-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathrogue.h
1297 lines (1225 loc) · 39.2 KB
/
rogue.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
* rogue.h - Rogue definitions and variable declarations
*
* Advanced Rogue
* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
/*
* Rogue definitions and variable declarations
*
*/
#define reg register
#undef lines /* AIX's term.h defines this, causing a conflict */
#ifdef BSD
#undef tolower(c)
#define _tolower(c) ((c)-'A'+'a')
extern char tolower();
#undef toupper(c)
#define _toupper(c) ((c)-'a'+'A')
extern char toupper();
#define strchr index
#define exfork vfork /* Better way to do a fork followed by an exec */
#else
#define exfork fork /* Standard fork with no paging available */
#endif
/*
* Maximum number of different things
*/
#define MAXDAEMONS 10
#define MAXFUSES 20
#define MAXROOMS 9
#define MAXTHINGS 9
#define MAXOBJ 9
#define MAXSTATS 72 /* max total of all stats at startup */
#define MAXPACK 23
#define MAXDOUBLE 14 /* Maximum number of times exppts is doubled */
#define MAXCONTENTS 10
#define MAXENCHANT 10 /* max number of enchantments on an item */
#define MAXTREAS 15 /* number monsters/treasure in treasure room */
#define MAXTRAPS 25
#define MAXTRPTRY 8 /* attempts/level allowed for setting traps */
#define MAXDOORS 4 /* Maximum doors to a room */
#define MAXCHANTS 16 /* Maximum number of chants for a druid */
#define MAXPRAYERS 18 /* Maximum number of prayers for cleric */
#define MAXSPELLS 20 /* Maximum number of spells (for magician) */
#define MAXQUILL 13 /* scrolls the Quill of Nagrom can write */
#define QUILLCHARGES 160 /* max num of charges in the Quill of Nagrom */
#define NUMMONST 125 /* Current number of monsters */
#define NUM_CNAMES 17 /* number of names per character level */
#define NUMUNIQUE 27 /* number of UNIQUE creatures */
#define NLEVMONS 3 /* Number of new monsters per level */
#define NUMSCORE 10 /* number of entries in score file */
#define HARDER 35 /* at this level start making things harder */
#define LINELEN 256 /* characters in a buffer */
#define JUG_EMPTY -1 /* signifys that the alchemy jug is empty */
#define MAXPURCH (pstats.s_charisma/3) /* # of purchases at post */
/* Movement penalties */
#define BACKPENALTY 3
#define SHOTPENALTY 2 /* In line of sight of missile */
#define DOORPENALTY 1 /* Moving out of current room */
/*
* these defines are used in calls to get_item() to signify what
* it is we want
*/
#define ALL -1
#define WEARABLE -2
#define CALLABLE -3
#define WIELDABLE -4
#define USEABLE -5
#define IDENTABLE -6
#define REMOVABLE -7
#define PROTECTABLE -8
#define ZAPPABLE -9
#define READABLE -10
#define QUAFFABLE -11
/*
* stuff to do with encumberance
*/
#define NORMENCB 1500 /* normal encumberance */
#define F_SATIATED 0 /* player's stomach is very full */
#define F_OKAY 1 /* have plenty of food in stomach */
#define F_HUNGRY 2 /* player is hungry */
#define F_WEAK 3 /* weak from lack of food */
#define F_FAINT 4 /* fainting from lack of food */
/*
* actions a player/monster will take
*/
#define A_MOVE 0200 /* normal movement */
#define A_FREEZE 0201 /* frozen in place */
#define A_ATTACK 0202 /* trying to hit */
#define A_SELL 0203 /* trying to sell goods */
#define A_NIL 0204 /* not doing anything */
#define A_BREATHE 0205 /* breathing */
#define A_MISSILE 0206 /* Firing magic missiles */
#define A_SONIC 0207 /* Sounding a sonic blast */
#define A_SUMMON 0210 /* Summoning help */
#define A_USERELIC 0211 /* Monster uses a relic */
#define A_SLOW 0212 /* monster slows the player */
#define A_ZAP 0213 /* monster shoots a wand */
#define A_PICKUP 0214 /* player is picking something up */
#define A_USEWAND 0215 /* monster is shooting a wand */
#define A_THROW 't'
#define C_CAST 'C'
#define C_COUNT '*'
#define C_DIP 'D'
#define C_DROP 'd'
#define C_EAT 'e'
#define C_PRAY 'p'
#define C_CHANT 'c'
#define C_QUAFF 'q'
#define C_READ 'r'
#define C_SEARCH 's'
#define C_SETTRAP '^'
#define C_TAKEOFF 'T'
#define C_USE CTRL('U')
#define C_WEAR 'W'
#define C_WIELD 'w'
#define C_ZAP 'z'
/* Possible ways for the hero to move */
#define H_TELEPORT 0
/*
* return values for get functions
*/
#define NORM 0 /* normal exit */
#define QUIT 1 /* quit option setting */
#define MINUS 2 /* back up one option */
/*
* The character types
*/
#define C_FIGHTER 0
#define C_RANGER 1
#define C_PALADIN 2
#define C_MAGICIAN 3
#define C_CLERIC 4
#define C_THIEF 5
#define C_ASSASIN 6
#define C_DRUID 7
#define C_MONK 8
#define C_MONSTER 9
#define NUM_CHARTYPES 10
/*
* define the ability types
*/
#define A_INTELLIGENCE 0
#define A_STRENGTH 1
#define A_WISDOM 2
#define A_DEXTERITY 3
#define A_CONSTITUTION 4
#define A_CHARISMA 5
#define NUMABILITIES 6
/*
* values for games end
*/
#define UPDATE -2
#define SCOREIT -1
#define KILLED 0
#define CHICKEN 1
#define WINNER 2
/*
* definitions for function step_ok:
* MONSTOK indicates it is OK to step on a monster -- it
* is only OK when stepping diagonally AROUND a monster;
* it is also OK if the stepper is a friendly monster and
* is in a fighting mood.
*/
#define MONSTOK 1
#define NOMONST 2
#define FIGHTOK 3
/*
* used for ring stuff
*/
#define LEFT_1 0
#define LEFT_2 1
#define LEFT_3 2
#define LEFT_4 3
#define RIGHT_1 4
#define RIGHT_2 5
#define RIGHT_3 6
#define RIGHT_4 7
#define NUM_FINGERS 8
/*
* used for micellaneous magic (MM) stuff
*/
#define WEAR_BOOTS 0
#define WEAR_BRACERS 1
#define WEAR_CLOAK 2
#define WEAR_GAUNTLET 3
#define WEAR_JEWEL 4
#define WEAR_NECKLACE 5
#define NUM_MM 6
/*
* All the fun defines
*/
#define next(ptr) (*ptr).l_next
#define prev(ptr) (*ptr).l_prev
#define ldata(ptr) (*ptr).l_data
#define inroom(rp, cp) (\
(cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
&& (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
#define winat(y, x) (mvwinch(mw, y, x)==' '?mvwinch(stdscr, y, x):winch(mw))
#define debug if (wizard) msg
#define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
#define unc(cp) (cp).y, (cp).x
#define cmov(xy) move((xy).y, (xy).x)
#define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
#define OBJPTR(what) (struct object *)((*what).l_data)
#define THINGPTR(what) (struct thing *)((*what).l_data)
#define DOORPTR(what) (coord *)((*what).l_data)
#define when break;case
#define otherwise break;default
#define until(expr) while(!(expr))
#define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
#define draw(window) wrefresh(window)
#define hero player.t_pos
#define pstats player.t_stats
#define max_stats player.maxstats
#define pack player.t_pack
#define attach(a, b) _attach(&a, b)
#define detach(a, b) _detach(&a, b)
#define o_free_list(a) _o_free_list(&a)
#define r_free_list(a) _r_free_list(&a)
#define t_free_list(a) _t_free_list(&a)
#ifndef max
#define max(a, b) ((a) > (b) ? (a) : (b))
#define min(a, b) ((a) < (b) ? (a) : (b))
#endif
#define on(thing, flag) \
(((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) != 0)
#define off(thing, flag) \
(((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) == 0)
#define turn_on(thing, flag) \
((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] |= (flag & ~FLAGMASK))
#define turn_off(thing, flag) \
((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] &= ~flag)
#undef CTRL
#define CTRL(ch) (ch & 037)
#define ALLOC(x) calloc((unsigned int) x,1)
#define FREE(x) free((char *) x)
#define EQSTR(a, b, c) (strncmp(a, b, c) == 0)
#define EQUAL(a, b) (strcmp(a, b) == 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_1, r) || ISRING(LEFT_2, r) ||\
ISRING(LEFT_3, r) || ISRING(LEFT_4, r) ||\
ISRING(RIGHT_1, r) || ISRING(RIGHT_2, r) ||\
ISRING(RIGHT_3, r) || ISRING(RIGHT_4, r))
#define newgrp() ++group
#define o_charges o_ac
#define o_kind o_ac
#define ISMULT(type) (type == FOOD)
#define isrock(ch) ((ch == WALL) || (ch == '-') || (ch == '|') || (ch == SECRETDOOR))
#define invisible(monst) \
(((on(*monst, ISINVIS) || \
(on(*monst, ISSHADOW) && rnd(100) < 90)) && \
off(player, CANSEE)) || \
(on(*monst, CANSURPRISE) && !ISWEARING(R_ALERT)))
#define is_stealth(tp) \
(rnd(25) < (tp)->t_stats.s_dext || (tp == &player && ISWEARING(R_STEALTH)))
#define has_light(rp) (((rp)->r_flags & HASFIRE) || ISWEARING(R_LIGHT))
#define mi_wght mi_worth
#define mi_food mi_curse
/*
* Ways to die
*/
#define D_PETRIFY -1
#define D_ARROW -2
#define D_DART -3
#define D_POISON -4
#define D_BOLT -5
#define D_SUFFOCATION -6
#define D_POTION -7
#define D_INFESTATION -8
#define D_DROWN -9
#define D_ROT -10
#define D_CONSTITUTION -11
#define D_STRENGTH -12
#define D_SIGNAL -13
#define D_CHOKE -14
#define D_STRANGLE -15
#define D_FALL -16
#define D_RELIC -17
#define D_STARVATION -18
#define D_FOOD_CHOKE -19
#define D_SCROLL -20
#define DEATHNUM 20 /* number of ways to die */
/*
* Things that appear on the screens
*/
#define WALL ' '
#define PASSAGE '#'
#define DOOR '+'
#define FLOOR '.'
#define VPLAYER '@'
#define IPLAYER '_'
#define POST '^'
#define TRAPDOOR '>'
#define ARROWTRAP '{'
#define SLEEPTRAP '$'
#define BEARTRAP '}'
#define TELTRAP '~'
#define DARTTRAP '`'
#define POOL '"'
#define MAZETRAP '\''
#define SECRETDOOR '&'
#define STAIRS '%'
#define GOLD '*'
#define POTION '!'
#define SCROLL '?'
#define MAGIC '$'
#define BMAGIC '>' /* Blessed magic */
#define CMAGIC '<' /* Cursed magic */
#define FOOD ':'
#define WEAPON ')'
#define MISSILE '*' /* Magic Missile */
#define ARMOR ']'
#define MM ';'
#define RELIC ','
#define RING '='
#define STICK '/'
#define FOREST '\\'
/*
* Various constants
*/
#define PASSWD "mTdNfNGDrwAZ."
#define FIGHTBASE 10
#define SPELLTIME ((max(30-pstats.s_lvl,5)))
#define BEARTIME 17
#define CLOAK_TIME (roll(20,20))
#define SLEEPTIME 7
#define FREEZETIME 11
#define PAINTIME (roll(2, 12))
#define HEALTIME 30
#define CHILLTIME (roll(20, 4))
#define SMELLTIME 20
#define STONETIME (roll(10,2))
#define HASTETIME 11
#define SICKTIME 25
#define WANDERTIME (max(5, (HARDER*2)-rnd(vlevel)))
#define BEFORE 1
#define AFTER 2
#define HUHDURATION (50+rnd(30))
#define SEEDURATION 850
#define SKILLDURATION (100+rnd(50))
#define CLRDURATION 50
#define GONETIME 200
#define FIRETIME (200+roll(5,5))
#define COLDTIME (200+roll(5,5))
#define BOLTTIME (200+roll(5,5))
#define FLYTIME 300
#define DUSTTIME (30+roll(5,10))
#define PHASEDURATION 300
#define MORETIME 100
#define STINKTIME 16
#define STOMACHSIZE 1500
#define ESCAPE 27
#define BOLT_LENGTH 10
#define MARKLEN 20
#define DAYLENGTH 400
#define ALCHEMYTIME (400+rnd(150))
/*
* Save against things
*/
#define VS_POISON 00
#define VS_PARALYZATION 00
#define VS_DEATH 00
#define VS_PETRIFICATION 01
#define VS_WAND 02
#define VS_BREATH 03
#define VS_MAGIC 04
/*
* attributes for treasures in dungeon
*/
#define ISCURSED 01
#define ISKNOW 02
#define ISPOST 04 /* object is in a trading post */
#define ISMETAL 010
#define ISPROT 020 /* object is protected */
#define ISBLESSED 040
#define ISPOISON 0100
#define ISMISL 020000
#define ISMANY 040000
/*
* Various flag bits
*/
#define ISDARK 01
#define ISGONE 02
#define ISTREAS 04
#define ISFOUND 010
#define ISTHIEFSET 020
#define FORCEDARK 040
/*
* 1st set of creature flags (this might include player)
*/
#define ISBLIND 0x00000001
#define ISINWALL 0x00000002
#define ISRUN 0x00000004
#define ISFLEE 0x00000008
#define ISINVIS 0x00000010
#define ISMEAN 0x00000020
#define ISGREED 0x00000040
#define CANSHOOT 0x00000080
#define ISHELD 0x00000100
#define ISHUH 0x00000200
#define ISREGEN 0x00000400
#define CANHUH 0x00000800
#define CANSEE 0x00001000
#define HASFIRE 0x00002000
#define ISSLOW 0x00004000
#define ISHASTE 0x00008000
#define ISCLEAR 0x00010000
#define CANINWALL 0x00020000
#define ISDISGUISE 0x00040000
#define CANBLINK 0x00080000
#define CANSNORE 0x00100000
#define HALFDAMAGE 0x00200000
#define CANSUCK 0x00400000
#define CANRUST 0x00800000
#define CANPOISON 0x01000000
#define CANDRAIN 0x02000000
#define ISUNIQUE 0x04000000
#define STEALGOLD 0x08000000
/*
* Second set of flags
*/
#define STEALMAGIC 0x10000001
#define CANDISEASE 0x10000002
#define HASDISEASE 0x10000004
#define CANSUFFOCATE 0x10000008
#define DIDSUFFOCATE 0x10000010
#define BOLTDIVIDE 0x10000020
#define BLOWDIVIDE 0x10000040
#define NOCOLD 0x10000080
#define TOUCHFEAR 0x10000100
#define BMAGICHIT 0x10000200
#define NOFIRE 0x10000400
#define NOBOLT 0x10000800
#define CARRYGOLD 0x10001000
#define CANITCH 0x10002000
#define HASITCH 0x10004000
#define DIDDRAIN 0x10008000
#define WASTURNED 0x10010000
#define CANSELL 0x10020000
#define CANBLIND 0x10040000
#define NOACID 0x10080000
#define NOSLOW 0x10100000
#define NOFEAR 0x10200000
#define NOSLEEP 0x10400000
#define NOPARALYZE 0x10800000
#define NOGAS 0x11000000
#define CANMISSILE 0x12000000
#define CMAGICHIT 0x14000000
#define CANPAIN 0x18000000
/*
* Third set of flags
*/
#define CANSLOW 0x20000001
#define CANTUNNEL 0x20000002
#define TAKEWISDOM 0x20000004
#define NOMETAL 0x20000008
#define MAGICHIT 0x20000010
#define CANINFEST 0x20000020
#define HASINFEST 0x20000040
#define NOMOVE 0x20000080
#define CANSHRIEK 0x20000100
#define CANDRAW 0x20000200
#define CANSMELL 0x20000400
#define CANPARALYZE 0x20000800
#define CANROT 0x20001000
#define ISSCAVENGE 0x20002000
#define DOROT 0x20004000
#define CANSTINK 0x20008000
#define HASSTINK 0x20010000
#define ISSHADOW 0x20020000
#define CANCHILL 0x20040000
#define CANHUG 0x20080000
#define CANSURPRISE 0x20100000
#define CANFRIGHTEN 0x20200000
#define CANSUMMON 0x20400000
#define TOUCHSTONE 0x20800000
#define LOOKSTONE 0x21000000
#define CANHOLD 0x22000000
#define DIDHOLD 0x24000000
#define DOUBLEDRAIN 0x28000000
/*
* Fourth set of flags
*/
#define CANBRANDOM 0x30000001 /* Types of breath */
#define CANBACID 0x30000002 /* acid */
#define CANBFIRE 0x30000004 /* Fire */
#define CANBCGAS 0x30000008 /* confusion gas */
#define CANBBOLT 0x30000010 /* lightning bolt */
#define CANBGAS 0x30000020 /* clorine gas */
#define CANBICE 0x30000040 /* ice */
#define CANBFGAS 0x30000080 /* Fear gas */
#define CANBPGAS 0x30000100 /* Paralyze gas */
#define CANBSGAS 0x30000200 /* Sleeping gas */
#define CANBSLGAS 0x30000400 /* Slow gas */
#define CANBREATHE 0x300007ff /* Can it breathe at all? */
/*
* Fifth set of flags
*/
#define ISUNDEAD 0x40000001
#define CANSONIC 0x40000002
#define TURNABLE 0x40000004
#define TAKEINTEL 0x40000008
#define NOSTAB 0x40000010
#define CANDISSOLVE 0x40000020
#define ISFLY 0x40000040 /* creature can fly */
#define CANTELEPORT 0x40000080 /* creature can teleport */
#define CANEXPLODE 0x40000100 /* creature explodes when hit */
#define CANDANCE 0x40000200 /* creature can make hero "dance" */
#define ISDANCE 0x40000400 /* creature (hero) is dancing */
#define CARRYFOOD 0x40000800
#define CARRYSCROLL 0x40001000
#define CARRYPOTION 0x40002000
#define CARRYRING 0x40004000
#define CARRYSTICK 0x40008000
#define CARRYMISC 0x40010000
#define CARRYMDAGGER 0x40020000 /* Dagger of Musty */
#define CARRYCLOAK 0x40040000 /* Cloak of Emori */
#define CARRYANKH 0x40080000 /* Ankh of Heil */
#define CARRYSTAFF 0x40100000 /* Staff of Ming */
#define CARRYWAND 0x40200000 /* Wand of Orcus */
#define CARRYROD 0x40400000 /* Rod of Asmodeus */
#define CARRYYAMULET 0x40800000 /* Amulet of Yendor */
#define CARRYMANDOLIN 0x41000000 /* Mandolin of Brian */
#define MISSEDDISP 0x42000000 /* Missed Cloak of Displacement */
#define CANBSTAB 0x44000000 /* Can backstab */
#define ISGUARDIAN 0x48000000 /* Guardian of a treasure room */
#define CARRYHORN 0x50000001 /* Horn of Geryon */
#define CARRYMSTAR 0x50000002 /* Morning Star of Hruggek */
#define CARRYFLAIL 0x50000004 /* Flail of Yeenoghu */
#define CARRYWEAPON 0x50000008 /* A generic weapon */
#define CANAGE 0x50000010 /* can age you */
#define CARRYDAGGER 0x50000020 /* carry's a dumb old dagger */
#define AREMANY 0x50000040 /* they come in droves */
#define CARRYEYE 0x50000080 /* has the eye of Vecna */
#define HASSUMMONED 0x50000100 /* has already summoned */
#define ISSTONE 0x50000200 /* has been turned to stone */
#define NODETECT 0x50000400 /* detect monster will not show him */
#define NOSTONE 0x50000800 /* creature made its save vrs stone */
#define CARRYQUILL 0x50001000 /* has the quill of Nagrom */
#define CARRYAXE 0x50002000 /* has the axe of Aklad */
#define TOUCHSLOW 0x50004000 /* touch will slow hero */
#define WASDISRUPTED 0x50008000 /* creature was disrupted by player */
#define CARRYARMOR 0x50010000 /* creature will pick up armor */
#define CARRYBAMULET 0x50020000 /* amulet of skoraus stonebones */
#define CARRYSURTURRING 0x50040000 /* ring of Surtur */
#define ISCHARMED 0x50080000 /* is the monster charmed? */
#define ISFRIENDLY 0x50080000 /* monster friendly for any reason? */
#define ISREADY 0x60000001
#define ISDEAD 0x60000002
#define ISELSEWHERE 0x60000004
/* Masks for choosing the right flag */
#define FLAGMASK 0xf0000000
#define FLAGINDEX 0x0000000f
#define FLAGSHIFT 28
#define MAXFLAGS 25 /* max initial flags per creature */
/*
* Mask for cancelling special abilities
* The flags listed here will be the ones left on after the
* cancellation takes place
*/
#define CANC0MASK ( ISBLIND | ISINWALL | ISRUN | \
ISFLEE | ISMEAN | ISGREED | \
CANSHOOT | ISHELD | ISHUH | \
ISSLOW | ISHASTE | ISCLEAR | \
ISUNIQUE )
#define CANC1MASK ( HASDISEASE | DIDSUFFOCATE | CARRYGOLD | \
HASITCH | CANSELL | DIDDRAIN | \
WASTURNED )
#define CANC2MASK ( HASINFEST | NOMOVE | ISSCAVENGE | \
DOROT | HASSTINK | DIDHOLD )
#define CANC3MASK ( CANBREATHE )
#define CANC4MASK ( ISUNDEAD | CANSONIC | NOSTAB | \
ISFLY | CARRYFOOD | CANEXPLODE | \
ISDANCE | CARRYSCROLL | CARRYPOTION | \
CARRYRING | CARRYSTICK | CARRYMISC | \
CARRYMDAGGER | CARRYCLOAK | CARRYANKH | \
CARRYSTAFF | CARRYWAND | CARRYROD | \
CARRYYAMULET | CARRYMANDOLIN | ISGUARDIAN )
#define CANC5MASK ( CARRYHORN | CARRYMSTAR | CARRYFLAIL | \
CARRYEYE | CARRYDAGGER | HASSUMMONED | \
AREMANY | CARRYWEAPON | NOSTONE | \
CARRYQUILL | CARRYAXE | WASDISRUPTED | \
CARRYARMOR | CARRYBAMULET | CARRYSURTURRING )
#define CANC6MASK ( 0 )
#define CANC7MASK ( 0 )
#define CANC8MASK ( 0 )
#define CANC9MASK ( 0 )
#define CANCAMASK ( 0 )
#define CANCBMASK ( 0 )
#define CANCCMASK ( 0 )
#define CANCDMASK ( 0 )
#define CANCEMASK ( 0 )
#define CANCFMASK ( 0 )
/* types of things */
#define TYP_POTION 0
#define TYP_SCROLL 1
#define TYP_FOOD 2
#define TYP_WEAPON 3
#define TYP_ARMOR 4
#define TYP_RING 5
#define TYP_STICK 6
#define TYP_MM 7
#define TYP_RELIC 8
#define NUMTHINGS 9
/*
* food types
*/
#define E_RATION 0
#define E_APPLE 1
#define E_BANANA 2
#define E_BLUEBERRY 3
#define E_CANDLEBERRY 4
#define E_CAPRIFIG 5
#define E_DEWBERRY 6
#define E_ELDERBERRY 7
#define E_GOOSEBERRY 8
#define E_GUANABANA 9
#define E_HAGBERRY 10
#define E_JABOTICABA 11
#define E_PEACH 12
#define E_PITANGA 13
#define E_PRICKLEY 14
#define E_RAMBUTAN 15
#define E_SAPODILLA 16
#define E_SOURSOP 17
#define E_STRAWBERRY 18
#define E_SWEETSOP 19
#define E_WHORTLEBERRY 20
#define MAXFOODS 21
/*
* Potion types
*/
#define P_CLEAR 0
#define P_ABIL 1
#define P_SEEINVIS 2
#define P_HEALING 3
#define P_MFIND 4
#define P_TFIND 5
#define P_RAISE 6
#define P_HASTE 7
#define P_RESTORE 8
#define P_PHASE 9
#define P_INVIS 10
#define P_FLY 11
#define P_FFIND 12
#define P_SKILL 13
#define P_FIRE 14
#define P_COLD 15
#define P_LIGHTNING 16
#define P_POISON 17
#define MAXPOTIONS 18
/*
* Scroll types
*/
#define S_CONFUSE 0
#define S_MAP 1
#define S_LIGHT 2
#define S_HOLD 3
#define S_SLEEP 4
#define S_ALLENCH 5
#define S_IDENT 6
#define S_SCARE 7
#define S_GFIND 8
#define S_TELEP 9
#define S_CREATE 10
#define S_REMOVE 11
#define S_PETRIFY 12
#define S_GENOCIDE 13
#define S_CURING 14
#define S_MAKEIT 15
#define S_PROTECT 16
#define S_FINDTRAPS 17
#define S_RUNES 18
#define S_CHARM 19
#define MAXSCROLLS 20
/*
* Weapon types
*/
#define MACE 0 /* mace */
#define SWORD 1 /* long sword */
#define BOW 2 /* short bow */
#define ARROW 3 /* arrow */
#define DAGGER 4 /* dagger */
#define ROCK 5 /* rocks */
#define TWOSWORD 6 /* two-handed sword */
#define SLING 7 /* sling */
#define DART 8 /* darts */
#define CROSSBOW 9 /* crossbow */
#define BOLT 10 /* crossbow bolt */
#define SPEAR 11 /* spear */
#define TRIDENT 12 /* trident */
#define SPETUM 13 /* spetum */
#define BARDICHE 14 /* bardiche */
#define PIKE 15 /* pike */
#define BASWORD 16 /* bastard sword */
#define HALBERD 17 /* halberd */
#define BATTLEAXE 18 /* battle axe */
#define MAXWEAPONS 19 /* types of weapons */
#define NONE 100 /* no weapon */
/*
* Armor types
*/
#define LEATHER 0
#define RING_MAIL 1
#define STUDDED_LEATHER 2
#define SCALE_MAIL 3
#define PADDED_ARMOR 4
#define CHAIN_MAIL 5
#define SPLINT_MAIL 6
#define BANDED_MAIL 7
#define PLATE_MAIL 8
#define PLATE_ARMOR 9
#define MAXARMORS 10
/*
* Ring types
*/
#define R_PROTECT 0
#define R_ADDSTR 1
#define R_SUSABILITY 2
#define R_SEARCH 3
#define R_SEEINVIS 4
#define R_ALERT 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_ADDINTEL 13
#define R_ADDWISDOM 14
#define R_HEALTH 15
#define R_CARRY 16
#define R_LIGHT 17
#define R_DELUSION 18
#define R_FEAR 19
#define R_HEROISM 20
#define R_FIRE 21
#define R_WARMTH 22
#define R_VAMPREGEN 23
#define R_FREEDOM 24
#define R_TELCONTROL 25
#define MAXRINGS 26
/*
* Rod/Wand/Staff types
*/
#define WS_LIGHT 0
#define WS_HIT 1
#define WS_ELECT 2
#define WS_FIRE 3
#define WS_COLD 4
#define WS_POLYMORPH 5
#define WS_MISSILE 6
#define WS_SLOW_M 7
#define WS_DRAIN 8
#define WS_CHARGE 9
#define WS_TELMON 10
#define WS_CANCEL 11
#define WS_CONFMON 12
#define WS_DISINTEGRATE 13
#define WS_PETRIFY 14
#define WS_PARALYZE 15
#define WS_MDEG 16
#define WS_CURING 17
#define WS_WONDER 18
#define WS_FEAR 19
#define MAXSTICKS 20
/*
* miscellaneous magic items
*/
#define MM_JUG 0
#define MM_BEAKER 1
#define MM_BOOK 2
#define MM_ELF_BOOTS 3
#define MM_BRACERS 4
#define MM_OPEN 5
#define MM_HUNGER 6
#define MM_DISP 7
#define MM_PROTECT 8
#define MM_DRUMS 9
#define MM_DISAPPEAR 10
#define MM_CHOKE 11
#define MM_G_DEXTERITY 12
#define MM_G_OGRE 13
#define MM_JEWEL 14
#define MM_KEOGHTOM 15
#define MM_R_POWERLESS 16
#define MM_FUMBLE 17
#define MM_ADAPTION 18
#define MM_STRANGLE 19
#define MM_DANCE 20
#define MM_SKILLS 21
#define MAXMM 22
/*
* Relic types
*/
#define MUSTY_DAGGER 0
#define EMORI_CLOAK 1
#define HEIL_ANKH 2
#define MING_STAFF 3
#define ORCUS_WAND 4
#define ASMO_ROD 5
#define YENDOR_AMULET 6
#define BRIAN_MANDOLIN 7
#define GERYON_HORN 8
#define HRUGGEK_MSTAR 9
#define YEENOGHU_FLAIL 10
#define EYE_VECNA 11
#define AXE_AKLAD 12
#define QUILL_NAGROM 13
#define STONEBONES_AMULET 14
#define SURTUR_RING 15
#define MAXRELIC 16
#define LEVEL 600
#define vlevel max(level, turns/LEVEL + 1)
/*
* Now we define the structures and types
*/
/*
* character types
*/
struct character_types {
char name[40]; /* name of character class */
long start_exp; /* starting exp pts for 2nd level */
long cap; /* stop doubling here */
int hit_pts; /* hit pts gained per level */
int base; /* Base to-hit value (AC 10) */
int max_lvl; /* Maximum level for changing value */
int factor; /* Amount base changes each time */
int offset; /* What to offset level */
int range; /* Range of levels for each offset */
};
/*
* level types
*/
typedef enum {
NORMLEV, /* normal level */
POSTLEV, /* trading post level */
MAZELEV, /* maze level */
OUTSIDE, /* outside level */
STARTLEV /* beginning of the game */
} LEVTYPE;
/*
* Help list
*/
struct h_list {
char h_ch;
char *h_desc;
};
/*
* Coordinate data type
*/
typedef struct {
int x;
int y;
} coord;
/*
* structure for the ways to die
*/
struct death_type {
int reason;
char *name;
};
/*
* Linked list data type
*/
struct linked_list {
struct linked_list *l_next;
struct linked_list *l_prev;
char *l_data; /* Various structure pointers */
};
/*
* Stuff about magic items
*/
struct magic_item {
char *mi_name;
int mi_prob;
int mi_worth;
int mi_curse;
int mi_bless;
};
/*
* Room structure
*/
struct room {
coord r_pos; /* Upper left corner */
coord r_max; /* Size of room */
long r_flags; /* Info about the room */
struct linked_list *r_fires; /* List of fire creatures in room */
struct linked_list *r_exit; /* Linked list of exits */
};
/*
* Array of all traps on this level
*/
struct trap {
char tr_type; /* What kind of trap */
char tr_show; /* Where disguised trap looks like */
coord tr_pos; /* Where trap is */
long tr_flags; /* Info about trap (i.e. ISFOUND) */
};
/*
* Structure describing a fighting being
*/
struct stats {
short s_str; /* Strength */
short s_intel; /* Intelligence */
short s_wisdom; /* Wisdom */
short s_dext; /* Dexterity */
short s_const; /* Constitution */
short s_charisma; /* Charisma */
unsigned long s_exp; /* Experience */
int s_lvladj; /* how much level is adjusted */
int s_lvl; /* Level of mastery */
int s_arm; /* Armor class */
int s_hpt; /* Hit points */
int s_pack; /* current weight of his pack */
int s_carry; /* max weight he can carry */
char s_dmg[30]; /* String describing damage done */
};
/*
* Structure describing a fighting being (monster at initialization)
*/
struct mstats {
short s_str; /* Strength */
short s_dex; /* dexterity */
short s_move; /* movement rate */
unsigned long s_exp; /* Experience */
short s_lvl; /* Level of mastery */
short s_arm; /* Armor class */
char *s_hpt; /* Hit points */
char *s_dmg; /* String describing damage done */
};
/*