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 * Timothy C. Stoehr. 7 * 8 * Redistribution and use in source and binary forms, with or without 9 * modification, are permitted provided that the following conditions 10 * are met: 11 * 1. Redistributions of source code must retain the above copyright 12 * notice, this list of conditions and the following disclaimer. 13 * 2. Redistributions in binary form must reproduce the above copyright 14 * notice, this list of conditions and the following disclaimer in the 15 * documentation and/or other materials provided with the distribution. 16 * 3. Neither the name of the University nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 23 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 24 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 25 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 26 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 27 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 28 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 30 * SUCH DAMAGE. 31 * 32 * @(#)rogue.h 8.1 (Berkeley) 5/31/93 33 * $FreeBSD: src/games/rogue/rogue.h,v 1.3.2.1 2001/12/17 12:43:23 phantom Exp $ 34 */ 35 36 #include <curses.h> 37 #include <stdbool.h> 38 #include <stdlib.h> 39 #include <string.h> 40 41 /* 42 * rogue.h 43 * 44 * This source herein may be modified and/or distributed by anybody who 45 * so desires, with the following restrictions: 46 * 1.) This notice shall not be removed. 47 * 2.) Credit shall not be taken for the creation of this source. 48 * 3.) This code is not to be traded, sold, or used for personal 49 * gain or profit. 50 */ 51 52 #define boolean bool 53 54 #define NOTHING ((unsigned short) 0) 55 #define OBJECT ((unsigned short) 01) 56 #define MONSTER ((unsigned short) 02) 57 #define STAIRS ((unsigned short) 04) 58 #define HORWALL ((unsigned short) 010) 59 #define VERTWALL ((unsigned short) 020) 60 #define DOOR ((unsigned short) 040) 61 #define FLOOR ((unsigned short) 0100) 62 #define TUNNEL ((unsigned short) 0200) 63 #define TRAP ((unsigned short) 0400) 64 #define HIDDEN ((unsigned short) 01000) 65 66 #define ARMOR ((unsigned short) 01) 67 #define WEAPON ((unsigned short) 02) 68 #define SCROL ((unsigned short) 04) 69 #define POTION ((unsigned short) 010) 70 #define GOLD ((unsigned short) 020) 71 #define FOOD ((unsigned short) 040) 72 #define WAND ((unsigned short) 0100) 73 #define RING ((unsigned short) 0200) 74 #define AMULET ((unsigned short) 0400) 75 #define ALL_OBJECTS ((unsigned short) 0777) 76 77 #define LEATHER 0 78 #define RINGMAIL 1 79 #define SCALE 2 80 #define CHAIN 3 81 #define BANDED 4 82 #define SPLINT 5 83 #define PLATE 6 84 #define ARMORS 7 85 86 #define BOW 0 87 #define DART 1 88 #define ARROW 2 89 #define DAGGER 3 90 #define SHURIKEN 4 91 #define MACE 5 92 #define LONG_SWORD 6 93 #define TWO_HANDED_SWORD 7 94 #define WEAPONS 8 95 96 #define MAX_PACK_COUNT 24 97 98 #define PROTECT_ARMOR 0 99 #define HOLD_MONSTER 1 100 #define ENCH_WEAPON 2 101 #define ENCH_ARMOR 3 102 #define IDENTIFY 4 103 #define TELEPORT 5 104 #define SLEEP 6 105 #define SCARE_MONSTER 7 106 #define REMOVE_CURSE 8 107 #define CREATE_MONSTER 9 108 #define AGGRAVATE_MONSTER 10 109 #define MAGIC_MAPPING 11 110 #define CON_MON 12 111 #define SCROLS 13 112 113 #define INCREASE_STRENGTH 0 114 #define RESTORE_STRENGTH 1 115 #define HEALING 2 116 #define EXTRA_HEALING 3 117 #define POISON 4 118 #define RAISE_LEVEL 5 119 #define BLINDNESS 6 120 #define HALLUCINATION 7 121 #define DETECT_MONSTER 8 122 #define DETECT_OBJECTS 9 123 #define CONFUSION 10 124 #define LEVITATION 11 125 #define HASTE_SELF 12 126 #define SEE_INVISIBLE 13 127 #define POTIONS 14 128 129 #define TELE_AWAY 0 130 #define SLOW_MONSTER 1 131 #define INVISIBILITY 2 132 #define POLYMORPH 3 133 #define HASTE_MONSTER 4 134 #define MAGIC_MISSILE 5 135 #define CANCELLATION 6 136 #define DO_NOTHING 7 137 #define DRAIN_LIFE 8 138 #define COLD 9 139 #define FIRE 10 140 #define WANDS 11 141 142 #define STEALTH 0 143 #define R_TELEPORT 1 144 #define REGENERATION 2 145 #define SLOW_DIGEST 3 146 #define ADD_STRENGTH 4 147 #define SUSTAIN_STRENGTH 5 148 #define DEXTERITY 6 149 #define ADORNMENT 7 150 #define R_SEE_INVISIBLE 8 151 #define MAINTAIN_ARMOR 9 152 #define SEARCHING 10 153 #define RINGS 11 154 155 #define RATION 0 156 #define FRUIT 1 157 158 #define NOT_USED ((unsigned short) 0) 159 #define BEING_WIELDED ((unsigned short) 01) 160 #define BEING_WORN ((unsigned short) 02) 161 #define ON_LEFT_HAND ((unsigned short) 04) 162 #define ON_RIGHT_HAND ((unsigned short) 010) 163 #define ON_EITHER_HAND ((unsigned short) 014) 164 #define BEING_USED ((unsigned short) 017) 165 166 #define NO_TRAP -1 167 #define TRAP_DOOR 0 168 #define BEAR_TRAP 1 169 #define TELE_TRAP 2 170 #define DART_TRAP 3 171 #define SLEEPING_GAS_TRAP 4 172 #define RUST_TRAP 5 173 #define TRAPS 6 174 175 #define STEALTH_FACTOR 3 176 #define R_TELE_PERCENT 8 177 178 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */ 179 #define IDENTIFIED ((unsigned short) 01) 180 #define CALLED ((unsigned short) 02) 181 182 #define DROWS 24 183 #define DCOLS 80 184 #define NMESSAGES 5 185 #define MAX_TITLE_LENGTH 30 186 #define MAXSYLLABLES 40 187 #define MAX_METAL 14 188 #define WAND_MATERIALS 30 189 #define GEMS 14 190 191 #define GOLD_PERCENT 46 192 193 #define MAX_OPT_LEN 40 194 195 #define HUNGER_STR_LEN 8 196 197 #define MAX_ID_TITLE_LEN 64 198 199 struct id { 200 short value; 201 char title[MAX_ID_TITLE_LEN]; 202 const char *real; 203 unsigned short id_status; 204 }; 205 206 /* The following #defines provide more meaningful names for some of the 207 * struct object fields that are used for monsters. This, since each monster 208 * and object (scrolls, potions, etc) are represented by a struct object. 209 * Ideally, this should be handled by some kind of union structure. 210 */ 211 212 #define m_damage damage 213 #define hp_to_kill quantity 214 #define m_char ichar 215 #define first_level is_protected 216 #define last_level is_cursed 217 #define m_hit_chance class 218 #define stationary_damage identified 219 #define drop_percent which_kind 220 #define trail_char d_enchant 221 #define slowed_toggle quiver 222 #define moves_confused hit_enchant 223 #define nap_length picked_up 224 #define disguise what_is 225 #define next_monster next_object 226 227 struct obj { /* comment is monster meaning */ 228 unsigned long m_flags; /* monster flags */ 229 const char *damage; /* damage it does */ 230 short quantity; /* hit points to kill */ 231 short ichar; /* 'A' is for aquatar */ 232 short kill_exp; /* exp for killing it */ 233 short is_protected; /* level starts */ 234 short is_cursed; /* level ends */ 235 short class; /* chance of hitting you */ 236 short identified; /* 'F' damage, 1,2,3... */ 237 unsigned short which_kind; /* item carry/drop % */ 238 short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */ 239 short row, col; /* current row, col */ 240 short d_enchant; /* room char when detect_monster */ 241 short quiver; /* monster slowed toggle */ 242 short trow, tcol; /* target row, col */ 243 short hit_enchant; /* how many moves is confused */ 244 unsigned short what_is; /* imitator's charactor (?!%: */ 245 short picked_up; /* sleep from wand of sleep */ 246 unsigned short in_use_flags; 247 struct obj *next_object; /* next monster */ 248 }; 249 250 typedef struct obj object; 251 252 #define INIT_AW NULL,NULL 253 #define INIT_RINGS NULL,NULL 254 #define INIT_HP 12 255 #define INIT_STR 16,16 256 #define INIT_EXP 1,0 257 #define INIT_PACK {0,"",0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL} 258 #define INIT_GOLD 0 259 #define INIT_CHAR '@' 260 #define INIT_MOVES 1250 261 262 struct fightr { 263 object *armor; 264 object *weapon; 265 object *left_ring, *right_ring; 266 short hp_current; 267 short hp_max; 268 short str_current; 269 short str_max; 270 object pack; 271 long gold; 272 short exp; 273 long exp_points; 274 short row, col; 275 short fchar; 276 short moves_left; 277 }; 278 279 typedef struct fightr fighter; 280 281 struct dr { 282 short oth_room; 283 short oth_row, 284 oth_col; 285 short door_row, 286 door_col; 287 }; 288 289 typedef struct dr door; 290 291 struct rm { 292 short bottom_row, right_col, left_col, top_row; 293 door doors[4]; 294 unsigned short is_room; 295 }; 296 297 typedef struct rm room; 298 299 #define MAXROOMS 9 300 #define BIG_ROOM 10 301 302 #define NO_ROOM (-1) 303 304 #define PASSAGE (-3) /* cur_room value */ 305 306 #define AMULET_LEVEL 26 307 308 #define R_NOTHING ((unsigned short) 01) 309 #define R_ROOM ((unsigned short) 02) 310 #define R_MAZE ((unsigned short) 04) 311 #define R_DEADEND ((unsigned short) 010) 312 #define R_CROSS ((unsigned short) 020) 313 314 #define MAX_EXP_LEVEL 21 315 #define MAX_EXP 10000001L 316 #define MAX_GOLD 999999 317 #define MAX_ARMOR 99 318 #define MAX_HP 999 319 #define MAX_STRENGTH 99 320 #define LAST_DUNGEON 99 321 322 #define STAT_LEVEL 01 323 #define STAT_GOLD 02 324 #define STAT_HP 04 325 #define STAT_STRENGTH 010 326 #define STAT_ARMOR 020 327 #define STAT_EXP 040 328 #define STAT_HUNGER 0100 329 #define STAT_LABEL 0200 330 #define STAT_ALL 0377 331 332 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */ 333 334 #define MAX_TRAPS 10 /* maximum traps per level */ 335 336 #define HIDE_PERCENT 12 337 338 struct tr { 339 short trap_type; 340 short trap_row, trap_col; 341 }; 342 343 typedef struct tr trap; 344 345 extern fighter rogue; 346 extern room rooms[]; 347 extern trap traps[]; 348 extern unsigned short dungeon[DROWS][DCOLS]; 349 extern object level_objects; 350 351 extern struct id id_scrolls[]; 352 extern struct id id_potions[]; 353 extern struct id id_wands[]; 354 extern struct id id_rings[]; 355 extern struct id id_weapons[]; 356 extern struct id id_armors[]; 357 358 extern object mon_tab[]; 359 extern object level_monsters; 360 361 #define MONSTERS 26 362 363 #define HASTED 01L 364 #define SLOWED 02L 365 #define INVISIBLE 04L 366 #define ASLEEP 010L 367 #define WAKENS 020L 368 #define WANDERS 040L 369 #define FLIES 0100L 370 #define FLITS 0200L 371 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */ 372 #define CONFUSED 01000L 373 #define RUSTS 02000L 374 #define HOLDS 04000L 375 #define FREEZES 010000L 376 #define STEALS_GOLD 020000L 377 #define STEALS_ITEM 040000L 378 #define STINGS 0100000L 379 #define DRAINS_LIFE 0200000L 380 #define DROPS_LEVEL 0400000L 381 #define SEEKS_GOLD 01000000L 382 #define FREEZING_ROGUE 02000000L 383 #define RUST_VANISHED 04000000L 384 #define CONFUSES 010000000L 385 #define IMITATES 020000000L 386 #define FLAMES 040000000L 387 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */ 388 #define NAPPING 0200000000L /* can't wake up for a while */ 389 #define ALREADY_MOVED 0400000000L 390 391 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL) 392 393 #define WAKE_PERCENT 45 394 #define FLIT_PERCENT 40 395 #define PARTY_WAKE_PERCENT 75 396 397 #define HYPOTHERMIA 1 398 #define STARVATION 2 399 #define POISON_DART 3 400 #define QUIT 4 401 #define WIN 5 402 #define KFIRE 6 403 404 #define UPWARD 0 405 #define UPRIGHT 1 406 #define RIGHT 2 407 #define DOWNRIGHT 3 408 #define DOWN 4 409 #define DOWNLEFT 5 410 #define LEFT 6 411 #define UPLEFT 7 412 #define DIRS 8 413 414 #define ROW1 7 415 #define ROW2 15 416 417 #define COL1 26 418 #define COL2 52 419 420 #define MOVED 0 421 #define MOVE_FAILED -1 422 #define STOPPED_ON_SOMETHING -2 423 #define CANCEL '\033' 424 #define LIST '*' 425 426 #define HUNGRY 300 427 #define WEAK 150 428 #define FAINT 20 429 #define STARVE 0 430 431 #define MIN_ROW 1 432 433 struct rogue_time { 434 short year; /* >= 1987 */ 435 short month; /* 1 - 12 */ 436 short day; /* 1 - 31 */ 437 short hour; /* 0 - 23 */ 438 short minute; /* 0 - 59 */ 439 short second; /* 0 - 59 */ 440 }; 441 442 /* external routine declarations. 443 */ 444 #define rrandom random 445 446 /* hit.c */ 447 void mon_hit(object *); 448 void rogue_hit(object *, boolean); 449 void rogue_damage(short, object *, short); 450 int get_damage(const char *, boolean); 451 int get_number(const char *); 452 long lget_number(const char *); 453 boolean mon_damage(object *, short); 454 void fight(boolean); 455 void get_dir_rc(short, short *, short *, short); 456 short get_hit_chance(const object *); 457 short get_weapon_damage(const object *); 458 void s_con_mon(object *); 459 460 /* init.c */ 461 boolean init(int, char**); 462 void clean_up(const char *); 463 void start_window(void); 464 void stop_window(void); 465 void byebye(void); 466 void onintr(void); 467 void error_save(void); 468 469 /* inventory.c */ 470 void inventory(const object *, unsigned short); 471 void id_com(void); 472 void mix_colors(void); 473 void make_scroll_titles(void); 474 void get_desc(const object *, char *); 475 void get_wand_and_ring_materials(void); 476 void single_inv(short); 477 struct id *get_id_table(const object *); 478 void inv_armor_weapon(boolean); 479 void id_type(void); 480 481 /* level.c */ 482 void make_level(void); 483 void clear_level(void); 484 void put_player(short); 485 boolean drop_check(void); 486 boolean check_up(void); 487 void add_exp(int, boolean); 488 int hp_raise(void); 489 void show_average_hp(void); 490 491 /* machdep.c */ 492 #ifdef UNIX 493 void md_slurp(void); 494 void md_control_keybord(boolean); 495 void md_heed_signals(void); 496 void md_ignore_signals(void); 497 int md_get_file_id(const char *); 498 int md_link_count(const char *); 499 void md_gct(struct rogue_time *); 500 void md_gfmt(const char *, struct rogue_time *); 501 boolean md_df(const char *); 502 const char *md_gln(void); 503 void md_sleep(int); 504 char *md_getenv(const char *); 505 char *md_malloc(int); 506 void md_exit(int); 507 void md_lock(boolean); 508 void md_shell(const char *); 509 #endif 510 511 /* message.c */ 512 void message(const char *, boolean); 513 void remessage(short); 514 void check_message(void); 515 short get_input_line(const char *, const char *, char *, 516 const char *, boolean, boolean); 517 int rgetchar(void); 518 void print_stats(int); 519 void sound_bell(void); 520 boolean is_digit(short); 521 int r_index(const char *, int, boolean); 522 523 /* monster.c */ 524 void put_mons(void); 525 object *gr_monster(object *, int); 526 void mv_mons(void); 527 void party_monsters(int, int); 528 short gmc_row_col(int, int); 529 short gmc(object *); 530 void mv_1_monster(object *, short, short); 531 void move_mon_to(object *, short, short); 532 boolean mon_can_go(const object *, short, short); 533 void wake_up(object *); 534 void wake_room(short, boolean, short, short); 535 const char *mon_name(const object *); 536 void wanderer(void); 537 void show_monsters(void); 538 void create_monster(void); 539 int rogue_can_see(int, int); 540 char gr_obj_char(void); 541 void aggravate(void); 542 boolean mon_sees(const object *, int, int); 543 void mv_aquatars(void); 544 545 /* move.c */ 546 short one_move_rogue(short, short); 547 void multiple_move_rogue(short); 548 boolean is_passable(int, int); 549 boolean can_move(short, short, short, short); 550 void move_onto(void); 551 boolean is_direction(short, short *); 552 boolean reg_move(void); 553 void rest(int); 554 555 /* object.c */ 556 void put_objects(void); 557 void place_at(object *, int, int); 558 object *object_at(object *, short, short); 559 object *get_letter_object(int); 560 void free_stuff(object *); 561 const char *name_of(const object *); 562 object *gr_object(void); 563 void get_food(object *, boolean); 564 void put_stairs(void); 565 short get_armor_class(const object *); 566 object *alloc_object(void); 567 void free_object(object *); 568 void show_objects(void); 569 void put_amulet(void); 570 void c_object_for_wizard(void); 571 572 /* pack.c */ 573 object *add_to_pack(object *, object *, int); 574 void take_from_pack(object *, object *); 575 object *pick_up(int, int, short *); 576 void drop(void); 577 void wait_for_ack(void); 578 short pack_letter(const char *, unsigned short); 579 void take_off(void); 580 void wear(void); 581 void unwear(object *); 582 void do_wear(object *); 583 void wield(void); 584 void do_wield(object *); 585 void unwield(object *); 586 void call_it(void); 587 short pack_count(const object *); 588 boolean has_amulet(void); 589 void kick_into_pack(void); 590 591 /* play.c */ 592 void play_level(void); 593 594 /* random.c */ 595 int get_rand(int, int); 596 boolean rand_percent(int); 597 boolean coin_toss(void); 598 599 /* ring.c */ 600 void put_on_ring(void); 601 void do_put_on(object *, boolean); 602 void remove_ring(void); 603 void un_put_on(object *); 604 void gr_ring(object *, boolean); 605 void inv_rings(void); 606 void ring_stats(boolean); 607 608 /* room.c */ 609 void light_up_room(int); 610 void light_passage(int, int); 611 void darken_room(short); 612 char get_dungeon_char(int, int); 613 char get_mask_char(unsigned short); 614 void gr_row_col(short *, short *, unsigned short); 615 short gr_room(void); 616 short party_objects(short); 617 short get_room_number(int, int); 618 boolean is_all_connected(void); 619 void draw_magic_map(void); 620 void dr_course(object *, boolean, short, short); 621 void edit_opts(void); 622 void do_shell(void); 623 624 /* save.c */ 625 void save_game(void); 626 void save_into_file(const char *); 627 void restore(const char *); 628 629 /* score.c */ 630 void killed_by(const object *, short); 631 void win(void); 632 void quit(boolean); 633 void put_scores(const object *, short); 634 boolean is_vowel(short); 635 void xxxx(char *, short); 636 long xxx(boolean); 637 638 /* spec_hit.c */ 639 void special_hit(object *); 640 void rust(object *); 641 void cough_up(object *); 642 boolean seek_gold(object *); 643 void check_gold_seeker(object *); 644 boolean check_imitator(object *); 645 boolean imitating(short, short); 646 boolean m_confuse(object *); 647 boolean flame_broil(object *); 648 649 /* throw.c */ 650 void throw(void); 651 void rand_around(short, short *, short *); 652 653 /* trap.c */ 654 void trap_player(short, short); 655 void add_traps(void); 656 void id_trap(void); 657 void show_traps(void); 658 void search(short, boolean); 659 660 /* use.c */ 661 void quaff(void); 662 void read_scroll(void); 663 void vanish(object *, short, object *); 664 void eat(void); 665 void tele(void); 666 void hallucinate(void); 667 void unhallucinate(void); 668 void unblind(void); 669 void relight(void); 670 void take_a_nap(void); 671 void cnfs(void); 672 void unconfuse(void); 673 674 /* zap.c */ 675 void zapp(void); 676 void wizardize(void); 677 void bounce(short, short, short, short, short); 678 679 /* 680 * external variable declarations. 681 */ 682 extern char hunger_str[HUNGER_STR_LEN]; 683 extern char login_name[MAX_OPT_LEN]; 684 extern const char *error_file; 685