1 /* 2 * Copyright (c) 1988, 1993 3 * The Regents of the University of California. All rights reserved. 4 * 5 * This code is derived from software contributed to Berkeley by 6 * Timoth C. Stoehr. 7 * 8 * %sccs.include.redist.c% 9 * 10 * @(#)rogue.h 8.1 (Berkeley) 05/31/93 11 */ 12 13 /* 14 * rogue.h 15 * 16 * This source herein may be modified and/or distributed by anybody who 17 * so desires, with the following restrictions: 18 * 1.) This notice shall not be removed. 19 * 2.) Credit shall not be taken for the creation of this source. 20 * 3.) This code is not to be traded, sold, or used for personal 21 * gain or profit. 22 */ 23 24 #define boolean char 25 26 #define NOTHING ((unsigned short) 0) 27 #define OBJECT ((unsigned short) 01) 28 #define MONSTER ((unsigned short) 02) 29 #define STAIRS ((unsigned short) 04) 30 #define HORWALL ((unsigned short) 010) 31 #define VERTWALL ((unsigned short) 020) 32 #define DOOR ((unsigned short) 040) 33 #define FLOOR ((unsigned short) 0100) 34 #define TUNNEL ((unsigned short) 0200) 35 #define TRAP ((unsigned short) 0400) 36 #define HIDDEN ((unsigned short) 01000) 37 38 #define ARMOR ((unsigned short) 01) 39 #define WEAPON ((unsigned short) 02) 40 #define SCROL ((unsigned short) 04) 41 #define POTION ((unsigned short) 010) 42 #define GOLD ((unsigned short) 020) 43 #define FOOD ((unsigned short) 040) 44 #define WAND ((unsigned short) 0100) 45 #define RING ((unsigned short) 0200) 46 #define AMULET ((unsigned short) 0400) 47 #define ALL_OBJECTS ((unsigned short) 0777) 48 49 #define LEATHER 0 50 #define RINGMAIL 1 51 #define SCALE 2 52 #define CHAIN 3 53 #define BANDED 4 54 #define SPLINT 5 55 #define PLATE 6 56 #define ARMORS 7 57 58 #define BOW 0 59 #define DART 1 60 #define ARROW 2 61 #define DAGGER 3 62 #define SHURIKEN 4 63 #define MACE 5 64 #define LONG_SWORD 6 65 #define TWO_HANDED_SWORD 7 66 #define WEAPONS 8 67 68 #define MAX_PACK_COUNT 24 69 70 #define PROTECT_ARMOR 0 71 #define HOLD_MONSTER 1 72 #define ENCH_WEAPON 2 73 #define ENCH_ARMOR 3 74 #define IDENTIFY 4 75 #define TELEPORT 5 76 #define SLEEP 6 77 #define SCARE_MONSTER 7 78 #define REMOVE_CURSE 8 79 #define CREATE_MONSTER 9 80 #define AGGRAVATE_MONSTER 10 81 #define MAGIC_MAPPING 11 82 #define CON_MON 12 83 #define SCROLS 13 84 85 #define INCREASE_STRENGTH 0 86 #define RESTORE_STRENGTH 1 87 #define HEALING 2 88 #define EXTRA_HEALING 3 89 #define POISON 4 90 #define RAISE_LEVEL 5 91 #define BLINDNESS 6 92 #define HALLUCINATION 7 93 #define DETECT_MONSTER 8 94 #define DETECT_OBJECTS 9 95 #define CONFUSION 10 96 #define LEVITATION 11 97 #define HASTE_SELF 12 98 #define SEE_INVISIBLE 13 99 #define POTIONS 14 100 101 #define TELE_AWAY 0 102 #define SLOW_MONSTER 1 103 #define INVISIBILITY 2 104 #define POLYMORPH 3 105 #define HASTE_MONSTER 4 106 #define MAGIC_MISSILE 5 107 #define CANCELLATION 6 108 #define DO_NOTHING 7 109 #define DRAIN_LIFE 8 110 #define COLD 9 111 #define FIRE 10 112 #define WANDS 11 113 114 #define STEALTH 0 115 #define R_TELEPORT 1 116 #define REGENERATION 2 117 #define SLOW_DIGEST 3 118 #define ADD_STRENGTH 4 119 #define SUSTAIN_STRENGTH 5 120 #define DEXTERITY 6 121 #define ADORNMENT 7 122 #define R_SEE_INVISIBLE 8 123 #define MAINTAIN_ARMOR 9 124 #define SEARCHING 10 125 #define RINGS 11 126 127 #define RATION 0 128 #define FRUIT 1 129 130 #define NOT_USED ((unsigned short) 0) 131 #define BEING_WIELDED ((unsigned short) 01) 132 #define BEING_WORN ((unsigned short) 02) 133 #define ON_LEFT_HAND ((unsigned short) 04) 134 #define ON_RIGHT_HAND ((unsigned short) 010) 135 #define ON_EITHER_HAND ((unsigned short) 014) 136 #define BEING_USED ((unsigned short) 017) 137 138 #define NO_TRAP -1 139 #define TRAP_DOOR 0 140 #define BEAR_TRAP 1 141 #define TELE_TRAP 2 142 #define DART_TRAP 3 143 #define SLEEPING_GAS_TRAP 4 144 #define RUST_TRAP 5 145 #define TRAPS 6 146 147 #define STEALTH_FACTOR 3 148 #define R_TELE_PERCENT 8 149 150 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */ 151 #define IDENTIFIED ((unsigned short) 01) 152 #define CALLED ((unsigned short) 02) 153 154 #define DROWS 24 155 #define DCOLS 80 156 #define NMESSAGES 5 157 #define MAX_TITLE_LENGTH 30 158 #define MAXSYLLABLES 40 159 #define MAX_METAL 14 160 #define WAND_MATERIALS 30 161 #define GEMS 14 162 163 #define GOLD_PERCENT 46 164 165 #define MAX_OPT_LEN 40 166 167 struct id { 168 short value; 169 char *title; 170 char *real; 171 unsigned short id_status; 172 }; 173 174 /* The following #defines provide more meaningful names for some of the 175 * struct object fields that are used for monsters. This, since each monster 176 * and object (scrolls, potions, etc) are represented by a struct object. 177 * Ideally, this should be handled by some kind of union structure. 178 */ 179 180 #define m_damage damage 181 #define hp_to_kill quantity 182 #define m_char ichar 183 #define first_level is_protected 184 #define last_level is_cursed 185 #define m_hit_chance class 186 #define stationary_damage identified 187 #define drop_percent which_kind 188 #define trail_char d_enchant 189 #define slowed_toggle quiver 190 #define moves_confused hit_enchant 191 #define nap_length picked_up 192 #define disguise what_is 193 #define next_monster next_object 194 195 struct obj { /* comment is monster meaning */ 196 unsigned long m_flags; /* monster flags */ 197 char *damage; /* damage it does */ 198 short quantity; /* hit points to kill */ 199 short ichar; /* 'A' is for aquatar */ 200 short kill_exp; /* exp for killing it */ 201 short is_protected; /* level starts */ 202 short is_cursed; /* level ends */ 203 short class; /* chance of hitting you */ 204 short identified; /* 'F' damage, 1,2,3... */ 205 unsigned short which_kind; /* item carry/drop % */ 206 short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */ 207 short row, col; /* current row, col */ 208 short d_enchant; /* room char when detect_monster */ 209 short quiver; /* monster slowed toggle */ 210 short trow, tcol; /* target row, col */ 211 short hit_enchant; /* how many moves is confused */ 212 unsigned short what_is; /* imitator's charactor (?!%: */ 213 short picked_up; /* sleep from wand of sleep */ 214 unsigned short in_use_flags; 215 struct obj *next_object; /* next monster */ 216 }; 217 218 typedef struct obj object; 219 220 #define INIT_AW (object*)0,(object*)0 221 #define INIT_RINGS (object*)0,(object*)0 222 #define INIT_HP 12,12 223 #define INIT_STR 16,16 224 #define INIT_EXP 1,0 225 #define INIT_PACK {0} 226 #define INIT_GOLD 0 227 #define INIT_CHAR '@' 228 #define INIT_MOVES 1250 229 230 struct fightr { 231 object *armor; 232 object *weapon; 233 object *left_ring, *right_ring; 234 short hp_current; 235 short hp_max; 236 short str_current; 237 short str_max; 238 object pack; 239 long gold; 240 short exp; 241 long exp_points; 242 short row, col; 243 short fchar; 244 short moves_left; 245 }; 246 247 typedef struct fightr fighter; 248 249 struct dr { 250 short oth_room; 251 short oth_row, 252 oth_col; 253 short door_row, 254 door_col; 255 }; 256 257 typedef struct dr door; 258 259 struct rm { 260 short bottom_row, right_col, left_col, top_row; 261 door doors[4]; 262 unsigned short is_room; 263 }; 264 265 typedef struct rm room; 266 267 #define MAXROOMS 9 268 #define BIG_ROOM 10 269 270 #define NO_ROOM -1 271 272 #define PASSAGE -3 /* cur_room value */ 273 274 #define AMULET_LEVEL 26 275 276 #define R_NOTHING ((unsigned short) 01) 277 #define R_ROOM ((unsigned short) 02) 278 #define R_MAZE ((unsigned short) 04) 279 #define R_DEADEND ((unsigned short) 010) 280 #define R_CROSS ((unsigned short) 020) 281 282 #define MAX_EXP_LEVEL 21 283 #define MAX_EXP 10000001L 284 #define MAX_GOLD 999999 285 #define MAX_ARMOR 99 286 #define MAX_HP 999 287 #define MAX_STRENGTH 99 288 #define LAST_DUNGEON 99 289 290 #define STAT_LEVEL 01 291 #define STAT_GOLD 02 292 #define STAT_HP 04 293 #define STAT_STRENGTH 010 294 #define STAT_ARMOR 020 295 #define STAT_EXP 040 296 #define STAT_HUNGER 0100 297 #define STAT_LABEL 0200 298 #define STAT_ALL 0377 299 300 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */ 301 302 #define MAX_TRAPS 10 /* maximum traps per level */ 303 304 #define HIDE_PERCENT 12 305 306 struct tr { 307 short trap_type; 308 short trap_row, trap_col; 309 }; 310 311 typedef struct tr trap; 312 313 extern fighter rogue; 314 extern room rooms[]; 315 extern trap traps[]; 316 extern unsigned short dungeon[DROWS][DCOLS]; 317 extern object level_objects; 318 319 extern struct id id_scrolls[]; 320 extern struct id id_potions[]; 321 extern struct id id_wands[]; 322 extern struct id id_rings[]; 323 extern struct id id_weapons[]; 324 extern struct id id_armors[]; 325 326 extern object mon_tab[]; 327 extern object level_monsters; 328 329 #define MONSTERS 26 330 331 #define HASTED 01L 332 #define SLOWED 02L 333 #define INVISIBLE 04L 334 #define ASLEEP 010L 335 #define WAKENS 020L 336 #define WANDERS 040L 337 #define FLIES 0100L 338 #define FLITS 0200L 339 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */ 340 #define CONFUSED 01000L 341 #define RUSTS 02000L 342 #define HOLDS 04000L 343 #define FREEZES 010000L 344 #define STEALS_GOLD 020000L 345 #define STEALS_ITEM 040000L 346 #define STINGS 0100000L 347 #define DRAINS_LIFE 0200000L 348 #define DROPS_LEVEL 0400000L 349 #define SEEKS_GOLD 01000000L 350 #define FREEZING_ROGUE 02000000L 351 #define RUST_VANISHED 04000000L 352 #define CONFUSES 010000000L 353 #define IMITATES 020000000L 354 #define FLAMES 040000000L 355 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */ 356 #define NAPPING 0200000000L /* can't wake up for a while */ 357 #define ALREADY_MOVED 0400000000L 358 359 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL) 360 361 #define WAKE_PERCENT 45 362 #define FLIT_PERCENT 40 363 #define PARTY_WAKE_PERCENT 75 364 365 #define HYPOTHERMIA 1 366 #define STARVATION 2 367 #define POISON_DART 3 368 #define QUIT 4 369 #define WIN 5 370 #define KFIRE 6 371 372 #define UPWARD 0 373 #define UPRIGHT 1 374 #define RIGHT 2 375 #define DOWNRIGHT 3 376 #define DOWN 4 377 #define DOWNLEFT 5 378 #define LEFT 6 379 #define UPLEFT 7 380 #define DIRS 8 381 382 #define ROW1 7 383 #define ROW2 15 384 385 #define COL1 26 386 #define COL2 52 387 388 #define MOVED 0 389 #define MOVE_FAILED -1 390 #define STOPPED_ON_SOMETHING -2 391 #define CANCEL '\033' 392 #define LIST '*' 393 394 #define HUNGRY 300 395 #define WEAK 150 396 #define FAINT 20 397 #define STARVE 0 398 399 #define MIN_ROW 1 400 401 /* external routine declarations. 402 */ 403 char *strcpy(); 404 char *strncpy(); 405 char *strcat(); 406 407 char *mon_name(); 408 char *get_ench_color(); 409 char *name_of(); 410 char *md_gln(); 411 char *md_getenv(); 412 char *md_malloc(); 413 boolean is_direction(); 414 boolean mon_sees(); 415 boolean mask_pack(); 416 boolean mask_room(); 417 boolean is_digit(); 418 boolean check_hunger(); 419 boolean reg_move(); 420 boolean md_df(); 421 boolean has_been_touched(); 422 object *add_to_pack(); 423 object *alloc_object(); 424 object *get_letter_object(); 425 object *gr_monster(); 426 object *get_thrown_at_monster(); 427 object *get_zapped_monster(); 428 object *check_duplicate(); 429 object *gr_object(); 430 object *object_at(); 431 object *pick_up(); 432 struct id *get_id_table(); 433 unsigned short gr_what_is(); 434 long rrandom(); 435 long lget_number(); 436 long xxx(); 437 void byebye(), onintr(), error_save(); 438 439 struct rogue_time { 440 short year; /* >= 1987 */ 441 short month; /* 1 - 12 */ 442 short day; /* 1 - 31 */ 443 short hour; /* 0 - 23 */ 444 short minute; /* 0 - 59 */ 445 short second; /* 0 - 59 */ 446 }; 447 448 #ifdef CURSES 449 struct _win_st { 450 short _cury, _curx; 451 short _maxy, _maxx; 452 }; 453 454 typedef struct _win_st WINDOW; 455 456 extern int LINES, COLS; 457 extern WINDOW *curscr; 458 extern char *CL; 459 460 char *md_gdtcf(); 461 462 #else 463 #include <curses.h> 464 #endif 465