/* * Rogue definitions and variable declarations * * @(#)netprot.h 5.42 (Berkeley) 08/06/83 */ #include "network.h" #include /* * Maximum number of different things */ #define MAXROOMS 9 #define MAXTHINGS 9 #define MAXOBJ 9 #define MAXPACK 23 #define MAXTRAPS 10 #define AMULETLEVEL 26 #define NUMTHINGS 7 /* number of types of things */ #define MAXPASS 13 /* upper limit on number of passages */ #define NUMLINES 24 #define NUMCOLS 80 #define STATLINE (NUMLINES - 1) #define BORE_LEVEL 50 /* * return values for get functions */ #define NORM 0 /* normal exit */ #define QUIT 1 /* quit option setting */ #define MINUS 2 /* back up one option */ /* * inventory types */ #define INV_OVER 0 #define INV_SLOW 1 #define INV_CLEAR 2 /* * All the fun defines */ #define when break;case #define otherwise break;default #define until(expr) while(!(expr)) #define next(ptr) (*ptr).l_next #define prev(ptr) (*ptr).l_prev #define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x)) #define ce(a,b) ((a).x == (b).x && (a).y == (b).y) #define Hero Player.t_pos #define Pstats Player.t_stats #define Pack Player.t_pack #define Proom Player.t_room #define Max_hp Player.t_stats.s_maxhp #define attach(a,b) _attach(&a,b) #define detach(a,b) _detach(&a,b) #define free_list(a) _free_list(&a) #define max(a,b) ((a) > (b) ? (a) : (b)) #define on(thing,flag) (((thing).t_flags & (flag)) != 0) #define GOLDCALC (rnd(50 + 10 * Level) + 2) #define ISRING(h,r) (Cur_ring[h] != NULL && Cur_ring[h]->o_which == r) #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r)) #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD) #define INDEX(y,x) (&Places[((x) << 5) + (y)]) #define chat(y,x) (Places[((x) << 5) + (y)].p_ch) #define flat(y,x) (Places[((x) << 5) + (y)].p_flags) #define moat(y,x) (Places[((x) << 5) + (y)].p_monst) #define unc(cp) (cp).y, (cp).x #ifdef MASTER #define debug if (Wizard) msg #endif /* * Things that appear on the screens */ #define PASSAGE '#' #define DOOR '+' #define FLOOR '.' #define PLAYER '@' #define TRAP '^' #define STAIRS '%' #define GOLD '*' #define POTION '!' #define SCROLL '?' #define MAGIC '$' #define FOOD ':' #define WEAPON ')' #define ARMOR ']' #define AMULET ',' #define RING '=' #define STICK '/' #define CALLABLE -1 #define R_OR_S -2 /* * Various constants */ #define BEARTIME spread(3) #define SLEEPTIME spread(5) #define HOLDTIME spread(2) #define WANDERTIME spread(70) #define BEFORE spread(1) #define AFTER spread(2) #define HEALTIME 30 #define HUHDURATION 20 #define SEEDURATION 850 #define HUNGERTIME 1300 #define MORETIME 150 #define STOMACHSIZE 2000 #define STARVETIME 850 #define ESCAPE 27 #define LEFT 0 #define RIGHT 1 #define BOLT_LENGTH 6 #define LAMPDIST 3 #ifdef MASTER #define PASSWD "mTsdVv0Uvy4xY" #endif /* * Save against things */ #define VS_POISON 00 #define VS_PARALYZATION 00 #define VS_DEATH 00 #define VS_BREATH 02 #define VS_MAGIC 03 /* * Various flag bits */ /* flags for rooms */ #define ISDARK 0000001 /* room is dark */ #define ISGONE 0000002 /* room is gone (a corridor) */ #define ISMAZE 0000004 /* room is gone (a corridor) */ /* flags for objects */ #define ISCURSED 000001 /* object is cursed */ #define ISKNOW 0000002 /* player knows details about the object */ #define ISMISL 0000004 /* object is a missile type */ #define ISMANY 0000010 /* object comes in groups */ /* ISFOUND 0000020 ...is used for both objects and creatures */ #define ISPROT 0000040 /* armor is permanently protected */ /* flags for creatures */ #define CANHUH 0000001 /* creature can confuse */ #define CANSEE 0000002 /* creature can see invisible creatures */ #define ISBLIND 0000004 /* creature is blind */ #define ISCANC 0000010 /* creature has special qualities cancelled */ #define ISLEVIT 0000010 /* hero is levitating */ #define ISFOUND 0000020 /* creature has been seen (used for objects) */ #define ISGREED 0000040 /* creature runs to protect gold */ #define ISHASTE 0000100 /* creature has been hastened */ #define ISTARGET 000200 /* creature is the target of an 'f' command */ #define ISHELD 0000400 /* creature has been held */ #define ISHUH 0001000 /* creature is confused */ #define ISINVIS 0002000 /* creature is invisible */ #define ISMEAN 0004000 /* creature can wake when player enters room */ #define ISHALU 0004000 /* hero is on acid trip */ #define ISREGEN 0010000 /* creature can regenerate */ #define ISRUN 0020000 /* creature is running at the player */ #define SEEMONST 040000 /* hero can detect unseen monsters */ #define ISFLY 0040000 /* creature can fly */ #define ISSLOW 0100000 /* creature has been slowed */ /* * Flags for level map */ #define F_PASS 0x80 /* is a passageway */ #define F_SEEN 0x40 /* have seen this spot before */ #define F_DROPPED 0x20 /* object was dropped here */ #define F_LOCKED 0x20 /* door is locked */ #define F_REAL 0x10 /* what you see is what you get */ #define F_PNUM 0x0f /* passage number mask */ #define F_TMASK 0x07 /* trap number mask */ /* * Trap types */ #define T_DOOR 00 #define T_ARROW 01 #define T_SLEEP 02 #define T_BEAR 03 #define T_TELEP 04 #define T_DART 05 #define T_RUST 06 #define NTRAPS 7 /* * Potion types */ #define P_CONFUSE 0 #define P_LSD 1 #define P_POISON 2 #define P_STRENGTH 3 #define P_SEEINVIS 4 #define P_HEALING 5 #define P_MFIND 6 #define P_TFIND 7 #define P_RAISE 8 #define P_XHEAL 9 #define P_HASTE 10 #define P_RESTORE 11 #define P_BLIND 12 #define P_LEVIT 13 #define MAXPOTIONS 14 /* * Scroll types */ #define S_CONFUSE 0 #define S_MAP 1 #define S_HOLD 2 #define S_SLEEP 3 #define S_ARMOR 4 #define S_ID_POTION 5 #define S_ID_SCROLL 6 #define S_ID_WEAPON 7 #define S_ID_ARMOR 8 #define S_ID_R_OR_S 9 #define S_SCARE 10 #define S_FDET 11 #define S_TELEP 12 #define S_ENCH 13 #define S_CREATE 14 #define S_REMOVE 15 #define S_AGGR 16 #define S_PROTECT 17 #define MAXSCROLLS 18 /* * Weapon types */ #define MACE 0 #define SWORD 1 #define BOW 2 #define ARROW 3 #define DAGGER 4 #define TWOSWORD 5 #define DART 6 #define SHIRAKEN 7 #define SPEAR 8 #define FLAME 9 /* fake entry for dragon breath (ick) */ #define MAXWEAPONS 9 /* this should equal FLAME */ /* * Armor types */ #define LEATHER 0 #define RING_MAIL 1 #define STUDDED_LEATHER 2 #define SCALE_MAIL 3 #define CHAIN_MAIL 4 #define SPLINT_MAIL 5 #define BANDED_MAIL 6 #define PLATE_MAIL 7 #define MAXARMORS 8 /* * Ring types */ #define R_PROTECT 0 #define R_ADDSTR 1 #define R_SUSTSTR 2 #define R_SEARCH 3 #define R_SEEINVIS 4 #define R_NOP 5 #define R_AGGR 6 #define R_ADDHIT 7 #define R_ADDDAM 8 #define R_REGEN 9 #define R_DIGEST 10 #define R_TELEPORT 11 #define R_STEALTH 12 #define R_SUSTARM 13 #define MAXRINGS 14 /* * Rod/Wand/Staff types */ #define WS_LIGHT 0 #define WS_INVIS 1 #define WS_ELECT 2 #define WS_FIRE 3 #define WS_COLD 4 #define WS_POLYMORPH 5 #define WS_MISSILE 6 #define WS_HASTE_M 7 #define WS_SLOW_M 8 #define WS_DRAIN 9 #define WS_NOP 10 #define WS_TELAWAY 11 #define WS_TELTO 12 #define WS_CANCEL 13 #define MAXSTICKS 14 /* * Now we define the structures and types */ /* * Help list */ struct h_list { char h_ch; char *h_desc; bool h_print; }; /* * Coordinate data type */ typedef struct { int y; int x; } coord; typedef unsigned int str_t; /* * Stuff about objects */ struct obj_info { char *oi_name; int oi_prob; short oi_worth; char *oi_guess; bool 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 */ short 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 { str_t s_str; /* Strength */ long s_exp; /* Experience */ int s_lvl; /* Level of mastery */ int s_arm; /* Armor class */ short s_hpt; /* Hit points */ char s_dmg[13]; /* String describing damage done */ short 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 */ bool _t_turn; /* If slowed, is it a turn to move */ char _t_type; /* What it is */ char _t_disguise; /* What mimic looks like */ char _t_oldch; /* Character that was where it was */ coord *_t_dest; /* Where it is running to */ short _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 */ } _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 */ char _o_launch; /* What you need to launch it */ char _o_packch; /* What character it is in the pack */ char *_o_damage; /* Damage if used like sword */ char *_o_hurldmg; /* 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 */ short _o_arm; /* Armor protection */ short _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 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 { char p_ch; char p_flags; THING *p_monst; } PLACE; /* * Array containing information on all the various types of monsters */ struct monster { char *m_name; /* What to call the monster */ int m_carry; /* Probability of carrying something */ short m_flags; /* Things about the monster */ struct stats m_stats; /* Initial stats */ }; /* * External variables */ extern bool After, Again, Allscore, Amulet, Door_stop, Fight_flush, Firstmove, Has_hit, Inv_describe, Jump, Kamikaze, Lower_msg, Move_on, Msg_esc, Noscore, Pack_used[], Passgo, Playing, Q_comm, Running, Save_msg, See_floor, Seenstairs, Stat_msg, Terse, To_death, Tombstone; extern char Dir_ch, File_name[], Home[], Huh[], *Inv_t_name[], L_last_comm, L_last_dir, Last_comm, Last_dir, *Numname, Outbuf[], *P_colors[], *R_stones[], *Release, Runch, *S_names[], Take, *Tr_name[], *Ws_made[], *Ws_type[]; extern int A_class[], Count, Food_left, Hungry_state, Inpack, Inv_type, Lastscore, Level, Max_hit, Max_level, Mpos, N_objs, No_command, No_food, No_move, Ntraps, Purse, Quiet, Vf_hit; extern unsigned int numscores; extern long Dnum, E_levels[], 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 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[]; /* * Function types */ void accnt_maze(int y, int x, int ny, int nx); void badcheck(char *name, struct obj_info *info, int bound); void bounce(THING *weap, char *mname, bool noend); void call(void); void check_level(void); void conn(int r1, int r2); void current(THING *cur, char *how, char *where); void d_level(void); void dig(int y, int x); void discard(THING *item); void do_chase(THING *th); void do_maze(struct room *rp); void do_motion(THING *obj, int ydelta, int xdelta); void do_pot(int type, bool knowit); void doadd(char *fmt, va_list args); void door(struct room *rm, coord *cp); void drain(void); void draw_room(struct room *rp); void encwrite(char *start, unsigned int size, FILE *outf); void erase_lamp(coord *pos, struct room *rp); void fall(THING *obj, bool pr); void fire_bolt(coord *start, coord *dir, char *name); void help(void); void hit(char *er, char *ee, bool noend); void horiz(struct room *rp, int starty); void identify(void); void illcom(char ch); void invis_on(void); void killed(THING *tp, bool pr); void miss(char *er, char *ee, bool noend); void money(int value); void move_monst(THING *tp); void move_msg(THING *obj); void nameit(THING *obj, char *type, char *which, struct obj_info *op, char *(*prfunc)(THING *)); void numpass(int y, int x); void passnum(void); void pr_spec(struct obj_info *info, int nitems); void put_bool(void *b); void put_inv_t(void *ip); void put_str(void *str); void put_things(void); void putpass(coord *cp); void raise_level(void); void relocate(THING *th, coord *new_loc); void remove_mon(coord *mp, THING *tp, bool waskill); void reset_last(void); void rust_armor(THING *arm); void save_file(FILE *savef); void search(void); void set_know(THING *obj, struct obj_info *info); void set_oldch(THING *tp, coord *cp); void strucpy(char *s1, char *s2, int len); void thunk(THING *weap, char *mname, bool noend); void treas_room(void); void turnref(void); void u_level(void); void uncurse(THING *obj); void vert(struct room *rp, int startx); void wait_for(char ch); void waste_time(void); bool chase(THING *tp, coord *ee); bool diag_ok(coord *sp, coord *ep); bool dropcheck(THING *obj); bool fallpos(coord *pos, coord *newpos); bool find_floor(struct room *rp, coord *cp, int limit, bool monst); bool is_magic(THING *obj); bool levit_check(void); bool pack_room(bool from_floor, THING *obj); bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl); bool see_monst(THING *mp); bool seen_stairs(void); bool turn_ok(int y, int x); bool turn_see(bool turn_off); char be_trapped(coord *tc); char floor_ch(void); char pack_char(void); char *charge_str(THING *obj); char *choose_str(char *ts, char *ns); char *inv_name(THING *obj, bool drop); char *nullstr(THING *ignored); char *num(int n1, int n2, char type); char *ring_num(THING *obj); char *set_mname(THING *tp); char *vowelstr(char *str); int get_bool(void *vp, WINDOW *win); int get_inv_t(void *vp, WINDOW *win); int get_num(void *vp, WINDOW *win); int get_sf(void *vp, WINDOW *win); int get_str(void *vopt, WINDOW *win); int trip_ch(int y, int x, char ch); coord *find_dest(THING *tp); coord *rndmove(THING *who); THING *find_obj(int y, int x); THING *get_item(char *purpose, int type); THING *leave_pack(THING *obj, bool newobj, bool all); THING *new_item(void); THING *new_thing(void); struct room *roomin(coord *cp);