xref: /dragonfly/games/rogue/rogue.h (revision 52f9f0d9)
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  * $DragonFly: src/games/rogue/rogue.h,v 1.4 2006/09/02 19:31:07 pavalos Exp $
35  */
36 
37 #include <curses.h>
38 #include <stdbool.h>
39 #include <stdlib.h>
40 #include <string.h>
41 
42 /*
43  * rogue.h
44  *
45  * This source herein may be modified and/or distributed by anybody who
46  * so desires, with the following restrictions:
47  *    1.)  This notice shall not be removed.
48  *    2.)  Credit shall not be taken for the creation of this source.
49  *    3.)  This code is not to be traded, sold, or used for personal
50  *         gain or profit.
51  */
52 
53 #define boolean bool
54 
55 #define NOTHING		((unsigned short)     0)
56 #define OBJECT		((unsigned short)    01)
57 #define MONSTER		((unsigned short)    02)
58 #define STAIRS		((unsigned short)    04)
59 #define HORWALL		((unsigned short)   010)
60 #define VERTWALL	((unsigned short)   020)
61 #define DOOR		((unsigned short)   040)
62 #define FLOOR		((unsigned short)  0100)
63 #define TUNNEL		((unsigned short)  0200)
64 #define TRAP		((unsigned short)  0400)
65 #define HIDDEN		((unsigned short) 01000)
66 
67 #define ARMOR		((unsigned short)   01)
68 #define WEAPON		((unsigned short)   02)
69 #define SCROL		((unsigned short)   04)
70 #define POTION		((unsigned short)  010)
71 #define GOLD		((unsigned short)  020)
72 #define FOOD		((unsigned short)  040)
73 #define WAND		((unsigned short) 0100)
74 #define RING		((unsigned short) 0200)
75 #define AMULET		((unsigned short) 0400)
76 #define ALL_OBJECTS	((unsigned short) 0777)
77 
78 #define LEATHER 0
79 #define RINGMAIL 1
80 #define SCALE 2
81 #define CHAIN 3
82 #define BANDED 4
83 #define SPLINT 5
84 #define PLATE 6
85 #define ARMORS 7
86 
87 #define BOW 0
88 #define DART 1
89 #define ARROW 2
90 #define DAGGER 3
91 #define SHURIKEN 4
92 #define MACE 5
93 #define LONG_SWORD 6
94 #define TWO_HANDED_SWORD 7
95 #define WEAPONS 8
96 
97 #define MAX_PACK_COUNT 24
98 
99 #define PROTECT_ARMOR 0
100 #define HOLD_MONSTER 1
101 #define ENCH_WEAPON 2
102 #define ENCH_ARMOR 3
103 #define IDENTIFY 4
104 #define TELEPORT 5
105 #define SLEEP 6
106 #define SCARE_MONSTER 7
107 #define REMOVE_CURSE 8
108 #define CREATE_MONSTER 9
109 #define AGGRAVATE_MONSTER 10
110 #define MAGIC_MAPPING 11
111 #define CON_MON 12
112 #define SCROLS 13
113 
114 #define INCREASE_STRENGTH 0
115 #define RESTORE_STRENGTH 1
116 #define HEALING 2
117 #define EXTRA_HEALING 3
118 #define POISON 4
119 #define RAISE_LEVEL 5
120 #define BLINDNESS 6
121 #define HALLUCINATION 7
122 #define DETECT_MONSTER 8
123 #define DETECT_OBJECTS 9
124 #define CONFUSION 10
125 #define LEVITATION 11
126 #define HASTE_SELF 12
127 #define SEE_INVISIBLE 13
128 #define POTIONS 14
129 
130 #define TELE_AWAY 0
131 #define SLOW_MONSTER 1
132 #define INVISIBILITY 2
133 #define POLYMORPH 3
134 #define HASTE_MONSTER 4
135 #define MAGIC_MISSILE 5
136 #define CANCELLATION 6
137 #define DO_NOTHING 7
138 #define DRAIN_LIFE 8
139 #define COLD 9
140 #define FIRE 10
141 #define WANDS 11
142 
143 #define STEALTH 0
144 #define R_TELEPORT 1
145 #define REGENERATION 2
146 #define SLOW_DIGEST 3
147 #define ADD_STRENGTH 4
148 #define SUSTAIN_STRENGTH 5
149 #define DEXTERITY 6
150 #define ADORNMENT 7
151 #define R_SEE_INVISIBLE 8
152 #define MAINTAIN_ARMOR 9
153 #define SEARCHING 10
154 #define RINGS 11
155 
156 #define RATION 0
157 #define FRUIT 1
158 
159 #define NOT_USED	((unsigned short)   0)
160 #define BEING_WIELDED	((unsigned short)  01)
161 #define BEING_WORN	((unsigned short)  02)
162 #define ON_LEFT_HAND	((unsigned short)  04)
163 #define ON_RIGHT_HAND	((unsigned short) 010)
164 #define ON_EITHER_HAND	((unsigned short) 014)
165 #define BEING_USED	((unsigned short) 017)
166 
167 #define NO_TRAP -1
168 #define TRAP_DOOR 0
169 #define BEAR_TRAP 1
170 #define TELE_TRAP 2
171 #define DART_TRAP 3
172 #define SLEEPING_GAS_TRAP 4
173 #define RUST_TRAP 5
174 #define TRAPS 6
175 
176 #define STEALTH_FACTOR 3
177 #define R_TELE_PERCENT 8
178 
179 #define UNIDENTIFIED	((unsigned short) 00)	/* MUST BE ZERO! */
180 #define IDENTIFIED	((unsigned short) 01)
181 #define CALLED		((unsigned short) 02)
182 
183 #define DROWS 24
184 #define DCOLS 80
185 #define NMESSAGES 5
186 #define MAX_TITLE_LENGTH 30
187 #define MAXSYLLABLES 40
188 #define MAX_METAL 14
189 #define WAND_MATERIALS 30
190 #define GEMS 14
191 
192 #define GOLD_PERCENT 46
193 
194 #define MAX_OPT_LEN 40
195 
196 #define HUNGER_STR_LEN 8
197 
198 #define MAX_ID_TITLE_LEN 64
199 
200 struct id {
201 	short value;
202 	char title[MAX_ID_TITLE_LEN];
203 	const char *real;
204 	unsigned short id_status;
205 };
206 
207 /* The following #defines provide more meaningful names for some of the
208  * struct object fields that are used for monsters.  This, since each monster
209  * and object (scrolls, potions, etc) are represented by a struct object.
210  * Ideally, this should be handled by some kind of union structure.
211  */
212 
213 #define m_damage damage
214 #define hp_to_kill quantity
215 #define m_char ichar
216 #define first_level is_protected
217 #define last_level is_cursed
218 #define m_hit_chance class
219 #define stationary_damage identified
220 #define drop_percent which_kind
221 #define trail_char d_enchant
222 #define slowed_toggle quiver
223 #define moves_confused hit_enchant
224 #define nap_length picked_up
225 #define disguise what_is
226 #define next_monster next_object
227 
228 struct obj {				/* comment is monster meaning */
229 	unsigned long m_flags;	/* monster flags */
230 	const char *damage;		/* damage it does */
231 	short quantity;			/* hit points to kill */
232 	short ichar;			/* 'A' is for aquatar */
233 	short kill_exp;			/* exp for killing it */
234 	short is_protected;		/* level starts */
235 	short is_cursed;		/* level ends */
236 	short class;			/* chance of hitting you */
237 	short identified;		/* 'F' damage, 1,2,3... */
238 	unsigned short which_kind; /* item carry/drop % */
239 	short o_row, o_col, o;	/* o is how many times stuck at o_row, o_col */
240 	short row, col;			/* current row, col */
241 	short d_enchant;		/* room char when detect_monster */
242 	short quiver;			/* monster slowed toggle */
243 	short trow, tcol;		/* target row, col */
244 	short hit_enchant;		/* how many moves is confused */
245 	unsigned short what_is;	/* imitator's charactor (?!%: */
246 	short picked_up;		/* sleep from wand of sleep */
247 	unsigned short in_use_flags;
248 	struct obj *next_object;	/* next monster */
249 };
250 
251 typedef struct obj object;
252 
253 #define INIT_AW		NULL,NULL
254 #define INIT_RINGS	NULL,NULL
255 #define INIT_HP		12
256 #define INIT_STR	16,16
257 #define INIT_EXP	1,0
258 #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}
259 #define INIT_GOLD	0
260 #define INIT_CHAR	'@'
261 #define INIT_MOVES	1250
262 
263 struct fightr {
264 	object *armor;
265 	object *weapon;
266 	object *left_ring, *right_ring;
267 	short hp_current;
268 	short hp_max;
269 	short str_current;
270 	short str_max;
271 	object pack;
272 	long gold;
273 	short exp;
274 	long exp_points;
275 	short row, col;
276 	short fchar;
277 	short moves_left;
278 };
279 
280 typedef struct fightr fighter;
281 
282 struct dr {
283 	short oth_room;
284 	short oth_row,
285 	      oth_col;
286 	short door_row,
287 		  door_col;
288 };
289 
290 typedef struct dr door;
291 
292 struct rm {
293 	short bottom_row, right_col, left_col, top_row;
294 	door doors[4];
295 	unsigned short is_room;
296 };
297 
298 typedef struct rm room;
299 
300 #define MAXROOMS 9
301 #define BIG_ROOM 10
302 
303 #define NO_ROOM (-1)
304 
305 #define PASSAGE (-3)		/* cur_room value */
306 
307 #define AMULET_LEVEL 26
308 
309 #define R_NOTHING	((unsigned short) 01)
310 #define R_ROOM		((unsigned short) 02)
311 #define R_MAZE		((unsigned short) 04)
312 #define R_DEADEND	((unsigned short) 010)
313 #define R_CROSS		((unsigned short) 020)
314 
315 #define MAX_EXP_LEVEL 21
316 #define MAX_EXP 10000001L
317 #define MAX_GOLD 999999
318 #define MAX_ARMOR 99
319 #define MAX_HP 999
320 #define MAX_STRENGTH 99
321 #define LAST_DUNGEON 99
322 
323 #define STAT_LEVEL 01
324 #define STAT_GOLD 02
325 #define STAT_HP 04
326 #define STAT_STRENGTH 010
327 #define STAT_ARMOR 020
328 #define STAT_EXP 040
329 #define STAT_HUNGER 0100
330 #define STAT_LABEL 0200
331 #define STAT_ALL 0377
332 
333 #define PARTY_TIME 10	/* one party somewhere in each 10 level span */
334 
335 #define MAX_TRAPS 10	/* maximum traps per level */
336 
337 #define HIDE_PERCENT 12
338 
339 struct tr {
340 	short trap_type;
341 	short trap_row, trap_col;
342 };
343 
344 typedef struct tr trap;
345 
346 extern fighter rogue;
347 extern room rooms[];
348 extern trap traps[];
349 extern unsigned short dungeon[DROWS][DCOLS];
350 extern object level_objects;
351 
352 extern struct id id_scrolls[];
353 extern struct id id_potions[];
354 extern struct id id_wands[];
355 extern struct id id_rings[];
356 extern struct id id_weapons[];
357 extern struct id id_armors[];
358 
359 extern object mon_tab[];
360 extern object level_monsters;
361 
362 #define MONSTERS 26
363 
364 #define HASTED					01L
365 #define SLOWED					02L
366 #define INVISIBLE				04L
367 #define ASLEEP				   010L
368 #define WAKENS				   020L
369 #define WANDERS				   040L
370 #define FLIES				  0100L
371 #define FLITS				  0200L
372 #define CAN_FLIT			  0400L		/* can, but usually doesn't, flit */
373 #define CONFUSED	 		 01000L
374 #define RUSTS				 02000L
375 #define HOLDS				 04000L
376 #define FREEZES				010000L
377 #define STEALS_GOLD			020000L
378 #define STEALS_ITEM			040000L
379 #define STINGS			   0100000L
380 #define DRAINS_LIFE		   0200000L
381 #define DROPS_LEVEL		   0400000L
382 #define SEEKS_GOLD		  01000000L
383 #define FREEZING_ROGUE	  02000000L
384 #define RUST_VANISHED	  04000000L
385 #define CONFUSES		 010000000L
386 #define IMITATES		 020000000L
387 #define FLAMES			 040000000L
388 #define STATIONARY		0100000000L		/* damage will be 1,2,3,... */
389 #define NAPPING			0200000000L		/* can't wake up for a while */
390 #define ALREADY_MOVED	0400000000L
391 
392 #define SPECIAL_HIT		(RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
393 
394 #define WAKE_PERCENT 45
395 #define FLIT_PERCENT 40
396 #define PARTY_WAKE_PERCENT 75
397 
398 #define HYPOTHERMIA 1
399 #define STARVATION 2
400 #define POISON_DART 3
401 #define QUIT 4
402 #define WIN 5
403 #define KFIRE 6
404 
405 #define UPWARD 0
406 #define UPRIGHT 1
407 #define RIGHT 2
408 #define DOWNRIGHT 3
409 #define DOWN 4
410 #define DOWNLEFT 5
411 #define LEFT 6
412 #define UPLEFT 7
413 #define DIRS 8
414 
415 #define ROW1 7
416 #define ROW2 15
417 
418 #define COL1 26
419 #define COL2 52
420 
421 #define MOVED 0
422 #define MOVE_FAILED -1
423 #define STOPPED_ON_SOMETHING -2
424 #define CANCEL '\033'
425 #define LIST '*'
426 
427 #define HUNGRY 300
428 #define WEAK 150
429 #define FAINT 20
430 #define STARVE 0
431 
432 #define MIN_ROW 1
433 
434 struct rogue_time {
435 	short year;		/* >= 1987 */
436 	short month;	/* 1 - 12 */
437 	short day;		/* 1 - 31 */
438 	short hour;		/* 0 - 23 */
439 	short minute;	/* 0 - 59 */
440 	short second;	/* 0 - 59 */
441 };
442 
443 /* external routine declarations.
444  */
445 #define rrandom random
446 #define srrandom(x) srandomdev()
447 
448 /* hit.c */
449 void	mon_hit(object *);
450 void	rogue_hit(object *, boolean);
451 void	rogue_damage(short, object *, short);
452 int	get_damage(const char *, boolean);
453 int	get_number(const char *);
454 long	lget_number(const char *);
455 boolean	mon_damage(object *, short);
456 void	fight(boolean);
457 void	get_dir_rc(short, short *, short *, short);
458 short	get_hit_chance(const object *);
459 short	get_weapon_damage(const object *);
460 void	s_con_mon(object *);
461 
462 /* init.c */
463 boolean	init(int, char**);
464 void	clean_up(const char *);
465 void	start_window(void);
466 void	stop_window(void);
467 void	byebye(void);
468 void	onintr(void);
469 void	error_save(void);
470 
471 /* inventory.c */
472 void	inventory(const object *, unsigned short);
473 void	id_com(void);
474 void	mix_colors(void);
475 void	make_scroll_titles(void);
476 void	get_desc(const object *, char *);
477 void	get_wand_and_ring_materials(void);
478 void	single_inv(short);
479 struct id	*get_id_table(const object *);
480 void	inv_armor_weapon(boolean);
481 void	id_type(void);
482 
483 /* level.c */
484 void	make_level(void);
485 void	clear_level(void);
486 void	put_player(short);
487 boolean	drop_check(void);
488 boolean	check_up(void);
489 void	add_exp(int, boolean);
490 int	hp_raise(void);
491 void	show_average_hp(void);
492 
493 /* machdep.c */
494 #ifdef UNIX
495 void	md_slurp(void);
496 void	md_control_keybord(boolean);
497 void	md_heed_signals(void);
498 void	md_ignore_signals(void);
499 int	md_get_file_id(const char *);
500 int	md_link_count(const char *);
501 void	md_gct(struct rogue_time *);
502 void	md_gfmt(const char *, struct rogue_time *);
503 boolean	md_df(const char *);
504 const char	*md_gln(void);
505 void	md_sleep(int);
506 char	*md_getenv(const char *);
507 char	*md_malloc(int);
508 int	md_gseed(void);
509 void	md_exit(int);
510 void	md_lock(boolean);
511 void	md_shell(const char *);
512 #endif
513 
514 /* message.c */
515 void	message(const char *, boolean);
516 void	remessage(short);
517 void	check_message(void);
518 short	get_input_line(const char *, const char *, char *,
519 		       const char *, boolean, boolean);
520 int	rgetchar(void);
521 void	print_stats(int);
522 void	sound_bell(void);
523 boolean	is_digit(short);
524 int	r_index(const char *, int, boolean);
525 
526 /* monster.c */
527 void	put_mons(void);
528 object	*gr_monster(object *, int);
529 void	mv_mons(void);
530 void	party_monsters(int, int);
531 short	gmc_row_col(int, int);
532 short	gmc(object *);
533 void	mv_1_monster(object *, short, short);
534 void	move_mon_to(object *, short, short);
535 boolean	mon_can_go(const object *, short, short);
536 void	wake_up(object *);
537 void	wake_room(short, boolean, short, short);
538 const char	*mon_name(const object *);
539 void	wanderer(void);
540 void	show_monsters(void);
541 void	create_monster(void);
542 int	rogue_can_see(int, int);
543 char	gr_obj_char(void);
544 void	aggravate(void);
545 boolean	mon_sees(const object *, int, int);
546 void	mv_aquatars(void);
547 
548 /* move.c */
549 short	one_move_rogue(short, short);
550 void	multiple_move_rogue(short);
551 boolean	is_passable(int, int);
552 boolean	can_move(short, short, short, short);
553 void	move_onto(void);
554 boolean	is_direction(short, short *);
555 boolean	reg_move(void);
556 void	rest(int);
557 
558 /* object.c */
559 void	put_objects(void);
560 void	place_at(object *, int, int);
561 object	*object_at(object *, short, short);
562 object	*get_letter_object(int);
563 void	free_stuff(object *);
564 const char	*name_of(const object *);
565 object	*gr_object(void);
566 void	get_food(object *, boolean);
567 void	put_stairs(void);
568 short	get_armor_class(const object *);
569 object	*alloc_object(void);
570 void	free_object(object *);
571 void	show_objects(void);
572 void	put_amulet(void);
573 void	c_object_for_wizard(void);
574 
575 /* pack.c */
576 object	*add_to_pack(object *, object *, int);
577 void	take_from_pack(object *, object *);
578 object	*pick_up(int, int, short *);
579 void	drop(void);
580 void	wait_for_ack(void);
581 short	pack_letter(const char *, unsigned short);
582 void	take_off(void);
583 void	wear(void);
584 void	unwear(object *);
585 void	do_wear(object *);
586 void	wield(void);
587 void	do_wield(object *);
588 void	unwield(object *);
589 void	call_it(void);
590 short	pack_count(const object *);
591 boolean	has_amulet(void);
592 void	kick_into_pack(void);
593 
594 /* play.c */
595 void	play_level(void);
596 
597 /* random.c */
598 int	get_rand(int, int);
599 boolean	rand_percent(int);
600 boolean	coin_toss(void);
601 
602 /* ring.c */
603 void	put_on_ring(void);
604 void	do_put_on(object *, boolean);
605 void	remove_ring(void);
606 void	un_put_on(object *);
607 void	gr_ring(object *, boolean);
608 void	inv_rings(void);
609 void	ring_stats(boolean);
610 
611 /* room.c */
612 void	light_up_room(int);
613 void	light_passage(int, int);
614 void	darken_room(short);
615 char	get_dungeon_char(int, int);
616 char	get_mask_char(unsigned short);
617 void	gr_row_col(short *, short *, unsigned short);
618 short	gr_room(void);
619 short	party_objects(short);
620 short	get_room_number(int, int);
621 boolean	is_all_connected(void);
622 void	draw_magic_map(void);
623 void	dr_course(object *, boolean, short, short);
624 void	edit_opts(void);
625 void	do_shell(void);
626 
627 /* save.c */
628 void	save_game(void);
629 void	save_into_file(const char *);
630 void	restore(const char *);
631 
632 /* score.c */
633 void	killed_by(const object *, short);
634 void	win(void);
635 void	quit(boolean);
636 void	put_scores(const object *, short);
637 boolean	is_vowel(short);
638 void	xxxx(char *, short);
639 long	xxx(boolean);
640 
641 /* spec_hit.c */
642 void	special_hit(object *);
643 void	rust(object *);
644 void	cough_up(object *);
645 boolean	seek_gold(object *);
646 void	check_gold_seeker(object *);
647 boolean	check_imitator(object *);
648 boolean	imitating(short, short);
649 boolean	m_confuse(object *);
650 boolean	flame_broil(object *);
651 
652 /* throw.c */
653 void	throw(void);
654 void	rand_around(short, short *, short *);
655 
656 /* trap.c */
657 void	trap_player(short, short);
658 void	add_traps(void);
659 void	id_trap(void);
660 void	show_traps(void);
661 void	search(short, boolean);
662 
663 /* use.c */
664 void	quaff(void);
665 void	read_scroll(void);
666 void	vanish(object *, short, object *);
667 void	eat(void);
668 void	tele(void);
669 void	hallucinate(void);
670 void	unhallucinate(void);
671 void	unblind(void);
672 void	relight(void);
673 void	take_a_nap(void);
674 void	cnfs(void);
675 void	unconfuse(void);
676 
677 /* zap.c */
678 void	zapp(void);
679 void	wizardize(void);
680 void	bounce(short, short, short, short, short);
681 
682 /*
683  * external variable declarations.
684  */
685 extern  char    hunger_str[HUNGER_STR_LEN];
686 extern  char    login_name[MAX_OPT_LEN];
687 extern  const char   *error_file;
688