view rogue5/extern.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents 655c317b6237
children
line wrap: on
line source

/*
 * global variable initializaton
 *
 * @(#)extern.c	4.82 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

/* All global variables are defined here, or in vers.c or init.c */

#include <curses.h>
#include "rogue.h"

int  after;				/* True if we want after daemons */
int  again;				/* Repeating the last command */
int  noscore;				/* Was a wizard sometime */
int  seenstairs;			/* Have seen the stairs (for lsd) */
int  amulet = FALSE;			/* He found the amulet */
int  door_stop = FALSE;			/* Stop running when we pass a door */
int  fight_flush = FALSE;		/* True if toilet input */
int  firstmove = FALSE;			/* First move after setting door_stop */
int  got_ltc = FALSE;			/* We have gotten the local tty chars */
int  has_hit = FALSE;			/* Has a "hit" message pending in msg */
int  in_shell = FALSE;			/* True if executing a shell */
int  inv_describe = TRUE;		/* Say which way items are being used */
int  jump = FALSE;			/* Show running as series of jumps */
int  kamikaze = FALSE;			/* to_death really to DEATH */
int  lower_msg = FALSE;			/* Messages should start w/lower case */
int  move_on = FALSE;			/* Next move shouldn't pick up items */
int  msg_esc = FALSE;			/* Check for ESC from msg's --More-- */
int  passgo = FALSE;			/* Follow passages */
int  playing = TRUE;			/* True until he quits */
int  q_comm = FALSE;			/* Are we executing a 'Q' command? */
int  running = FALSE;			/* True if player is running */
int  save_msg = TRUE;			/* Remember last msg */
int  see_floor = TRUE;			/* Show the lamp illuminated floor */
int  stat_msg = FALSE;			/* Should status() print as a msg() */
int  terse = FALSE;				/* True if we should be short */
int  to_death = FALSE;			/* Fighting is to the death! */
int  tombstone = TRUE;			/* Print out tombstone at end */
int  use_savedir = FALSE;		/* True if using system savefile dir */
#ifdef MASTER
int  wizard = FALSE;			/* True if allows wizard commands */
#endif
int  pack_used[26] = {			/* Is the character used in the pack? */
    FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE,
    FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE,
    FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE
};

int  dir_ch;				/* Direction from last get_dir() call */
char file_name[MAXSTR];			/* Save file name */
char huh[MAXSTR];			/* The last message printed */
const char *p_colors[MAXPOTIONS];		/* Colors of the potions */
char prbuf[2*MAXSTR];			/* buffer for sprintfs */
const char *r_stones[MAXRINGS];		/* Stone settings of the rings */
int  runch;				/* Direction player is running */
char *s_names[MAXSCROLLS];		/* Names of the scrolls */
int  take;				/* Thing she is taking */
char whoami[MAXSTR];			/* Name of player */
const char *ws_made[MAXSTICKS];		/* What sticks are made of */
char *ws_type[MAXSTICKS];		/* Is it a wand or a staff */
int  orig_dsusp;			/* Original dsusp char */
char fruit[MAXSTR] =			/* Favorite fruit */
		{ 's', 'l', 'i', 'm', 'e', '-', 'm', 'o', 'l', 'd', '\0' };
char home[MAXSTR] = { '\0' };		/* User's home directory */
const char *inv_t_name[] = {
	"Overwrite",
	"Slow",
	"Clear"
};
int  l_last_comm = '\0';		/* Last last_comm */
int  l_last_dir = '\0';			/* Last last_dir */
int  last_comm = '\0';			/* Last command typed */
int  last_dir = '\0';			/* Last direction given */
const char *tr_name[] = {			/* Names of the traps */
	"a trapdoor",
	"an arrow trap",
	"a sleeping gas trap",
	"a beartrap",
	"a teleport trap",
	"a poison dart trap",
	"a rust trap",
        "a mysterious trap"
};


int n_objs;				/* # items listed in inventory() call */
int ntraps;				/* Number of traps on this level */
int hungry_state = 0;			/* How hungry is he */
int inpack = 0;				/* Number of things in pack */
int inv_type = 0;			/* Type of inventory to use */
int level = 1;				/* What level she is on */
int max_hit;				/* Max damage done to her in to_death */
int max_level;				/* Deepest player has gone */
int mpos = 0;				/* Where cursor is on top line */
int no_food = 0;			/* Number of levels without food */
const int a_class[MAXARMORS] = {		/* Armor class for each armor type */
	8,	/* LEATHER */
	7,	/* RING_MAIL */
	7,	/* STUDDED_LEATHER */
	6,	/* SCALE_MAIL */
	5,	/* CHAIN_MAIL */
	4,	/* SPLINT_MAIL */
	4,	/* BANDED_MAIL */
	3,	/* PLATE_MAIL */
};

int count = 0;				/* Number of times to repeat command */
FILE *scoreboard = NULL;		/* File descriptor for score file */
FILE *logfi = NULL;                     /* The log file */
int food_left;				/* Amount of food in hero's stomach */
int lastscore = -1;			/* Score before this turn */
int no_command = 0;			/* Number of turns asleep */
int no_move = 0;			/* Number of turns held in place */
int purse = 0;				/* How much gold he has */
int quiet = 0;				/* Number of quiet turns */
int vf_hit = 0;				/* Number of time flytrap has hit */

unsigned int dnum;				/* Dungeon number */
unsigned int seed;				/* Random number seed */
const int e_levels[] = {
        10L,
	20L,
	40L,
	80L,
       160L,
       320L,
       640L,
      1300L,
      2600L,
      5200L,
     13000L,
     26000L,
     50000L,
    100000L,
    200000L,
    400000L,
    800000L,
   2000000L,
   4000000L,
   8000000L,
	 0L
};

coord delta;				/* Change indicated to get_dir() */
coord oldpos;				/* Position before last look() call */
coord stairs;				/* Location of staircase */

PLACE places[MAXLINES*MAXCOLS];		/* level map */

THING *cur_armor;			/* What he is wearing */
THING *cur_ring[2];			/* Which rings are being worn */
THING *cur_weapon;			/* Which weapon he is weilding */
THING *l_last_pick = NULL;		/* Last last_pick */
THING *last_pick = NULL;		/* Last object picked in get_item() */
THING *lvl_obj = NULL;			/* List of objects on this level */
THING *mlist = NULL;			/* List of monsters on the level */
THING player;				/* His stats */
					/* restart of game */

WINDOW *hw = NULL;			/* used as a scratch window */

#define INIT_STATS { 16, 0, 1, 10, 12, "1x4", 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}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} }
};

#define ___ 1
#define XX 10
struct monster monsters[26] =
    {
/* Name		 CARRY	FLAG    str, exp, lvl, amr, hpt, dmg */
{ "aquator",	   0,	ISMEAN,	{ XX, 20,   5,   2, ___, "0x0/0x0" } },
{ "bat",	   0,	ISFLY,	{ XX,  1,   1,   3, ___, "1x2" } },
{ "centaur",	  15,	0,	{ XX, 17,   4,   4, ___, "1x2/1x5/1x5" } },
{ "dragon",	 100,	ISMEAN,	{ XX,5000, 10,  -1, ___, "1x8/1x8/3x10" } },
{ "emu",	   0,	ISMEAN,	{ XX,  2,   1,   7, ___, "1x2" } },
{ "venus flytrap", 0,	ISMEAN,	{ XX, 80,   8,   3, ___, "0x0" } },
{ "griffin",	  20,	ISMEAN|ISFLY|ISREGEN, { XX,2000, 13,   2, ___, "4x3/3x5" } },
{ "hobgoblin",	   0,	ISMEAN,	{ XX,  3,   1,   5, ___, "1x8" } },
{ "ice monster",   0,	0,	{ XX,  5,   1,   9, ___, "0x0" } },
{ "jabberwock",   70,	0,	{ XX,3000, 15,   6, ___, "2x12/2x4" } },
{ "kestrel",	   0,	ISMEAN|ISFLY,	{ XX,  1,   1,   7, ___, "1x4" } },
{ "leprechaun",	   0,	0,	{ XX, 10,   3,   8, ___, "1x1" } },
{ "medusa",	  40,	ISMEAN,	{ XX,200,   8,   2, ___, "3x4/3x4/2x5" } },
{ "nymph",	 100,	0,	{ XX, 37,   3,   9, ___, "0x0" } },
{ "orc",	  15,	ISGREED,{ XX,  5,   1,   6, ___, "1x8" } },
{ "phantom",	   0,	ISINVIS,{ XX,120,   8,   3, ___, "4x4" } },
{ "quagga",	   0,	ISMEAN,	{ XX, 15,   3,   3, ___, "1x5/1x5" } },
{ "rattlesnake",   0,	ISMEAN,	{ XX,  9,   2,   3, ___, "1x6" } },
{ "snake",	   0,	ISMEAN,	{ XX,  2,   1,   5, ___, "1x3" } },
{ "troll",	  50,	ISREGEN|ISMEAN,{ XX, 120, 6, 4, ___, "1x8/1x8/2x6" } },
{ "black unicorn", 0,	ISMEAN,	{ XX,190,   7,  -2, ___, "1x9/1x9/2x9" } },
{ "vampire",	  20,	ISREGEN|ISMEAN,{ XX,350,   8,   1, ___, "1x10" } },
{ "wraith",	   0,	0,	{ XX, 55,   5,   4, ___, "1x6" } },
{ "xeroc",	  30,	0,	{ XX,100,   7,   7, ___, "4x4" } },
{ "yeti",	  30,	0,	{ XX, 50,   4,   6, ___, "1x6/1x6" } },
{ "zombie",	   0,	ISMEAN,	{ XX,  6,   2,   8, ___, "1x8" } }
    };
#undef ___
#undef XX

struct obj_info things[NUMTHINGS] = {
    { 0,			26 },	/* potion */
    { 0,			36 },	/* scroll */
    { 0,			16 },	/* food */
    { 0,			 7 },	/* weapon */
    { 0,			 7 },	/* armor */
    { 0,			 4 },	/* ring */
    { 0,			 4 },	/* stick */
};

struct obj_info arm_info[MAXARMORS] = {
    { "leather armor",		 20,	 20, NULL, FALSE },
    { "ring mail",		 15,	 25, NULL, FALSE },
    { "studded leather armor",	 15,	 20, NULL, FALSE },
    { "scale mail",		 13,	 30, NULL, FALSE },
    { "chain mail",		 12,	 75, NULL, FALSE },
    { "splint mail",		 10,	 80, NULL, FALSE },
    { "banded mail",		 10,	 90, NULL, FALSE },
    { "plate mail",		  5,	150, NULL, FALSE },
};
struct obj_info pot_info[MAXPOTIONS] = {
    { "confusion",		 7,   5, NULL, FALSE },
    { "hallucination",		 8,   5, NULL, FALSE },
    { "poison",			 8,   5, NULL, FALSE },
    { "gain strength",		13, 150, NULL, FALSE },
    { "see invisible",		 3, 100, NULL, FALSE },
    { "healing",		13, 130, NULL, FALSE },
    { "monster detection",	 6, 130, NULL, FALSE },
    { "magic detection",	 6, 105, NULL, FALSE },
    { "raise level",		 2, 250, NULL, FALSE },
    { "extra healing",		 5, 200, NULL, FALSE },
    { "haste self",		 5, 190, NULL, FALSE },
    { "restore strength",	13, 130, NULL, FALSE },
    { "blindness",		 5,   5, NULL, FALSE },
    { "levitation",		 6,  75, NULL, FALSE },
};
struct obj_info ring_info[MAXRINGS] = {
    { "protection",		 9, 400, NULL, FALSE },
    { "add strength",		 9, 400, NULL, FALSE },
    { "sustain strength",	 5, 280, NULL, FALSE },
    { "searching",		10, 420, NULL, FALSE },
    { "see invisible",		10, 310, NULL, FALSE },
    { "adornment",		 1,  10, NULL, FALSE },
    { "aggravate monster",	10,  10, NULL, FALSE },
    { "dexterity",		 8, 440, NULL, FALSE },
    { "increase damage",	 8, 400, NULL, FALSE },
    { "regeneration",		 4, 460, NULL, FALSE },
    { "slow digestion",		 9, 240, NULL, FALSE },
    { "teleportation",		 5,  30, NULL, FALSE },
    { "stealth",		 7, 470, NULL, FALSE },
    { "maintain armor",		 5, 380, NULL, FALSE },
};
struct obj_info scr_info[MAXSCROLLS] = {
    { "monster confusion",		 7, 140, NULL, FALSE },
    { "magic mapping",			 4, 150, NULL, FALSE },
    { "hold monster",			 2, 180, NULL, FALSE },
    { "sleep",				 3,   5, NULL, FALSE },
    { "enchant armor",			 7, 160, NULL, FALSE },
    { "identify potion",		10,  80, NULL, FALSE },
    { "identify scroll",		10,  80, NULL, FALSE },
    { "identify weapon",		 6,  80, NULL, FALSE },
    { "identify armor",		 	 7, 100, NULL, FALSE },
    { "identify ring, wand or staff",	10, 115, NULL, FALSE },
    { "scare monster",			 3, 200, NULL, FALSE },
    { "food detection",			 2,  60, NULL, FALSE },
    { "teleportation",			 5, 165, NULL, FALSE },
    { "enchant weapon",			 8, 150, NULL, FALSE },
    { "create monster",			 4,  75, NULL, FALSE },
    { "remove curse",			 7, 105, NULL, FALSE },
    { "aggravate monsters",		 3,  20, NULL, FALSE },
    { "protect armor",			 2, 250, NULL, FALSE },
};
struct obj_info weap_info[MAXWEAPONS + 1] = {
    { "mace",				11,   8, NULL, FALSE },
    { "long sword",			11,  15, NULL, FALSE },
    { "short bow",			12,  15, NULL, FALSE },
    { "arrow",				12,   1, NULL, FALSE },
    { "dagger",				 8,   3, NULL, FALSE },
    { "two handed sword",		10,  75, NULL, FALSE },
    { "dart",				12,   2, NULL, FALSE },
    { "shuriken",			12,   5, NULL, FALSE },
    { "spear",				12,   5, NULL, FALSE },
    { NULL, 0 },	/* DO NOT REMOVE: fake entry for dragon's breath */
};
struct obj_info ws_info[MAXSTICKS] = {
    { "light",			12, 250, NULL, FALSE },
    { "invisibility",		 6,   5, NULL, FALSE },
    { "lightning",		 3, 330, NULL, FALSE },
    { "fire",			 3, 330, NULL, FALSE },
    { "cold",			 3, 330, NULL, FALSE },
    { "polymorph",		15, 310, NULL, FALSE },
    { "magic missile",		10, 170, NULL, FALSE },
    { "haste monster",		10,   5, NULL, FALSE },
    { "slow monster",		11, 350, NULL, FALSE },
    { "drain life",		 9, 300, NULL, FALSE },
    { "nothing",		 1,   5, NULL, FALSE },
    { "teleport away",		 6, 340, NULL, FALSE },
    { "teleport to",		 6,  50, NULL, FALSE },
    { "cancellation",		 5, 280, NULL, FALSE },
};

const struct h_list helpstr[] = {
    {'?',	"	prints help",				TRUE},
    {'/',	"	identify object",			TRUE},
    {'h',	"	left",					TRUE},
    {'j',	"	down",					TRUE},
    {'k',	"	up",					TRUE},
    {'l',	"	right",					TRUE},
    {'y',	"	up & left",				TRUE},
    {'u',	"	up & right",				TRUE},
    {'b',	"	down & left",				TRUE},
    {'n',	"	down & right",				TRUE},
    {'H',	"	run left",				FALSE},
    {'J',	"	run down",				FALSE},
    {'K',	"	run up",				FALSE},
    {'L',	"	run right",				FALSE},
    {'Y',	"	run up & left",				FALSE},
    {'U',	"	run up & right",			FALSE},
    {'B',	"	run down & left",			FALSE},
    {'N',	"	run down & right",			FALSE},
    {CTRL('H'),	"	run left until adjacent",		FALSE},
    {CTRL('J'),	"	run down until adjacent",		FALSE},
    {CTRL('K'),	"	run up until adjacent",			FALSE},
    {CTRL('L'),	"	run right until adjacent",		FALSE},
    {CTRL('Y'),	"	run up & left until adjacent",		FALSE},
    {CTRL('U'),	"	run up & right until adjacent",		FALSE},
    {CTRL('B'),	"	run down & left until adjacent",	FALSE},
    {CTRL('N'),	"	run down & right until adjacent",	FALSE},
    {'\0',	"	<SHIFT><dir>: run that way",		TRUE},
    {'\0',	"	<CTRL><dir>: run till adjacent",	TRUE},
    {'f',	"<dir>	fight till death or near death",	TRUE},
    {'t',	"<dir>	throw something",			TRUE},
    {'m',	"<dir>	move onto without picking up",		TRUE},
    {'z',	"<dir>	zap a wand in a direction",		TRUE},
    {'^',	"<dir>	identify trap type",			TRUE},
    {'s',	"	search for trap/secret door",		TRUE},
    {'>',	"	go down a staircase",			TRUE},
    {'<',	"	go up a staircase",			TRUE},
    {'.',	"	rest for a turn",			TRUE},
    {',',	"	pick something up",			TRUE},
    {'i',	"	inventory",				TRUE},
    {'I',	"	inventory single item",			TRUE},
    {'q',	"	quaff potion",				TRUE},
    {'r',	"	read scroll",				TRUE},
    {'e',	"	eat food",				TRUE},
    {'w',	"	wield a weapon",			TRUE},
    {'W',	"	wear armor",				TRUE},
    {'T',	"	take armor off",			TRUE},
    {'P',	"	put on ring",				TRUE},
    {'R',	"	remove ring",				TRUE},
    {'d',	"	drop object",				TRUE},
    {'c',	"	call object",				TRUE},
    {'a',	"	repeat last command",			TRUE},
    {')',	"	print current weapon",			TRUE},
    {']',	"	print current armor",			TRUE},
    {'=',	"	print current rings",			TRUE},
    {'@',	"	print current stats",			TRUE},
    {'D',	"	recall what's been discovered",		TRUE},
    {'o',	"	examine/set options",			TRUE},
    {CTRL('R'),	"	redraw screen",				TRUE},
    {CTRL('P'),	"	repeat last message",			TRUE},
    {ESCAPE,	"	cancel command",			TRUE},
    {'S',	"	save game",				TRUE},
    {'Q',	"	quit",					TRUE},
    {'!',	"	shell escape",				TRUE},
    {'F',	"<dir>	fight till either of you dies",		TRUE},
    {'v',	"	print version number",			TRUE},
    {0,		NULL }
};
int numscores;
char *Numname;
int allscore;
int between;

#define _X_ { EMPTY }

struct delayed_action d_list[MAXDAEMONS] = {
    _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_,
    _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, 
};

int group = 2;