Sleep after refreshing the window, animations are too fast for modern terminals.
[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(50000))
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
75 /*
76 * Things that appear on the screens
77 */
78 #define PASSAGE '#'
79 #define DOOR '+'
80 #define FLOOR '.'
81 #define PLAYER '@'
82 #define TRAP '^'
83 #define TRAPDOOR '>'
84 #define ARROWTRAP '{'
85 #define SLEEPTRAP '$'
86 #define BEARTRAP '}'
87 #define TELTRAP '~'
88 #define DARTTRAP '`'
89 #define SECRETDOOR '&'
90 #define STAIRS '%'
91 #define GOLD '*'
92 #define POTION '!'
93 #define SCROLL '?'
94 #define MAGIC '$'
95 #define FOOD ':'
96 #define WEAPON ')'
97 #define ARMOR ']'
98 #define AMULET ','
99 #define RING '='
100 #define STICK '/'
101 #define CALLABLE -1
102
103 /*
104 * Various constants
105 */
106 #define PASSWD "mTBellIQOsLNA"
107 #define BEARTIME 3
108 #define SLEEPTIME 5
109 #define HEALTIME 30
110 #define HOLDTIME 2
111 #define STPOS 0
112 #define WANDERTIME 70
113 #define BEFORE 1
114 #define AFTER 2
115 #define HUHDURATION 20
116 #define SEEDURATION 850
117 #define HUNGERTIME 1300
118 #define MORETIME 150
119 #define STOMACHSIZE 2000
120 #define ESCAPE 27
121 #define LEFT 0
122 #define RIGHT 1
123 #define BOLT_LENGTH 6
124
125 /*
126 * Save against things
127 */
128 #define VS_POISON 00
129 #define VS_PARALYZATION 00
130 #define VS_DEATH 00
131 #define VS_PETRIFICATION 01
132 #define VS_BREATH 02
133 #define VS_MAGIC 03
134
135 /*
136 * Various flag bits
137 */
138 #define ISDARK 0000001
139 #define ISCURSED 000001
140 #define ISBLIND 0000001
141 #define ISGONE 0000002
142 #define ISKNOW 0000002
143 #define ISRUN 0000004
144 #define ISFOUND 0000010
145 #define ISINVIS 0000020
146 #define ISMEAN 0000040
147 #define ISGREED 0000100
148 #define ISBLOCK 0000200
149 #define ISHELD 0000400
150 #define ISHUH 0001000
151 #define ISREGEN 0002000
152 #define CANHUH 0004000
153 #define CANSEE 0010000
154 #define ISMISL 0020000
155 #define ISCANC 0020000
156 #define ISMANY 0040000
157 #define ISSLOW 0040000
158 #define ISHASTE 0100000
159
160 /*
161 * Potion types
162 */
163 #define P_CONFUSE 0
164 #define P_PARALYZE 1
165 #define P_POISON 2
166 #define P_STRENGTH 3
167 #define P_SEEINVIS 4
168 #define P_HEALING 5
169 #define P_MFIND 6
170 #define P_TFIND 7
171 #define P_RAISE 8
172 #define P_XHEAL 9
173 #define P_HASTE 10
174 #define P_RESTORE 11
175 #define P_BLIND 12
176 #define P_NOP 13
177 #define MAXPOTIONS 14
178
179 /*
180 * Scroll types
181 */
182 #define S_CONFUSE 0
183 #define S_MAP 1
184 #define S_LIGHT 2
185 #define S_HOLD 3
186 #define S_SLEEP 4
187 #define S_ARMOR 5
188 #define S_IDENT 6
189 #define S_SCARE 7
190 #define S_GFIND 8
191 #define S_TELEP 9
192 #define S_ENCH 10
193 #define S_CREATE 11
194 #define S_REMOVE 12
195 #define S_AGGR 13
196 #define S_NOP 14
197 #define S_GENOCIDE 15
198 #define MAXSCROLLS 16
199
200 /*
201 * Weapon types
202 */
203 #define MACE 0
204 #define SWORD 1
205 #define BOW 2
206 #define ARROW 3
207 #define DAGGER 4
208 #define ROCK 5
209 #define TWOSWORD 6
210 #define SLING 7
211 #define DART 8
212 #define CROSSBOW 9
213 #define BOLT 10
214 #define SPEAR 11
215 #define MAXWEAPONS 12
216
217 /*
218 * Armor types
219 */
220 #define LEATHER 0
221 #define RING_MAIL 1
222 #define STUDDED_LEATHER 2
223 #define SCALE_MAIL 3
224 #define CHAIN_MAIL 4
225 #define SPLINT_MAIL 5
226 #define BANDED_MAIL 6
227 #define PLATE_MAIL 7
228 #define MAXARMORS 8
229
230 /*
231 * Ring types
232 */
233 #define R_PROTECT 0
234 #define R_ADDSTR 1
235 #define R_SUSTSTR 2
236 #define R_SEARCH 3
237 #define R_SEEINVIS 4
238 #define R_NOP 5
239 #define R_AGGR 6
240 #define R_ADDHIT 7
241 #define R_ADDDAM 8
242 #define R_REGEN 9
243 #define R_DIGEST 10
244 #define R_TELEPORT 11
245 #define R_STEALTH 12
246 #define MAXRINGS 13
247
248 /*
249 * Rod/Wand/Staff types
250 */
251
252 #define WS_LIGHT 0
253 #define WS_HIT 1
254 #define WS_ELECT 2
255 #define WS_FIRE 3
256 #define WS_COLD 4
257 #define WS_POLYMORPH 5
258 #define WS_MISSILE 6
259 #define WS_HASTE_M 7
260 #define WS_SLOW_M 8
261 #define WS_DRAIN 9
262 #define WS_NOP 10
263 #define WS_TELAWAY 11
264 #define WS_TELTO 12
265 #define WS_CANCEL 13
266 #define MAXSTICKS 14
267
268 /*
269 * Now we define the structures and types
270 */
271
272 /*
273 * Help list
274 */
275
276 struct h_list {
277 char h_ch;
278 char *h_desc;
279 };
280
281 extern struct h_list helpstr[];
282
283 /*
284 * Coordinate data type
285 */
286 typedef struct {
287 int x;
288 int y;
289 } coord;
290
291 typedef struct {
292 short st_str;
293 short st_add;
294 } str_t;
295
296 /*
297 * Linked list data type
298 */
299 struct linked_list {
300 struct linked_list *l_next;
301 struct linked_list *l_prev;
302 char *l_data; /* Various structure pointers */
303 };
304
305 /*
306 * Stuff about magic items
307 */
308
309 struct magic_item {
310 char mi_name[30];
311 int mi_prob;
312 int mi_worth;
313 };
314
315 /*
316 * Room structure
317 */
318 struct room {
319 coord r_pos; /* Upper left corner */
320 coord r_max; /* Size of room */
321 coord r_gold; /* Where the gold is */
322 int r_goldval; /* How much the gold is worth */
323 int r_flags; /* Info about the room */
324 int r_nexits; /* Number of exits */
325 coord r_exit[4]; /* Where the exits are */
326 };
327
328 /*
329 * Array of all traps on this level
330 */
331 struct trap {
332 coord tr_pos; /* Where trap is */
333 char tr_type; /* What kind of trap */
334 int tr_flags; /* Info about trap (i.e. ISFOUND) */
335 };
336
337 extern struct trap traps[MAXTRAPS];
338
339 /*
340 * Structure describing a fighting being
341 */
342 struct stats {
343 str_t s_str; /* Strength */
344 long s_exp; /* Experience */
345 int s_lvl; /* Level of mastery */
346 int s_arm; /* Armor class */
347 int s_hpt; /* Hit points */
348 char s_dmg[30]; /* String describing damage done */
349 };
350
351 /*
352 * Structure for monsters and player
353 */
354 struct thing {
355 coord t_pos; /* Position */
356 bool t_turn; /* If slowed, is it a turn to move */
357 char t_type; /* What it is */
358 char t_disguise; /* What mimic looks like */
359 char t_oldch; /* Character that was where it was */
360 coord *t_dest; /* Where it is running to */
361 short t_flags; /* State word */
362 struct stats t_stats; /* Physical description */
363 struct linked_list *t_pack; /* What the thing is carrying */
364 int t_reserved; /* reserved for save/restore code */
365 };
366
367 /*
368 * Array containing information on all the various types of mosnters
369 */
370 struct monster {
371 char m_name[20]; /* What to call the monster */
372 short m_carry; /* Probability of carrying something */
373 short m_flags; /* Things about the monster */
374 struct stats m_stats; /* Initial stats */
375 };
376
377 /*
378 * Structure for a thing that the rogue can carry
379 */
380
381 struct object {
382 int o_type; /* What kind of object it is */
383 coord o_pos; /* Where it lives on the screen */
384 char o_launch; /* What you need to launch it */
385 char o_damage[8]; /* Damage if used like sword */
386 char o_hurldmg[8]; /* Damage if thrown */
387 int o_count; /* Count for plural objects */
388 int o_which; /* Which object of a type it is */
389 int o_hplus; /* Plusses to hit */
390 int o_dplus; /* Plusses to damage */
391 int o_ac; /* Armor class */
392 int o_flags; /* Information about objects */
393 int o_group; /* Group number for this object */
394 };
395
396 struct delayed_action {
397 int d_type;
398 int (*d_func)();
399 int d_arg;
400 int d_time;
401 };
402
403 /*
404 * Now all the global variables
405 */
406
407 extern struct room rooms[MAXROOMS]; /* One for each room -- A level */
408 extern struct room *oldrp; /* Roomin(&oldpos) */
409 extern struct linked_list *mlist; /* List of monsters on the level */
410 extern struct thing player; /* The rogue */
411 extern struct stats max_stats; /* The maximum for the player */
412 extern struct monster monsters[26]; /* The initial monster states */
413 extern struct linked_list *lvl_obj; /* List of objects on this level */
414 extern struct object *cur_weapon; /* Which weapon he is weilding */
415 extern struct object *cur_armor; /* What a well dresssed rogue wears */
416 extern struct object *cur_ring[2]; /* Which rings are being worn */
417 extern struct magic_item things[NUMTHINGS]; /* Chances for each type of item */
418 extern struct magic_item s_magic[MAXSCROLLS]; /* Names and chances for scrolls */
419 extern struct magic_item p_magic[MAXPOTIONS]; /* Names and chances for potions */
420 extern struct magic_item r_magic[MAXRINGS]; /* Names and chances for rings */
421 extern struct magic_item ws_magic[MAXSTICKS]; /* Names and chances for sticks */
422
423 extern int level; /* What level rogue is on */
424 extern int purse; /* How much gold the rogue has */
425 extern int mpos; /* Where cursor is on top line */
426 extern int ntraps; /* Number of traps on this level */
427 extern int no_move; /* Number of turns held in place */
428 extern int no_command; /* Number of turns asleep */
429 extern int inpack; /* Number of things in pack */
430 extern int max_hp; /* Player's max hit points */
431 extern int total; /* Total dynamic memory bytes */
432 extern int a_chances[MAXARMORS]; /* Probabilities for armor */
433 extern int a_class[MAXARMORS]; /* Armor class for various armors */
434 extern int lastscore; /* Score before this turn */
435 extern int no_food; /* Number of levels without food */
436 extern int seed; /* Random number seed */
437 extern int count; /* Number of times to repeat command */
438 extern int dnum; /* Dungeon number */
439 extern int fung_hit; /* Number of time fungi has hit */
440 extern int quiet; /* Number of quiet turns */
441 extern int max_level; /* Deepest player has gone */
442 extern int food_left; /* Amount of food in hero's stomach */
443 extern int group; /* Current group number */
444 extern int hungry_state; /* How hungry is he */
445
446 extern char take; /* Thing the rogue is taking */
447 extern char prbuf[80]; /* Buffer for sprintfs */
448 extern char runch; /* Direction player is running */
449 extern char *s_names[MAXSCROLLS]; /* Names of the scrolls */
450 extern char *p_colors[MAXPOTIONS]; /* Colors of the potions */
451 extern char *r_stones[MAXRINGS]; /* Stone settings of the rings */
452 extern char *w_names[MAXWEAPONS]; /* Names of the various weapons */
453 extern char *a_names[MAXARMORS]; /* Names of armor types */
454 extern char *ws_made[MAXSTICKS]; /* What sticks are made of */
455 extern char *release; /* Release number of rogue */
456 extern char whoami[80]; /* Name of player */
457 extern char fruit[80]; /* Favorite fruit */
458 extern char huh[80]; /* The last message printed */
459 extern char *s_guess[MAXSCROLLS]; /* Players guess at what scroll is */
460 extern char *p_guess[MAXPOTIONS]; /* Players guess at what potion is */
461 extern char *r_guess[MAXRINGS]; /* Players guess at what ring is */
462 extern char *ws_guess[MAXSTICKS]; /* Players guess at what wand is */
463 extern char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */
464 extern char file_name[80]; /* Save file name */
465 extern char home[80]; /* User's home directory */
466
467 extern WINDOW *cw; /* Window that the player sees */
468 extern WINDOW *hw; /* Used for the help command */
469 extern WINDOW *mw; /* Used to store mosnters */
470
471 extern bool running; /* True if player is running */
472 extern bool playing; /* True until he quits */
473 extern bool wizard; /* True if allows wizard commands */
474 extern bool after; /* True if we want after daemons */
475 extern bool notify; /* True if player wants to know */
476 extern bool fight_flush; /* True if toilet input */
477 extern bool terse; /* True if we should be short */
478 extern bool door_stop; /* Stop running when we pass a door */
479 extern bool jump; /* Show running as series of jumps */
480 extern bool slow_invent; /* Inventory one line at a time */
481 extern bool firstmove; /* First move after setting door_stop */
482 extern bool waswizard; /* Was a wizard sometime */
483 extern bool askme; /* Ask about unidentified things */
484 extern bool s_know[MAXSCROLLS]; /* Does he know what a scroll does */
485 extern bool p_know[MAXPOTIONS]; /* Does he know what a potion does */
486 extern bool r_know[MAXRINGS]; /* Does he know what a ring does */
487 extern bool ws_know[MAXSTICKS]; /* Does he know what a stick does */
488 extern bool amulet; /* He found the amulet */
489 extern bool in_shell; /* True if executing a shell */
490
491 extern coord oldpos; /* Position before last look() call */
492 extern coord delta; /* Change indicated to get_dir() */
493
494 extern coord ch_ret;
495 extern char countch,direction,newcount;
496 extern struct delayed_action d_list[20];
497 extern int between;
498 extern int num_checks;
499 extern char lvl_mons[27],wand_mons[27];
500 extern coord nh;
501
502 struct linked_list *find_mons(), *find_obj(), *get_item(), *new_item();
503 struct linked_list *new_thing(), *wake_monster();
504
505 char *tr_name(), *new();
506 char *charge_str(),*vowelstr(), *inv_name();
507 char *ctime(), *num(), *ring_num();
508
509 struct room *roomin();
510
511 coord *rndmove();
512
513 void auto_save(int p), endit(int p), quit(int p), tstp(), checkout();
514 int nohaste(), doctor(), runners(), swander();
515 int unconfuse(), unsee(), rollwand(), stomach(), sight();
516
517 struct trap *trap_at();
518
519 extern char *rainbow[];
520 extern char *stones[];
521 extern char *wood[];
522 extern char *metal[];
523
524 extern const int cNCOLORS;
525 extern const int cNSTONES;
526 extern const int cNWOOD;
527 extern const int cNMETAL;