1 /* $NetBSD: rogue.h,v 1.24 2013/08/11 03:44:27 dholland Exp $ */ 2 3 /* 4 * Copyright (c) 1988, 1993 5 * The Regents of the University of California. All rights reserved. 6 * 7 * This code is derived from software contributed to Berkeley by 8 * Timothy C. Stoehr. 9 * 10 * Redistribution and use in source and binary forms, with or without 11 * modification, are permitted provided that the following conditions 12 * are met: 13 * 1. Redistributions of source code must retain the above copyright 14 * notice, this list of conditions and the following disclaimer. 15 * 2. Redistributions in binary form must reproduce the above copyright 16 * notice, this list of conditions and the following disclaimer in the 17 * documentation and/or other materials provided with the distribution. 18 * 3. Neither the name of the University nor the names of its contributors 19 * may be used to endorse or promote products derived from this software 20 * without specific prior written permission. 21 * 22 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 23 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 24 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 25 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 26 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 27 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 28 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 29 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 30 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 31 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 32 * SUCH DAMAGE. 33 * 34 * @(#)rogue.h 8.1 (Berkeley) 5/31/93 35 */ 36 37 /* 38 * rogue.h 39 * 40 * This source herein may be modified and/or distributed by anybody who 41 * so desires, with the following restrictions: 42 * 1.) This notice shall not be removed. 43 * 2.) Credit shall not be taken for the creation of this source. 44 * 3.) This code is not to be traded, sold, or used for personal 45 * gain or profit. 46 */ 47 48 #define boolean char 49 50 #define NOTHING ((unsigned short) 0) 51 #define OBJECT ((unsigned short) 01) 52 #define MONSTER ((unsigned short) 02) 53 #define STAIRS ((unsigned short) 04) 54 #define HORWALL ((unsigned short) 010) 55 #define VERTWALL ((unsigned short) 020) 56 #define DOOR ((unsigned short) 040) 57 #define FLOOR ((unsigned short) 0100) 58 #define TUNNEL ((unsigned short) 0200) 59 #define TRAP ((unsigned short) 0400) 60 #define HIDDEN ((unsigned short) 01000) 61 62 #define ARMOR ((unsigned short) 01) 63 #define WEAPON ((unsigned short) 02) 64 #define SCROL ((unsigned short) 04) 65 #define POTION ((unsigned short) 010) 66 #define GOLD ((unsigned short) 020) 67 #define FOOD ((unsigned short) 040) 68 #define WAND ((unsigned short) 0100) 69 #define RING ((unsigned short) 0200) 70 #define AMULET ((unsigned short) 0400) 71 #define ALL_OBJECTS ((unsigned short) 0777) 72 73 #define LEATHER 0 74 #define RINGMAIL 1 75 #define SCALE 2 76 #define CHAIN 3 77 #define BANDED 4 78 #define SPLINT 5 79 #define PLATE 6 80 #define ARMORS 7 81 82 #define BOW 0 83 #define DART 1 84 #define ARROW 2 85 #define DAGGER 3 86 #define SHURIKEN 4 87 #define MACE 5 88 #define LONG_SWORD 6 89 #define TWO_HANDED_SWORD 7 90 #define WEAPONS 8 91 92 #define MAX_PACK_COUNT 24 93 94 #define PROTECT_ARMOR 0 95 #define HOLD_MONSTER 1 96 #define ENCH_WEAPON 2 97 #define ENCH_ARMOR 3 98 #define IDENTIFY 4 99 #define TELEPORT 5 100 #define SLEEP 6 101 #define SCARE_MONSTER 7 102 #define REMOVE_CURSE 8 103 #define CREATE_MONSTER 9 104 #define AGGRAVATE_MONSTER 10 105 #define MAGIC_MAPPING 11 106 #define CON_MON 12 107 #define SCROLS 13 108 109 #define INCREASE_STRENGTH 0 110 #define RESTORE_STRENGTH 1 111 #define HEALING 2 112 #define EXTRA_HEALING 3 113 #define POISON 4 114 #define RAISE_LEVEL 5 115 #define BLINDNESS 6 116 #define HALLUCINATION 7 117 #define DETECT_MONSTER 8 118 #define DETECT_OBJECTS 9 119 #define CONFUSION 10 120 #define LEVITATION 11 121 #define HASTE_SELF 12 122 #define SEE_INVISIBLE 13 123 #define POTIONS 14 124 125 #define TELE_AWAY 0 126 #define SLOW_MONSTER 1 127 #define INVISIBILITY 2 128 #define POLYMORPH 3 129 #define HASTE_MONSTER 4 130 #define MAGIC_MISSILE 5 131 #define CANCELLATION 6 132 #define DO_NOTHING 7 133 #define DRAIN_LIFE 8 134 #define COLD 9 135 #define FIRE 10 136 #define WANDS 11 137 138 #define STEALTH 0 139 #define R_TELEPORT 1 140 #define REGENERATION 2 141 #define SLOW_DIGEST 3 142 #define ADD_STRENGTH 4 143 #define SUSTAIN_STRENGTH 5 144 #define DEXTERITY 6 145 #define ADORNMENT 7 146 #define R_SEE_INVISIBLE 8 147 #define MAINTAIN_ARMOR 9 148 #define SEARCHING 10 149 #define RINGS 11 150 151 #define RATION 0 152 #define FRUIT 1 153 154 #define NOT_USED ((unsigned short) 0) 155 #define BEING_WIELDED ((unsigned short) 01) 156 #define BEING_WORN ((unsigned short) 02) 157 #define ON_LEFT_HAND ((unsigned short) 04) 158 #define ON_RIGHT_HAND ((unsigned short) 010) 159 #define ON_EITHER_HAND ((unsigned short) 014) 160 #define BEING_USED ((unsigned short) 017) 161 162 #define NO_TRAP -1 163 #define TRAP_DOOR 0 164 #define BEAR_TRAP 1 165 #define TELE_TRAP 2 166 #define DART_TRAP 3 167 #define SLEEPING_GAS_TRAP 4 168 #define RUST_TRAP 5 169 #define TRAPS 6 170 171 #define STEALTH_FACTOR 3 172 #define R_TELE_PERCENT 8 173 174 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */ 175 #define IDENTIFIED ((unsigned short) 01) 176 #define CALLED ((unsigned short) 02) 177 178 #define DROWS 24 179 #define DCOLS 80 180 #define NMESSAGES 5 181 #define MAX_TITLE_LENGTH 30 182 #define MAXSYLLABLES 40 183 #define MAX_METAL 14 184 #define WAND_MATERIALS 30 185 #define GEMS 14 186 187 #define GOLD_PERCENT 46 188 189 #define MAX_OPT_LEN 40 190 191 #define MAX_ID_TITLE_LEN 64 192 struct id { 193 short value; 194 char title[MAX_ID_TITLE_LEN]; 195 const char *real; 196 unsigned short id_status; 197 }; 198 199 /* The following #defines provide more meaningful names for some of the 200 * struct object fields that are used for monsters. This, since each monster 201 * and object (scrolls, potions, etc) are represented by a struct object. 202 * Ideally, this should be handled by some kind of union structure. 203 */ 204 205 #define m_damage damage 206 #define hp_to_kill quantity 207 #define m_char ichar 208 #define first_level is_protected 209 #define last_level is_cursed 210 #define m_hit_chance class 211 #define stationary_damage identified 212 #define drop_percent which_kind 213 #define trail_char d_enchant 214 #define slowed_toggle quiver 215 #define moves_confused hit_enchant 216 #define nap_length picked_up 217 #define disguise what_is 218 #define next_monster next_object 219 220 struct obj { /* comment is monster meaning */ 221 unsigned long m_flags; /* monster flags */ 222 const char *damage; /* damage it does */ 223 short quantity; /* hit points to kill */ 224 short ichar; /* 'A' is for aquator */ 225 short kill_exp; /* exp for killing it */ 226 short is_protected; /* level starts */ 227 short is_cursed; /* level ends */ 228 short class; /* chance of hitting you */ 229 short identified; /* 'F' damage, 1,2,3... */ 230 unsigned short which_kind; /* item carry/drop % */ 231 short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */ 232 short row, col; /* current row, col */ 233 short d_enchant; /* room char when detect_monster */ 234 short quiver; /* monster slowed toggle */ 235 short trow, tcol; /* target row, col */ 236 short hit_enchant; /* how many moves is confused */ 237 unsigned short what_is; /* imitator's charactor (?!%: */ 238 short picked_up; /* sleep from wand of sleep */ 239 unsigned short in_use_flags; 240 struct obj *next_object; /* next monster */ 241 }; 242 243 typedef struct obj object; 244 245 #define INIT_AW NULL 246 #define INIT_RINGS NULL 247 #define INIT_HP 12 248 #define INIT_STR 16 249 #define INIT_EXPLEVEL 1 250 #define INIT_EXP 0 251 #define INIT_PACK {0,NULL,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL} 252 #define INIT_GOLD 0 253 #define INIT_CHAR '@' 254 #define INIT_MOVES 1250 255 256 struct fightr { 257 object *armor; 258 object *weapon; 259 object *left_ring, *right_ring; 260 short hp_current; 261 short hp_max; 262 short str_current; 263 short str_max; 264 object pack; 265 long gold; 266 short exp; 267 long exp_points; 268 short row, col; 269 short fchar; 270 short moves_left; 271 }; 272 273 typedef struct fightr fighter; 274 275 struct dr { 276 short oth_room; 277 short oth_row, 278 oth_col; 279 short door_row, 280 door_col; 281 }; 282 283 typedef struct dr door; 284 285 struct rm { 286 short bottom_row, right_col, left_col, top_row; 287 door doors[4]; 288 unsigned short is_room; 289 }; 290 291 typedef struct rm room; 292 293 #define MAXROOMS 9 294 #define BIG_ROOM 10 295 296 #define NO_ROOM (-1) 297 298 #define PASSAGE (-3) /* cur_room value */ 299 300 #define AMULET_LEVEL 26 301 302 #define R_NOTHING ((unsigned short) 01) 303 #define R_ROOM ((unsigned short) 02) 304 #define R_MAZE ((unsigned short) 04) 305 #define R_DEADEND ((unsigned short) 010) 306 #define R_CROSS ((unsigned short) 020) 307 308 #define MAX_EXP_LEVEL 21 309 #define MAX_EXP 10000001L 310 #define MAX_GOLD 999999 311 #define MAX_ARMOR 99 312 #define MAX_HP 999 313 #define MAX_STRENGTH 99 314 #define LAST_DUNGEON 99 315 316 #define STAT_LEVEL 01 317 #define STAT_GOLD 02 318 #define STAT_HP 04 319 #define STAT_STRENGTH 010 320 #define STAT_ARMOR 020 321 #define STAT_EXP 040 322 #define STAT_HUNGER 0100 323 #define STAT_LABEL 0200 324 #define STAT_ALL 0377 325 326 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */ 327 328 #define MAX_TRAPS 10 /* maximum traps per level */ 329 330 #define HIDE_PERCENT 12 331 332 struct tr { 333 short trap_type; 334 short trap_row, trap_col; 335 }; 336 337 typedef struct tr trap; 338 339 extern fighter rogue; 340 extern room rooms[]; 341 extern trap traps[]; 342 extern unsigned short dungeon[DROWS][DCOLS]; 343 extern object level_objects; 344 345 extern struct id id_scrolls[]; 346 extern struct id id_potions[]; 347 extern struct id id_wands[]; 348 extern struct id id_rings[]; 349 extern struct id id_weapons[]; 350 extern struct id id_armors[]; 351 352 extern object level_monsters; 353 354 #define MONSTERS 26 355 356 #define HASTED 01L 357 #define SLOWED 02L 358 #define INVISIBLE 04L 359 #define ASLEEP 010L 360 #define WAKENS 020L 361 #define WANDERS 040L 362 #define FLIES 0100L 363 #define FLITS 0200L 364 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */ 365 #define CONFUSED 01000L 366 #define RUSTS 02000L 367 #define HOLDS 04000L 368 #define FREEZES 010000L 369 #define STEALS_GOLD 020000L 370 #define STEALS_ITEM 040000L 371 #define STINGS 0100000L 372 #define DRAINS_LIFE 0200000L 373 #define DROPS_LEVEL 0400000L 374 #define SEEKS_GOLD 01000000L 375 #define FREEZING_ROGUE 02000000L 376 #define RUST_VANISHED 04000000L 377 #define CONFUSES 010000000L 378 #define IMITATES 020000000L 379 #define FLAMES 040000000L 380 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */ 381 #define NAPPING 0200000000L /* can't wake up for a while */ 382 #define ALREADY_MOVED 0400000000L 383 384 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL) 385 386 #define WAKE_PERCENT 45 387 #define FLIT_PERCENT 40 388 #define PARTY_WAKE_PERCENT 75 389 390 #define HYPOTHERMIA 1 391 #define STARVATION 2 392 #define POISON_DART 3 393 #define QUIT 4 394 #define WIN 5 395 #define KFIRE 6 396 397 #define UPWARD 0 398 #define UPRIGHT 1 399 #define RIGHT 2 400 #define DOWNRIGHT 3 401 #define DOWN 4 402 #define DOWNLEFT 5 403 #define LEFT 6 404 #define UPLEFT 7 405 #define DIRS 8 406 407 #define ROW1 7 408 #define ROW2 15 409 410 #define COL1 26 411 #define COL2 52 412 413 #define MOVED 0 414 #define MOVE_FAILED -1 415 #define STOPPED_ON_SOMETHING -2 416 #define CANCEL '\033' 417 #define LIST '*' 418 419 #define HUNGRY 300 420 #define WEAK 150 421 #define FAINT 20 422 #define STARVE 0 423 424 #define MIN_ROW 1 425 426 struct rogue_time { 427 short year; /* >= 1987 */ 428 short month; /* 1 - 12 */ 429 short day; /* 1 - 31 */ 430 short hour; /* 0 - 23 */ 431 short minute; /* 0 - 59 */ 432 short second; /* 0 - 59 */ 433 }; 434 435 #include <curses.h> 436 437 /* 438 * external routine declarations. 439 */ 440 #include <stdio.h> 441 #include <string.h> 442 #include <sys/types.h> 443 #include <unistd.h> 444 445 object *alloc_object(void); 446 object *get_letter_object(int); 447 object *gr_monster(object *, int); 448 object *gr_object(void); 449 char *md_getenv(const char *); 450 const char * 451 md_gln(void); 452 void *md_malloc(size_t); 453 const char *mon_name(const object *); 454 const char *name_of(const object *); 455 object *object_at(object *, short, short); 456 object *pick_up(int, int, short *); 457 void add_exp(int, boolean); 458 void add_traps(void); 459 void aggravate(void); 460 void bounce(short, short, short, short, short); 461 void byebye(int); 462 void c_object_for_wizard(void); 463 void call_it(void); 464 boolean can_move(int, int, int, int); 465 void check_gold_seeker(object *); 466 boolean check_imitator(object *); 467 void check_message(void); 468 int check_up(void); 469 void clean_up(const char *) __dead; 470 void clear_level(void); 471 void cnfs(void); 472 int coin_toss(void); 473 void cough_up(object *); 474 void create_monster(void); 475 void darken_room(short); 476 void do_put_on(object *, boolean); 477 void do_shell(void); 478 void do_wear(object *); 479 void do_wield(object *); 480 void dr_course(object *, boolean, short, short); 481 void draw_magic_map(void); 482 void drop(void); 483 int drop_check(void); 484 void eat(void); 485 void edit_opts(void); 486 void error_save(int) __dead; 487 void fight(boolean); 488 boolean flame_broil(object *); 489 void free_object(object *); 490 void free_stuff(object *); 491 int get_armor_class(const object *); 492 int get_damage(const char *, boolean); 493 void get_desc(const object *, char *, size_t); 494 void get_dir_rc(short, short *, short *, short); 495 char get_dungeon_char(short, short); 496 void get_food(object *, boolean); 497 int get_hit_chance(const object *); 498 int get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean); 499 char get_mask_char(unsigned short); 500 int get_number(const char *); 501 int get_rand(int, int); 502 short get_room_number(int, int); 503 void get_wand_and_ring_materials(void); 504 int get_weapon_damage(const object *); 505 char gmc(object *); 506 char gmc_row_col(int, int); 507 char gr_obj_char(void); 508 void gr_ring(object *, boolean); 509 short gr_room(void); 510 void gr_row_col(short *, short *, unsigned short); 511 void hallucinate(void); 512 boolean has_amulet(void); 513 int hp_raise(void); 514 void id_com(void); 515 void id_trap(void); 516 void id_type(void); 517 boolean imitating(short, short); 518 int init(int, char **); 519 void insert_score(char [][82], char [][30], const char *, short, short, const object *, int); 520 void inv_armor_weapon(boolean); 521 void inv_rings(void); 522 void inventory(const object *, unsigned short); 523 boolean is_all_connected(void); 524 boolean is_digit(int); 525 boolean is_direction(short, short *); 526 boolean is_passable(int, int); 527 boolean is_vowel(short); 528 void kick_into_pack(void); 529 void killed_by(const object *, short) __dead; 530 long lget_number(const char *); 531 void light_passage(int, int); 532 void light_up_room(int); 533 boolean m_confuse(object *); 534 void make_level(void); 535 void make_scroll_titles(void); 536 boolean md_df(const char *); 537 void md_exit(int) __dead; 538 void md_gct(struct rogue_time *); 539 int md_get_file_id(const char *); 540 void md_gfmt(const char *, struct rogue_time *); 541 int md_gseed(void); 542 void md_heed_signals(void); 543 void md_ignore_signals(void); 544 int md_link_count(const char *); 545 void md_lock(boolean); 546 void md_shell(const char *); 547 void md_sleep(int); 548 void md_slurp(void); 549 /*void message(const char *, boolean);*/ 550 void messagef(boolean, const char *, ...) __printflike(2, 3); 551 void mix_colors(void); 552 int mon_can_go(const object *, short, short); 553 int mon_damage(object *, short); 554 void mon_hit(object *); 555 boolean mon_sees(const object *, int, int); 556 void move_mon_to(object *, short, short); 557 void move_onto(void); 558 void multiple_move_rogue(short); 559 void mv_1_monster(object *, short, short); 560 void mv_aquatars(void); 561 void mv_mons(void); 562 int name_cmp(char *, const char *); 563 void nickize(char *, const char *, const char *); 564 int one_move_rogue(short, short); 565 void onintr(int); 566 short pack_count(const object *); 567 short pack_letter(const char *, unsigned short); 568 void pad(const char *, short); 569 void party_monsters(int, int); 570 short party_objects(int); 571 void place_at(object *, int, int); 572 void play_level(void); 573 void print_stats(int); 574 void put_amulet(void); 575 void put_mons(void); 576 void put_objects(void); 577 void put_on_ring(void); 578 void put_player(short); 579 void put_scores(const object *, short) __dead; 580 void put_stairs(void); 581 void quaff(void); 582 void quit(boolean); 583 int r_index(const char *, int, boolean); 584 void rand_around(short, short *, short *); 585 int rand_percent(int); 586 void read_scroll(void); 587 boolean reg_move(void); 588 void relight(void); 589 void remessage(short); 590 void remove_ring(void); 591 void rest(int); 592 void restore(const char *); 593 int rgetchar(void); 594 void ring_stats(boolean); 595 int rogue_can_see(int, int); 596 void rogue_damage(short, object *, short); 597 void rogue_hit(object *, boolean); 598 void rust(object *); 599 void s_con_mon(object *); 600 void save_game(void); 601 void save_into_file(const char *); 602 void search(short, boolean); 603 boolean seek_gold(object *); 604 void show_average_hp(void); 605 void show_monsters(void); 606 void show_objects(void); 607 void show_traps(void); 608 void single_inv(short); 609 void sound_bell(void); 610 void special_hit(object *); 611 void srrandom(int); 612 void start_window(void); 613 void stop_window(void); 614 void take_a_nap(void); 615 void take_from_pack(object *, object *); 616 void take_off(void); 617 void tele(void); 618 void throw(void); 619 void trap_player(short, short); 620 void un_put_on(object *); 621 void unblind(void); 622 void unconfuse(void); 623 void unhallucinate(void); 624 void unwear(object *); 625 void unwield(object *); 626 void vanish(object *, short, object *); 627 void wait_for_ack(void); 628 void wake_room(short, boolean, short, short); 629 void wake_up(object *); 630 void wanderer(void); 631 void wear(void); 632 void wield(void); 633 void win(void) __dead; 634 void wizardize(void); 635 long xxx(boolean); 636 void xxxx(char *, short); 637 void zapp(void); 638 object *add_to_pack(object *, object *, int); 639 struct id *get_id_table(const object *); 640 641 extern boolean ask_quit; 642 extern boolean being_held; 643 extern boolean cant_int; 644 extern boolean con_mon; 645 extern boolean detect_monster; 646 extern boolean did_int; 647 extern boolean interrupted; 648 extern boolean is_wood[]; 649 extern boolean jump; 650 extern boolean maintain_armor; 651 extern boolean mon_disappeared; 652 extern boolean msg_cleared; 653 extern boolean no_skull; 654 extern boolean passgo; 655 extern boolean r_see_invisible; 656 extern boolean r_teleport; 657 extern boolean save_is_interactive; 658 extern boolean score_only; 659 extern boolean see_invisible; 660 extern boolean sustain_strength; 661 extern boolean trap_door; 662 extern boolean wizard; 663 #define HIT_MESSAGE_SIZE 80 664 extern char hit_message[HIT_MESSAGE_SIZE]; 665 #define HUNGER_STR_LEN 8 666 extern char hunger_str[HUNGER_STR_LEN]; 667 extern char login_name[MAX_OPT_LEN]; 668 extern const char *byebye_string; 669 extern const char curse_message[]; 670 extern const char *error_file; 671 extern char *fruit; 672 extern const char *const m_names[]; 673 extern const char *more; 674 extern const char *new_level_message; 675 extern char *nick_name; 676 extern const char *press_space; 677 extern char *save_file; 678 extern const char you_can_move_again[]; 679 extern const long level_points[]; 680 extern short add_strength; 681 extern short auto_search; 682 extern short bear_trap; 683 extern short blind; 684 extern short confused; 685 extern short cur_level; 686 extern short cur_room; 687 extern short e_rings; 688 extern short extra_hp; 689 extern short foods; 690 extern short halluc; 691 extern short haste_self; 692 extern short less_hp; 693 extern short levitate; 694 extern short m_moves; 695 extern short max_level; 696 extern short party_room; 697 extern short r_rings; 698 extern short regeneration; 699 extern short ring_exp; 700 extern short stealthy; 701 extern gid_t gid; 702 extern gid_t egid; 703