2010-05-24 20:10:59 +00:00
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/*
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* Rogue definitions and variable declarations
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*
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* @(#)rogue.h 5.42 (Berkeley) 08/06/83
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "extern.h"
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#undef lines
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#define NOOP(x) (x += 0)
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#define CCHAR(x) ( (x) & A_CHARTEXT )
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#define MAXDAEMONS 20
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#define EMPTY 0
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/*
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* Maximum number of different things
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*/
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#define MAXROOMS 9
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#define MAXTHINGS 9
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#define MAXOBJ 9
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#define MAXPACK 23
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#define MAXTRAPS 10
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#define AMULETLEVEL 26
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#define NUMTHINGS 7 /* number of types of things */
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#define MAXPASS 13 /* upper limit on number of passages */
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#define NUMLINES 24
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#define NUMCOLS 80
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#define STATLINE (NUMLINES - 1)
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#define BORE_LEVEL 50
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/*
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* return values for get functions
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*/
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#define NORM 0 /* normal exit */
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#define QUIT 1 /* quit option setting */
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#define MINUS 2 /* back up one option */
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/*
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* inventory types
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*/
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#define INV_OVER 0
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#define INV_SLOW 1
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#define INV_CLEAR 2
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/*
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* All the fun defines
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*/
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#define when break;case
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#define otherwise break;default
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#define until(expr) while(!(expr))
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#define next(ptr) (*ptr).l_next
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#define prev(ptr) (*ptr).l_prev
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#define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x))
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#define ce(a,b) ((a).x == (b).x && (a).y == (b).y)
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#define hero player.t_pos
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#define pstats player.t_stats
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#define pack player.t_pack
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#define proom player.t_room
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#define max_hp player.t_stats.s_maxhp
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#define attach(a,b) _attach(&a,b)
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#define detach(a,b) _detach(&a,b)
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#define free_list(a) _free_list(&a)
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#undef max
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#define max(a,b) ((a) > (b) ? (a) : (b))
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#define on(thing,flag) ((((thing).t_flags & (flag)) != 0))
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#define GOLDCALC (rnd(50 + 10 * level) + 2)
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#define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
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#define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
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#define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
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#define INDEX(y,x) (&places[((x) << 5) + (y)])
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#define chat(y,x) (places[((x) << 5) + (y)].p_ch)
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#define flat(y,x) (places[((x) << 5) + (y)].p_flags)
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#define moat(y,x) (places[((x) << 5) + (y)].p_monst)
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#define unc(cp) (cp).y, (cp).x
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#ifdef MASTER
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#define debug if (wizard) msg
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#endif
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/*
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* things that appear on the screens
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*/
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#define PASSAGE '#'
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#define DOOR '+'
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#define FLOOR '.'
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#define PLAYER '@'
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#define TRAP '^'
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#define STAIRS '%'
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#define GOLD '*'
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#define POTION '!'
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#define SCROLL '?'
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#define MAGIC '$'
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#define FOOD ':'
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#define WEAPON ')'
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#define ARMOR ']'
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#define AMULET ','
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#define RING '='
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#define STICK '/'
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#define CALLABLE -1
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#define R_OR_S -2
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/*
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* Various constants
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*/
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#define BEARTIME spread(3)
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#define SLEEPTIME spread(5)
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#define HOLDTIME spread(2)
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#define WANDERTIME spread(70)
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#define BEFORE spread(1)
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#define AFTER spread(2)
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#define HEALTIME 30
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#define HUHDURATION 20
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#define SEEDURATION 850
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#define HUNGERTIME 1300
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#define MORETIME 150
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#define STOMACHSIZE 2000
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#define STARVETIME 850
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#define ESCAPE 27
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#define LEFT 0
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#define RIGHT 1
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#define BOLT_LENGTH 6
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#define LAMPDIST 3
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#ifdef MASTER
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#ifndef PASSWD
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#define PASSWD "mTBellIQOsLNA"
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#endif
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#endif
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/*
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* Save against things
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*/
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#define VS_POISON 00
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#define VS_PARALYZATION 00
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#define VS_DEATH 00
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#define VS_BREATH 02
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#define VS_MAGIC 03
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/*
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* Various flag bits
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*/
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/* flags for rooms */
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#define ISDARK 0000001 /* room is dark */
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#define ISGONE 0000002 /* room is gone (a corridor) */
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#define ISMAZE 0000004 /* room is gone (a corridor) */
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/* flags for objects */
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#define ISCURSED 000001 /* object is cursed */
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#define ISKNOW 0000002 /* player knows details about the object */
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#define ISMISL 0000004 /* object is a missile type */
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#define ISMANY 0000010 /* object comes in groups */
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/* ISFOUND 0000020 ...is used for both objects and creatures */
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#define ISPROT 0000040 /* armor is permanently protected */
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/* flags for creatures */
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#define CANHUH 0000001 /* creature can confuse */
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#define CANSEE 0000002 /* creature can see invisible creatures */
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#define ISBLIND 0000004 /* creature is blind */
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#define ISCANC 0000010 /* creature has special qualities cancelled */
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#define ISLEVIT 0000010 /* hero is levitating */
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#define ISFOUND 0000020 /* creature has been seen (used for objects) */
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#define ISGREED 0000040 /* creature runs to protect gold */
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#define ISHASTE 0000100 /* creature has been hastened */
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#define ISTARGET 000200 /* creature is the target of an 'f' command */
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#define ISHELD 0000400 /* creature has been held */
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#define ISHUH 0001000 /* creature is confused */
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#define ISINVIS 0002000 /* creature is invisible */
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#define ISMEAN 0004000 /* creature can wake when player enters room */
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#define ISHALU 0004000 /* hero is on acid trip */
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#define ISREGEN 0010000 /* creature can regenerate */
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#define ISRUN 0020000 /* creature is running at the player */
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#define SEEMONST 040000 /* hero can detect unseen monsters */
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#define ISFLY 0040000 /* creature can fly */
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#define ISSLOW 0100000 /* creature has been slowed */
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/*
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* Flags for level map
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*/
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#define F_PASS 0x80 /* is a passageway */
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#define F_SEEN 0x40 /* have seen this spot before */
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#define F_DROPPED 0x20 /* object was dropped here */
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#define F_LOCKED 0x20 /* door is locked */
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#define F_REAL 0x10 /* what you see is what you get */
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#define F_PNUM 0x0f /* passage number mask */
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#define F_TMASK 0x07 /* trap number mask */
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/*
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* Trap types
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*/
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#define T_DOOR 00
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#define T_ARROW 01
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#define T_SLEEP 02
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#define T_BEAR 03
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#define T_TELEP 04
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#define T_DART 05
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#define T_RUST 06
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#define T_MYST 07
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#define NTRAPS 8
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/*
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* Potion types
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*/
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#define P_CONFUSE 0
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#define P_LSD 1
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#define P_POISON 2
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#define P_STRENGTH 3
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#define P_SEEINVIS 4
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#define P_HEALING 5
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#define P_MFIND 6
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#define P_TFIND 7
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#define P_RAISE 8
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#define P_XHEAL 9
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#define P_HASTE 10
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#define P_RESTORE 11
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#define P_BLIND 12
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#define P_LEVIT 13
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#define MAXPOTIONS 14
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/*
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* Scroll types
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*/
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#define S_CONFUSE 0
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#define S_MAP 1
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#define S_HOLD 2
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#define S_SLEEP 3
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#define S_ARMOR 4
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#define S_ID_POTION 5
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#define S_ID_SCROLL 6
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#define S_ID_WEAPON 7
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#define S_ID_ARMOR 8
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#define S_ID_R_OR_S 9
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#define S_SCARE 10
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#define S_FDET 11
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#define S_TELEP 12
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#define S_ENCH 13
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#define S_CREATE 14
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#define S_REMOVE 15
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#define S_AGGR 16
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#define S_PROTECT 17
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#define MAXSCROLLS 18
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/*
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* Weapon types
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*/
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#define MACE 0
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#define SWORD 1
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#define BOW 2
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#define ARROW 3
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#define DAGGER 4
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#define TWOSWORD 5
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#define DART 6
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#define SHIRAKEN 7
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#define SPEAR 8
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#define FLAME 9 /* fake entry for dragon breath (ick) */
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#define MAXWEAPONS 9 /* this should equal FLAME */
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/*
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* Armor types
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*/
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#define LEATHER 0
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#define RING_MAIL 1
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#define STUDDED_LEATHER 2
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#define SCALE_MAIL 3
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#define CHAIN_MAIL 4
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#define SPLINT_MAIL 5
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#define BANDED_MAIL 6
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#define PLATE_MAIL 7
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#define MAXARMORS 8
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/*
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* Ring types
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*/
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#define R_PROTECT 0
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#define R_ADDSTR 1
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#define R_SUSTSTR 2
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#define R_SEARCH 3
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#define R_SEEINVIS 4
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#define R_NOP 5
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#define R_AGGR 6
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#define R_ADDHIT 7
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#define R_ADDDAM 8
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#define R_REGEN 9
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#define R_DIGEST 10
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#define R_TELEPORT 11
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#define R_STEALTH 12
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#define R_SUSTARM 13
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#define MAXRINGS 14
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/*
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* Rod/Wand/Staff types
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*/
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#define WS_LIGHT 0
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#define WS_INVIS 1
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#define WS_ELECT 2
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#define WS_FIRE 3
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#define WS_COLD 4
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#define WS_POLYMORPH 5
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#define WS_MISSILE 6
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#define WS_HASTE_M 7
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#define WS_SLOW_M 8
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#define WS_DRAIN 9
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#define WS_NOP 10
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#define WS_TELAWAY 11
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#define WS_TELTO 12
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#define WS_CANCEL 13
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#define MAXSTICKS 14
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/*
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* Now we define the structures and types
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*/
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/*
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* Help list
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*/
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struct h_list {
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int h_ch;
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const char *h_desc;
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int h_print;
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};
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/*
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* Coordinate data type
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*/
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typedef struct coord {
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int x;
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int y;
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} coord;
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/*
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* Stuff about objects
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*/
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|
struct obj_info {
|
|
|
|
|
const char *oi_name;
|
|
|
|
|
int oi_prob;
|
|
|
|
|
int oi_worth;
|
|
|
|
|
char *oi_guess;
|
|
|
|
|
int oi_know;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* 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[12]; /* Where the exits are */
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Structure describing a fighting being
|
|
|
|
|
*/
|
|
|
|
|
struct stats {
|
|
|
|
|
int 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[13]; /* String describing damage done */
|
|
|
|
|
int s_maxhp; /* Max hit points */
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Structure for monsters and player
|
|
|
|
|
*/
|
|
|
|
|
union thing {
|
|
|
|
|
struct {
|
|
|
|
|
union thing *_l_next, *_l_prev; /* Next pointer in link */
|
|
|
|
|
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 */
|
|
|
|
|
const coord *_t_dest; /* Where it is running to */
|
|
|
|
|
int _t_flags; /* State word */
|
|
|
|
|
struct stats _t_stats; /* Physical description */
|
|
|
|
|
struct room *_t_room; /* Current room for thing */
|
|
|
|
|
union thing *_t_pack; /* What the thing is carrying */
|
|
|
|
|
int _t_reserved;
|
|
|
|
|
} _t;
|
|
|
|
|
struct {
|
|
|
|
|
union thing *_l_next, *_l_prev; /* Next pointer in link */
|
|
|
|
|
int _o_type; /* What kind of object it is */
|
|
|
|
|
coord _o_pos; /* Where it lives on the screen */
|
|
|
|
|
char *_o_text; /* What it says if you read it */
|
|
|
|
|
int _o_launch; /* What you need to launch it */
|
|
|
|
|
int _o_packch; /* What character it is in the pack */
|
|
|
|
|
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_arm; /* Armor protection */
|
|
|
|
|
int _o_flags; /* information about objects */
|
|
|
|
|
int _o_group; /* group number for this object */
|
|
|
|
|
char *_o_label; /* Label for object */
|
|
|
|
|
} _o;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
typedef union thing THING;
|
|
|
|
|
|
|
|
|
|
#define l_next _t._l_next
|
|
|
|
|
#define l_prev _t._l_prev
|
|
|
|
|
#define t_pos _t._t_pos
|
|
|
|
|
#define t_turn _t._t_turn
|
|
|
|
|
#define t_type _t._t_type
|
|
|
|
|
#define t_disguise _t._t_disguise
|
|
|
|
|
#define t_oldch _t._t_oldch
|
|
|
|
|
#define t_dest _t._t_dest
|
|
|
|
|
#define t_flags _t._t_flags
|
|
|
|
|
#define t_stats _t._t_stats
|
|
|
|
|
#define t_pack _t._t_pack
|
|
|
|
|
#define t_room _t._t_room
|
|
|
|
|
#define t_reserved _t._t_reserved
|
|
|
|
|
#define o_type _o._o_type
|
|
|
|
|
#define o_pos _o._o_pos
|
|
|
|
|
#define o_text _o._o_text
|
|
|
|
|
#define o_launch _o._o_launch
|
|
|
|
|
#define o_packch _o._o_packch
|
|
|
|
|
#define o_damage _o._o_damage
|
|
|
|
|
#define o_hurldmg _o._o_hurldmg
|
|
|
|
|
#define o_count _o._o_count
|
|
|
|
|
#define o_which _o._o_which
|
|
|
|
|
#define o_hplus _o._o_hplus
|
|
|
|
|
#define o_dplus _o._o_dplus
|
|
|
|
|
#define o_arm _o._o_arm
|
|
|
|
|
#define o_charges o_arm
|
|
|
|
|
#define o_goldval o_arm
|
|
|
|
|
#define o_flags _o._o_flags
|
|
|
|
|
#define o_group _o._o_group
|
|
|
|
|
#define o_label _o._o_label
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* describe a place on the level map
|
|
|
|
|
*/
|
|
|
|
|
typedef struct PLACE {
|
|
|
|
|
int p_ch;
|
|
|
|
|
int p_flags;
|
|
|
|
|
THING *p_monst;
|
|
|
|
|
} PLACE;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Array containing information on all the various types of monsters
|
|
|
|
|
*/
|
|
|
|
|
struct monster {
|
|
|
|
|
const char *m_name; /* 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 */
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct delayed_action {
|
|
|
|
|
int d_type;
|
|
|
|
|
void (*d_func)();
|
|
|
|
|
int d_arg;
|
|
|
|
|
int d_time;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct STONE {
|
|
|
|
|
char *st_name;
|
|
|
|
|
int st_value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
typedef struct STONE STONE;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* External variables
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
extern int after, again, allscore, door_stop, fight_flush,
|
|
|
|
|
firstmove, has_hit, inv_describe, jump, kamikaze,
|
|
|
|
|
lower_msg, move_on, msg_esc, pack_used[],
|
|
|
|
|
passgo, playing, q_comm, running, save_msg, see_floor,
|
|
|
|
|
seenstairs, stat_msg, terse, to_death, tombstone,
|
|
|
|
|
amulet, count, dir_ch, food_left, hungry_state, inpack,
|
|
|
|
|
inv_type, lastscore, level, max_hit, max_level, mpos, take,
|
|
|
|
|
n_objs, no_command, no_food, no_move, noscore, ntraps, purse,
|
|
|
|
|
quiet, vf_hit, runch, last_comm, l_last_comm, last_dir, l_last_dir,
|
|
|
|
|
numscores, total, between, group, cNWOOD, cNMETAL, cNSTONES,
|
|
|
|
|
cNCOLORS;
|
|
|
|
|
|
|
|
|
|
extern char file_name[], home[], huh[], *Numname, outbuf[],
|
|
|
|
|
*ws_type[], *s_names[];
|
|
|
|
|
|
|
|
|
|
extern const char *ws_made[], *inv_t_name[], *p_colors[], *r_stones[],
|
|
|
|
|
*release, *tr_name[], *rainbow[], *wood[], *metal[],
|
|
|
|
|
encstr[], statlist[], version[];
|
|
|
|
|
|
|
|
|
|
extern const int a_class[], e_levels[];
|
|
|
|
|
|
|
|
|
|
extern unsigned int dnum, seed;
|
|
|
|
|
|
|
|
|
|
extern WINDOW *hw;
|
|
|
|
|
|
|
|
|
|
extern coord delta, oldpos, stairs;
|
|
|
|
|
|
|
|
|
|
extern PLACE places[];
|
|
|
|
|
|
|
|
|
|
extern THING *cur_armor, *cur_ring[], *cur_weapon, *l_last_pick,
|
|
|
|
|
*last_pick, *lvl_obj, *mlist, player;
|
|
|
|
|
|
|
|
|
|
extern const struct h_list helpstr[];
|
|
|
|
|
|
|
|
|
|
extern struct room *oldrp, passages[], rooms[];
|
|
|
|
|
|
|
|
|
|
extern struct stats max_stats;
|
|
|
|
|
|
|
|
|
|
extern struct monster monsters[];
|
|
|
|
|
|
|
|
|
|
extern struct obj_info arm_info[], pot_info[], ring_info[],
|
|
|
|
|
scr_info[], things[], ws_info[], weap_info[];
|
|
|
|
|
|
|
|
|
|
extern struct delayed_action d_list[MAXDAEMONS];
|
|
|
|
|
|
|
|
|
|
extern const STONE stones[];
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Function types
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
void _attach(THING **list, THING *item);
|
|
|
|
|
void _detach(THING **list, THING *item);
|
|
|
|
|
void _free_list(THING **ptr);
|
|
|
|
|
void addmsg(const char *fmt, ...);
|
|
|
|
|
int add_haste(int potion);
|
|
|
|
|
int add_line(const char *fmt, const char *arg);
|
|
|
|
|
void add_pack(THING *obj, int silent);
|
|
|
|
|
void add_pass(void);
|
|
|
|
|
void add_str(int *sp, int amt);
|
|
|
|
|
void accnt_maze(int y, int x, int ny, int nx);
|
|
|
|
|
void aggravate(void);
|
|
|
|
|
int attack(THING *mp);
|
|
|
|
|
void auto_save(int);
|
|
|
|
|
void badcheck(const char *name, const struct obj_info *info, int bound);
|
|
|
|
|
int be_trapped(const coord *tc);
|
|
|
|
|
void bounce(const THING *weap, const char *mname, int noend);
|
|
|
|
|
void call(void);
|
|
|
|
|
void call_it(struct obj_info *info);
|
|
|
|
|
int cansee(int y, int x);
|
|
|
|
|
int center(const char *str);
|
|
|
|
|
int chase(THING *tp, const coord *ee);
|
|
|
|
|
int checkout(void);
|
|
|
|
|
const char *charge_str(const THING *obj);
|
|
|
|
|
void chg_str(int amt);
|
|
|
|
|
void check_level(void);
|
|
|
|
|
const char *choose_str(const char *ts, const char *ns);
|
|
|
|
|
void conn(int r1, int r2);
|
|
|
|
|
void come_down(void);
|
|
|
|
|
void command(void);
|
|
|
|
|
void create_obj(void);
|
|
|
|
|
void current(const THING *cur, const char *how, const char *where);
|
|
|
|
|
void d_level(void);
|
|
|
|
|
void death(int monst);
|
|
|
|
|
int death_monst(void);
|
|
|
|
|
int diag_ok(const coord *sp, const coord *ep);
|
|
|
|
|
void dig(int y, int x);
|
|
|
|
|
void discard(THING *item);
|
|
|
|
|
void discovered(void);
|
|
|
|
|
int dist(int y1, int x1, int y2, int x2);
|
|
|
|
|
int dist_cp(const coord *c1, const coord *c2);
|
|
|
|
|
int do_chase(THING *th);
|
|
|
|
|
void do_daemons(int flag);
|
|
|
|
|
void do_fuses(int flag);
|
|
|
|
|
void do_maze(const struct room *rp);
|
|
|
|
|
void do_motion(THING *obj, int ydelta, int xdelta);
|
|
|
|
|
void do_move(int dy, int dx);
|
|
|
|
|
void do_passages(void);
|
|
|
|
|
void do_pot(int type, int knowit);
|
|
|
|
|
void do_rooms(void);
|
|
|
|
|
void do_run(int ch);
|
|
|
|
|
void do_zap(void);
|
|
|
|
|
void doadd(const char *fmt, va_list args);
|
|
|
|
|
void doctor(void);
|
|
|
|
|
void door(struct room *rm, const coord *cp);
|
|
|
|
|
void door_open(const struct room *rp);
|
|
|
|
|
void drain(void);
|
|
|
|
|
void draw_room(const struct room *rp);
|
|
|
|
|
void drop(void);
|
|
|
|
|
int dropcheck(const THING *obj);
|
|
|
|
|
void eat(void);
|
|
|
|
|
int encclearerr();
|
|
|
|
|
int encerror();
|
|
|
|
|
void encseterr();
|
|
|
|
|
size_t encread(char *start, size_t size, FILE *inf);
|
|
|
|
|
size_t encwrite(const char *start, size_t size, FILE *outf);
|
|
|
|
|
void end_line(void);
|
|
|
|
|
void endit(int sig);
|
|
|
|
|
int endmsg(void);
|
|
|
|
|
void enter_room(const coord *cp);
|
|
|
|
|
void erase_lamp(const coord *pos, const struct room *rp);
|
|
|
|
|
int exp_add(const THING *tp);
|
|
|
|
|
void extinguish(void (*func)());
|
|
|
|
|
void fall(THING *obj, int pr);
|
|
|
|
|
int fallpos(const coord *pos, coord *newpos);
|
|
|
|
|
void fatal(const char *s);
|
|
|
|
|
void fire_bolt(const coord *start, coord *dir, const char *name);
|
|
|
|
|
int floor_at(void);
|
|
|
|
|
int floor_ch(void);
|
|
|
|
|
void flush_type(void);
|
|
|
|
|
const coord *find_dest(const THING *tp);
|
|
|
|
|
int find_floor(const struct room *rp, coord *cp, int limit, int monst);
|
|
|
|
|
THING *find_obj(int y, int x);
|
|
|
|
|
int fight(const coord *mp, const THING *weap, int thrown);
|
|
|
|
|
void fix_stick(THING *cur);
|
|
|
|
|
void fuse(void (*func)(), int arg, int time, int type);
|
|
|
|
|
int get_bool(void *vp, WINDOW *win);
|
|
|
|
|
int get_dir(void);
|
|
|
|
|
int get_inv_t(void *vp, WINDOW *win);
|
|
|
|
|
THING *get_item(const char *purpose, int type);
|
|
|
|
|
int get_num(void *vp, WINDOW *win);
|
|
|
|
|
int get_sf(void *vp, WINDOW *win);
|
|
|
|
|
int get_str(void *vopt, WINDOW *win);
|
|
|
|
|
int gethand(void);
|
|
|
|
|
void getltchars(void);
|
|
|
|
|
void give_pack(THING *tp);
|
|
|
|
|
void help(void);
|
|
|
|
|
void hit(const char *er, const char *ee, int noend);
|
|
|
|
|
void horiz(const struct room *rp, int starty);
|
|
|
|
|
void leave_room(const coord *cp);
|
|
|
|
|
void lengthen(void (*func)(), int xtime);
|
|
|
|
|
void look(int wakeup);
|
|
|
|
|
int hit_monster(int y, int x, const THING *obj);
|
|
|
|
|
void identify(void);
|
|
|
|
|
void illcom(int ch);
|
|
|
|
|
void init_check(void);
|
|
|
|
|
void init_colors(void);
|
|
|
|
|
void init_materials(void);
|
|
|
|
|
void init_names(void);
|
|
|
|
|
void init_player(void);
|
|
|
|
|
void init_probs(void);
|
|
|
|
|
void init_stones(void);
|
|
|
|
|
void init_weapon(THING *weap, int which);
|
|
|
|
|
char *inv_name(const THING *obj, int drop);
|
|
|
|
|
int inventory(const THING *list, int type);
|
|
|
|
|
void invis_on(void);
|
|
|
|
|
int is_current(const THING *obj);
|
|
|
|
|
int is_magic(const THING *obj);
|
|
|
|
|
int is_symlink(const char *sp);
|
|
|
|
|
void kill_daemon(void (*func)());
|
|
|
|
|
void killed(THING *tp, int pr);
|
|
|
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const char *killname(int monst, int doart);
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void land(void);
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void leave(int);
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THING *leave_pack(THING *obj, int newobj, int all);
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int levit_check(void);
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int lock_sc(void);
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void miss(const char *er, const char *ee, int noend);
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void missile(int ydelta, int xdelta);
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void money(int value);
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int move_monst(THING *tp);
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void move_msg(const THING *obj);
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int msg(const char *fmt, ...);
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void my_exit(int sig);
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void nameit(const THING *obj, const char *type, const char *which, const struct obj_info *op, const char *(*prfunc)(const THING *));
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THING *new_item(void);
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void new_level(void);
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void new_monster(THING *tp, int type, const coord *cp);
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THING *new_thing(void);
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void nohaste(void);
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const char *nothing(int type);
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const char *nullstr(const THING *ignored);
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const char *num(int n1, int n2, int type);
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void numpass(int y, int x);
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void option(void);
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2010-05-24 20:16:15 +00:00
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void open_log(void);
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2010-05-24 20:10:59 +00:00
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void open_score(void);
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int pack_char(void);
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int pack_room(int from_floor, THING *obj);
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void parse_opts(char *str);
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void passnum(void);
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int passwd(void);
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const char *pick_color(const char *col);
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int pick_one(const struct obj_info *info, int nitems);
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void pick_up(int ch);
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void picky_inven(void);
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void playit(void);
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void playltchars(void);
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void pr_spec(const struct obj_info *info, int nitems);
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void pr_list(void);
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void print_disc(int);
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void put_bool(void *b);
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void put_inv_t(void *ip);
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void put_str(void *str);
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void put_things(void);
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void putpass(const coord *cp);
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void quaff(void);
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void quit(int);
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void raise_level(void);
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int randmonster(int wander);
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void read_scroll(void);
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int readchar(void);
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void relocate(THING *th, const coord *new_loc);
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void remove_mon(const coord *mp, THING *tp, int waskill);
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void reset_last(void);
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void resetltchars(void);
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int restore(const char *file);
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int ring_eat(int hand);
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void ring_on(void);
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void ring_off(void);
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const char *ring_num(const THING *obj);
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int rnd(int range);
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int rnd_room(void);
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int rnd_thing(void);
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coord rndmove(const THING *who);
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int roll(int number, int sides);
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int roll_em(const THING *thatt, THING *thdef, const THING *weap, int hurl);
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void rollwand(void);
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struct room *roomin(const coord *cp);
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int rs_save_file(FILE *savef);
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int rs_restore_file(FILE *inf);
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void runners(void);
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void runto(const coord *runner);
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void rust_armor(THING *arm);
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int save(int which);
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void save_file(FILE *savef);
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void save_game(void);
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int save_throw(int which, const THING *tp);
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void score(int amount, int flags, int monst);
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|
void search(void);
|
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int see_monst(const THING *mp);
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int seen_stairs(void);
|
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|
void set_know(THING *obj, struct obj_info *info);
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const char *set_mname(const THING *tp);
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|
void set_oldch(THING *tp, const coord *cp);
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|
void set_order(int *order, int numthings);
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|
|
void setup(void);
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|
void shell(void);
|
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|
|
int show_floor(void);
|
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|
|
void show_map(void);
|
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|
|
void show_win(const char *message);
|
|
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|
|
void sight(void);
|
|
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|
|
int sign(int nm);
|
|
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|
|
int spread(int nm);
|
|
|
|
|
void start_daemon(void (*func)(), int arg, int type);
|
|
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|
|
void start_score(void);
|
|
|
|
|
void status(void);
|
|
|
|
|
int step_ok(int ch);
|
|
|
|
|
void stomach(void);
|
|
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|
|
void strucpy(char *s1, const char *s2, size_t len);
|
|
|
|
|
void swander(void);
|
|
|
|
|
int swing(int at_lvl, int op_arm, int wplus);
|
|
|
|
|
void take_off(void);
|
|
|
|
|
void teleport(void);
|
|
|
|
|
void total_winner(void);
|
|
|
|
|
void thunk(const THING *weap, const char *mname, int noend);
|
|
|
|
|
void treas_room(void);
|
|
|
|
|
int trip_ch(int y, int x, int ch);
|
|
|
|
|
void tstp(int ignored);
|
|
|
|
|
int turn_ok(int y, int x);
|
|
|
|
|
int turn_see(int turn_off);
|
2016-03-05 12:10:20 -05:00
|
|
|
void turn_see_off(void);
|
2010-05-24 20:10:59 +00:00
|
|
|
void turnref(void);
|
|
|
|
|
const char *type_name(int type);
|
|
|
|
|
void u_level(void);
|
|
|
|
|
void unconfuse(void);
|
|
|
|
|
void uncurse(THING *obj);
|
|
|
|
|
void unlock_sc(void);
|
|
|
|
|
void unsee(void);
|
|
|
|
|
void vert(const struct room *rp, int startx);
|
|
|
|
|
void visuals(void);
|
|
|
|
|
char *vowelstr(const char *str);
|
|
|
|
|
void wait_for(WINDOW *win, int ch);
|
|
|
|
|
const THING *wake_monster(int y, int x);
|
|
|
|
|
void wanderer(void);
|
|
|
|
|
void waste_time(void);
|
|
|
|
|
void wear(void);
|
|
|
|
|
void whatis(int insist, int type);
|
|
|
|
|
void wield(void);
|
|
|
|
|
int wreadchar(WINDOW *win);
|
2010-05-24 20:16:15 +00:00
|
|
|
void writelog(int amount, int flags, int monst);
|
2010-05-24 20:10:59 +00:00
|
|
|
|