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rogue.h
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rogue.h
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/*
* Rogue definitions and variable declarations
*
*/
#include "tunable.h"
#include "mdport.h"
#define NOOP(x) (x += 0)
#define CCHAR(x) ( (x & A_CHARTEXT) )
#define MAXDAEMONS 60
#define NCOLORS 32
#define NSTONES 35
#define NWOOD 24
#define NMETAL 15
#define NSYLLS 159
/*
* Maximum number of different things
*/
#define MAXROOMS 9
#define MAXTHINGS 9
#define MAXOBJ 9
#define MAXPACK 23
#define MAXTREAS 30 /* number monsters/treasure in treasure room */
#define MAXTRAPS 30 /* max traps per level */
#define MAXTRPTRY 16 /* attempts/level allowed for setting traps */
#define MAXDOORS 4 /* Maximum doors to a room */
#define MAXPRAYERS 12 /* Maximum number of prayers for cleric */
#define MAXSPELLS 21 /* Maximum number of spells (for magician) */
#define NUMMONST 124 /* Current number of monsters */
#define NUMUNIQUE 17 /* number of UNIQUE creatures */
#define NLEVMONS 2 /* Number of new monsters per level */
#define MAXPURCH 8 /* max purchases per trading post visit */
#define LINELEN 80 /* characters in a buffer */
/* These defines are used by get_play.c */
#define I_STR 0
#define I_INTEL 1
#define I_WIS 2
#define I_DEX 3
#define I_WELL 4
#define I_APPEAL 5
#define I_HITS 6
#define I_ARM 7
#define I_WEAP 8
#define I_CHAR 9
#define I_WEAPENCH 10
#define MAXPATT 11 /* Total Number of above defines. */
#define MAXPDEF 4 /* Maximum number of pre-defined chars */
/* Movement penalties */
#define BACKPENALTY 3
#define SHOTPENALTY 2 /* In line of sight of missile */
#define DOORPENALTY 1 /* Moving out of current room */
/*
* stuff to do with encumberance
*/
#define NORMENCB 1500 /* normal encumberance */
#define F_OK 0 /* have plenty of food in stomach */
#define F_HUNGRY 1 /* player is hungry */
#define F_WEAK 2 /* weak from lack of food */
#define F_FAINT 3 /* fainting from lack of food */
/*
* 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_MAGICIAN 1
#define C_CLERIC 2
#define C_THIEF 3
#define C_MONSTER 4
/*
* values for games end
*/
#define SCOREIT -1
#define KILLED 0
#define CHICKEN 1
#define WINNER 2
#define TOTAL 3
/*
* 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
*/
#define MONSTOK 1
#define NOMONST 2
/*
* 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
/*
* 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)&A_CHARTEXT):(winch(mw)&A_CHARTEXT))
#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 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 free_list(a) _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)
#ifndef CTRL
#define CTRL(ch) (ch & 037)
#endif
#define ALLOC(x) calloc(x,1)
#define FREE(x) free((char *) x)
#define EQSTR(a, b, c) (strncmp(a, b, c) == 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 ISMULT(type) (type == FOOD)
#define isrock(ch) ((ch == WALL) || (ch == '-') || (ch == '|'))
#define is_stealth(tp) \
(rnd(25) < (tp)->t_stats.s_dext || (tp == &player && ISWEARING(R_STEALTH)))
#define mi_wght mi_worth
/*
* 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_FALL -10
#define D_FIRE -11
/*
* Things that appear on the screens
*/
#define WALL ' '
#define PASSAGE '#'
#define DOOR '+'
#define FLOOR '.'
#define VPLAYER '@'
#define IPLAYER '_'
#define POST '^'
#define LAIR '('
#define RUSTTRAP ';'
#define TRAPDOOR '>'
#define ARROWTRAP '{'
#define SLEEPTRAP '$'
#define BEARTRAP '}'
#define TELTRAP '~'
#define DARTTRAP '`'
#define POOL '"'
#define MAZETRAP '\\'
#define FIRETRAP '<'
#define POISONTRAP '['
#define ARTIFACT ','
#define SECRETDOOR '&'
#define STAIRS '%'
#define GOLD '*'
#define POTION '!'
#define SCROLL '?'
#define MAGIC '$'
#define BMAGIC '>' /* Blessed magic */
#define CMAGIC '<' /* Cursed magic */
#define FOOD ':'
#define WEAPON ')'
#define ARMOR ']'
#define RING '='
#define STICK '/'
#define CALLABLE -1
#define MARKABLE -2
/*
* Various constants
*/
#define MAXAUTH 10 /* Let's be realistic! */
#define PASSWD rpass.rp_pass
#define PASSWDSEED rpass.rp_pkey
#define BEARTIME 3
#define SLEEPTIME 4
#define FREEZETIME 6
#define HEALTIME 30
#define HOLDTIME 2
#define CHILLTIME (roll(2, 4))
#define SMELLTIME 20
#define STONETIME 8
#define SICKTIME 10
#define STPOS 0
#define WANDERTIME 70
#define HEROTIME 20
#define BEFORE 1
#define AFTER 2
#define HUHDURATION 20
#define SEEDURATION 850
#define CLRDURATION 15
#define GONETIME 200
#define PHASEDURATION 300
#define HUNGERTIME 1300
#define MORETIME 150
#define STINKTIME 6
#define STOMACHSIZE 2000
#define ESCAPE 27
#define LINEFEED 10
#define CARRIAGE_RETURN 13
#define BOLT_LENGTH 10
#define MARKLEN 20
/*
* Save against things
*/
#define VS_POISON 0
#define VS_PARALYZATION 0
#define VS_DEATH 0
#define VS_PETRIFICATION 1
#define VS_WAND 2
#define VS_BREATH 3
#define VS_MAGIC 4
/*
* 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 ISZAPPED 0100 /* weapon has been charged by dragon */
#define ISVORPED 0200 /* vorpalized weapon */
#define ISSILVER 0400 /* silver weapon */
#define ISPOISON 01000 /* poisoned weapon */
#define CANRETURN 02000 /* weapon returns if misses */
#define ISOWNED 04000 /* weapon returns always */
#define ISLOST 010000 /* weapon always disappears */
#define ISMISL 020000
#define ISMANY 040000
#define CANBURN 0100000 /* burns monsters */
#define ISHOLY 0200000 /* double damage on undead monsters */
/*
* Various flag bits
*/
#define ISDARK 01
#define ISGONE 02
#define ISTREAS 04
#define ISFOUND 010
#define ISTHIEFSET 020
/*
* 1st set of creature flags (this might include player)
*/
#define ISBLIND 01
#define ISINWALL 02
#define ISRUN 04
#define ISFLEE 010
#define ISINVIS 020
#define ISMEAN 040
#define ISGREED 0100
#define CANSHOOT 0200
#define ISHELD 0400
#define ISHUH 01000
#define ISREGEN 02000
#define CANHUH 04000
#define CANSEE 010000
#define HASFIRE 020000
#define ISSLOW 040000
#define ISHASTE 0100000
#define ISCLEAR 0200000
#define CANINWALL 0400000
#define ISDISGUISE 01000000
#define CANBLINK 02000000
#define CANSNORE 04000000
#define HALFDAMAGE 010000000
#define CANSUCK 020000000
#define CANRUST 040000000
#define CANPOISON 0100000000
#define CANDRAIN 0200000000
#define ISUNIQUE 0400000000
#define STEALGOLD 01000000000
#define STEALMAGIC 02000000000
#define CANDISEASE 04000000000
/*
* Second set of flags
*/
#define HASDISEASE 010000000001
#define CANSUFFOCATE 010000000002
#define DIDSUFFOCATE 010000000004
#define BOLTDIVIDE 010000000010
#define BLOWDIVIDE 010000000020
#define NOCOLD 010000000040
#define TOUCHFEAR 010000000100
#define BMAGICHIT 010000000200
#define NOFIRE 010000000400
#define NOBOLT 010000001000
#define CARRYGOLD 010000002000
#define CANITCH 010000004000
#define HASITCH 010000010000
#define DIDDRAIN 010000020000
#define WASTURNED 010000040000
#define CANSELL 010000100000
#define CANBLIND 010000200000
#define CANBBURN 010000400000
#define ISCHARMED 010001000000
#define CANSPEAK 010002000000
#define CANFLY 010004000000
#define ISFRIENDLY 010010000000
#define CANHEAR 010020000000
#define ISDEAF 010040000000
#define CANSCENT 010100000000
#define ISUNSMELL 010200000000
#define WILLRUST 010400000000
#define WILLROT 011000000000
#define SUPEREAT 012000000000
#define PERMBLIND 014000000000
/*
* Third set of flags
*/
#define MAGICHIT 020000000001
#define CANINFEST 020000000002
#define HASINFEST 020000000004
#define NOMOVE 020000000010
#define CANSHRIEK 020000000020
#define CANDRAW 020000000040
#define CANSMELL 020000000100
#define CANPARALYZE 020000000200
#define CANROT 020000000400
#define ISSCAVENGE 020000001000
#define DOROT 020000002000
#define CANSTINK 020000004000
#define HASSTINK 020000010000
#define ISSHADOW 020000020000
#define CANCHILL 020000040000
#define CANHUG 020000100000
#define CANSURPRISE 020000200000
#define CANFRIGHTEN 020000400000
#define CANSUMMON 020001000000
#define TOUCHSTONE 020002000000
#define LOOKSTONE 020004000000
#define CANHOLD 020010000000
#define DIDHOLD 020020000000
#define DOUBLEDRAIN 020040000000
#define ISUNDEAD 020100000000
#define BLESSMAP 020200000000
#define BLESSGOLD 020400000000
#define BLESSMONS 021000000000
#define BLESSMAGIC 022000000000
#define BLESSFOOD 024000000000
/*
* Fourth set of flags
*/
#define CANBRANDOM 030000000001 /* Types of breath */
#define CANBACID 030000000002
#define CANBFIRE 030000000004
#define CANBBOLT 030000000010
#define CANBGAS 030000000020
#define CANBICE 030000000040
#define CANBPGAS 030000000100 /* Paralyze gas */
#define CANBSGAS 030000000200 /* Sleeping gas */
#define CANBSLGAS 030000000400 /* Slow gas */
#define CANBFGAS 030000001000 /* Fear gas */
#define CANBREATHE 030000001777 /* Can it breathe at all? */
#define STUMBLER 030000002000
#define POWEREAT 030000004000
#define ISELECTRIC 030000010000
#define HASOXYGEN 030000020000
#define POWERDEXT 030000040000
#define POWERSTR 030000100000
#define POWERWISDOM 030000200000
#define POWERINTEL 030000400000
#define POWERCONST 030001000000
#define SUPERHERO 030002000000
#define ISUNHERO 030004000000
#define ISREADY 040000000001
#define ISDEAD 040000000002
/* Masks for choosing the right flag */
#define FLAGMASK 030000000000
#define FLAGINDEX 000000000003
#define FLAGSHIFT 30
/*
* 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 | CARRYGOLD )
#define CANC1MASK ( HASDISEASE | DIDSUFFOCATE | CARRYGOLD | \
HASITCH | CANSELL | CANBBURN | \
CANSPEAK | CANFLY | ISFRIENDLY)
#define CANC2MASK ( HASINFEST | NOMOVE | ISSCAVENGE | \
DOROT | HASSTINK | DIDHOLD | \
ISUNDEAD )
#define CANC3MASK ( CANBREATHE )
/* 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_ARTIFACT 7
#define NUMTHINGS 8
/*
* 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_SMELL 11
#define P_HEAR 12
#define P_SHERO 13
#define P_DISGUISE 14
#define MAXPOTIONS 15
/*
* 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_NOTHING 17
#define S_SILVER 18
#define S_OWNERSHIP 19
#define S_FOODFIND 20
#define S_ELECTRIFY 21
#define MAXSCROLLS 22
/*
* 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 SPIKE 15 /* short pike */
#define BASWORD 16 /* bastard sword */
#define HALBERD 17 /* halberd */
#define BATTLEAXE 18 /* battle axe */
#define SILVERARROW 19 /* silver arrows */
#define HANDAXE 20 /* hand axe */
#define CLUB 21 /* club */
#define FLAIL 22 /* flail */
#define GLAIVE 23 /* glaive */
#define GUISARME 24 /* guisarme */
#define HAMMER 25 /* hammer */
#define JAVELIN 26 /* javelin */
#define MSTAR 27 /* morning star */
#define PARTISAN 28 /* partisan */
#define PICK 29 /* pick */
#define LPIKE 30 /* long pike */
#define SCIMITAR 31 /* scimitar */
#define BULLET 32 /* sling bullet */
#define QSTAFF 33 /* quarter staff */
#define BRSWORD 34 /* broad sword */
#define SHSWORD 35 /* short sword */
#define SHIRIKEN 36 /* shurikens */
#define BOOMERANG 37 /* boomerangs */
#define MOLOTOV 38 /* molotov cocktails */
#define CLAYMORE 39 /* claymore sword */
#define CRYSKNIFE 40 /* crysknife */
#define FOOTBOW 41 /* footbow */
#define FBBOLT 42 /* footbow bolt */
#define MACHETE 43 /* machete */
#define LEUKU 44 /* leuku */
#define TOMAHAWK 45 /* tomahawk */
#define PERTUSKA 46 /* pertuska */
#define SABRE 47 /* sabre */
#define CUTLASS 48 /* cutlass sword */
#define GRENADE 49 /* grenade */
#define MAXWEAPONS 50 /* 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 MITHRIL 10
#define CRYSTAL_ARMOR 11
#define MAXARMORS 12
/*
* 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_VREGEN 16
#define R_LIGHT 17
#define R_DELUSION 18
#define R_CARRYING 19
#define R_ADORNMENT 20
#define R_LEVITATION 21
#define R_FIRERESIST 22
#define R_COLDRESIST 23
#define R_ELECTRESIST 24
#define R_RESURRECT 25
#define R_BREATHE 26
#define R_FREEDOM 27
#define R_WIZARD 28
#define R_TELCONTROL 29
#define MAXRINGS 30
/*
* 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_ANNIH 13
#define WS_ANTIM 14
#define WS_PARALYZE 15
#define WS_MDEG 16
#define WS_NOTHING 17
#define WS_INVIS 18
#define WS_BLAST 19
#define MAXSTICKS 20
/*
* Food types
*/
#define FD_RATION 0
#define FD_FRUIT 1
#define FD_CRAM 2
#define FD_CAKES 3
#define FD_LEMBA 4
#define FD_MIRUVOR 5
#define MAXFOODS 6
/*
* Artifact types
*/
#define TR_PURSE 0
#define TR_PHIAL 1
#define TR_AMULET 2
#define TR_PALANTIR 3
#define TR_CROWN 4
#define TR_SCEPTRE 5
#define TR_SILMARIL 6
#define TR_WAND 7
#define MAXARTIFACT 8
/*
* Artifact flags
*/
#define ISUSED 01
#define ISACTIVE 02
/*
* Now we define the structures and types
*/
struct delayed_action {
int d_type;
void (*d_func)();
void *d_arg;
int d_time;
};
/*
* level types
*/
typedef enum {
NORMLEV, /* normal level */
POSTLEV, /* trading post level */
MAZELEV, /* maze level */
THRONE /* unique monster's throne room */
} LEVTYPE;
/*
* Help list
*/
struct h_list {
int h_ch;
char *h_desc;
};
/*
* Coordinate data type
*/
typedef struct {
int x;
int y;
} coord;
/*
* Linked list data type
*/
struct linked_list {
struct linked_list *l_next;
struct linked_list *l_prev;
char *l_data; /* Various structure pointers */
char l_letter; /* Letter for inventory */
};
/*
* 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 */
unsigned int r_flags; /* Info about the room */
int r_fires; /* Number of fires in room */
int r_nexits; /* Number of exits */
coord r_exit[MAXDOORS]; /* Where the exits are */
};
/*
* Initial artifact stats
*/
struct init_artifact {
char *ar_name; /* name of the artifact */
int ar_level; /* first level where it appears */
int ar_rings; /* number of ring effects */
int ar_potions; /* number of potion effects */
int ar_scrolls; /* number of scroll effects */
int ar_wands; /* number of wand effects */
int ar_worth; /* gold pieces */
int ar_weight; /* weight of object */
};
/*
* Artifact attributes
*/
struct artifact {
unsigned int ar_flags; /* general flags */
unsigned int ar_rings; /* ring effects flags */
unsigned int ar_potions; /* potion effects flags */
unsigned int ar_scrolls; /* scroll effects flags */
unsigned int ar_wands; /* wand effects flags */
struct linked_list *t_art; /* linked list pointer */
};
/*
* Array of all traps on this level
*/
struct trap {
int tr_type; /* What kind of trap */
int tr_show; /* Where disguised trap looks like */
coord tr_pos; /* Where trap is */
unsigned int tr_flags; /* Info about trap (i.e. ISFOUND) */
};
/*
* Structure describing a fighting being
*/
struct stats {
int s_str; /* Strength */
int s_intel; /* Intelligence */
int s_wisdom; /* Wisdom */
int s_dext; /* Dexterity */
int s_const; /* Constitution */
int s_charisma; /* Charisma */
int s_exp; /* Experience */
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 {
int s_str; /* Strength */
int s_exp; /* Experience */
int s_lvl; /* Level of mastery */
int s_arm; /* Armor class */
char *s_hpt; /* Hit points */
char *s_dmg; /* String describing damage done */
};
/*
* Structure for monsters and player
*/
struct thing {
int t_turn; /* If slowed, is it a turn to move */
int t_wasshot; /* Was character shot last round? */
int t_type; /* What it is */
int t_disguise; /* What mimic looks like */
int t_oldch; /* Character that was where it was */
int t_ctype; /* Character type */
int t_index; /* Index into monster table */
int t_no_move; /* How long the thing can't move */
int t_quiet; /* used in healing */
int t_doorgoal; /* What door are we heading to? */
coord t_pos; /* Position */
coord t_oldpos; /* Last position */
coord *t_dest; /* Where it is running to */
unsigned int t_flags[4]; /* State word */
struct linked_list *t_pack; /* What the thing is carrying */
struct stats t_stats; /* Physical description */
struct stats maxstats; /* maximum(or initial) stats */
int t_reserved;
};
/*
* 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 */
int m_normal; /* Does monster exist? */
int m_wander; /* Does monster wander? */
int m_appear; /* What does monster look like? */
char *m_intel; /* Intelligence range */
unsigned int m_flags[10]; /* Things about the monster */
char *m_typesum; /* type of creature can he summon */
int m_numsum; /* how many creatures can he summon */
int m_add_exp; /* Added experience per hit point */
struct mstats m_stats; /* Initial stats */
};
/*
* Structure for a thing that the rogue can carry
*/
struct object {
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 */
int o_launch; /* What you need to launch it */
char o_damage[8]; /* Damage if used like sword */
char o_hurldmg[8]; /* 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 */
int o_ac; /* Armor class */
unsigned int o_flags; /* Information about objects */
int o_group; /* Group number for this object */
int o_weight; /* weight of this object */
char o_mark[MARKLEN]; /* Mark the specific object */
struct artifact art_stats; /* substructure for artifacts */
};
/*
* weapon structure
*/
struct init_weps {
char *w_name; /* name of weapon */
char *w_dam; /* hit damage */
char *w_hrl; /* hurl damage */
int w_launch; /* need to launch it */
int w_flags; /* flags */
int w_wght; /* weight of weapon */
int w_worth; /* worth of this weapon */
};
/*
* armor structure
*/
struct init_armor {
char *a_name; /* name of armor */
int a_prob; /* chance of getting armor */
int a_class; /* normal armor class */
int a_worth; /* worth of armor */
int a_wght; /* weight of armor */
};
struct matrix {
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 */
};
struct spells {
int s_which; /* which scroll or potion */
int s_cost; /* cost of casting spell */
int s_type; /* scroll or potion */
int s_blessed; /* is the spell blessed? */
};
struct real_pass {
char rp_pass[20];
char rp_pkey[2];
};
void waste_time(void); /* armor.c */
void wear(void);
void take_off(void);
void new_artifact(int which, struct object *cur); /* artifact.c */
int make_artifact(void);
void apply(void);
int possessed(int artifact);
void do_minor(struct object *tr);
void do_major();
void do_phial(void);
void do_palantir(void);
void do_silmaril(void);
void do_amulet(void);
void do_bag(struct object *obj);
void do_sceptre(void);
void do_wand(void);
void do_crown(void);
void add_bag(struct linked_list **bag);
struct linked_list *get_bag(struct linked_list **bag);
void bag_inventory(struct linked_list *list);
int bag_char(struct object *obj, struct linked_list *bag);
void bagletter(struct linked_list *item);
void delbagletter(struct linked_list *item);
int is_carrying(int artifact);
int cansee(int y, int x); /* chase.c */
void runto(coord * runner, coord * spot);
int diag_ok(coord * sp, coord * ep, struct thing *flgptr);
struct room *roomin(coord * cp);
struct linked_list *find_mons(int y, int x);
void runners(void);
int can_blink(struct thing *tp);
coord *can_shoot(coord * er, coord * ee);
struct linked_list *get_hurl(struct thing *tp);
int straight_shot(int ery, int erx, int eey, int eex, coord * shooting);
void do_chase(struct thing *th, int flee);
int chase(struct thing *tp, coord * ee, int flee, int *mdead);
void quit(int sig); /* command.c */
void command(void);
void call(int mark);
void shell(void);
void d_level(void);
void u_level(void);
void help(void);
void identify(void);
void search(int is_thief);
void extinguish(void (*func)()); /* daemon.c */
struct delayed_action *find_slot(void (*func)());
void lengthen(void (*func)(), int xtime);
void fuse(void (*func)(), void *arg, int time, int type);
void start_daemon(void (*func)(), void *arg, int type);
void kill_daemon(void (*func)());
void do_daemons(int flag);
void do_fuses(int flag);
void activity();
void unsee(void); /* daemons.c */
void unconfuse(void);
void unscent(void);
void sight(void);
void res_strength(void);
void nohaste(void);
void noslow(void);
void suffocate(void);
void stomach(void);
void cure_disease(void);
void un_itch(void);
void appear(void);
void unelectrify(void);
void unshero(void);
void unbhero(void);
void unxray(void);
void undisguise(void);
void shero(void);
void unphase(void);