486 lines
11 KiB
C
486 lines
11 KiB
C
/*
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* Rogue definitions and variable declarations
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*
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* @(#)rogue.h 5.2 (Berkeley) 5/10/82
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981, 1982 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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typedef struct {
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const char *st_name;
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const int st_value;
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} STONE;
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extern const char *rainbow[];
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extern const STONE stones[];
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extern const char *sylls[];
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extern const char *wood[];
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extern const char *metal[];
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#define NCOLORS 27
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#define NSYLLS 159
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#define NSTONES 26
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#define NWOOD 33
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#define NMETAL 22
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/*
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* Maximum number of different things
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*/
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#define MAXDAEMONS 20
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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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/*
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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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* All the fun defines
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*/
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#define shint char /* short integer (for very small #s) */
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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 DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
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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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#ifndef max
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#define max(a,b) ((a) > (b) ? (a) : (b))
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#endif
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#define on(thing,flag) (((thing).t_flags & (flag)) != 0)
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#undef CTRL
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#define CTRL(ch) (ch & 037)
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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 || type==GOLD)
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#define INDEX(y,x) (((x) << 5) + (y))
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#define chat(y,x) (_level[((x) << 5) + (y)])
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#define flat(y,x) (_flags[((x) << 5) + (y)])
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#define moat(y,x) (_monst[((x) << 5) + (y)])
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#define unc(cp) (cp).y, (cp).x
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#ifdef WIZARD
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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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/*
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* Various constants
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*/
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#define PASSWD "mTuZ7WUV9RWkQ"
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#define BEARTIME spread(3)
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#define SLEEPTIME spread(5)
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#define HEALTIME spread(30)
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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 HUHDURATION spread(20)
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#define SEEDURATION spread(850)
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#define HUNGERTIME spread(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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/*
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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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/* 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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/* 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 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 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 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 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 corridor 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 NTRAPS 6
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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_PARALYZE 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_NOP 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_IDENT 5
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#define S_SCARE 6
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#define S_GFIND 7
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#define S_TELEP 8
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#define S_ENCH 9
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#define S_CREATE 10
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#define S_REMOVE 11
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#define S_AGGR 12
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#define S_NOP 13
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#define S_GENOCIDE 14
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#define MAXSCROLLS 15
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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 CROSSBOW 7
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#define BOLT 8
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#define SPEAR 9
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#define FLAME 10 /* fake entry for dragon breath (ick) */
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#define MAXWEAPONS 10 /* 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_HIT 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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char h_ch;
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char *h_desc;
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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 {
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shint x;
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shint y;
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} coord;
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/* daemon/fuse data type */
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struct delayed_action {
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int d_type;
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int (*d_func)();
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int d_arg;
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int d_time;
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};
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/**/
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typedef unsigned int str_t;
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/*
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* Stuff about magic items
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*/
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struct magic_item {
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const char *mi_name;
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shint mi_prob;
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short mi_worth;
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};
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/*
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* Room structure
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*/
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struct room {
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coord r_pos; /* Upper left corner */
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coord r_max; /* Size of room */
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coord r_gold; /* Where the gold is */
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int r_goldval; /* How much the gold is worth */
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short r_flags; /* Info about the room */
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shint r_nexits; /* Number of exits */
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coord r_exit[12]; /* Where the exits are */
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};
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/*
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* Structure describing a fighting being
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*/
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struct stats {
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str_t s_str; /* Strength */
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long s_exp; /* Experience */
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shint s_lvl; /* Level of mastery */
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shint s_arm; /* Armor class */
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short s_hpt; /* Hit points */
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char s_dmg[16]; /* String describing damage done */
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shint s_maxhp; /* Max hit points */
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};
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/*
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* Structure for monsters and player
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*/
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union thing {
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struct {
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union thing *_l_next, *_l_prev; /* Next pointer in link */
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coord _t_pos; /* Position */
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bool _t_turn; /* If slowed, is it a turn to move */
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unsigned char _t_type; /* What it is */
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char _t_disguise; /* What mimic looks like */
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char _t_oldch; /* Character that was where it was */
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coord *_t_dest; /* Where it is running to */
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short _t_flags; /* State word */
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struct stats _t_stats; /* Physical description */
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struct room *_t_room; /* Current room for thing */
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union thing *_t_pack; /* What the thing is carrying */
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int _t_reserved;
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} _t;
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struct {
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union thing *_l_next, *_l_prev; /* Next pointer in link */
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shint _o_type; /* What kind of object it is */
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coord _o_pos; /* Where it lives on the screen */
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char *_o_text; /* What it says if you read it */
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char _o_launch; /* What you need to launch it */
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char _o_damage[8]; /* Damage if used like sword */
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char _o_hurldmg[8]; /* Damage if thrown */
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shint _o_count; /* Count for plural objects */
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shint _o_which; /* Which object of a type it is */
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shint _o_hplus; /* Plusses to hit */
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shint _o_dplus; /* Plusses to damage */
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short _o_ac; /* Armor class */
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short _o_flags; /* Information about objects */
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shint _o_group; /* Group number for this object */
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} _o;
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};
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typedef union thing THING;
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#define l_next _t._l_next
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#define l_prev _t._l_prev
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#define t_pos _t._t_pos
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#define t_turn _t._t_turn
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#define t_type _t._t_type
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#define t_disguise _t._t_disguise
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#define t_oldch _t._t_oldch
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#define t_dest _t._t_dest
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#define t_flags _t._t_flags
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#define t_stats _t._t_stats
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#define t_pack _t._t_pack
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#define t_room _t._t_room
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#define t_reserved _t._t_reserved
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#define o_type _o._o_type
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#define o_pos _o._o_pos
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#define o_text _o._o_text
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#define o_launch _o._o_launch
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#define o_damage _o._o_damage
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#define o_hurldmg _o._o_hurldmg
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#define o_count _o._o_count
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#define o_which _o._o_which
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#define o_hplus _o._o_hplus
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#define o_dplus _o._o_dplus
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#define o_ac _o._o_ac
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#define o_charges o_ac
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#define o_goldval o_ac
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#define o_flags _o._o_flags
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#define o_group _o._o_group
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#define o_reserved _o._o_reserved
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/*
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* Array containing information on all the various types of mosnters
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*/
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struct monster {
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const char *m_name; /* What to call the monster */
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const shint m_carry; /* Probability of carrying something */
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const short m_flags; /* Things about the monster */
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struct stats m_stats; /* Initial stats */
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};
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/*
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* External variables
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*/
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extern struct delayed_action d_list[20];
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extern THING *_monst[], *cur_armor, *cur_ring[], *cur_weapon,
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*lvl_obj, *mlist, player;
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extern coord delta, oldpos;
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extern struct h_list helpstr[];
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extern struct room *oldrp, passages[], rooms[];
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extern struct stats max_stats;
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extern struct monster monsters[];
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extern struct magic_item p_magic[], r_magic[], s_magic[],
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things[], ws_magic[];
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/*
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* Function types
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*/
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coord *find_dest(), *rndmove();
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THING *find_mons(), *find_obj(), *get_item(), *new_item(),
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*new_thing(), *wake_monster();
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struct room *roomin();
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#include "extern.h"
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#ifndef PATH_MAX
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#define PATH_MAX _MAX_PATH
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#endif
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