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
161 lines
4.5 KiB
C
161 lines
4.5 KiB
C
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* hack.h - version 1.0.3 */
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#include "config.h"
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#include <string.h>
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#ifndef BSD
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#define index strchr
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#define rindex strrchr
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#endif BSD
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#define Null(type) ((struct type *) 0)
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#include "def.objclass.h"
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typedef struct {
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xchar x,y;
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} coord;
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#include "def.monst.h" /* uses coord */
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#include "def.gold.h"
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#include "def.trap.h"
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#include "def.obj.h"
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#include "def.flag.h"
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#define plur(x) (((x) == 1) ? "" : "s")
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#define BUFSZ 256 /* for getlin buffers */
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#define PL_NSIZ 32 /* name of player, ghost, shopkeeper */
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#include "def.rm.h"
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#include "def.permonst.h"
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extern long *alloc();
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extern xchar xdnstair, ydnstair, xupstair, yupstair; /* stairs up and down. */
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extern xchar dlevel;
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#define newstring(x) (char *) alloc((unsigned)(x))
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#include "hack.onames.h"
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#define ON 1
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#define OFF 0
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extern struct obj *invent, *uwep, *uarm, *uarm2, *uarmh, *uarms, *uarmg,
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*uleft, *uright, *fcobj;
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extern struct obj *uchain; /* defined iff PUNISHED */
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extern struct obj *uball; /* defined if PUNISHED */
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struct obj *o_at(), *getobj(), *sobj_at();
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struct prop {
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#define TIMEOUT 007777 /* mask */
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#define LEFT_RING W_RINGL /* 010000L */
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#define RIGHT_RING W_RINGR /* 020000L */
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#define INTRINSIC 040000L
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#define LEFT_SIDE LEFT_RING
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#define RIGHT_SIDE RIGHT_RING
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#define BOTH_SIDES (LEFT_SIDE | RIGHT_SIDE)
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long p_flgs;
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int (*p_tofn)(); /* called after timeout */
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};
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struct you {
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xchar ux, uy;
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schar dx, dy, dz; /* direction of move (or zap or ... ) */
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#ifdef QUEST
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schar di; /* direction of FF */
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xchar ux0, uy0; /* initial position FF */
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#endif QUEST
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xchar udisx, udisy; /* last display pos */
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char usym; /* usually '@' */
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schar uluck;
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#define LUCKMAX 10 /* on moonlit nights 11 */
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#define LUCKMIN (-10)
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int last_str_turn:3; /* 0: none, 1: half turn, 2: full turn */
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/* +: turn right, -: turn left */
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unsigned udispl:1; /* @ on display */
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unsigned ulevel:4; /* 1 - 14 */
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#ifdef QUEST
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unsigned uhorizon:7;
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#endif QUEST
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unsigned utrap:3; /* trap timeout */
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unsigned utraptype:1; /* defined if utrap nonzero */
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#define TT_BEARTRAP 0
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#define TT_PIT 1
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unsigned uinshop:6; /* used only in shk.c - (roomno+1) of shop */
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/* perhaps these #define's should also be generated by makedefs */
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#define TELEPAT LAST_RING /* not a ring */
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#define Telepat u.uprops[TELEPAT].p_flgs
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#define FAST (LAST_RING+1) /* not a ring */
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#define Fast u.uprops[FAST].p_flgs
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#define CONFUSION (LAST_RING+2) /* not a ring */
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#define Confusion u.uprops[CONFUSION].p_flgs
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#define INVIS (LAST_RING+3) /* not a ring */
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#define Invis u.uprops[INVIS].p_flgs
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#define Invisible (Invis && !See_invisible)
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#define GLIB (LAST_RING+4) /* not a ring */
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#define Glib u.uprops[GLIB].p_flgs
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#define PUNISHED (LAST_RING+5) /* not a ring */
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#define Punished u.uprops[PUNISHED].p_flgs
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#define SICK (LAST_RING+6) /* not a ring */
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#define Sick u.uprops[SICK].p_flgs
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#define BLIND (LAST_RING+7) /* not a ring */
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#define Blind u.uprops[BLIND].p_flgs
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#define WOUNDED_LEGS (LAST_RING+8) /* not a ring */
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#define Wounded_legs u.uprops[WOUNDED_LEGS].p_flgs
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#define STONED (LAST_RING+9) /* not a ring */
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#define Stoned u.uprops[STONED].p_flgs
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#define PROP(x) (x-RIN_ADORNMENT) /* convert ring to index in uprops */
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unsigned umconf:1;
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char *usick_cause;
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struct prop uprops[LAST_RING+10];
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unsigned uswallow:1; /* set if swallowed by a monster */
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unsigned uswldtim:4; /* time you have been swallowed */
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unsigned uhs:3; /* hunger state - see hack.eat.c */
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schar ustr,ustrmax;
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schar udaminc;
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schar uac;
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int uhp,uhpmax;
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long int ugold,ugold0,uexp,urexp;
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int uhunger; /* refd only in eat.c and shk.c */
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int uinvault;
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struct monst *ustuck;
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int nr_killed[CMNUM+2]; /* used for experience bookkeeping */
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};
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extern struct you u;
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extern char *traps[];
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extern char *monnam(), *Monnam(), *amonnam(), *Amonnam(),
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*doname(), *aobjnam();
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extern char readchar();
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extern char vowels[];
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extern xchar curx,cury; /* cursor location on screen */
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extern coord bhitpos; /* place where thrown weapon falls to the ground */
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extern xchar seehx,seelx,seehy,seely; /* where to see*/
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extern char *save_cm,*killer;
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extern xchar dlevel, maxdlevel; /* dungeon level */
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extern long moves;
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extern int multi;
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extern char lock[];
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#define DIST(x1,y1,x2,y2) (((x1)-(x2))*((x1)-(x2)) + ((y1)-(y2))*((y1)-(y2)))
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#define PL_CSIZ 20 /* sizeof pl_character */
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#define MAX_CARR_CAP 120 /* so that boulders can be heavier */
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#define MAXLEVEL 40
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#define FAR (COLNO+2) /* position outside screen */
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