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Cream of the Crop 1
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Cream of the Crop 1.iso
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PROGRAM
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ULARN.ARJ
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ULARN.TAR
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header.h
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C/C++ Source or Header
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1989-10-25
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14KB
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462 lines
/* header.h */
#include <sys/types.h>
#include <sys/stat.h>
#include <sys/timeb.h>
#ifdef BSD
# include <sys/time.h>
# include <sgtty.h>
#else
# include <sys/times.h>
# include <termio.h>
#endif
#include <fcntl.h>
#include <ctype.h>
#include <varargs.h>
#include <pwd.h>
#include <signal.h>
#include <stdio.h>
#define SCORENAME "Uscore"
#define LOGFNAME "Ulog"
#define HELPNAME "Uhelp"
#define LEVELSNAME "Umaps"
#define FORTSNAME "Ufortune"
#define MAXLEVEL 16 /* max # levels + 1 in the dungeon */
#define MAXVLEVEL 5 /* max # of levels in the temple of the luran (volcano) */
#define MAXX 67
#define MAXY 17
#define SCORESIZE 25 /* this is the number of people on a scoreboard max */
#define MAXPLEVEL 100 /* maximum player level allowed */
/* 56 monsters, 7 demon lords, 1 demon prince, 1 God of Hellfire*/
#define MAXMONST 57 /* maximum # monsters in the dungeon */
#define SPNUM 39 /* maximum number of spells in existance */
#define MAXSCROLL 28 /* maximum number of scrolls that are possible */
#define MAXPOTION 35 /* maximum number of potions that are possible */
#define TIMELIMIT 40000 /* the maximum number moves before the game is called*/
#define TAXRATE 1/20 /* the tax rate for the LRS */
#define MAXOBJ 93 /* the maximum number of objects n < MAXOBJ */
/* this is the structure definition of the monster data */
struct monst
{
char *name;
char level;
short armorclass;
char damage;
char attack;
char defense;
char genocided;
char intelligence; /* used to choose movement */
short gold;
short hitpoints;
unsigned long experience;
};
/* this is the structure definition for the items in the dnd store */
struct _itm
{
short price;
char **mem;
char obj;
char arg;
char qty;
};
/* this is the structure that holds the entire dungeon specifications */
struct cel
{
short hitp; /* monster's hit points */
char mitem; /* the monster ID */
char item; /* the object's ID */
short iarg; /* the object's argument */
char know; /* have we been here before*/
};
/* this is the structure for maintaining & moving the spheres of annihilation */
struct sphere
{
struct sphere *p; /* pointer to next structure */
char x,y,lev; /* location of the sphere */
char dir; /* direction sphere is going in */
char lifetime; /* duration of the sphere */
};
/* defines for the character attribute array c[] */
#define STRENGTH 0 /* characters physical strength not due to objects */
#define INTELLIGENCE 1
#define WISDOM 2
#define CONSTITUTION 3
#define DEXTERITY 4
#define CHARISMA 5
#define HPMAX 6
#define HP 7
#define GOLD 8
#define EXPERIENCE 9
#define LEVEL 10
#define REGEN 11
#define WCLASS 12
#define AC 13
#define BANKACCOUNT 14
#define SPELLMAX 15
#define SPELLS 16
#define ENERGY 17
#define ECOUNTER 18
#define MOREDEFENSES 19
#define WEAR 20
#define PROTECTIONTIME 21
#define WIELD 22
#define AMULET 23 /* if have amulet of invisibility */
#define REGENCOUNTER 24
#define MOREDAM 25
#define DEXCOUNT 26
#define STRCOUNT 27
#define BLINDCOUNT 28 /* if blind */
#define CAVELEVEL 29
#define CONFUSE 30 /* if confused */
#define ALTPRO 31
#define HERO 32 /* if hero */
#define CHARMCOUNT 33
#define INVISIBILITY 34 /* if invisible */
#define CANCELLATION 35 /* if cancel cast */
#define HASTESELF 36 /* if hasted */
#define EYEOFLARN 37 /* if have eye */
#define AGGRAVATE 38
#define GLOBE 39
#define TELEFLAG 40 /* if been teleported */
#define SLAYING 41 /* if have orb of dragon slaying */
#define NEGATESPIRIT 42 /* if negate spirit */
#define SCAREMONST 43 /* if scare cast */
#define AWARENESS 44 /* if awareness cast */
#define HOLDMONST 45
#define TIMESTOP 46
#define HASTEMONST 47
#define CUBEofUNDEAD 48 /* if have cube */
#define GIANTSTR 49 /* if giant strength */
#define FIRERESISTANCE 50
#define BESSMANN 51 /* flag for hammer */
#define NOTHEFT 52
#define HARDGAME 53
#define BYTESIN 54 /* used for checkpointing in tok.c */
/* 55 to 59 are open */
#define LANCEDEATH 60 /* if have LoD */
#define SPIRITPRO 61
#define UNDEADPRO 62
#define SHIELD 63
#define STEALTH 64
#define ITCHING 65
#define LAUGHING 66 /* not implemented */
#define DRAINSTRENGTH 67
#define CLUMSINESS 68
#define INFEEBLEMENT 69
#define HALFDAM 70
#define SEEINVISIBLE 71
#define FILLROOM 72
/* 73 is open */
#define SPHCAST 74 /* nz if an active sphere of annihilation */
#define WTW 75 /* walk through walls */
#define STREXTRA 76 /* character strength due to objects or enchantments */
#define TMP 77 /* misc scratch space */
#define LIFEPROT 78 /* life protection counter */
/* FLAGS : non-zero if object has been made */
#define ORB 79 /* orb - 1 if created, 2 if held */
#define ELVUP 80 /* elevator up */
#define ELVDOWN 81 /* elevator down */
#define HAND 82 /* Hand of Fear */
#define CUBEUNDEAD 83 /* cube of undead control */
#define DRAGSLAY 84 /* orb of dragon slaying */
#define NEGATE 85 /* scarab of negate spirit */
#define URN 86 /* golden urn */
#define LAMP 87 /* brass lamp */
#define TALISMAN 88 /* Talisman of the Sphere */
#define WAND 89 /* wand of wonder */
#define STAFF 90 /* staff of power */
#define DEVICE 91 /* anti-theft */
#define SLASH 92 /* sword of slashing */
#define ELVEN 93 /* elven chain */
#define VORP 94 /* Vorpal */
#define SLAY 95 /* Slayer */
#define PAD 96 /* Dealer McDopes */
#define COKED 97 /* timer for being coked out */
/* used up to 97 of 100 */
/* defines for the objects in the game */
#define OALTAR 1
#define OTHRONE 2
#define OORB 3 /* orb of enlightement - gives expanded awareness
as long as held */
#define OPIT 4
#define OSTAIRSUP 5
#define OELEVATORUP 6
#define OFOUNTAIN 7
#define OSTATUE 8
#define OTELEPORTER 9
#define OSCHOOL 10
#define OMIRROR 11
#define ODNDSTORE 12
#define OSTAIRSDOWN 13
#define OELEVATORDOWN 14
#define OBANK2 15
#define OBANK 16
#define ODEADFOUNTAIN 17
#define OMAXGOLD 70
#define OGOLDPILE 18
#define OOPENDOOR 19
#define OCLOSEDDOOR 20
#define OWALL 21
#define OTRAPARROW 66
#define OTRAPARROWIV 67
#define OLARNEYE 22
#define OPLATE 23
#define OCHAIN 24
#define OLEATHER 25
#define ORING 60
#define OSTUDLEATHER 61
#define OSPLINT 62
#define OPLATEARMOR 63
#define OSSPLATE 64
#define OSHIELD 68
#define OSWORDofSLASHING 26 /* impervious to rust, light, strong */
#define OHAMMER 27 /* Bessman's Flailing Hammer */
#define OSWORD 28
#define O2SWORD 29 /* 2 handed sword */
#define OSPEAR 30
#define ODAGGER 31
#define OBATTLEAXE 57
#define OLONGSWORD 58
#define OFLAIL 59
#define OLANCE 65
#define ORINGOFEXTRA 32
#define OREGENRING 33
#define OPROTRING 34
#define OENERGYRING 35
#define ODEXRING 36
#define OSTRRING 37
#define OCLEVERRING 38
#define ODAMRING 39
#define OBELT 40
#define OSCROLL 41
#define OPOTION 42
#define OBOOK 43
#define OCHEST 44
#define OAMULET 45
#define OORBOFDRAGON 46
#define OSPIRITSCARAB 47
#define OCUBEofUNDEAD 48
#define ONOTHEFT 49
#define ODIAMOND 50
#define ORUBY 51
#define OEMERALD 52
#define OSAPPHIRE 53
#define OENTRANCE 54
#define OVOLDOWN 55
#define OVOLUP 56
#define OHOME 69
#define OKGOLD 71
#define ODGOLD 72
#define OIVDARTRAP 73
#define ODARTRAP 74
#define OTRAPDOOR 75
#define OIVTRAPDOOR 76
#define OTRADEPOST 77
#define OIVTELETRAP 78
#define ODEADTHRONE 79
#define OANNIHILATION 80 /* sphere of annihilation */
#define OTHRONE2 81
#define OLRS 82 /* Larn Revenue Service */
#define OCOOKIE 83
#define OURN 84 /* golden urn - not implemented */
#define OBRASSLAMP 85 /* brass lamp - genie pops up and offers spell */
#define OHANDofFEAR 86 /* hand of fear - scare monster spell lasts
twice as long if have this */
#define OSPHTALISMAN 87 /* talisman of the sphere */
#define OWWAND 88 /* wand of wonder - cant fall in trap doors/pits */
#define OPSTAFF 89 /* staff of power - cancels drain life attack*/
#define OVORPAL 90 /* ? - not implemented */
#define OSLAYER 91 /* magical sword - increases intelligence by 10,
halves damage caused by demons, demon prince
and lucifer - strong as lance of death against them*/
#define OELVENCHAIN 92 /* elven chain - strong and light,
impervious to rust */
#define OSPEED 93
#define OACID 94
#define OHASH 95
#define OSHROOMS 96
#define OCOKE 97
#define OPAD 98 /* Dealer McDope's Pad */
/* used up to 98 */
/* defines for the monsters as objects */
#define LEMMING 1
#define GNOME 2
#define HOBGOBLIN 3
#define JACKAL 4
#define KOBOLD 5
#define ORC 6
#define SNAKE 7
#define CENTIPEDE 8
#define JACULI 9
#define TROGLODYTE 10
#define ANT 11
#define EYE 12
#define LEPRECHAUN 13
#define NYMPH 14
#define QUASIT 15
#define RUSTMONSTER 16
#define ZOMBIE 17
#define ASSASSINBUG 18
#define BUGBEAR 19
#define HELLHOUND 20
#define ICELIZARD 21
#define CENTAUR 22
#define TROLL 23
#define YETI 24
#define WHITEDRAGON 25
#define ELF 26
#define CUBE 27
#define METAMORPH 28
#define VORTEX 29
#define ZILLER 30
#define VIOLETFUNGI 31
#define WRAITH 32
#define FORVALAKA 33
#define LAMANOBE 34
#define OSEQUIP 35
#define ROTHE 36
#define XORN 37
#define VAMPIRE 38
#define INVISIBLESTALKER 39
#define POLTERGEIST 40
#define DISENCHANTRESS 41
#define SHAMBLINGMOUND 42
#define YELLOWMOLD 43
#define UMBERHULK 44
#define GNOMEKING 45
#define MIMIC 46
#define WATERLORD 47
#define BRONZEDRAGON 48
#define GREENDRAGON 49
#define PURPLEWORM 50
#define XVART 51
#define SPIRITNAGA 52
#define SILVERDRAGON 53
#define PLATINUMDRAGON 54
#define GREENURCHIN 55
#define REDDRAGON 56
#define DEMONLORD 57
#define DEMONPRINCE 64
#define LUCIFER 65
#define BUFBIG 4096 /* size of the output buffer */
#define MAXIBUF 4096 /* size of the input buffer */
#define LOGNAMESIZE 40 /* max size of the players name */
#define PSNAMESIZE 40 /* max size of the process name */
#define SAVEFILENAMESIZE 128 /* max size of the savefile path */
extern char aborted[],beenhere[],boldon,cheat,ckpfile[],ckpflag;
extern char *class[],course[],diagfile[],fortfile[],helpfile[];
extern char *inbuffer,drug[];
extern char item[MAXX][MAXY],iven[],know[MAXX][MAXY],larnlevels[],lastmonst[];
extern char level,*levelname[],logfile[],loginname[],logname[],*lpbuf,*lpend;
extern char *lpnt,moved[MAXX][MAXY],mitem[MAXX][MAXY],monstlevel[];
extern char monstnamelist[],nch[],ndgg[],nlpts[],nomove,nosignal,nowelcome;
extern char nplt[],nsw[],*objectname[], char_class[];
extern char objnamelist[],optsfile[],*potionname[],potprob[];
extern char predostuff,restorflag,savefilename[],scorefile[],scprob[];
extern char screen[MAXX][MAXY],*scrollname[],sex,*spelcode[],*speldescript[];
extern char spelknow[],*spelname[],*spelmes[],spelweird[MAXMONST+8][SPNUM];
extern char splev[],stealth[MAXX][MAXY],wizard;
extern short diroffx[],diroffy[],hitflag,hit2flag,hit3flag,hitp[MAXX][MAXY];
extern short iarg[MAXX][MAXY],ivenarg[],lasthx,lasthy,lastnum,lastpx,lastpy;
extern short nobeep,oldx,oldy,playerx,playery;
extern int dayplay,enable_scroll,srcount,stayflag,yrepcount,userid,lfd,fd;
extern long initialtime,outstanding_taxes,skill[],gtime,c[],cbak[];
extern unsigned long randx;
extern struct cel *cell;
extern struct monst monster[];
extern struct sphere *spheres;
extern struct _itm itm[];
char *fortune(),*malloc(),*getenv(),*getlogin(),*lgetw(),*lgetl(),*ctime();
char *tmcapcnv(),*tgetstr(),*tgoto();
long paytaxes(),lgetc(),lrint(),time();
long readnum();
/* macro to create scroll #'s with probability of occurrence */
#define newscroll() (scprob[rund(81)])
/* macro to return a potion # created with probability of occurrence */
#define newpotion() (potprob[rund(41)])
/* macro to return the + points on created leather armor */
#define newleather() (nlpts[rund(c[HARDGAME]?10:13)])
/* macro to return the + points on chain armor */
#define newchain() (nch[rund(10)])
/* macro to return + points on plate armor */
#define newplate() (nplt[rund(c[HARDGAME]?3:10)])
/* macro to return + points on new daggers */
#define newdagger() (ndgg[rund(13)])
/* macro to return + points on new swords */
#define newsword() (nsw[rund(c[HARDGAME]?6:13)])
/* macro to destroy object at present location */
#define forget() (item[playerx][playery]=know[playerx][playery]=0)
/* macro to wipe out a monster at a location */
#define disappear(x,y) (mitem[x][y]=know[x][y]=0)
/* defines below are for use in the termcap mode only */
#define ST_START 1
#define ST_END 2
#define BOLD 3
#define END_BOLD 4
#define CLEAR 5
#define CL_LINE 6
#define CL_DOWN 14
#define CURSOR 15
/* macro to turn on bold display for the terminal */
#define setbold() (*lpnt++ = ST_START)
/* macro to turn off bold display for the terminal */
#define resetbold() (*lpnt++ = ST_END)
/* macro to setup the scrolling region for the terminal */
#define setscroll() enable_scroll=1
/* macro to clear the scrolling region for the terminal */
#define resetscroll() enable_scroll=0
/* macro to clear the screen and home the cursor */
#define clear() (*lpnt++ =CLEAR, cbak[SPELLS]= -50)
/* macro to clear to end of line */
#define cltoeoln() (*lpnt++ = CL_LINE)
/* macro to output one byte to the output buffer */
#define lprc(ch) ((lpnt>=lpend)?(*lpnt++ =(ch), lflush()):(*lpnt++ =(ch)))
/* macro to seed the random number generator */
#define srand(x) (randx=x)
/* macros to generate random numbers 1<=rnd(N)<=N 0<=rund(N)<=N-1 */
#define rnd(x) ((((randx=randx*1103515245+12345)>>7)%(x))+1)
#define rund(x) ((((randx=randx*1103515245+12345)>>7)%(x)))
/* macros for miscellaneous data conversion */
#define min(x,y) (((x)>(y))?(y):(x))
#define max(x,y) (((x)>(y))?(x):(y))