rogue/netprot.h

597 lines
15 KiB
C

/*
* Rogue definitions and variable declarations
*
* @(#)netprot.h 5.42 (Berkeley) 08/06/83
*/
#include "network.h"
#include <stdarg.h>
/*
* 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);