rogue/rmove.c

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2011-10-13 09:59:16 -06:00
/*
* global variable initializaton
*
* @(#)rmove.c 4.82 (Berkeley) 02/05/99
*/
#include <curses.h>
#include "netprot.h"
bool After; /* True if we want after daemons */
bool Again; /* Repeating the last command */
bool Noscore; /* Was a wizard sometime */
bool Seenstairs; /* Have seen the stairs (for lsd) */
bool Amulet = FALSE; /* He found the amulet */
bool Door_stop = FALSE; /* Stop running when we pass a door */
bool Fight_flush = FALSE; /* True if toilet input */
bool Firstmove = FALSE; /* First move after setting Door_stop */
bool Got_ltc = FALSE; /* We have gotten the local tty chars */
bool Has_hit = FALSE; /* Has a "hit" message pending in msg */
bool In_shell = FALSE; /* True if executing a shell */
bool Inv_describe = TRUE; /* Say which way items are being used */
bool Jump = FALSE; /* Show running as series of jumps */
bool Kamikaze = FALSE; /* To_death really to DEATH */
bool Lower_msg = FALSE; /* Messages should start w/lower case */
bool Move_on = FALSE; /* Next move shouldn't pick up items */
bool Msg_esc = FALSE; /* Check for ESC from msg's --More-- */
bool Passgo = FALSE; /* Follow passages */
bool Playing = TRUE; /* True until he quits */
bool Q_comm = FALSE; /* Are we executing a 'Q' command? */
bool Running = FALSE; /* True if player is running */
bool Save_msg = TRUE; /* Remember last msg */
bool See_floor = TRUE; /* Show the lamp illuminated floor */
bool Stat_msg = FALSE; /* Should status() print as a msg() */
bool Terse = FALSE; /* True if we should be short */
bool To_death = FALSE; /* Fighting is to the death! */
bool Tombstone = TRUE; /* Print out tombstone at end */
#ifdef MASTER
bool Wizard = FALSE; /* True if allows wizard commands */
#endif
bool 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
};
char Dir_ch; /* Direction from last get_dir() call */
char File_name[MAXSTR]; /* Save file name */
char Huh[MAXSTR]; /* The last message printed */
char *P_colors[MAXPOTIONS]; /* Colors of the potions */
char Prbuf[2*MAXSTR]; /* Buffer for sprintfs */
char *R_stones[MAXRINGS]; /* Stone settings of the rings */
char *Release; /* Release number of program */
char Runch; /* Direction player is Running */
char *S_names[MAXSCROLLS]; /* Names of the scrolls */
char Take; /* Thing she is taking */
char Whoami[MAXSTR]; /* Name of player */
char *Ws_made[MAXSTICKS]; /* What sticks are made of */
char *Ws_type[MAXSTICKS]; /* Is it a wand or a staff */
#ifdef TIOCSLTC
char Orig_dsusp; /* Original dsusp char */
#endif
char Fruit[MAXSTR] = /* Favorite fruit */
{ 's', 'l', 'i', 'm', 'e', '-', 'm', 'o', 'l', 'd', '\0' };
char Home[MAXSTR] = { '\0' }; /* User's home directory */
char *Inv_t_name[] = {
"Overwrite",
"Slow",
"Clear"
};
char L_last_comm = '\0'; /* Last Last_comm */
char L_last_dir = '\0'; /* Last Last_dir */
char Last_comm = '\0'; /* Last command typed */
char Last_dir = '\0'; /* Last direction given */
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",
};
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 */
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 */
int Fd; /* File descriptor for score 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 */
long Dnum; /* Dungeon number */
long Seed; /* Random number seed */
long 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, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }
};
#define ___ 1
#define XX 10
struct monster Monsters[26] =
{
/* Name CARRY FLAG str, exp, lvl, amr, hpt, dmg */
{ "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, ___, "%%%x0" } },
/* NOTE: the damage is %%% so that xstr won't merge this */
/* string with others, since it is written on in the program */
{ "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 },
};
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,
'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
};
#ifdef TIOCGLTC
struct ltchars Ltc; /* needed to change ^Y to not be suspchar */
#endif TIOCGLTC