srogue: move default locations to /var.
line source
/*
* global variable initializaton
*
* @(#)extern.c 4.32 (Berkeley) 4/1/82
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include "rogue.h"
bool after; /* True if we want after daemons */
bool noscore; /* Was a wizard sometime */
bool s_know[MAXSCROLLS]; /* Does he know what a scroll does */
bool p_know[MAXPOTIONS]; /* Does he know what a potion does */
bool r_know[MAXRINGS]; /* Does he know what a ring does */
bool ws_know[MAXSTICKS]; /* Does he know what a stick does */
bool amulet = FALSE; /* He found the amulet */
bool askme = TRUE; /* Ask about unidentified things */
bool door_stop = FALSE; /* Stop running when we pass a door */
bool fight_flush = FALSE; /* True if toilet input */
bool firstmove = FALSE; /* First move after setting door_stop */
bool in_shell = FALSE; /* True if executing a shell */
bool jump = FALSE; /* Show running as series of jumps */
bool passgo = FALSE; /* Follow passages */
bool playing = TRUE; /* True until he quits */
bool running = FALSE; /* True if player is running */
bool save_msg = TRUE; /* Remember last msg */
bool slow_invent = FALSE; /* Inventory one line at a time */
bool terse = FALSE; /* True if we should be short */
bool use_savedir = FALSE; /* True if using system savefile area */
#ifdef WIZARD
bool wizard = FALSE; /* True if allows wizard commands */
#endif
char take; /* Thing the rogue is taking */
char prbuf[MAXSTR]; /* Buffer for sprintfs */
char outbuf[BUFSIZ]; /* Output buffer for stdout */
char runch; /* Direction player is running */
char *s_names[MAXSCROLLS]; /* Names of the scrolls */
const char *p_colors[MAXPOTIONS]; /* Colors of the potions */
const char *r_stones[MAXRINGS]; /* Stone settings of the rings */
const char *w_names[MAXWEAPONS + 1] = { /* Names of the various weapons */
"mace",
"long sword",
"short bow",
"arrow",
"dagger",
"two handed sword",
"dart",
"crossbow",
"crossbow bolt",
"spear",
NULL /* fake entry for dragon's breath */
};
const char *a_names[MAXARMORS] = { /* Names of armor types */
"leather armor",
"ring mail",
"studded leather armor",
"scale mail",
"chain mail",
"splint mail",
"banded mail",
"plate mail",
};
const char *ws_made[MAXSTICKS]; /* What sticks are made of */
char *release; /* Release number of rogue */
char whoami[MAXSTR]; /* Name of player */
char fruit[MAXSTR]; /* Favorite fruit */
char huh[MAXSTR]; /* The last message printed */
char *s_guess[MAXSCROLLS]; /* Players guess at what scroll is */
char *p_guess[MAXPOTIONS]; /* Players guess at what potion is */
char *r_guess[MAXRINGS]; /* Players guess at what ring is */
char *ws_guess[MAXSTICKS]; /* Players guess at what wand is */
char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */
char file_name[MAXSTR]; /* Save file name */
char home[MAXSTR]; /* User's home directory */
char _level[MAXLINES*MAXCOLS]; /* Level map */
char _flags[MAXLINES*MAXCOLS]; /* Flags for each space on the map */
int max_level; /* Deepest player has gone */
int ntraps; /* Number of traps on this level */
int dnum; /* Dungeon number */
int level = 1; /* What level rogue is on */
int purse = 0; /* How much gold the rogue has */
int mpos = 0; /* Where cursor is on top line */
int no_move = 0; /* Number of turns held in place */
int no_command = 0; /* Number of turns asleep */
int inpack = 0; /* Number of things in pack */
int total = 0; /* Total dynamic memory bytes */
int lastscore = -1; /* Score before this turn */
int no_food = 0; /* Number of levels without food */
int count = 0; /* Number of times to repeat command */
int fung_hit = 0; /* Number of time fungi has hit */
int quiet = 0; /* Number of quiet turns */
int food_left; /* Amount of food in hero's stomach */
int group = 2; /* Current group number */
int hungry_state = 0; /* How hungry is he */
int fd; /* File descriptor for score file */
int lfd; /* File descriptor for log file */
int a_chances[MAXARMORS] = { /* Chance for each armor type */
20,
35,
50,
63,
75,
85,
95,
100
};
int a_class[MAXARMORS] = { /* Armor class for each armor type */
8,
7,
7,
6,
5,
4,
4,
3,
};
long seed; /* Random number seed */
coord oldpos; /* Position before last look() call */
coord delta; /* Change indicated to get_dir() */
THING player; /* The rogue */
THING *cur_armor; /* What a well dresssed rogue wears */
THING *cur_weapon; /* Which weapon he is weilding */
THING *cur_ring[2]; /* Which rings are being worn */
THING *lvl_obj = NULL; /* List of objects on this level */
THING *mlist = NULL; /* List of monsters on the level */
THING *_monst[MAXLINES*MAXCOLS]; /* Pointers for monsters at each spot */
WINDOW *hw; /* Used as a scratch window */
#define INIT_STATS { 16, 0, 1, 10, 12, "1d4", 12 }
struct stats max_stats = INIT_STATS; /* The maximum for the player */
struct room *oldrp; /* Roomin(&oldpos) */
struct room rooms[MAXROOMS]; /* One for each room -- A level */
struct room passages[MAXPASS] = /* One for each passage */
{
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }
};
#define ___ 1
#define XX 10
struct monster monsters[26] =
{
/* Name CARRY FLAG str, exp, lvl, amr, hpt, dmg */
{ "giant ant", 0, ISMEAN, { XX, 9, 2, 3, ___, "1d6" } },
{ "bat", 0, 0, { XX, 1, 1, 3, ___, "1d2" } },
{ "centaur", 15, 0, { XX, 15, 4, 4, ___, "1d6/1d6" } },
{ "dragon", 100, ISMEAN, { XX,6800, 10, -1, ___, "1d8/1d8/3d10" } },
{ "floating eye",0, 0, { XX, 5, 1, 9, ___, "0d0" } },
/* NOTE: the damage is %%% so that xstr won't merge this */
/* string with others, since it is written on in the program */
{ "violet fungi",0, ISMEAN, { XX, 80, 8, 3, ___, "%%%d0" } },
{ "gnome", 10, 0, { XX, 7, 1, 5, ___, "1d6" } },
{ "hobgoblin", 0, ISMEAN, { XX, 3, 1, 5, ___, "1d8" } },
{ "invisible stalker",0,ISINVIS,{ XX,120, 8, 3, ___, "4d4" } },
{ "jackal", 0, ISMEAN, { XX, 2, 1, 7, ___, "1d2" } },
{ "kobold", 0, ISMEAN, { XX, 1, 1, 7, ___, "1d4" } },
{ "leprechaun", 0, 0, { XX, 10, 3, 8, ___, "1d1" } },
{ "mimic", 30, 0, { XX,100, 7, 7, ___, "3d4" } },
{ "nymph", 100, 0, { XX, 37, 3, 9, ___, "0d0" } },
{ "orc", 15, ISGREED,{ XX, 5, 1, 6, ___, "1d8" } },
{ "purple worm", 70, 0, { XX,4000, 15, 6, ___, "2d12/2d4" } },
{ "quasit", 30, ISMEAN, { XX, 32, 3, 2, ___, "1d2/1d2/1d4" } },
{ "rust monster",0, ISMEAN, { XX, 20, 5, 2, ___, "0d0/0d0" } },
{ "snake", 0, ISMEAN, { XX, 2, 1, 5, ___, "1d3" } },
{ "troll", 50, ISREGEN|ISMEAN,{ XX, 120, 6, 4, ___, "1d8/1d8/2d6" } },
{ "umber hulk", 40, ISMEAN, { XX,200, 8, 2, ___, "3d4/3d4/2d5" } },
{ "vampire", 20, ISREGEN|ISMEAN,{ XX,350, 8, 1, ___, "1d10" } },
{ "wraith", 0, 0, { XX, 55, 5, 4, ___, "1d6" } },
{ "xorn", 0, ISMEAN, { XX,190, 7, -2, ___, "1d3/1d3/1d3/4d6" } },
{ "yeti", 30, 0, { XX, 50, 4, 6, ___, "1d6/1d6" } },
{ "zombie", 0, ISMEAN, { XX, 6, 2, 8, ___, "1d8" } }
};
#undef ___
#undef XX
struct magic_item things[NUMTHINGS] = {
{ 0, 27 }, /* potion */
{ 0, 30 }, /* scroll */
{ 0, 17 }, /* food */
{ 0, 8 }, /* weapon */
{ 0, 8 }, /* armor */
{ 0, 5 }, /* ring */
{ 0, 5 }, /* stick */
};
struct magic_item s_magic[MAXSCROLLS] = {
{ "monster confusion", 8, 140 },
{ "magic mapping", 5, 150 },
{ "hold monster", 3, 180 },
{ "sleep", 5, 5 },
{ "enchant armor", 8, 160 },
{ "identify", 27, 100 },
{ "scare monster", 4, 200 },
{ "gold detection", 4, 50 },
{ "teleportation", 7, 165 },
{ "enchant weapon", 10, 150 },
{ "create monster", 5, 75 },
{ "remove curse", 8, 105 },
{ "aggravate monsters", 4, 20 },
{ "blank paper", 1, 5 },
{ "genocide", 1, 300 },
};
struct magic_item p_magic[MAXPOTIONS] = {
{ "confusion", 8, 5 },
{ "paralysis", 10, 5 },
{ "poison", 8, 5 },
{ "gain strength", 15, 150 },
{ "see invisible", 2, 100 },
{ "healing", 15, 130 },
{ "monster detection", 6, 130 },
{ "magic detection", 6, 105 },
{ "raise level", 2, 250 },
{ "extra healing", 5, 200 },
{ "haste self", 4, 190 },
{ "restore strength", 14, 130 },
{ "blindness", 4, 5 },
{ "thirst quenching", 1, 5 },
};
struct magic_item r_magic[MAXRINGS] = {
{ "protection", 9, 400 },
{ "add strength", 9, 400 },
{ "sustain strength", 5, 280 },
{ "searching", 10, 420 },
{ "see invisible", 10, 310 },
{ "adornment", 1, 10 },
{ "aggravate monster", 10, 10 },
{ "dexterity", 8, 440 },
{ "increase damage", 8, 400 },
{ "regeneration", 4, 460 },
{ "slow digestion", 9, 240 },
{ "teleportation", 5, 30 },
{ "stealth", 7, 470 },
{ "maintain armor", 5, 380 },
};
struct magic_item ws_magic[MAXSTICKS] = {
{ "light", 12, 250 },
{ "striking", 9, 75 },
{ "lightning", 3, 330 },
{ "fire", 3, 330 },
{ "cold", 3, 330 },
{ "polymorph", 15, 310 },
{ "magic missile", 10, 170 },
{ "haste monster", 9, 5 },
{ "slow monster", 11, 350 },
{ "drain life", 9, 300 },
{ "nothing", 1, 5 },
{ "teleport away", 5, 340 },
{ "teleport to", 5, 50 },
{ "cancellation", 5, 280 },
};
struct h_list helpstr[] = {
'?', " prints help",
'/', " identify object",
'h', " left",
'j', " down",
'k', " up",
'l', " right",
'y', " up & left",
'u', " up & right",
'b', " down & left",
'n', " down & right",
'H', " run left",
'J', " run down",
'K', " run up",
'L', " run right",
'Y', " run up & left",
'U', " run up & right",
'B', " run down & left",
'N', " run down & right",
't', "<dir> throw something",
'f', "<dir> forward until find something",
'z', "<dir> zap a wand in a direction",
'^', "<dir> identify trap type",
's', " search for trap/secret door",
'>', " go down a staircase",
'<', " go up a staircase",
'.', " rest for a while",
'i', " inventory",
'I', " inventory single item",
'q', " quaff potion",
'r', " read paper",
'e', " eat food",
'w', " wield a weapon",
'W', " wear armor",
'T', " take armor off",
'P', " put on ring",
'R', " remove ring",
'd', " drop object",
'c', " call object",
'D', " recall what's been discovered",
'o', " examine/set options",
CTRL('L'), " redraw screen",
CTRL('R'), " repeat last message",
ESCAPE, " cancel command",
'!', " shell escape",
'S', " save game",
'Q', " quit",
0, 0
};