freebsd-skq/games/hack/hack.h
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
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
1994-09-04 04:03:31 +00:00

161 lines
4.5 KiB
C

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