057afceb86
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
436 lines
12 KiB
C
436 lines
12 KiB
C
/* header.h Larn is copyrighted 1986 by Noah Morgan. */
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#define MAXLEVEL 11
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/* max # levels in the dungeon */
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#define MAXVLEVEL 3
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/* max # of levels in the temple of the luran */
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#define MAXX 67
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#define MAXY 17
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#define SCORESIZE 10
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/* this is the number of people on a scoreboard max */
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#define MAXPLEVEL 100
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/* maximum player level allowed */
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#define MAXMONST 56
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/* maximum # monsters in the dungeon */
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#define SPNUM 38
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/* maximum number of spells in existance */
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#define MAXSCROLL 28
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/* maximum number of scrolls that are possible */
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#define MAXPOTION 35
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/* maximum number of potions that are possible */
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#define TIMELIMIT 30000
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/* the maximum number of moves before the game is called */
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#define TAXRATE 1/20
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/* the tax rate for the LRS */
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#define MAXOBJ 93
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/* the maximum number of objects n < MAXOBJ */
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/* this is the structure definition of the monster data */
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struct monst
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{
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char *name;
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char level;
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short armorclass;
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char damage;
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char attack;
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char defense;
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char genocided;
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char intelligence; /* monsters intelligence -- used to choose movement */
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short gold;
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short hitpoints;
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unsigned long experience;
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};
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/* this is the structure definition for the items in the dnd store */
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struct _itm
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{
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short price;
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char **mem;
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char obj;
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char arg;
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char qty;
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};
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/* this is the structure that holds the entire dungeon specifications */
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struct cel
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{
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short hitp; /* monster's hit points */
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char mitem; /* the monster ID */
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char item; /* the object's ID */
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short iarg; /* the object's argument */
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char know; /* have we been here before*/
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};
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/* this is the structure for maintaining & moving the spheres of annihilation */
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struct sphere
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{
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struct sphere *p; /* pointer to next structure */
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char x,y,lev; /* location of the sphere */
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char dir; /* direction sphere is going in */
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char lifetime; /* duration of the sphere */
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};
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/* defines for the character attribute array c[] */
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#define STRENGTH 0 /* characters physical strength not due to objects */
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#define INTELLIGENCE 1
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#define WISDOM 2
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#define CONSTITUTION 3
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#define DEXTERITY 4
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#define CHARISMA 5
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#define HPMAX 6
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#define HP 7
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#define GOLD 8
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#define EXPERIENCE 9
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#define LEVEL 10
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#define REGEN 11
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#define WCLASS 12
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#define AC 13
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#define BANKACCOUNT 14
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#define SPELLMAX 15
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#define SPELLS 16
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#define ENERGY 17
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#define ECOUNTER 18
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#define MOREDEFENSES 19
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#define WEAR 20
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#define PROTECTIONTIME 21
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#define WIELD 22
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#define AMULET 23
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#define REGENCOUNTER 24
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#define MOREDAM 25
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#define DEXCOUNT 26
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#define STRCOUNT 27
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#define BLINDCOUNT 28
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#define CAVELEVEL 29
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#define CONFUSE 30
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#define ALTPRO 31
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#define HERO 32
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#define CHARMCOUNT 33
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#define INVISIBILITY 34
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#define CANCELLATION 35
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#define HASTESELF 36
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#define EYEOFLARN 37
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#define AGGRAVATE 38
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#define GLOBE 39
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#define TELEFLAG 40
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#define SLAYING 41
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#define NEGATESPIRIT 42
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#define SCAREMONST 43
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#define AWARENESS 44
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#define HOLDMONST 45
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#define TIMESTOP 46
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#define HASTEMONST 47
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#define CUBEofUNDEAD 48
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#define GIANTSTR 49
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#define FIRERESISTANCE 50
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#define BESSMANN 51
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#define NOTHEFT 52
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#define HARDGAME 53
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#define CPUTIME 54
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#define BYTESIN 55
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#define BYTESOUT 56
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#define MOVESMADE 57
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#define MONSTKILLED 58
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#define SPELLSCAST 59
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#define LANCEDEATH 60
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#define SPIRITPRO 61
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#define UNDEADPRO 62
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#define SHIELD 63
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#define STEALTH 64
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#define ITCHING 65
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#define LAUGHING 66
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#define DRAINSTRENGTH 67
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#define CLUMSINESS 68
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#define INFEEBLEMENT 69
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#define HALFDAM 70
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#define SEEINVISIBLE 71
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#define FILLROOM 72
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#define RANDOMWALK 73
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#define SPHCAST 74 /* nz if an active sphere of annihilation */
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#define WTW 75 /* walk through walls */
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#define STREXTRA 76 /* character strength due to objects or enchantments */
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#define TMP 77 /* misc scratch space */
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#define LIFEPROT 78 /* life protection counter */
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/* defines for the objects in the game */
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#define OALTAR 1
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#define OTHRONE 2
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#define OORB 3
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#define OPIT 4
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#define OSTAIRSUP 5
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#define OELEVATORUP 6
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#define OFOUNTAIN 7
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#define OSTATUE 8
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#define OTELEPORTER 9
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#define OSCHOOL 10
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#define OMIRROR 11
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#define ODNDSTORE 12
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#define OSTAIRSDOWN 13
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#define OELEVATORDOWN 14
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#define OBANK2 15
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#define OBANK 16
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#define ODEADFOUNTAIN 17
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#define OMAXGOLD 70
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#define OGOLDPILE 18
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#define OOPENDOOR 19
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#define OCLOSEDDOOR 20
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#define OWALL 21
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#define OTRAPARROW 66
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#define OTRAPARROWIV 67
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#define OLARNEYE 22
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#define OPLATE 23
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#define OCHAIN 24
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#define OLEATHER 25
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#define ORING 60
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#define OSTUDLEATHER 61
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#define OSPLINT 62
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#define OPLATEARMOR 63
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#define OSSPLATE 64
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#define OSHIELD 68
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#define OELVENCHAIN 92
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#define OSWORDofSLASHING 26
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#define OHAMMER 27
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#define OSWORD 28
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#define O2SWORD 29
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#define OSPEAR 30
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#define ODAGGER 31
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#define OBATTLEAXE 57
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#define OLONGSWORD 58
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#define OFLAIL 59
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#define OLANCE 65
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#define OVORPAL 90
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#define OSLAYER 91
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#define ORINGOFEXTRA 32
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#define OREGENRING 33
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#define OPROTRING 34
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#define OENERGYRING 35
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#define ODEXRING 36
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#define OSTRRING 37
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#define OCLEVERRING 38
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#define ODAMRING 39
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#define OBELT 40
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#define OSCROLL 41
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#define OPOTION 42
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#define OBOOK 43
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#define OCHEST 44
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#define OAMULET 45
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#define OORBOFDRAGON 46
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#define OSPIRITSCARAB 47
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#define OCUBEofUNDEAD 48
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#define ONOTHEFT 49
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#define ODIAMOND 50
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#define ORUBY 51
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#define OEMERALD 52
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#define OSAPPHIRE 53
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#define OENTRANCE 54
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#define OVOLDOWN 55
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#define OVOLUP 56
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#define OHOME 69
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#define OKGOLD 71
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#define ODGOLD 72
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#define OIVDARTRAP 73
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#define ODARTRAP 74
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#define OTRAPDOOR 75
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#define OIVTRAPDOOR 76
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#define OTRADEPOST 77
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#define OIVTELETRAP 78
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#define ODEADTHRONE 79
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#define OANNIHILATION 80 /* sphere of annihilation */
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#define OTHRONE2 81
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#define OLRS 82 /* Larn Revenue Service */
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#define OCOOKIE 83
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#define OURN 84
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#define OBRASSLAMP 85
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#define OHANDofFEAR 86 /* hand of fear */
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#define OSPHTAILSMAN 87 /* tailsman of the sphere */
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#define OWWAND 88 /* wand of wonder */
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#define OPSTAFF 89 /* staff of power */
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/* used up to 92 */
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/* defines for the monsters as objects */
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#define BAT 1
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#define GNOME 2
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#define HOBGOBLIN 3
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#define JACKAL 4
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#define KOBOLD 5
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#define ORC 6
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#define SNAKE 7
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#define CENTIPEDE 8
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#define JACULI 9
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#define TROGLODYTE 10
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#define ANT 11
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#define EYE 12
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#define LEPRECHAUN 13
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#define NYMPH 14
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#define QUASIT 15
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#define RUSTMONSTER 16
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#define ZOMBIE 17
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#define ASSASSINBUG 18
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#define BUGBEAR 19
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#define HELLHOUND 20
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#define ICELIZARD 21
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#define CENTAUR 22
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#define TROLL 23
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#define YETI 24
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#define WHITEDRAGON 25
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#define ELF 26
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#define CUBE 27
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#define METAMORPH 28
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#define VORTEX 29
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#define ZILLER 30
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#define VIOLETFUNGI 31
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#define WRAITH 32
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#define FORVALAKA 33
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#define LAMANOBE 34
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#define OSEQUIP 35
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#define ROTHE 36
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#define XORN 37
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#define VAMPIRE 38
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#define INVISIBLESTALKER 39
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#define POLTERGEIST 40
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#define DISENCHANTRESS 41
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#define SHAMBLINGMOUND 42
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#define YELLOWMOLD 43
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#define UMBERHULK 44
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#define GNOMEKING 45
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#define MIMIC 46
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#define WATERLORD 47
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#define BRONZEDRAGON 48
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#define GREENDRAGON 49
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#define PURPLEWORM 50
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#define XVART 51
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#define SPIRITNAGA 52
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#define SILVERDRAGON 53
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#define PLATINUMDRAGON 54
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#define GREENURCHIN 55
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#define REDDRAGON 56
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#define DEMONLORD 57
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#define DEMONPRINCE 64
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#define NULL 0
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#define BUFBIG 4096 /* size of the output buffer */
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#define MAXIBUF 4096 /* size of the input buffer */
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#define LOGNAMESIZE 40 /* max size of the players name */
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#define PSNAMESIZE 40 /* max size of the process name */
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#ifndef NODEFS
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extern char VERSION,SUBVERSION;
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extern char aborted[],alpha[],beenhere[],boldon,cheat,ckpfile[],ckpflag;
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extern char *class[],course[],diagfile[],fortfile[],helpfile[];
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extern char *inbuffer,is_alpha[],is_digit[];
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extern char item[MAXX][MAXY],iven[],know[MAXX][MAXY],larnlevels[],lastmonst[];
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extern char level,*levelname[],logfile[],loginname[],logname[],*lpbuf,*lpend;
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extern char *lpnt,moved[MAXX][MAXY],mitem[MAXX][MAXY],monstlevel[];
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extern char monstnamelist[],nch[],ndgg[],nlpts[],nomove,nosignal,nowelcome;
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extern char nplt[],nsw[],*objectname[];
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extern char objnamelist[],optsfile[],*potionname[],playerids[],potprob[];
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extern char predostuff,psname[],restorflag,savefilename[],scorefile[],scprob[];
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extern char screen[MAXX][MAXY],*scrollname[],sex,*spelcode[],*speldescript[];
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extern char spelknow[],*spelname[],*spelmes[],spelweird[MAXMONST+8][SPNUM];
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extern char splev[],stealth[MAXX][MAXY],to_lower[],to_upper[],wizard;
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extern short diroffx[],diroffy[],hitflag,hit2flag,hit3flag,hitp[MAXX][MAXY];
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extern short iarg[MAXX][MAXY],ivenarg[],lasthx,lasthy,lastnum,lastpx,lastpy;
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extern short nobeep,oldx,oldy,playerx,playery;
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extern int dayplay,enable_scroll,srcount,yrepcount,userid,wisid,lfd,fd;
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extern long initialtime,outstanding_taxes,skill[],gtime,c[],cbak[];
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extern unsigned long randx;
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extern struct cel *cell;
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extern struct monst monster[];
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extern struct sphere *spheres;
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extern struct _itm itm[];
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char *fortune(),*getenv(),*getlogin(),*lgetw(),*lgetl(),*ctime();
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char *tmcapcnv(),*tgetstr(),*tgoto();
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long paytaxes(),lgetc(),lrint(),time();
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unsigned long readnum();
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void *malloc();
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/* macro to create scroll #'s with probability of occurrence */
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#define newscroll() (scprob[rund(81)])
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/* macro to return a potion # created with probability of occurrence */
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#define newpotion() (potprob[rund(41)])
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/* macro to return the + points on created leather armor */
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#define newleather() (nlpts[rund(c[HARDGAME]?13:15)])
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/* macro to return the + points on chain armor */
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#define newchain() (nch[rund(10)])
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/* macro to return + points on plate armor */
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#define newplate() (nplt[rund(c[HARDGAME]?4:12)])
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/* macro to return + points on new daggers */
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#define newdagger() (ndgg[rund(13)])
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/* macro to return + points on new swords */
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#define newsword() (nsw[rund(c[HARDGAME]?6:13)])
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/* macro to destroy object at present location */
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#define forget() (item[playerx][playery]=know[playerx][playery]=0)
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/* macro to wipe out a monster at a location */
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#define disappear(x,y) (mitem[x][y]=know[x][y]=0)
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#ifdef VT100
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/* macro to turn on bold display for the terminal */
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#define setbold() (lprcat(boldon?"\33[1m":"\33[7m"))
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/* macro to turn off bold display for the terminal */
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#define resetbold() (lprcat("\33[m"))
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/* macro to setup the scrolling region for the terminal */
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#define setscroll() (lprcat("\33[20;24r"))
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/* macro to clear the scrolling region for the terminal */
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#define resetscroll() (lprcat("\33[;24r"))
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/* macro to clear the screen and home the cursor */
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#define clear() (lprcat("\33[2J\33[f"), cbak[SPELLS]= -50)
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#define cltoeoln() lprcat("\33[K")
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#else VT100
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/* defines below are for use in the termcap mode only */
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#define ST_START 1
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#define ST_END 2
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#define BOLD 3
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#define END_BOLD 4
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#define CLEAR 5
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#define CL_LINE 6
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#define CL_DOWN 14
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#define CURSOR 15
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/* macro to turn on bold display for the terminal */
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#define setbold() (*lpnt++ = ST_START)
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/* macro to turn off bold display for the terminal */
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#define resetbold() (*lpnt++ = ST_END)
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/* macro to setup the scrolling region for the terminal */
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#define setscroll() enable_scroll=1
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/* macro to clear the scrolling region for the terminal */
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#define resetscroll() enable_scroll=0
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/* macro to clear the screen and home the cursor */
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#define clear() (*lpnt++ =CLEAR, cbak[SPELLS]= -50)
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/* macro to clear to end of line */
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#define cltoeoln() (*lpnt++ = CL_LINE)
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#endif VT100
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/* macro to output one byte to the output buffer */
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#define lprc(ch) ((lpnt>=lpend)?(*lpnt++ =(ch), lflush()):(*lpnt++ =(ch)))
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/* macro to seed the random number generator */
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#define srand(x) (randx=x)
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#ifdef MACRORND
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/* macros to generate random numbers 1<=rnd(N)<=N 0<=rund(N)<=N-1 */
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#define rnd(x) ((((randx=randx*1103515245+12345)>>7)%(x))+1)
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#define rund(x) ((((randx=randx*1103515245+12345)>>7)%(x)) )
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#endif MACRORND
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/* macros for miscellaneous data conversion */
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#define min(x,y) (((x)>(y))?(y):(x))
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#define max(x,y) (((x)>(y))?(x):(y))
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#define isalpha(x) (is_alpha[x])
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#define isdigit(x) (is_digit[x])
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#define tolower(x) (to_lower[x])
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#define toupper(x) (to_upper[x])
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#define lcc(x) (to_lower[x])
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#define ucc(x) (to_upper[x])
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#endif NODEFS
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