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defines.js
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defines.js
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/*
* Rogue definitions and variable declarations
*
* @(#)rogue.h 5.42 (Berkeley) 08/06/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include "extern.h"
#undef lines
#define NOOP(x) (x += 0)
#define CCHAR(x) ( (char) (x & A_CHARTEXT) )
/*
* Maximum number of different things
*/
#define MAXROOMS 9
#define MAXTHINGS 9
#define MAXOBJ 9
#define MAXPACK 23
#define MAXTRAPS 10
#define AMULETLEVEL 26
#define NUMTHINGS 7 /* number of types of things */
#define MAXPASS 13 /* upper limit on number of passages */
#define NUMLINES 24
#define NUMCOLS 80
#define STATLINE (NUMLINES - 1)
#define BORE_LEVEL 50
/*
* return values for get functions
*/
#define NORM 0 /* normal exit */
#define QUIT 1 /* quit option setting */
#define MINUS 2 /* back up one option */
/*
* inventory types
*/
#define INV_OVER 0
#define INV_SLOW 1
#define INV_CLEAR 2
/*
* All the fun defines
*/
#define when break;case
#define otherwise break;default
#define until(expr) while(!(expr))
#define next(ptr) (*ptr).l_next
#define prev(ptr) (*ptr).l_prev
#define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x))
#define ce(a,b) ((a).x == (b).x && (a).y == (b).y)
#define hero player.t_pos
#define pstats player.t_stats
#define pack player.t_pack
#define proom player.t_room
#define max_hp player.t_stats.s_maxhp
#define attach(a,b) _attach(&a,b)
#define detach(a,b) _detach(&a,b)
#define free_list(a) _free_list(&a)
#undef max
#define max(a,b) ((a) > (b) ? (a) : (b))
#define on(thing,flag) ((bool)(((thing).t_flags & (flag)) != 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, r) || ISRING(RIGHT, r))
#define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
#define INDEX(y,x) (&places[((x) << 5) + (y)])
#define chat(y,x) (places[((x) << 5) + (y)].p_ch)
#define flat(y,x) (places[((x) << 5) + (y)].p_flags)
#define moat(y,x) (places[((x) << 5) + (y)].p_monst)
#define unc(cp) (cp).y, (cp).x
#ifdef MASTER
#define debug if (wizard) msg
#endif
/*
* things that appear on the screens
*/
#define PASSAGE '#'
#define DOOR '+'
#define FLOOR '.'
#define PLAYER '@'
#define TRAP '^'
#define STAIRS '%'
#define GOLD '*'
#define POTION '!'
#define SCROLL '?'
#define MAGIC '$'
#define FOOD ':'
#define WEAPON ')'
#define ARMOR ']'
#define AMULET ','
#define RING '='
#define STICK '/'
#define CALLABLE -1
#define R_OR_S -2
/*
* Various constants
*/
#define BEARTIME spread(3)
#define SLEEPTIME spread(5)
#define HOLDTIME spread(2)
#define WANDERTIME spread(70)
#define BEFORE spread(1)
#define AFTER spread(2)
#define HEALTIME 30
#define HUHDURATION 20
#define SEEDURATION 850
#define HUNGERTIME 1300
#define MORETIME 150
#define STOMACHSIZE 2000
#define STARVETIME 850
#define ESCAPE 27
#define LEFT 0
#define RIGHT 1
#define BOLT_LENGTH 6
#define LAMPDIST 3
#ifdef MASTER
#ifndef PASSWD
#define PASSWD "mTBellIQOsLNA"
#endif
#endif
/*
* Save against things
*/
#define VS_POISON 00
#define VS_PARALYZATION 00
#define VS_DEATH 00
#define VS_BREATH 02
#define VS_MAGIC 03
/*
* Various flag bits
*/
/* flags for rooms */
#define ISDARK 0000001 /* room is dark */
#define ISGONE 0000002 /* room is gone (a corridor) */
#define ISMAZE 0000004 /* room is gone (a corridor) */
/* flags for objects */
#define ISCURSED 000001 /* object is cursed */
#define ISKNOW 0000002 /* player knows details about the object */
#define ISMISL 0000004 /* object is a missile type */
#define ISMANY 0000010 /* object comes in groups */
/* ISFOUND 0000020 ...is used for both objects and creatures */
#define ISPROT 0000040 /* armor is permanently protected */
/* flags for creatures */
#define CANHUH 0000001 /* creature can confuse */
#define CANSEE 0000002 /* creature can see invisible creatures */
#define ISBLIND 0000004 /* creature is blind */
#define ISCANC 0000010 /* creature has special qualities cancelled */
#define ISLEVIT 0000010 /* hero is levitating */
#define ISFOUND 0000020 /* creature has been seen (used for objects) */
#define ISGREED 0000040 /* creature runs to protect gold */
#define ISHASTE 0000100 /* creature has been hastened */
#define ISTARGET 000200 /* creature is the target of an 'f' command */
#define ISHELD 0000400 /* creature has been held */
#define ISHUH 0001000 /* creature is confused */
#define ISINVIS 0002000 /* creature is invisible */
#define ISMEAN 0004000 /* creature can wake when player enters room */
#define ISHALU 0004000 /* hero is on acid trip */
#define ISREGEN 0010000 /* creature can regenerate */
#define ISRUN 0020000 /* creature is running at the player */
#define SEEMONST 040000 /* hero can detect unseen monsters */
#define ISFLY 0040000 /* creature can fly */
#define ISSLOW 0100000 /* creature has been slowed */
/*
* Flags for level map
*/
#define F_PASS 0x80 /* is a passageway */
#define F_SEEN 0x40 /* have seen this spot before */
#define F_DROPPED 0x20 /* object was dropped here */
#define F_LOCKED 0x20 /* door is locked */
#define F_REAL 0x10 /* what you see is what you get */
#define F_PNUM 0x0f /* passage number mask */
#define F_TMASK 0x07 /* trap number mask */
/*
* Trap types
*/
#define T_DOOR 00
#define T_ARROW 01
#define T_SLEEP 02
#define T_BEAR 03
#define T_TELEP 04
#define T_DART 05
#define T_RUST 06
#define T_MYST 07
#define NTRAPS 8
/*
* Potion types
*/
#define P_CONFUSE 0
#define P_LSD 1
#define P_POISON 2
#define P_STRENGTH 3
#define P_SEEINVIS 4
#define P_HEALING 5
#define P_MFIND 6
#define P_TFIND 7
#define P_RAISE 8
#define P_XHEAL 9
#define P_HASTE 10
#define P_RESTORE 11
#define P_BLIND 12
#define P_LEVIT 13
#define MAXPOTIONS 14
/*
* Scroll types
*/
#define S_CONFUSE 0
#define S_MAP 1
#define S_HOLD 2
#define S_SLEEP 3
#define S_ARMOR 4
#define S_ID_POTION 5
#define S_ID_SCROLL 6
#define S_ID_WEAPON 7
#define S_ID_ARMOR 8
#define S_ID_R_OR_S 9
#define S_SCARE 10
#define S_FDET 11
#define S_TELEP 12
#define S_ENCH 13
#define S_CREATE 14
#define S_REMOVE 15
#define S_AGGR 16
#define S_PROTECT 17
#define MAXSCROLLS 18
/*
* Weapon types
*/
#define MACE 0
#define SWORD 1
#define BOW 2
#define ARROW 3
#define DAGGER 4
#define TWOSWORD 5
#define DART 6
#define SHIRAKEN 7
#define SPEAR 8
#define FLAME 9 /* fake entry for dragon breath (ick) */
#define MAXWEAPONS 9 /* this should equal FLAME */
/*
* Armor types
*/
#define LEATHER 0
#define RING_MAIL 1
#define STUDDED_LEATHER 2
#define SCALE_MAIL 3
#define CHAIN_MAIL 4
#define SPLINT_MAIL 5
#define BANDED_MAIL 6
#define PLATE_MAIL 7
#define MAXARMORS 8
/*
* Ring types
*/
#define R_PROTECT 0
#define R_ADDSTR 1
#define R_SUSTSTR 2
#define R_SEARCH 3
#define R_SEEINVIS 4
#define R_NOP 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_SUSTARM 13
#define MAXRINGS 14
/*
* Rod/Wand/Staff types
*/
#define WS_LIGHT 0
#define WS_INVIS 1
#define WS_ELECT 2
#define WS_FIRE 3
#define WS_COLD 4
#define WS_POLYMORPH 5
#define WS_MISSILE 6
#define WS_HASTE_M 7
#define WS_SLOW_M 8
#define WS_DRAIN 9
#define WS_NOP 10
#define WS_TELAWAY 11
#define WS_TELTO 12
#define WS_CANCEL 13
#define MAXSTICKS 14
/*
* Now we define the structures and types
*/
/*
* Help list
*/
struct h_list {
char h_ch;
char *h_desc;
bool h_print;
};
/*
* Coordinate data type
*/
typedef struct {
int x;
int y;
} coord;
typedef unsigned int str_t;
/*
* Stuff about objects
*/
struct obj_info {
char *oi_name;
int oi_prob;
int oi_worth;
char *oi_guess;
bool oi_know;
};
/*
* Room structure
*/
struct room {
coord r_pos; /* Upper left corner */
coord r_max; /* Size of room */
coord r_gold; /* Where the gold is */
int r_goldval; /* How much the gold is worth */
short r_flags; /* info about the room */
int r_nexits; /* Number of exits */
coord r_exit[12]; /* Where the exits are */
};
/*
* Structure describing a fighting being
*/
struct stats {
str_t s_str; /* Strength */
int s_exp; /* Experience */
int s_lvl; /* level of mastery */
int s_arm; /* Armor class */
int s_hpt; /* Hit points */
char s_dmg[13]; /* String describing damage done */
int s_maxhp; /* Max hit points */
};
/*
* Structure for monsters and player
*/
var Thing = {
{
union thing *_l_next, *_l_prev; /* Next pointer in link */
coord _t_pos; /* Position */
bool _t_turn; /* If slowed, is it a turn to move */
char _t_type; /* What it is */
char _t_disguise; /* What mimic looks like */
char _t_oldch; /* Character that was where it was */
coord *_t_dest; /* Where it is running to */
short _t_flags; /* State word */
struct stats _t_stats; /* Physical description */
struct room *_t_room; /* Current room for thing */
union thing *_t_pack; /* What the thing is carrying */
int _t_reserved;
} _t;
struct {
union thing *_l_next, *_l_prev; /* Next pointer in link */
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_packch; /* What character it is in the pack */
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_arm; /* Armor protection */
int _o_flags; /* information about objects */
int _o_group; /* group number for this object */
char *_o_label; /* Label for object */
} _o;
};
/*
* describe a place on the level map
*/
function Place(ch, flags, monster){
this.ch = ch;
this.flags = flags;
this.monster = monster;
}
function Monter(name, carry, flags, stats){
this.name; /* What to call the monster */
this.carry; /* Probability of carrying something */
this.flags; /* things about the monster */
this.stats; /* Initial stats */
};
const MAXDAEMONS = 20;
function DelayedAction(type, f, arg, time){
this.type = type;
this.time = time;
this.arg = arg;
this.f = f;
}
var delayedActions = [];
(20).loop(i=>delayedActions.push(new DelayedAction));
function STONE(name, value){
this.value = name;
this.value = value;
}