/* * global variable initializaton * * @(#)rmove.c 4.82 (Berkeley) 02/05/99 */ #include #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', " : run that way", TRUE, '\0', " : run till adjacent", TRUE, 'f', " fight till death or near death", TRUE, 't', " throw something", TRUE, 'm', " move onto without picking up", TRUE, 'z', " zap a wand in a direction", TRUE, '^', " 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', " 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 */