Mercurial > hg > early-roguelike
view rogue3/rogue.h @ 134:cfa9d1609b78
xrogue: fix definition of struct delayed_action.
Arrays of struct delayed_action were declared before the definition.
Also, daemon.c and state.c defined it differently. The state.c
definition, in which d_arg is a union, is now used everywhere.
This is the least bad option, but fuses and daemons are still a
disheartening morass that undoubtedly shelters more bugs.
author | John "Elwin" Edwards |
---|---|
date | Tue, 21 Apr 2015 10:11:02 -0400 |
parents | ee250e3646fd |
children | e7862a021609 |
line wrap: on
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/* * Rogue definitions and variable declarations * * @(#)rogue.h 3.38 (Berkeley) 6/15/81 * * 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. */ #include "mdport.h" /* * Maximum number of different things */ #define MAXROOMS 9 #define MAXTHINGS 9 #define MAXOBJ 9 #define MAXPACK 23 #define MAXTRAPS 10 #define NUMTHINGS 7 /* number of types of things (scrolls, rings, etc.) */ /* * return values for get functions */ #define NORM 0 /* normal exit */ #define QUIT 1 /* quit option setting */ #define MINUS 2 /* back up one option */ /* * 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 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 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 on(thing, flag) (((thing).t_flags & flag) != 0) #define off(thing, flag) (((thing).t_flags & flag) == 0) #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 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, r) || ISRING(RIGHT, r)) #define newgrp() ++group #define o_charges o_ac #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD) /* * Things that appear on the screens */ #define PASSAGE '#' #define DOOR '+' #define FLOOR '.' #define PLAYER '@' #define TRAP '^' #define TRAPDOOR '>' #define ARROWTRAP '{' #define SLEEPTRAP '$' #define BEARTRAP '}' #define TELTRAP '~' #define DARTTRAP '`' #define SECRETDOOR '&' #define STAIRS '%' #define GOLD '*' #define POTION '!' #define SCROLL '?' #define MAGIC '$' #define FOOD ':' #define WEAPON ')' #define ARMOR ']' #define AMULET ',' #define RING '=' #define STICK '/' #define CALLABLE -1 /* * Various constants */ #define PASSWD "mTBellIQOsLNA" #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 MORETIME 150 #define STOMACHSIZE 2000 #define ESCAPE 27 #define LEFT 0 #define RIGHT 1 #define BOLT_LENGTH 6 /* * 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 ISDARK 0000001 #define ISCURSED 000001 #define ISBLIND 0000001 #define ISGONE 0000002 #define ISKNOW 0000002 #define ISRUN 0000004 #define ISFOUND 0000010 #define ISINVIS 0000020 #define ISMEAN 0000040 #define ISGREED 0000100 #define ISBLOCK 0000200 #define ISHELD 0000400 #define ISHUH 0001000 #define ISREGEN 0002000 #define CANHUH 0004000 #define CANSEE 0010000 #define ISMISL 0020000 #define ISCANC 0020000 #define ISMANY 0040000 #define ISSLOW 0040000 #define ISHASTE 0100000 /* * Potion types */ #define P_CONFUSE 0 #define P_PARALYZE 1 #define P_POISON 2 #define P_STRENGTH 3 #define P_SEEINVIS 4 #define P_HEALING 5 #define P_MFIND 6 #define P_TFIND 7 #define P_RAISE 8 #define P_XHEAL 9 #define P_HASTE 10 #define P_RESTORE 11 #define P_BLIND 12 #define P_NOP 13 #define MAXPOTIONS 14 /* * Scroll types */ #define S_CONFUSE 0 #define S_MAP 1 #define S_LIGHT 2 #define S_HOLD 3 #define S_SLEEP 4 #define S_ARMOR 5 #define S_IDENT 6 #define S_SCARE 7 #define S_GFIND 8 #define S_TELEP 9 #define S_ENCH 10 #define S_CREATE 11 #define S_REMOVE 12 #define S_AGGR 13 #define S_NOP 14 #define S_GENOCIDE 15 #define MAXSCROLLS 16 /* * Weapon types */ #define MACE 0 #define SWORD 1 #define BOW 2 #define ARROW 3 #define DAGGER 4 #define ROCK 5 #define TWOSWORD 6 #define SLING 7 #define DART 8 #define CROSSBOW 9 #define BOLT 10 #define SPEAR 11 #define MAXWEAPONS 12 /* * Armor types */ #define LEATHER 0 #define RING_MAIL 1 #define STUDDED_LEATHER 2 #define SCALE_MAIL 3 #define CHAIN_MAIL 4 #define SPLINT_MAIL 5 #define BANDED_MAIL 6 #define PLATE_MAIL 7 #define MAXARMORS 8 /* * Ring types */ #define R_PROTECT 0 #define R_ADDSTR 1 #define R_SUSTSTR 2 #define R_SEARCH 3 #define R_SEEINVIS 4 #define R_NOP 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 MAXRINGS 13 /* * 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_HASTE_M 7 #define WS_SLOW_M 8 #define WS_DRAIN 9 #define WS_NOP 10 #define WS_TELAWAY 11 #define WS_TELTO 12 #define WS_CANCEL 13 #define MAXSTICKS 14 /* * Now we define the structures and types */ /* * Help list */ struct h_list { int h_ch; char *h_desc; }; extern struct h_list helpstr[]; /* * Coordinate data type */ typedef struct { int x; int y; } coord; typedef struct { int st_str; int st_add; } str_t; /* * 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; }; /* * Room structure */ struct room { coord r_pos; /* Upper left corner */ coord r_max; /* Size of room */ coord r_gold; /* Where the gold is */ int r_goldval; /* How much the gold is worth */ int r_flags; /* Info about the room */ int r_nexits; /* Number of exits */ coord r_exit[4]; /* Where the exits are */ }; /* * Array of all traps on this level */ struct trap { coord tr_pos; /* Where trap is */ int tr_type; /* What kind of trap */ int tr_flags; /* Info about trap (i.e. ISFOUND) */ }; extern struct trap traps[MAXTRAPS]; /* * Structure describing a fighting being */ struct stats { str_t s_str; /* Strength */ int s_exp; /* Experience */ int s_lvl; /* Level of mastery */ int s_arm; /* Armor class */ int s_hpt; /* Hit points */ char s_dmg[30]; /* String describing damage done */ }; /* * Structure for monsters and player */ struct thing { coord t_pos; /* Position */ int t_turn; /* If slowed, is it a turn to move */ int t_type; /* What it is */ int t_disguise; /* What mimic looks like */ int t_oldch; /* Character that was where it was */ coord *t_dest; /* Where it is running to */ int t_flags; /* State word */ struct stats t_stats; /* Physical description */ struct linked_list *t_pack; /* What the thing is carrying */ int t_reserved; /* reserved for save/restore code */ }; /* * Array containing information on all the various types of mosnters */ struct monster { char m_name[20]; /* What to call the monster */ int m_carry; /* Probability of carrying something */ int m_flags; /* Things about the monster */ struct stats 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 */ int o_launch; /* What you need to launch it */ char o_damage[8]; /* Damage if used like sword */ char o_hurldmg[8]; /* Damage if thrown */ 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 */ int o_flags; /* Information about objects */ int o_group; /* Group number for this object */ }; struct delayed_action { int d_type; void (*d_func)(); int d_arg; int d_time; }; /* * Now all the global variables */ extern int a_chances[MAXARMORS]; /* Probabilities for armor */ extern int a_class[MAXARMORS]; /* Armor class for various armors */ extern char * a_names[MAXARMORS]; /* Names of armor types */ extern int after; /* True if we want after daemons */ extern int amulet; /* He found the amulet */ extern int askme; /* Ask about unidentified things */ extern int between; extern coord ch_ret; extern int count; /* Number of times to repeat command */ extern int cNCOLORS; extern int cNMETAL; extern int cNSTONES; extern int cNWOOD; extern struct object * cur_armor; /* What a well dresssed rogue wears */ extern struct object * cur_ring[2]; /* Which rings are being worn */ extern struct object * cur_weapon; /* Which weapon he is weilding */ extern WINDOW * cw; /* Window that the player sees */ extern coord delta; /* Change indicated to get_dir() */ extern int dnum; /* Dungeon number */ extern int door_stop; /* Stop running when we pass a door */ extern struct delayed_action d_list[20]; extern int fight_flush; /* True if toilet input */ extern char file_name[256]; /* Save file name */ extern int firstmove; /* First move after setting door_stop */ extern int food_left; /* Amount of food in hero's stomach */ extern char fruit[80]; /* Favorite fruit */ extern int fung_hit; /* Number of time fungi has hit */ extern int group; /* Current group number */ extern char home[]; /* User's home directory */ extern WINDOW * hw; /* Used for the help command */ extern char huh[80]; /* The last message printed */ extern int hungry_state; /* How hungry is he */ extern int in_shell; /* True if executing a shell */ extern int inpack; /* Number of things in pack */ extern int jump; /* Show running as series of jumps */ extern int lastscore; /* Score before this turn */ extern int level; /* What level rogue is on */ extern FILE * logfi; extern char lvl_mons[27]; extern struct linked_list * lvl_obj; /* List of objects on this level */ extern int max_hp; /* Player's max hit points */ extern int max_level; /* Deepest player has gone */ extern struct stats max_stats; /* The maximum for the player */ extern char * metal[]; extern struct linked_list * mlist; /* List of monsters on the level */ extern struct monster monsters[26]; /* The initial monster states */ extern int mpos; /* Where cursor is on top line */ extern WINDOW * mw; /* Used to store mosnters */ extern coord nh; extern int no_command; /* Number of turns asleep */ extern int no_food; /* Number of levels without food */ extern int no_move; /* Number of turns held in place */ extern int notify; /* True if player wants to know */ extern int ntraps; /* Number of traps on this level */ extern int num_checks; extern coord oldpos; /* Position before last look() call */ extern struct room * oldrp; /* Roomin(&oldpos) */ extern char * p_colors[MAXPOTIONS]; /* Colors of the potions */ extern char * p_guess[MAXPOTIONS]; /* Players guess at what potion is */ extern int p_know[MAXPOTIONS]; /* Does he know what a potion does */ extern struct magic_item p_magic[MAXPOTIONS]; /* Names and chances for potions */ extern struct thing player; /* The rogue */ extern int playing; /* True until he quits */ extern unsigned char prbuf[80]; /* Buffer for sprintfs */ extern int purse; /* How much gold the rogue has */ extern int quiet; /* Number of quiet turns */ extern char * r_guess[MAXRINGS]; /* Players guess at what ring is */ extern int r_know[MAXRINGS]; /* Does he know what a ring does */ extern struct magic_item r_magic[MAXRINGS]; /* Names and chances for rings */ extern char * r_stones[MAXRINGS]; /* Stone settings of the rings */ extern char * rainbow[]; extern char * release; /* Release number of rogue */ extern struct room rooms[MAXROOMS]; /* One for each room -- A level */ extern int runch; /* Direction player is running */ extern int running; /* True if player is running */ extern int seed; /* Random number seed */ extern char * s_guess[MAXSCROLLS]; /* Players guess at what scroll is */ extern int s_know[MAXSCROLLS]; /* Does he know what a scroll does */ extern struct magic_item s_magic[MAXSCROLLS]; /* Names and chances for scrolls */ extern char * s_names[MAXSCROLLS]; /* Names of the scrolls */ extern FILE * scoreboard; extern int slow_invent; /* Inventory one line at a time */ extern char * stones[]; extern int take; /* Thing the rogue is taking */ extern int terse; /* True if we should be int */ extern struct magic_item things[NUMTHINGS]; /* Chances for each type of item */ extern int total; /* Total dynamic memory bytes */ extern int use_savedir; /* True if using system savedir */ extern char * w_names[MAXWEAPONS]; /* Names of the various weapons */ extern char wand_mons[27]; extern int waswizard; /* Was a wizard sometime */ extern char whoami[80]; /* Name of player */ extern int wizard; /* True if allows wizard commands */ extern char * wood[]; extern char * ws_guess[MAXSTICKS]; /* Players guess at what wand is */ extern int ws_know[MAXSTICKS]; /* Does he know what a stick does */ extern char * ws_made[MAXSTICKS]; /* What sticks are made of */ extern struct magic_item ws_magic[MAXSTICKS]; /* Names and chances for sticks */ extern char * ws_type[MAXSTICKS]; /* Is it a wand or a staff */ void _attach(struct linked_list **list, struct linked_list *item); void _detach(struct linked_list **list, struct linked_list *item); void _free_list(struct linked_list **ptr); char * _new(size_t size); int add_dam(str_t *str); void add_haste(int potion); void add_pack(struct linked_list *item, int silent); void add_pass(void); void addmsg(char *fmt, ...); void aggravate(void); int attack(struct thing *mp); int author(void); void auto_save(int p); void badcheck(char *name, struct magic_item *magic, int bound); int be_trapped(coord *tc); void bounce(struct object *weap, char *mname); void call(void); int cansee(int y, int x); char * charge_str(struct object *obj); int chase(struct thing *tp, coord *ee); void check_level(void); void checkout(int p); void chg_str(int amt); void chmsg(char *fmt, ...); void command(void); void conn(int r1, int r2); void create_obj(void); void death(int monst); int diag_ok(coord *sp, coord *ep); void discard(struct linked_list *item); void d_level(void); int do_chase(struct thing *th); void do_daemons(int flag); void do_fuses(int flag); void do_motion(struct object *obj, int ydelta, int xdelta); void do_move(int dy, int dx); void do_passages(void); void do_rooms(void); void do_run(int ch); void do_zap(int gotdir); void doadd(char *fmt, va_list ap); void doctor(void); void door(struct room *rm, coord *cp); void drain(int ymin, int ymax, int xmin, int xmax); void draw_room(struct room *rp); void drop(void); int dropcheck(struct object *op); void eat(void); int encerror(void); void encseterr(int err); int encclearerr(void); size_t encread(void *buf, size_t size, FILE *inf); size_t encwrite(const void *buf, size_t size, FILE *outf); void endmsg(void); void extinguish(void (*func)()); void fall(struct linked_list *item, int pr); int fallpos(coord *pos, coord *newpos, int passages); void fatal(char *s); 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 fight(coord *mp, int mn, struct object *weap, int thrown); void fix_stick(struct object *cur); void flush_type(void); void fuse(void (*func)(), int arg, int time, int type); void genocide(void); int get_bool(void *vp, WINDOW *win); int get_dir(void); struct linked_list * get_item(char *purpose, int type); int get_str(void *vopt, WINDOW *win); int gethand(void); void help(void); void hit(char *er, char *ee); int hit_monster(int y, int x, struct object *obj); void horiz(int cnt); void identify(void); void init_colors(void); void init_materials(void); void init_names(void); void init_player(void); void init_stones(void); void init_things(void); void init_weapon(struct object *weap, int type); char * inv_name(struct object *obj, int drop); int inventory(struct linked_list *list, int type); int is_current(struct object *obj); int is_magic(struct object *obj); void kill_daemon(void (*func)()); void killed(struct linked_list *item, int pr); char * killname(int monst); void lengthen(void (*func)(), int xtime); void light(coord *cp); void look(int wakeup); void miss(char *er, char *ee); void missile(int ydelta, int xdelta); void money(void); void msg(char *fmt, ...); void new_level(void); struct linked_list * new_item(int size); void new_monster(struct linked_list *item, int type, coord *cp); struct linked_list * new_thing(void); char * num(int n1, int n2); void nohaste(void); void open_log(void); void open_score(void); void option(void); int pack_char(struct object *obj); void parse_opts(char *str); int passwd(void); int pick_one(struct magic_item *magic, int nitems); void pick_up(int ch); void picky_inven(void); void playit(void); void put_bool(void *b); void put_str(void *str); void put_things(void); int readchar(WINDOW *win); int restore(char *file, char **envp); int roll(int number, int sides); struct room * roomin(coord *cp); int step_ok(int ch); void strucpy(char *s1, char *s2, size_t len); void swander(void); void take_off(void); void tstp(int p); void quaff(void); void quit(int p); void raise_level(void); int randmonster(int wander); void read_scroll(void); void remove_monster(coord *mp, struct linked_list *item); int ring_eat(int hand); void ring_off(void); void ring_on(void); char * ring_num(struct object *obj); int rnd(int range); void rnd_pos(struct room *rp, coord *cp); int rnd_room(void); coord * rndmove(struct thing *who); int roll_em(struct stats *att, struct stats *def, struct object *weap, int hurl); void rollwand(void); int rs_save_file(FILE *savef); int rs_restore_file(FILE *inf); void runners(void); void runto(coord *runner, coord *spot); int save(int which); int save_file(FILE *savef); int save_game(void); int save_throw(int which, struct thing *tp); void score(int amount, int flags, int monst); void shell(void); int show(int y, int x); void sight(void); void search(void); int secretdoor(int y, int x); void setup(void); void show_win(WINDOW *scr, char *message); void start_daemon(void (*func)(), int arg, int type); void status(void); void stomach(void); int str_plus(str_t *str); int swing(int at_lvl, int op_arm, int wplus); int teleport(void); int too_much(void); void total_winner(void); char * tr_name(int ch); struct trap * trap_at(int y, int x); void thunk(struct object *weap, char *mname); void u_level(void); void unconfuse(void); void unsee(void); void vert(int cnt); char * vowelstr(char *str); void wait_for(WINDOW *win, int ch); struct linked_list * wake_monster(int y, int x); void wanderer(void); void waste_time(void); void wear(void); void whatis(void); void wield(void); void writelog(int amount, int flags, int monst);