulet can appear */
#define MAXPURCH	4	/* max purchases in trading post */
#define MINABIL		3	/* minimum for any ability */
#define MAXSTR		24	/* maximum strength */
#define MAXOTHER	18	/* maximum wis, dex, con */
#define NORMAC		10	/* normal hero armor class (no armor) */
#define MONWIS		10	/* monsters standard wisdom */

#define NORMLEV		0	/* normal level */
#define POSTLEV		1	/* trading post level */
#define MAZELEV		2	/* maze level */

#define NORMFOOD	0	/* normal food's group no. */
#define FRUITFOOD	1	/* fruit's group no. */
#define NEWGROUP	2	/* start of group no. other than food */

#define	NUMTHINGS	8	/* types of goodies for hero */
#define TYP_POTION	0
#define TYP_SCROLL	1
#define TYP_FOOD	2
#define TYP_WEAPON	3
#define TYP_ARMOR	4
#define TYP_RING	5
#define TYP_STICK	6
#define TYP_AMULET	7

#define V_PACK		3600	/* max volume in pack */
#define V_POTION	50		/* volume of potion */
#define V_SCROLL	80		/* volume of scroll */
#define V_FOOD		35		/* volume of food */
#define V_WEAPON	0		/* volume of weapon (depends on wep) */
#define V_ARMOR		0		/* volume of armor (depends on armor) */
#define V_RING		20		/* volume of ring */
#define V_STICK		0		/* volume of stick (depends on staff/wand) */
#define V_AMULET	30		/* volume of amulet */

#define V_WS_STAFF	200		/* volume of a staff */
#define V_WS_WAND	110		/* volume of a wand */
#define W_WS_STAFF	100		/* weight of a staff */
#define W_WS_WAND	 60		/* weight of a wand */

#define FROMRING	2
#define DONTCARE	-1
#define ANYTHING	-1,-1	/* DONTCARE, DONTCARE */

#define K_ARROW		240		/* killed by an arrow */
#define K_DART		241		/* killed by a dart */
#define K_BOLT		242		/* killed by a bolt */
#define K_POOL		243		/* killed by drowning */
#define K_ROD		244		/* killed by an exploding rod */
#define K_SCROLL	245		/* killed by a burning scroll */
#define K_STONE		246		/* killed by materializing in rock */
#define K_STARVE	247		/* killed by starvation */
/*
 * return values for get functions
 */

#define	NORM	0		/* normal exit */
#define	QUIT	1		/* quit option setting */
#define	MINUS	2		/* back up one option */

/*
 * Return values for games end
 */
#define KILLED	0		/* hero was killed */
#define CHICKEN	1		/* hero chickened out (quit) */
#define WINNER	2		/* hero was a total winner */

/*
 * return values for chase routines
 */
#define CHASE	0		/* continue chasing hero */
#define FIGHT	1		/* fight the hero */
#define GONER	2		/* chaser fell into a trap */

/*
 * All the fun defines
 */
#define next(ptr)	(*ptr).l_next
#define prev(ptr)	(*ptr).l_prev
#define ldata(ptr)	(*ptr).l_data
#define OBJPTR(what)	(struct object *)((*what).l_data)
#define THINGPTR(what)	(struct thing *)((*what).l_data)

#define inroom(rp, cp) (\
	(cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && \
	(rp)->r_pos.x <= (cp)->x && (cp)->y <= (rp)->r_pos.y + \
	((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)

#define unc(cp) (cp).y, (cp).x
#define cmov(xy) move((xy).y, (xy).x)
#define DISTANCE(y1,x1,y2,x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
#define when break;case
#define otherwise break;default
#define until(expr) while(!(expr))

#define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
#define draw(window) wrefresh(window)

#define hero player.t_pos
#define pstats player.t_stats
#define pack player.t_pack

#define herowis() (getpwis(him))
#define herodex() (getpdex(him,FALSE))
#define herostr() (pstats.s_ef.a_str)
#define herocon() (pstats.s_ef.a_con)

#define attach(a,b) _attach(&a,b)
#define detach(a,b) _detach(&a,b)
#define free_list(a) _free_list(&a)
#ifndef max
#define max(a, b) ((a) > (b) ? (a) : (b))
#endif
#define goingup() (level < max_level)

#define on(thing, flag) (((thing).t_flags & flag) != 0)
#define off(thing, flag) (((thing).t_flags & flag) == 0)
#undef CTRL
#define CTRL(ch) (ch & 0x1F)

#define ALLOC(x) malloc((unsigned int) x)
#define FREE(x) free((char *) x)
#define	EQSTR(a, b, c)	(strncmp(a, b, c) == 0)
#define GOLDCALC (rnd(50 + 10 * level) + 2)
#define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)

#define newgrp() ++group
#define o_charges o_ac


/*
 * Things that appear on the screens
 */
#define PASSAGE		'#'
#define DOOR		'+'
#define FLOOR		'.'
#define PLAYER		'@'
#define POST		'^'
#define MAZETRAP	'\\'
#define TRAPDOOR	'>'
#define ARROWTRAP	'{'
#define SLEEPTRAP	'$'
#define BEARTRAP	'}'
#define TELTRAP		'~'
#define DARTTRAP	'`'
#define POOL		'"'
#define SECRETDOOR	'&'
#define STAIRS		'%'
#define GOLD		'*'
#define POTION		'!'
#define SCROLL		'?'
#define MAGIC		'$'
#define FOOD		':'
#define WEAPON		')'
#define ARMOR		']'
#define AMULET		','
#define RING		'='
#define STICK		'/'
#define CALLABLE	-1


/*
 *	stuff to do with encumberence 
 */
#define NORMENCB 1500	/* normal encumberence */
#define SOMTHERE 5		/* something is in the way for dropping */
#define CANTDROP 6		/* cant drop it cause its cursed */
#define F_OKAY	 0		/* have plenty of food in stomach */
#define F_HUNGRY 1		/* player is hungry */
#define F_WEAK	 2		/* weak from lack of food */
#define F_FAINT	 3		/* fainting from lack of food */


/*
 * Various constants
 */
#define	PASSWD		"mTuZ7WUV9RWkQ"
#define BEARTIME	3
#define SLEEPTIME	5
#define HEALTIME	30
#define HOLDTIME	2
#define STPOS		0
#define WANDERTIME	70
#define BEFORE		1
#define AFTER		2
#define HUHDURATION	20
#define SEEDURATION	850
#define HUNGERTIME	1300
#define WEAKTIME	150
#define HUNGTIME	300		/* 2 * WEAKTIME */
#define STOMACHSIZE	2000
#define ESCAPE		27
#define LEFT		0
#define RIGHT		1
#define BOLT_LENGTH	6

#define STR		1
#define DEX		2
#define CON		3
#define WIS		4

/*
 * Save against things
 */
#define VS_POISON			00
#define VS_PARALYZATION		00
#define VS_DEATH			00
#define VS_PETRIFICATION	01
#define VS_BREATH			02
#define VS_MAGIC			03


/*
 * Various flag bits
 */
#define ISSTUCK 0000001		/* monster can't run (violet fungi) */
#define ISDARK	0000001		/* room is dark */
#define ISCURSED 000001		/* object is cursed */
#define ISBLIND 0000001		/* hero is blind */
#define ISPARA  0000002		/* monster is paralyzed */
#define ISGONE	0000002		/* room is gone */
#define ISKNOW  0000002		/* object is known */
#define ISRUN	0000004		/* Hero & monsters are running */
#define ISTREAS 0000004		/* room is a treasure room */
#define ISPOST  0000004		/* object is in a trading post */
#define ISFOUND 0000010		/* trap is found */
#define ISINVINC 000010		/* player is invincible */
#define ISINVIS 0000020		/* monster is invisible */
#define ISPROT	0000020		/* object is protected somehow */
#define ISMEAN  0000040		/* monster is mean */
#define ISBLESS 0000040		/* object is blessed */
#define ISGREED 0000100		/* monster is greedy */
#define ISWOUND 0000200		/* monster is wounded */
#define ISHELD  0000400		/* hero is held fast */
#define ISHUH   0001000		/* hero | monster is confused */
#define ISREGEN 0002000		/* monster is regenerative */
#define CANHUH  0004000		/* hero can confuse monsters */
#define CANSEE  0010000		/* hero can see invisible monsters */
#define WASHIT	0010000		/* hero has hit monster at least once */
#define ISMISL  0020000		/* object is normally thrown in attacks */
#define ISCANC	0020000		/* monsters special attacks are canceled */
#define ISMANY  0040000		/* objects are found in a group (> 1) */
#define ISSLOW	0040000		/* hero | monster is slow */
#define ISHASTE 0100000		/* hero | monster is fast */
#define ISETHER	0200000		/* hero is thin as air */
#define NONE	100			/* equal to 'd' (used for weaps) */


/*
 * Potion types
 */
#define P_CONFUSE	0		/* confusion */
#define P_PARALYZE	1		/* paralysis */
#define P_POISON	2		/* poison */
#define P_STRENGTH	3		/* gain strength */
#define P_SEEINVIS	4		/* see invisible */
#define P_HEALING	5		/* healing */
#define P_MFIND		6		/* monster detection */
#define P_TFIND		7		/* magic detection */
#define P_RAISE		8		/* raise level */
#define P_XHEAL		9		/* extra healing */
#define P_HASTE		10		/* haste self */
#define P_RESTORE	11		/* restore strength */
#define P_BLIND		12		/* blindness */
#define P_NOP		13		/* thirst quenching */
#define P_DEX		14		/* increase dexterity */
#define P_ETH		15		/* etherealness */
#define P_SMART		16		/* wisdom */
#define P_REGEN		17		/* regeneration */
#define P_SUPHERO	18		/* super ability */
#define P_DECREP	19		/* decrepedness */
#define P_INVINC	20		/* invicibility */
#define MAXPOTIONS	21		/* types of potions */


/*
 * Scroll types
 */
#define S_CONFUSE	0		/* monster confusion */
#define S_MAP		1		/* magic mapping */
#define S_LIGHT		2		/* light */
#define S_HOLD		3		/* hold monster */
#define S_SLEEP		4		/* sleep */
#define S_ARMOR		5		/* enchant armor */
#define S_IDENT		6		/* identify */
#define S_SCARE		7		/* scare monster */
#define S_GFIND		8		/* gold detection */
#define S_TELEP		9		/* teleportation */
#define S_ENCH		10		/* enchant weapon */
#define S_CREATE	11		/* create monster */
#define S_REMOVE	12		/* remove curse */
#define S_AGGR		13		/* aggravate monster */
#define S_NOP		14		/* blank paper */
#define S_GENOCIDE	15		/* genocide */
#define S_KNOWALL	16		/* item knowledge */
#define S_PROTECT	17		/* item protection */
#define S_DCURSE	18		/* demons curse */
#define S_DLEVEL	19		/* transport */
#define S_ALLENCH	20		/* enchantment */
#define S_BLESS		21		/* gods blessing */
#define S_MAKEIT	22		/* aquirement */
#define S_BAN		23		/* banishment */
#define S_CWAND		24		/* charge wands */
#define S_LOCTRAP	25		/* locate traps */
#define MAXSCROLLS	26		/* types of scrolls */


/*
 * Weapon types
 */
#define MACE		0		/* mace */
#define SWORD		1		/* long sword */
#define BOW			2		/* short bow */
#define ARROW		3		/* arrow */
#define DAGGER		4		/* dagger */
#define ROCK		5		/* rocks */
#define TWOSWORD	6		/* two-handed sword */
#define SLING		7		/* sling */
#define DART		8		/* darts */
#define CROSSBOW	9		/* crossbow */
#define BOLT		10		/* crossbow bolt */
#define SPEAR		11		/* spear */
#define TRIDENT		12		/* trident */
#define SPETUM		13		/* spetum */
#define BARDICHE	14 		/* bardiche */
#define PIKE		15		/* pike */
#define BASWORD		16		/* bastard sword */
#define HALBERD		17		/* halberd */
#define MAXWEAPONS	18		/* types of weapons */


/*
 * Armor types
 */
#define LEATHER		0		/* leather */
#define RINGMAIL	1		/* ring */
#define STUDDED		2		/* studded leather */
#define SCALE		3		/* scale */
#define PADDED		4		/* padded */
#define CHAIN		5		/* chain */
#define SPLINT		6		/* splint */
#define BANDED		7		/* banded */
#define PLATEMAIL	8		/* plate mail */
#define PLATEARMOR	9		/* plate armor */
#define MAXARMORS	10		/* types of armor */


/*
 * Ring types
 */
#define R_PROTECT	0		/* protection */
#define R_ADDSTR	1		/* add strength */
#define R_SUSTSTR	2		/* sustain strength */
#define R_SEARCH	3		/* searching */
#define R_SEEINVIS	4		/* see invisible */
#define R_CONST		5		/* constitution */
#define R_AGGR		6		/* aggravate monster */
#define R_ADDHIT	7		/* agility */
#define R_ADDDAM	8		/* increase damage */
#define R_REGEN		9		/* regeneration */
#define R_DIGEST	10		/* slow digestion */
#define R_TELEPORT	11		/* teleportation */
#define R_STEALTH	12		/* stealth */
#define R_SPEED		13		/* speed */
#define R_FTRAPS	14		/* find traps */
#define R_DELUS		15		/* delusion */
#define R_SUSAB		16		/* sustain ability */
#define R_BLIND		17		/* blindness */
#define R_SLOW		18		/* lethargy */
#define R_GIANT		19		/* ogre strength */
#define R_SAPEM		20		/* enfeeblement */
#define R_HEAVY		21		/* burden */
#define R_LIGHT		22		/* illumination */
#define R_BREATH	23		/* fire protection */
#define R_KNOW		24		/* wisdom */
#define R_DEX		25		/* dexterity */
#define MAXRINGS	26		/* types of rings */


/*
 * Rod/Wand/Staff types
 */

#define WS_LIGHT	0		/* light */
#define WS_HIT		1		/* striking */
#define WS_ELECT	2		/* lightning */
#define WS_FIRE		3		/* fire */
#define WS_COLD		4		/* cold */
#define WS_POLYM	5		/* polymorph */
#define WS_MISSILE	6		/* magic missile */
#define WS_HASTE_M	7		/* haste monster */
#define WS_SLOW_M	8		/* slow monster */
#define WS_DRAIN	9		/* drain life */
#define WS_NOP		10		/* nothing */
#define WS_TELAWAY	11		/* teleport away */
#define WS_TELTO	12		/* teleport to */
#define WS_CANCEL	13		/* cancellation */
#define WS_SAPLIFE	14		/* sap life */
#define WS_CURE		15		/* curing */
#define WS_PYRO		16		/* pyromania */
#define WS_ANNIH	17		/* annihilate monster */
#define WS_PARZ		18		/* paralyze monster */
#define WS_HUNGER	19		/* food absorption */
#define WS_MREG		20		/* regenerate monster */
#define WS_MINVIS	21		/* hide monster */
#define WS_ANTIM	22		/* anti-matter */
#define WS_MOREMON	23		/* clone monster */
#define WS_CONFMON	24		/* confuse monster */
#define WS_MDEG		25		/* degenerate monster */
#define MAXSTICKS	26		/* max types of sticks */

#define MAXAMULETS	1		/* types of amulets */
#define MAXFOODS	1		/* types of food */


/*
 * Now we define the structures and types
 */

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

/*
 * Help list
 */
struct h_list {
	char h_ch;
	char *h_desc;
};


/*
 * Coordinate data type
 */
struct coord {
	int x;			/* column position */
	int y;			/* row position */
};

struct monlev {
	int l_lev;		/* lowest level for a monster */
	int h_lev;		/* highest level for a monster */
	bool d_wand;	/* TRUE if monster wanders */
};

/*
 * Linked list data type
 */
struct linked_list {
	struct linked_list *l_next;
	struct linked_list *l_prev;
	char *l_data;			/* Various structure pointers */
};


/*
 * Stuff about magic items
 */
#define mi_wght mi_worth
struct magic_item {
	char *mi_name;			/* name of item */
	int mi_prob;			/* probability of getting item */
	int mi_worth;			/* worth of item */
};

struct magic_info {
	int mf_max;						/* max # of this type */
	int	mf_vol;						/* volume of this item */
	char mf_show;					/* appearance on screen */
	struct magic_item *mf_magic;	/* pointer to magic tables */
};

/*
 * staff/wand stuff
 */
struct rod {
	char *ws_type;		/* either "staff" or "wand" */
	char *ws_made;		/* "mahogany", etc */
	int	 ws_vol;		/* volume of this type stick */
	int  ws_wght;		/* weight of this type stick */
};

/*
 * armor structure 
 */
struct init_armor {
	int a_class;		/* normal armor class */
	int a_wght;			/* weight of armor */
	int a_vol;			/* volume of armor */
};

/*
 * weapon structure
 */
struct init_weps {
    char *w_dam;		/* hit damage */
    char *w_hrl;		/* hurl damage */
    int  w_flags;		/* flags */
    int  w_wght;		/* weight of weapon */
	int  w_vol;			/* volume of weapon */
    char w_launch;		/* need to launch it */
};


/*
 * Room structure
 */
struct room {
	struct coord r_pos;		/* Upper left corner */
	struct coord r_max;		/* Size of room */
	struct coord r_gold;	/* Where the gold is */
	struct coord r_exit[4];	/* Where the exits are */
	struct room *r_ptr[4];	/* this exits' link to next rm */
	int r_goldval;			/* How much the gold is worth */
	int r_flags;			/* Info about the room */
	int r_nexits;			/* Number of exits */
};

/*
 * Array of all traps on this level
 */
struct trap {
	struct coord tr_pos;	/* Where trap is */
	struct coord tr_goto;	/* where trap tranports to (if any) */
	int tr_flags;			/* Info about trap */
	char tr_type;			/* What kind of trap */
};

/*
 * structure for describing true abilities
 */
struct real {
	int a_str;			/* strength (3-24) */
	int a_dex;			/* dexterity (3-18) */
	int a_wis;			/* wisdom (3-18) */
	int a_con;			/* constitution (3-18) */
};

/*
 * Structure describing a fighting being
 */
struct stats {
	struct real s_re;	/* True ability */
	struct real s_ef;	/* Effective ability */
	long s_exp;			/* Experience */
	int s_lvl;			/* Level of mastery */
	int s_arm;			/* Armor class */
	int s_hpt;			/* Hit points */
	int s_maxhp;		/* max value of hit points */
	int s_pack;			/* current weight of his pack */
	int s_carry;		/* max weight he can carry */
	char s_dmg[16];		/* String describing damage done */
};

/*
 * Structure for monsters and player
 */
struct thing {
	struct stats t_stats;		/* Physical description */
	struct coord t_pos;			/* Position */
	struct coord t_oldpos;		/* last spot of it */
	struct coord *t_dest;		/* Where it is running to */
	struct linked_list *t_pack;	/* What the thing is carrying */
	struct room *t_room;		/* Room this thing is in */
	long t_flags;				/* State word */
	int t_indx;					/* Index into monster structure */
	int t_nomove;				/* # turns you cant move */
	int t_nocmd;				/* # turns you cant do anything */
	bool t_turn;				/* If slow, is it a turn to move */
	char t_type;				/* What it is */
	char t_disguise;			/* What mimic looks like */
	char t_oldch;				/* Char that was where it was */
	char t_reserved;
};

/*
 * Array containing information on all the various types of mosnters
 */
struct monster {
	char *m_name;			/* What to call the monster */
	char m_show;			/* char that monster shows */
	short m_carry;			/* Probability of having an item */
	struct monlev m_lev;	/* level stuff */
	long m_flags;			/* Things about the monster */
	struct stats m_stats;	/* Initial stats */
};

/*
 * Structure for a thing that the rogue can carry
 */
struct object {
	struct coord o_pos;		/* Where it lives on the screen */
	char o_damage[8];		/* Damage if used like sword */
	char o_hurldmg[8];		/* Damage if thrown */
	char *o_typname;		/* name this thing is called */
	int o_type;				/* What kind of object it is */
	int o_count;			/* Count for plural objects */
	int o_which;			/* Which object of a type it is */
	int o_hplus;			/* Plusses to hit */
	int o_dplus;			/* Plusses to damage */
	int o_ac;				/* Armor class or charges */
	int o_flags;			/* Information about objects */
	int o_group;			/* Group number for this object */
	int o_weight;			/* weight of this object */
	int o_vol;				/* volume of this object */
	char o_launch;			/* What you need to launch it */
};

extern WINDOW *cw, *hw, *mw;

#define LINLEN	80			/* length of buffers */

#define EXTLKL	extern struct linked_list
#define EXTTHG	extern struct thing
#define EXTOBJ	extern struct object
#define EXTSTAT extern struct stats
#define EXTCORD	extern struct coord
#define EXTMON	extern struct monster
#define EXTARM	extern struct init_armor
#define EXTWEP	extern struct init_weps
#define EXTMAG	extern struct magic_item
#define EXTROOM	extern struct room
#define EXTTRAP	extern struct trap
#define EXTINT	extern int
#define EXTBOOL	extern bool
#define EXTCHAR	extern char

#ifdef BSD
#define flushout()	ioctl(_tty_ch, TIOCFLUSH, 0)
#endif

#ifdef ATT

struct sgttyb {
	char	sg_ispeed;		/* input speed */
	char	sg_ospeed;		/* output speed */
	char	sg_erase;		/* erase character */
	char	sg_kill;		/* kill character */
	int	sg_flags;		/* mode flags */
};

struct sgttyb _tty;
#define flushout()	ioctl(2, TCFLSH, 0)

#endif