From 0e89e6fe64e182b654fe546a20f7c4c20f9cae61 Mon Sep 17 00:00:00 2001 From: fluffymormegil Date: Fri, 16 Mar 2012 17:19:06 +0000 Subject: [PATCH] Updating dunbash.h --- dunbash.h | 25 ++++++++++++------------- 1 file changed, 12 insertions(+), 13 deletions(-) diff --git a/dunbash.h b/dunbash.h index 9881353..df2a25b 100644 --- a/dunbash.h +++ b/dunbash.h @@ -28,6 +28,7 @@ #define DUNBASH_H #include +#include #include /* change WIZARD_MODE to 1 if you want the wizard mode commands. */ @@ -50,7 +51,7 @@ enum game_cmd { TAKE_OFF_ARMOUR, PUT_ON_RING, REMOVE_RING, GIVE_HELP, ATTACK, GET_ITEM, QUIT, GO_DOWN_STAIRS, STAND_STILL, EAT_FOOD, DUMP_CHARA, INSPECT_ITEM, EXAMINE_MONSTER, RNG_TEST, SHOW_TERRAIN, - SHOW_DISCOVERIES, WIZARD_LEVELUP, WIZARD_DESCEND + WIZARD_LEVELUP, WIZARD_DESCEND }; /* XXX enum terrain_num */ @@ -100,7 +101,7 @@ struct player { int withering; /* Vile withering curse */ int armourmelt; /* Armour-like-dust curse */ int speed; - unsigned int resistances[DT_COUNT]; /* Resistances to damage types. */ + uint32_t resistances[DT_COUNT]; /* Resistances to damage types. */ int level; /* Each level gets you +1 body, +1 agility, +1 random point, and +(10+body/10) hit points */ int gold; @@ -252,8 +253,6 @@ struct permobj { int power; /* AC for armour; damage for weapons; colour/title for * scrolls and potions and rings and such. */ int used; /* Set to 1 for valid entries. */ - int known; /* Set to 1 for items recognised at startup. Updated - * during play when items identified. */ int depth; /* If greater than 1, this item cannot be given out * by get_random_pobj() before the specified depth. */ }; @@ -274,6 +273,7 @@ struct mon { int mdam; /* Improved by OOD rating at 1:5. */ int rdam; /* Improved by OOD rating at 1:5. */ int awake; + int next_summon; }; /* XXX struct obj */ @@ -292,10 +292,8 @@ struct obj { #define NUM_OF_PERMOBJS 300 extern struct permobj permobjs[NUM_OF_PERMOBJS]; -/* Treasure generation limit plus inventory limit means this should be - * enough. When I evolve to the "fully-fledged" version, I'll use a Tatham - * tree instead. */ -extern struct mon monsters[100]; +#define MONSTERS_IN_PLAY 100 +extern struct mon monsters[MONSTERS_IN_PLAY]; /* XXX display.c data and funcs */ extern int read_input(char *buffer, int length); @@ -330,7 +328,7 @@ extern int one_die(int sides); /* 1..n */ extern int dice(int count, int sides); extern int zero_die(int sides); /* 0..n-1 */ extern int do_command(enum game_cmd command); -extern unsigned int convert_range(int dy, int dx); +extern uint32_t convert_range(int dy, int dx); extern int game_finished; extern int game_tick; extern int wizard_mode; @@ -374,7 +372,8 @@ extern int create_obj(int po_idx, int quantity, int with_you, int y, int x); extern int drop_obj(int inv_idx); extern int create_obj_class(enum poclass_num pocl, int quantity, int with_you, int y, int x); extern int create_obj_random(int y, int x); -extern struct obj objects[100]; /* SHould be enough. */ +#define OBJECTS_IN_PLAY 100 +extern struct obj objects[OBJECTS_IN_PLAY]; extern int read_scroll(int obj); extern int quaff_potion(int obj); extern int eat_food(int obj); @@ -391,9 +390,9 @@ extern struct permon permons[NUM_OF_PERMONS]; /* XXX rng.c data and funcs */ #define RNG_MAX 0xFFFFFFFFu -extern unsigned int rng_state[5]; -extern unsigned int saved_state[5]; -extern unsigned int rng(void); +extern uint32_t rng_state[5]; +extern uint32_t saved_state[5]; +extern uint32_t rng(void); extern void rng_init(void); /* XXX vector.c data and funcs */ -- 2.11.0