mirror of https://github.com/nealey/rogue
597 lines
15 KiB
C
597 lines
15 KiB
C
/*
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* Rogue definitions and variable declarations
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*
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* @(#)netprot.h 5.42 (Berkeley) 08/06/83
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*/
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#include "network.h"
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#include <stdarg.h>
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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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#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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#define PASSWD "mTsdVv0Uvy4xY"
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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 NTRAPS 7
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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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char h_ch;
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char *h_desc;
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bool 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 {
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int y;
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int x;
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} coord;
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typedef unsigned int str_t;
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/*
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* Stuff about objects
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*/
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struct obj_info {
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char *oi_name;
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int oi_prob;
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short oi_worth;
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char *oi_guess;
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bool oi_know;
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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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int 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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int s_lvl; /* Level of mastery */
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int s_arm; /* Armor class */
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short s_hpt; /* Hit points */
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char s_dmg[13]; /* String describing damage done */
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short 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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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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} _t;
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struct {
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union thing *_l_next, *_l_prev; /* Next pointer in link */
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int _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_packch; /* What character it is in the pack */
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char *_o_damage; /* Damage if used like sword */
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char *_o_hurldmg; /* Damage if thrown */
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int _o_count; /* Count for plural objects */
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int _o_which; /* Which object of a type it is */
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int _o_hplus; /* Plusses to hit */
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int _o_dplus; /* Plusses to damage */
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short _o_arm; /* Armor protection */
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short _o_flags; /* Information about objects */
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int _o_group; /* Group number for this object */
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char *_o_label; /* Label for 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 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_packch _o._o_packch
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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_arm _o._o_arm
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#define o_charges o_arm
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#define o_goldval o_arm
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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_label _o._o_label
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/*
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* describe a place on the level map
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*/
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typedef struct {
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char p_ch;
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char p_flags;
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THING *p_monst;
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} PLACE;
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/*
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* Array containing information on all the various types of monsters
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*/
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struct monster {
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char *m_name; /* What to call the monster */
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int m_carry; /* Probability of carrying something */
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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 bool After, Again, Allscore, Amulet, Door_stop, Fight_flush,
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Firstmove, Has_hit, Inv_describe, Jump, Kamikaze,
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Lower_msg, Move_on, Msg_esc, Noscore, Pack_used[],
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Passgo, Playing, Q_comm, Running, Save_msg, See_floor,
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Seenstairs, Stat_msg, Terse, To_death, Tombstone;
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extern char Dir_ch, File_name[], Home[], Huh[], *Inv_t_name[],
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L_last_comm, L_last_dir, Last_comm, Last_dir, *Numname,
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Outbuf[], *P_colors[], *R_stones[], *Release, Runch,
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*S_names[], Take, *Tr_name[], *Ws_made[], *Ws_type[];
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extern int A_class[], Count, Food_left, Hungry_state, Inpack,
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Inv_type, Lastscore, Level, Max_hit, Max_level, Mpos,
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N_objs, No_command, No_food, No_move, Ntraps, Purse,
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Quiet, Vf_hit;
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extern unsigned int numscores;
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extern long Dnum, E_levels[], Seed;
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extern WINDOW *Hw;
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extern coord Delta, Oldpos, Stairs;
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extern PLACE Places[];
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extern THING *Cur_armor, *Cur_ring[], *Cur_weapon, *L_last_pick,
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*Last_pick, *Lvl_obj, *Mlist, Player;
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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 obj_info Arm_info[], Pot_info[], Ring_info[],
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Scr_info[], Things[], Ws_info[], Weap_info[];
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/*
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* Function types
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*/
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void accnt_maze(int y, int x, int ny, int nx);
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void badcheck(char *name, struct obj_info *info, int bound);
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void bounce(THING *weap, char *mname, bool noend);
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void call(void);
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void check_level(void);
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void conn(int r1, int r2);
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void current(THING *cur, char *how, char *where);
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void d_level(void);
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void dig(int y, int x);
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void discard(THING *item);
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void do_chase(THING *th);
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void do_maze(struct room *rp);
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void do_motion(THING *obj, int ydelta, int xdelta);
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void do_pot(int type, bool knowit);
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void doadd(char *fmt, va_list args);
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void door(struct room *rm, coord *cp);
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void drain(void);
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void draw_room(struct room *rp);
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void encwrite(char *start, unsigned int size, FILE *outf);
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void erase_lamp(coord *pos, struct room *rp);
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void fall(THING *obj, bool pr);
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void fire_bolt(coord *start, coord *dir, char *name);
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void help(void);
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void hit(char *er, char *ee, bool noend);
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void horiz(struct room *rp, int starty);
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void identify(void);
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void illcom(char ch);
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void invis_on(void);
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void killed(THING *tp, bool pr);
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void miss(char *er, char *ee, bool noend);
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void money(int value);
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void move_monst(THING *tp);
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void move_msg(THING *obj);
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void nameit(THING *obj, char *type, char *which, struct obj_info *op, char *(*prfunc)(THING *));
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void numpass(int y, int x);
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void passnum(void);
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void pr_spec(struct obj_info *info, int nitems);
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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(coord *cp);
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void raise_level(void);
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void relocate(THING *th, coord *new_loc);
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void remove_mon(coord *mp, THING *tp, bool waskill);
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void reset_last(void);
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void rust_armor(THING *arm);
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void save_file(FILE *savef);
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void search(void);
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void set_know(THING *obj, struct obj_info *info);
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void set_oldch(THING *tp, coord *cp);
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void strucpy(char *s1, char *s2, int len);
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void thunk(THING *weap, char *mname, bool noend);
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void treas_room(void);
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void turnref(void);
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void u_level(void);
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void uncurse(THING *obj);
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void vert(struct room *rp, int startx);
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void wait_for(char ch);
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void waste_time(void);
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bool chase(THING *tp, coord *ee);
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bool diag_ok(coord *sp, coord *ep);
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bool dropcheck(THING *obj);
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bool fallpos(coord *pos, coord *newpos);
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bool find_floor(struct room *rp, coord *cp, int limit, bool monst);
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bool is_magic(THING *obj);
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bool levit_check(void);
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bool pack_room(bool from_floor, THING *obj);
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bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl);
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bool see_monst(THING *mp);
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bool seen_stairs(void);
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bool turn_ok(int y, int x);
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bool turn_see(bool turn_off);
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char be_trapped(coord *tc);
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char floor_ch(void);
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char pack_char(void);
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char *charge_str(THING *obj);
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char *choose_str(char *ts, char *ns);
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char *inv_name(THING *obj, bool drop);
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char *nullstr(THING *ignored);
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char *num(int n1, int n2, char type);
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char *ring_num(THING *obj);
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char *set_mname(THING *tp);
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char *vowelstr(char *str);
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int get_bool(void *vp, WINDOW *win);
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int get_inv_t(void *vp, WINDOW *win);
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int get_num(void *vp, WINDOW *win);
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int get_sf(void *vp, WINDOW *win);
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int get_str(void *vopt, WINDOW *win);
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int trip_ch(int y, int x, char ch);
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coord *find_dest(THING *tp);
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coord *rndmove(THING *who);
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THING *find_obj(int y, int x);
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THING *get_item(char *purpose, int type);
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THING *leave_pack(THING *obj, bool newobj, bool all);
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THING *new_item(void);
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THING *new_thing(void);
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struct room *roomin(coord *cp);
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