b433321f791ca88af43f84abd23c9987a07c0b37
[rogue-pphs.git] / rogue.h
1 /*
2 * Rogue definitions and variable declarations
3 *
4 * @(#)rogue.h 3.38 (Berkeley) 6/15/81
5 *
6 * Rogue: Exploring the Dungeons of Doom
7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
8 * All rights reserved.
9 *
10 * See the file LICENSE.TXT for full copyright and licensing information.
11 */
12
13 /*
14 * Maximum number of different things
15 */
16 #define MAXROOMS 9
17 #define MAXTHINGS 9
18 #define MAXOBJ 9
19 #define MAXPACK 23
20 #define MAXTRAPS 10
21 #define NUMTHINGS 7 /* number of types of things (scrolls, rings, etc.) */
22
23 /*
24 * return values for get functions
25 */
26 #define NORM 0 /* normal exit */
27 #define QUIT 1 /* quit option setting */
28 #define MINUS 2 /* back up one option */
29
30 /*
31 * All the fun defines
32 */
33 #define next(ptr) (*ptr).l_next
34 #define prev(ptr) (*ptr).l_prev
35 #define ldata(ptr) (*ptr).l_data
36 #define inroom(rp, cp) (\
37 (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
38 && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
39 #define winat(y, x) (mvwinch(mw,y,x)==' '?mvwinch(stdscr,y,x):winch(mw))
40 #define debug if (wizard) msg
41 #define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
42 #define unc(cp) (cp).y, (cp).x
43 #define cmov(xy) move((xy).y, (xy).x)
44 #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
45 #define OBJPTR(what) (struct object *)((*what).l_data)
46 #define THINGPTR(what) (struct thing *)((*what).l_data)
47 #define when break;case
48 #define otherwise break;default
49 #define until(expr) while(!(expr))
50 #define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
51 #define draw(window) (wrefresh(window),usleep(20000))
52 #define hero player.t_pos
53 #define pstats player.t_stats
54 #define pack player.t_pack
55 #define attach(a,b) _attach(&a,b)
56 #define detach(a,b) _detach(&a,b)
57 #define free_list(a) _free_list(&a)
58 #ifndef max
59 #define max(a, b) ((a) > (b) ? (a) : (b))
60 #endif
61 #define on(thing, flag) (((thing).t_flags & flag) != 0)
62 #define off(thing, flag) (((thing).t_flags & flag) == 0)
63 #undef CTRL
64 #define CTRL(ch) (ch & 037)
65 #define ALLOC(x) malloc((unsigned int) x)
66 #define FREE(x) free((char *) x)
67 #define EQSTR(a, b, c) (strncmp(a, b, c) == 0)
68 #define GOLDCALC (rnd(50 + 10 * level) + 2)
69 #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
70 #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
71 #define newgrp() ++group
72 #define o_charges o_ac
73 #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
74 #define rndchoice(a) (a[rnd(sizeof(a)/sizeof((a)[0]))])
75 #define hash(i) ((unsigned)(i)*2654435761u)
76
77 /*
78 * Things that appear on the screens
79 */
80 #define PASSAGE '#'
81 #define DOOR '+'
82 #define FLOOR '.'
83 #define PLAYER '@'
84 #define TRAP '^'
85 #define TRAPDOOR '>'
86 #define ARROWTRAP '{'
87 #define SLEEPTRAP '$'
88 #define BEARTRAP '}'
89 #define TELTRAP '~'
90 #define DARTTRAP '`'
91 #define SECRETDOOR '&'
92 #define STAIRS '%'
93 #define GOLD '*'
94 #define POTION '!'
95 #define SCROLL '?'
96 #define MAGIC '$'
97 #define FOOD ':'
98 #define WEAPON ')'
99 #define ARMOR ']'
100 #define AMULET ','
101 #define RING '='
102 #define STICK '/'
103 #define CALLABLE -1
104
105 /*
106 * Various constants
107 */
108 #define PASSWD "mTBellIQOsLNA"
109 #define BEARTIME 3
110 #define SLEEPTIME 5
111 #define HEALTIME 30
112 #define HOLDTIME 2
113 #define STPOS 0
114 #define WANDERTIME 70
115 #define BEFORE 1
116 #define AFTER 2
117 #define HUHDURATION 20
118 #define SEEDURATION 850
119 #define HUNGERTIME 1300
120 #define MORETIME 150
121 #define STOMACHSIZE 2000
122 #define ESCAPE 27
123 #define LEFT 0
124 #define RIGHT 1
125 #define BOLT_LENGTH 6
126
127 /*
128 * Save against things
129 */
130 #define VS_POISON 00
131 #define VS_PARALYZATION 00
132 #define VS_DEATH 00
133 #define VS_PETRIFICATION 01
134 #define VS_BREATH 02
135 #define VS_MAGIC 03
136
137 /*
138 * Various flag bits
139 */
140 #define ISDARK 0000001
141 #define ISCURSED 000001
142 #define ISBLIND 0000001
143 #define ISGONE 0000002
144 #define ISKNOW 0000002
145 #define ISRUN 0000004
146 #define ISFOUND 0000010
147 #define ISINVIS 0000020
148 #define ISMEAN 0000040
149 #define ISGREED 0000100
150 #define ISBLOCK 0000200
151 #define ISHELD 0000400
152 #define ISHUH 0001000
153 #define ISREGEN 0002000
154 #define CANHUH 0004000
155 #define CANSEE 0010000
156 #define ISMISL 0020000
157 #define ISCANC 0020000
158 #define ISMANY 0040000
159 #define ISSLOW 0040000
160 #define ISHASTE 0100000
161
162 /*
163 * Potion types
164 */
165 #define P_CONFUSE 0
166 #define P_PARALYZE 1
167 #define P_POISON 2
168 #define P_STRENGTH 3
169 #define P_SEEINVIS 4
170 #define P_HEALING 5
171 #define P_MFIND 6
172 #define P_TFIND 7
173 #define P_RAISE 8
174 #define P_XHEAL 9
175 #define P_HASTE 10
176 #define P_RESTORE 11
177 #define P_BLIND 12
178 #define P_NOP 13
179 #define MAXPOTIONS 14
180
181 /*
182 * Scroll types
183 */
184 #define S_CONFUSE 0
185 #define S_MAP 1
186 #define S_LIGHT 2
187 #define S_HOLD 3
188 #define S_SLEEP 4
189 #define S_ARMOR 5
190 #define S_IDENT 6
191 #define S_SCARE 7
192 #define S_GFIND 8
193 #define S_TELEP 9
194 #define S_ENCH 10
195 #define S_CREATE 11
196 #define S_REMOVE 12
197 #define S_AGGR 13
198 #define S_NOP 14
199 #define S_GENOCIDE 15
200 #define MAXSCROLLS 16
201
202 /*
203 * Weapon types
204 */
205 #define MACE 0
206 #define SWORD 1
207 #define BOW 2
208 #define ARROW 3
209 #define DAGGER 4
210 #define ROCK 5
211 #define TWOSWORD 6
212 #define SLING 7
213 #define DART 8
214 #define CROSSBOW 9
215 #define BOLT 10
216 #define SPEAR 11
217 #define MAXWEAPONS 12
218
219 /*
220 * Armor types
221 */
222 #define LEATHER 0
223 #define RING_MAIL 1
224 #define STUDDED_LEATHER 2
225 #define SCALE_MAIL 3
226 #define CHAIN_MAIL 4
227 #define SPLINT_MAIL 5
228 #define BANDED_MAIL 6
229 #define PLATE_MAIL 7
230 #define MAXARMORS 8
231
232 /*
233 * Ring types
234 */
235 #define R_PROTECT 0
236 #define R_ADDSTR 1
237 #define R_SUSTSTR 2
238 #define R_SEARCH 3
239 #define R_SEEINVIS 4
240 #define R_NOP 5
241 #define R_AGGR 6
242 #define R_ADDHIT 7
243 #define R_ADDDAM 8
244 #define R_REGEN 9
245 #define R_DIGEST 10
246 #define R_TELEPORT 11
247 #define R_STEALTH 12
248 #define MAXRINGS 13
249
250 /*
251 * Rod/Wand/Staff types
252 */
253
254 #define WS_LIGHT 0
255 #define WS_HIT 1
256 #define WS_ELECT 2
257 #define WS_FIRE 3
258 #define WS_COLD 4
259 #define WS_POLYMORPH 5
260 #define WS_MISSILE 6
261 #define WS_HASTE_M 7
262 #define WS_SLOW_M 8
263 #define WS_DRAIN 9
264 #define WS_NOP 10
265 #define WS_TELAWAY 11
266 #define WS_TELTO 12
267 #define WS_CANCEL 13
268 #define MAXSTICKS 14
269
270 /*
271 * Now we define the structures and types
272 */
273
274 /*
275 * Help list
276 */
277
278 struct h_list {
279 char h_ch;
280 char *h_desc;
281 };
282
283 extern struct h_list helpstr[];
284
285 /*
286 * Coordinate data type
287 */
288 typedef struct {
289 int x;
290 int y;
291 } coord;
292
293 typedef struct {
294 short st_str;
295 short st_add;
296 } str_t;
297
298 /*
299 * Linked list data type
300 */
301 struct linked_list {
302 struct linked_list *l_next;
303 struct linked_list *l_prev;
304 char *l_data; /* Various structure pointers */
305 };
306
307 /*
308 * Stuff about magic items
309 */
310
311 struct magic_item {
312 char mi_name[30];
313 int mi_prob;
314 int mi_worth;
315 };
316
317 /*
318 * Room structure
319 */
320 struct room {
321 coord r_pos; /* Upper left corner */
322 coord r_max; /* Size of room */
323 coord r_gold; /* Where the gold is */
324 int r_goldval; /* How much the gold is worth */
325 int r_flags; /* Info about the room */
326 int r_nexits; /* Number of exits */
327 coord r_exit[4]; /* Where the exits are */
328 };
329
330 /*
331 * Array of all traps on this level
332 */
333 struct trap {
334 coord tr_pos; /* Where trap is */
335 char tr_type; /* What kind of trap */
336 int tr_flags; /* Info about trap (i.e. ISFOUND) */
337 };
338
339 extern struct trap traps[MAXTRAPS];
340
341 #define NUM_FEATURES 6
342 #define MAYBE_INTERESTED 1
343 #define INTERESTED 20
344
345 /*
346 * Structure describing a fighting being
347 */
348 struct stats {
349 str_t s_str; /* Strength */
350 long s_exp; /* Experience */
351 int s_lvl; /* Level of mastery */
352 int s_arm; /* Armor class */
353 int s_hpt; /* Hit points */
354 char s_dmg[30]; /* String describing damage done */
355 int s_ont; /* Orientation flags */
356 int s_int; /* Level of interest in rogue */
357 };
358
359 /*
360 * Structure for monsters and player
361 */
362 struct thing {
363 coord t_pos; /* Position */
364 bool t_turn; /* If slowed, is it a turn to move */
365 char t_type; /* What it is */
366 char t_disguise; /* What mimic looks like */
367 char t_oldch; /* Character that was where it was */
368 coord *t_dest; /* Where it is running to */
369 short t_flags; /* State word */
370 struct stats t_stats; /* Physical description */
371 struct linked_list *t_pack; /* What the thing is carrying */
372 int t_reserved; /* reserved for save/restore code */
373 };
374
375 /*
376 * Array containing information on all the various types of mosnters
377 */
378 struct monster {
379 char m_name[20]; /* What to call the monster */
380 short m_carry; /* Probability of carrying something */
381 short m_flags; /* Things about the monster */
382 struct stats m_stats; /* Initial stats */
383 };
384
385 /*
386 * Structure for a thing that the rogue can carry
387 */
388
389 struct object {
390 int o_type; /* What kind of object it is */
391 coord o_pos; /* Where it lives on the screen */
392 char o_launch; /* What you need to launch it */
393 char o_damage[8]; /* Damage if used like sword */
394 char o_hurldmg[8]; /* Damage if thrown */
395 int o_count; /* Count for plural objects */
396 int o_which; /* Which object of a type it is */
397 int o_hplus; /* Plusses to hit */
398 int o_dplus; /* Plusses to damage */
399 int o_ac; /* Armor class */
400 int o_flags; /* Information about objects */
401 int o_group; /* Group number for this object */
402 };
403
404 struct delayed_action {
405 int d_type;
406 int (*d_func)();
407 int d_arg;
408 int d_time;
409 };
410
411 /*
412 * Now all the global variables
413 */
414
415 extern struct room rooms[MAXROOMS]; /* One for each room -- A level */
416 extern struct room *oldrp; /* Roomin(&oldpos) */
417 extern struct linked_list *mlist; /* List of monsters on the level */
418 extern struct thing player; /* The rogue */
419 extern struct stats max_stats; /* The maximum for the player */
420 extern struct monster monsters[26]; /* The initial monster states */
421 extern struct linked_list *lvl_obj; /* List of objects on this level */
422 extern struct object *cur_weapon; /* Which weapon he is weilding */
423 extern struct object *cur_armor; /* What a well dresssed rogue wears */
424 extern struct object *cur_ring[2]; /* Which rings are being worn */
425 extern struct magic_item things[NUMTHINGS]; /* Chances for each type of item */
426 extern struct magic_item s_magic[MAXSCROLLS]; /* Names and chances for scrolls */
427 extern struct magic_item p_magic[MAXPOTIONS]; /* Names and chances for potions */
428 extern struct magic_item r_magic[MAXRINGS]; /* Names and chances for rings */
429 extern struct magic_item ws_magic[MAXSTICKS]; /* Names and chances for sticks */
430
431 extern int level; /* What level rogue is on */
432 extern int purse; /* How much gold the rogue has */
433 extern int mpos; /* Where cursor is on top line */
434 extern int ntraps; /* Number of traps on this level */
435 extern int no_move; /* Number of turns held in place */
436 extern int no_command; /* Number of turns asleep */
437 extern int inpack; /* Number of things in pack */
438 extern int max_hp; /* Player's max hit points */
439 extern int total; /* Total dynamic memory bytes */
440 extern int a_chances[MAXARMORS]; /* Probabilities for armor */
441 extern int a_class[MAXARMORS]; /* Armor class for various armors */
442 extern int lastscore; /* Score before this turn */
443 extern int no_food; /* Number of levels without food */
444 extern int seed; /* Random number seed */
445 extern int count; /* Number of times to repeat command */
446 extern int dnum; /* Dungeon number */
447 extern int fung_hit; /* Number of time fungi has hit */
448 extern int quiet; /* Number of quiet turns */
449 extern int max_level; /* Deepest player has gone */
450 extern int food_left; /* Amount of food in hero's stomach */
451 extern int group; /* Current group number */
452 extern int hungry_state; /* How hungry is he */
453
454 extern char take; /* Thing the rogue is taking */
455 extern char prbuf[80]; /* Buffer for sprintfs */
456 extern char runch; /* Direction player is running */
457 extern char *s_names[MAXSCROLLS]; /* Names of the scrolls */
458 extern char *p_colors[MAXPOTIONS]; /* Colors of the potions */
459 extern char *r_stones[MAXRINGS]; /* Stone settings of the rings */
460 extern char *w_names[MAXWEAPONS]; /* Names of the various weapons */
461 extern char *a_names[MAXARMORS]; /* Names of armor types */
462 extern char *ws_made[MAXSTICKS]; /* What sticks are made of */
463 extern char *release; /* Release number of rogue */
464 extern char whoami[80]; /* Name of player */
465 extern char fruit[80]; /* Favorite fruit */
466 extern char huh[80]; /* The last message printed */
467 extern char *s_guess[MAXSCROLLS]; /* Players guess at what scroll is */
468 extern char *p_guess[MAXPOTIONS]; /* Players guess at what potion is */
469 extern char *r_guess[MAXRINGS]; /* Players guess at what ring is */
470 extern char *ws_guess[MAXSTICKS]; /* Players guess at what wand is */
471 extern char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */
472 extern char file_name[80]; /* Save file name */
473 extern char home[80]; /* User's home directory */
474
475 extern WINDOW *cw; /* Window that the player sees */
476 extern WINDOW *hw; /* Used for the help command */
477 extern WINDOW *mw; /* Used to store mosnters */
478
479 extern bool running; /* True if player is running */
480 extern bool playing; /* True until he quits */
481 extern bool wizard; /* True if allows wizard commands */
482 extern bool after; /* True if we want after daemons */
483 extern bool notify; /* True if player wants to know */
484 extern bool fight_flush; /* True if toilet input */
485 extern bool terse; /* True if we should be short */
486 extern bool door_stop; /* Stop running when we pass a door */
487 extern bool jump; /* Show running as series of jumps */
488 extern bool slow_invent; /* Inventory one line at a time */
489 extern bool firstmove; /* First move after setting door_stop */
490 extern bool waswizard; /* Was a wizard sometime */
491 extern bool askme; /* Ask about unidentified things */
492 extern bool s_know[MAXSCROLLS]; /* Does he know what a scroll does */
493 extern bool p_know[MAXPOTIONS]; /* Does he know what a potion does */
494 extern bool r_know[MAXRINGS]; /* Does he know what a ring does */
495 extern bool ws_know[MAXSTICKS]; /* Does he know what a stick does */
496 extern bool amulet; /* He found the amulet */
497 extern bool in_shell; /* True if executing a shell */
498
499 extern coord oldpos; /* Position before last look() call */
500 extern coord delta; /* Change indicated to get_dir() */
501
502 extern coord ch_ret;
503 extern char countch,direction,newcount;
504 extern struct delayed_action d_list[20];
505 extern int between;
506 extern int num_checks;
507 extern char lvl_mons[27],wand_mons[27];
508 extern coord nh;
509
510 struct linked_list *find_mons(), *find_obj(), *get_item(), *new_item();
511 struct linked_list *new_thing(), *wake_monster();
512
513 char *tr_name(), *new();
514 char *charge_str(),*vowelstr(), *inv_name();
515 char *ctime(), *num(), *ring_num();
516
517 int readchar(WINDOW *win);
518 int md_readchar(WINDOW *win);
519 int wait_for(WINDOW *win, register char ch);
520 char *killname(register char monst);
521
522 struct room *roomin();
523
524 coord *rndmove();
525
526 void auto_save(int p), endit(int p), quit(int p), tstp(), checkout();
527 int nohaste(), doctor(), runners(), swander();
528 int unconfuse(), unsee(), rollwand(), stomach(), sight();
529
530 struct trap *trap_at();
531
532 extern char *rainbow[];
533 extern char *stones[];
534 extern char *wood[];
535 extern char *metal[];
536
537 extern const int cNCOLORS;
538 extern const int cNSTONES;
539 extern const int cNWOOD;
540 extern const int cNMETAL;