xref: /dragonfly/games/rogue/rogue.h (revision 60233e58)
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  * 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. All advertising materials mentioning features or use of this software
17  *    must display the following acknowledgement:
18  *	This product includes software developed by the University of
19  *	California, Berkeley and its contributors.
20  * 4. Neither the name of the University nor the names of its contributors
21  *    may be used to endorse or promote products derived from this software
22  *    without specific prior written permission.
23  *
24  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34  * SUCH DAMAGE.
35  *
36  *	@(#)rogue.h	8.1 (Berkeley) 5/31/93
37  * $FreeBSD: src/games/rogue/rogue.h,v 1.3.2.1 2001/12/17 12:43:23 phantom Exp $
38  * $DragonFly: src/games/rogue/rogue.h,v 1.4 2006/09/02 19:31:07 pavalos Exp $
39  */
40 
41 #include <curses.h>
42 #include <stdbool.h>
43 #include <stdlib.h>
44 #include <string.h>
45 
46 /*
47  * rogue.h
48  *
49  * This source herein may be modified and/or distributed by anybody who
50  * so desires, with the following restrictions:
51  *    1.)  This notice shall not be removed.
52  *    2.)  Credit shall not be taken for the creation of this source.
53  *    3.)  This code is not to be traded, sold, or used for personal
54  *         gain or profit.
55  */
56 
57 #define boolean bool
58 
59 #define NOTHING		((unsigned short)     0)
60 #define OBJECT		((unsigned short)    01)
61 #define MONSTER		((unsigned short)    02)
62 #define STAIRS		((unsigned short)    04)
63 #define HORWALL		((unsigned short)   010)
64 #define VERTWALL	((unsigned short)   020)
65 #define DOOR		((unsigned short)   040)
66 #define FLOOR		((unsigned short)  0100)
67 #define TUNNEL		((unsigned short)  0200)
68 #define TRAP		((unsigned short)  0400)
69 #define HIDDEN		((unsigned short) 01000)
70 
71 #define ARMOR		((unsigned short)   01)
72 #define WEAPON		((unsigned short)   02)
73 #define SCROL		((unsigned short)   04)
74 #define POTION		((unsigned short)  010)
75 #define GOLD		((unsigned short)  020)
76 #define FOOD		((unsigned short)  040)
77 #define WAND		((unsigned short) 0100)
78 #define RING		((unsigned short) 0200)
79 #define AMULET		((unsigned short) 0400)
80 #define ALL_OBJECTS	((unsigned short) 0777)
81 
82 #define LEATHER 0
83 #define RINGMAIL 1
84 #define SCALE 2
85 #define CHAIN 3
86 #define BANDED 4
87 #define SPLINT 5
88 #define PLATE 6
89 #define ARMORS 7
90 
91 #define BOW 0
92 #define DART 1
93 #define ARROW 2
94 #define DAGGER 3
95 #define SHURIKEN 4
96 #define MACE 5
97 #define LONG_SWORD 6
98 #define TWO_HANDED_SWORD 7
99 #define WEAPONS 8
100 
101 #define MAX_PACK_COUNT 24
102 
103 #define PROTECT_ARMOR 0
104 #define HOLD_MONSTER 1
105 #define ENCH_WEAPON 2
106 #define ENCH_ARMOR 3
107 #define IDENTIFY 4
108 #define TELEPORT 5
109 #define SLEEP 6
110 #define SCARE_MONSTER 7
111 #define REMOVE_CURSE 8
112 #define CREATE_MONSTER 9
113 #define AGGRAVATE_MONSTER 10
114 #define MAGIC_MAPPING 11
115 #define CON_MON 12
116 #define SCROLS 13
117 
118 #define INCREASE_STRENGTH 0
119 #define RESTORE_STRENGTH 1
120 #define HEALING 2
121 #define EXTRA_HEALING 3
122 #define POISON 4
123 #define RAISE_LEVEL 5
124 #define BLINDNESS 6
125 #define HALLUCINATION 7
126 #define DETECT_MONSTER 8
127 #define DETECT_OBJECTS 9
128 #define CONFUSION 10
129 #define LEVITATION 11
130 #define HASTE_SELF 12
131 #define SEE_INVISIBLE 13
132 #define POTIONS 14
133 
134 #define TELE_AWAY 0
135 #define SLOW_MONSTER 1
136 #define INVISIBILITY 2
137 #define POLYMORPH 3
138 #define HASTE_MONSTER 4
139 #define MAGIC_MISSILE 5
140 #define CANCELLATION 6
141 #define DO_NOTHING 7
142 #define DRAIN_LIFE 8
143 #define COLD 9
144 #define FIRE 10
145 #define WANDS 11
146 
147 #define STEALTH 0
148 #define R_TELEPORT 1
149 #define REGENERATION 2
150 #define SLOW_DIGEST 3
151 #define ADD_STRENGTH 4
152 #define SUSTAIN_STRENGTH 5
153 #define DEXTERITY 6
154 #define ADORNMENT 7
155 #define R_SEE_INVISIBLE 8
156 #define MAINTAIN_ARMOR 9
157 #define SEARCHING 10
158 #define RINGS 11
159 
160 #define RATION 0
161 #define FRUIT 1
162 
163 #define NOT_USED		((unsigned short)   0)
164 #define BEING_WIELDED	((unsigned short)  01)
165 #define BEING_WORN		((unsigned short)  02)
166 #define ON_LEFT_HAND	((unsigned short)  04)
167 #define ON_RIGHT_HAND	((unsigned short) 010)
168 #define ON_EITHER_HAND	((unsigned short) 014)
169 #define BEING_USED		((unsigned short) 017)
170 
171 #define NO_TRAP -1
172 #define TRAP_DOOR 0
173 #define BEAR_TRAP 1
174 #define TELE_TRAP 2
175 #define DART_TRAP 3
176 #define SLEEPING_GAS_TRAP 4
177 #define RUST_TRAP 5
178 #define TRAPS 6
179 
180 #define STEALTH_FACTOR 3
181 #define R_TELE_PERCENT 8
182 
183 #define UNIDENTIFIED ((unsigned short) 00)	/* MUST BE ZERO! */
184 #define IDENTIFIED ((unsigned short) 01)
185 #define CALLED ((unsigned short) 02)
186 
187 #define DROWS 24
188 #define DCOLS 80
189 #define NMESSAGES 5
190 #define MAX_TITLE_LENGTH 30
191 #define MAXSYLLABLES 40
192 #define MAX_METAL 14
193 #define WAND_MATERIALS 30
194 #define GEMS 14
195 
196 #define GOLD_PERCENT 46
197 
198 #define MAX_OPT_LEN 40
199 
200 #define HUNGER_STR_LEN 8
201 
202 #define MAX_ID_TITLE_LEN 64
203 
204 struct id {
205 	short value;
206 	char title[MAX_ID_TITLE_LEN];
207 	const char *real;
208 	unsigned short id_status;
209 };
210 
211 /* The following #defines provide more meaningful names for some of the
212  * struct object fields that are used for monsters.  This, since each monster
213  * and object (scrolls, potions, etc) are represented by a struct object.
214  * Ideally, this should be handled by some kind of union structure.
215  */
216 
217 #define m_damage damage
218 #define hp_to_kill quantity
219 #define m_char ichar
220 #define first_level is_protected
221 #define last_level is_cursed
222 #define m_hit_chance class
223 #define stationary_damage identified
224 #define drop_percent which_kind
225 #define trail_char d_enchant
226 #define slowed_toggle quiver
227 #define moves_confused hit_enchant
228 #define nap_length picked_up
229 #define disguise what_is
230 #define next_monster next_object
231 
232 struct obj {				/* comment is monster meaning */
233 	unsigned long m_flags;	/* monster flags */
234 	const char *damage;		/* damage it does */
235 	short quantity;			/* hit points to kill */
236 	short ichar;			/* 'A' is for aquatar */
237 	short kill_exp;			/* exp for killing it */
238 	short is_protected;		/* level starts */
239 	short is_cursed;		/* level ends */
240 	short class;			/* chance of hitting you */
241 	short identified;		/* 'F' damage, 1,2,3... */
242 	unsigned short which_kind; /* item carry/drop % */
243 	short o_row, o_col, o;	/* o is how many times stuck at o_row, o_col */
244 	short row, col;			/* current row, col */
245 	short d_enchant;		/* room char when detect_monster */
246 	short quiver;			/* monster slowed toggle */
247 	short trow, tcol;		/* target row, col */
248 	short hit_enchant;		/* how many moves is confused */
249 	unsigned short what_is;	/* imitator's charactor (?!%: */
250 	short picked_up;		/* sleep from wand of sleep */
251 	unsigned short in_use_flags;
252 	struct obj *next_object;	/* next monster */
253 };
254 
255 typedef struct obj object;
256 
257 #define INIT_AW NULL,NULL
258 #define INIT_RINGS NULL,NULL
259 #define INIT_HP 12
260 #define INIT_STR 16,16
261 #define INIT_EXP 1,0
262 #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}
263 #define INIT_GOLD 0
264 #define INIT_CHAR '@'
265 #define INIT_MOVES 1250
266 
267 struct fightr {
268 	object *armor;
269 	object *weapon;
270 	object *left_ring, *right_ring;
271 	short hp_current;
272 	short hp_max;
273 	short str_current;
274 	short str_max;
275 	object pack;
276 	long gold;
277 	short exp;
278 	long exp_points;
279 	short row, col;
280 	short fchar;
281 	short moves_left;
282 };
283 
284 typedef struct fightr fighter;
285 
286 struct dr {
287 	short oth_room;
288 	short oth_row,
289 	      oth_col;
290 	short door_row,
291 		  door_col;
292 };
293 
294 typedef struct dr door;
295 
296 struct rm {
297 	short bottom_row, right_col, left_col, top_row;
298 	door doors[4];
299 	unsigned short is_room;
300 };
301 
302 typedef struct rm room;
303 
304 #define MAXROOMS 9
305 #define BIG_ROOM 10
306 
307 #define NO_ROOM -1
308 
309 #define PASSAGE -3		/* cur_room value */
310 
311 #define AMULET_LEVEL 26
312 
313 #define R_NOTHING	((unsigned short) 01)
314 #define R_ROOM		((unsigned short) 02)
315 #define R_MAZE		((unsigned short) 04)
316 #define R_DEADEND	((unsigned short) 010)
317 #define R_CROSS		((unsigned short) 020)
318 
319 #define MAX_EXP_LEVEL 21
320 #define MAX_EXP 10000001L
321 #define MAX_GOLD 999999
322 #define MAX_ARMOR 99
323 #define MAX_HP 999
324 #define MAX_STRENGTH 99
325 #define LAST_DUNGEON 99
326 
327 #define STAT_LEVEL 01
328 #define STAT_GOLD 02
329 #define STAT_HP 04
330 #define STAT_STRENGTH 010
331 #define STAT_ARMOR 020
332 #define STAT_EXP 040
333 #define STAT_HUNGER 0100
334 #define STAT_LABEL 0200
335 #define STAT_ALL 0377
336 
337 #define PARTY_TIME 10	/* one party somewhere in each 10 level span */
338 
339 #define MAX_TRAPS 10	/* maximum traps per level */
340 
341 #define HIDE_PERCENT 12
342 
343 struct tr {
344 	short trap_type;
345 	short trap_row, trap_col;
346 };
347 
348 typedef struct tr trap;
349 
350 extern fighter rogue;
351 extern room rooms[];
352 extern trap traps[];
353 extern unsigned short dungeon[DROWS][DCOLS];
354 extern object level_objects;
355 
356 extern struct id id_scrolls[];
357 extern struct id id_potions[];
358 extern struct id id_wands[];
359 extern struct id id_rings[];
360 extern struct id id_weapons[];
361 extern struct id id_armors[];
362 
363 extern object mon_tab[];
364 extern object level_monsters;
365 
366 #define MONSTERS 26
367 
368 #define HASTED					01L
369 #define SLOWED					02L
370 #define INVISIBLE				04L
371 #define ASLEEP				   010L
372 #define WAKENS				   020L
373 #define WANDERS				   040L
374 #define FLIES				  0100L
375 #define FLITS				  0200L
376 #define CAN_FLIT			  0400L		/* can, but usually doesn't, flit */
377 #define CONFUSED	 		 01000L
378 #define RUSTS				 02000L
379 #define HOLDS				 04000L
380 #define FREEZES				010000L
381 #define STEALS_GOLD			020000L
382 #define STEALS_ITEM			040000L
383 #define STINGS			   0100000L
384 #define DRAINS_LIFE		   0200000L
385 #define DROPS_LEVEL		   0400000L
386 #define SEEKS_GOLD		  01000000L
387 #define FREEZING_ROGUE	  02000000L
388 #define RUST_VANISHED	  04000000L
389 #define CONFUSES		 010000000L
390 #define IMITATES		 020000000L
391 #define FLAMES			 040000000L
392 #define STATIONARY		0100000000L		/* damage will be 1,2,3,... */
393 #define NAPPING			0200000000L		/* can't wake up for a while */
394 #define ALREADY_MOVED	0400000000L
395 
396 #define SPECIAL_HIT		(RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
397 
398 #define WAKE_PERCENT 45
399 #define FLIT_PERCENT 40
400 #define PARTY_WAKE_PERCENT 75
401 
402 #define HYPOTHERMIA 1
403 #define STARVATION 2
404 #define POISON_DART 3
405 #define QUIT 4
406 #define WIN 5
407 #define KFIRE 6
408 
409 #define UPWARD 0
410 #define UPRIGHT 1
411 #define RIGHT 2
412 #define DOWNRIGHT 3
413 #define DOWN 4
414 #define DOWNLEFT 5
415 #define LEFT 6
416 #define UPLEFT 7
417 #define DIRS 8
418 
419 #define ROW1 7
420 #define ROW2 15
421 
422 #define COL1 26
423 #define COL2 52
424 
425 #define MOVED 0
426 #define MOVE_FAILED -1
427 #define STOPPED_ON_SOMETHING -2
428 #define CANCEL '\033'
429 #define LIST '*'
430 
431 #define HUNGRY 300
432 #define WEAK 150
433 #define FAINT 20
434 #define STARVE 0
435 
436 #define MIN_ROW 1
437 
438 struct rogue_time {
439 	short year;		/* >= 1987 */
440 	short month;	/* 1 - 12 */
441 	short day;		/* 1 - 31 */
442 	short hour;		/* 0 - 23 */
443 	short minute;	/* 0 - 59 */
444 	short second;	/* 0 - 59 */
445 };
446 
447 /* external routine declarations.
448  */
449 #define rrandom random
450 #define srrandom(x) srandomdev()
451 
452 /* hit.c */
453 void	mon_hit(object *);
454 void	rogue_hit(object *, boolean);
455 void	rogue_damage(short, object *, short);
456 int	get_damage(const char *, boolean);
457 int	get_number(const char *);
458 long	lget_number(const char *);
459 boolean	mon_damage(object *, short);
460 void	fight(boolean);
461 void	get_dir_rc(short, short *, short *, short);
462 short	get_hit_chance(const object *);
463 short	get_weapon_damage(const object *);
464 void	s_con_mon(object *);
465 
466 /* init.c */
467 boolean	init(int, char**);
468 void	clean_up(const char *);
469 void	start_window(void);
470 void	stop_window(void);
471 void	byebye(void);
472 void	onintr(void);
473 void	error_save(void);
474 
475 /* inventory.c */
476 void	inventory(const object *, unsigned short);
477 void	id_com(void);
478 void	mix_colors(void);
479 void	make_scroll_titles(void);
480 void	get_desc(const object *, char *);
481 void	get_wand_and_ring_materials(void);
482 void	single_inv(short);
483 struct id	*get_id_table(const object *);
484 void	inv_armor_weapon(boolean);
485 void	id_type(void);
486 
487 /* level.c */
488 void	make_level(void);
489 void	clear_level(void);
490 void	put_player(short);
491 boolean	drop_check(void);
492 boolean	check_up(void);
493 void	add_exp(int, boolean);
494 int	hp_raise(void);
495 void	show_average_hp(void);
496 
497 /* machdep.c */
498 #ifdef UNIX
499 void	md_slurp(void);
500 void	md_control_keybord(boolean);
501 void	md_heed_signals(void);
502 void	md_ignore_signals(void);
503 int	md_get_file_id(const char *);
504 int	md_link_count(const char *);
505 void	md_gct(struct rogue_time *);
506 void	md_gfmt(const char *, struct rogue_time *);
507 boolean	md_df(const char *);
508 const char	*md_gln(void);
509 void	md_sleep(int);
510 char	*md_getenv(const char *);
511 char	*md_malloc(int);
512 int	md_gseed(void);
513 void	md_exit(int);
514 void	md_lock(boolean);
515 void	md_shell(const char *);
516 #endif
517 
518 /* message.c */
519 void	message(const char *, boolean);
520 void	remessage(short);
521 void	check_message(void);
522 short	get_input_line(const char *, const char *, char *,
523 		       const char *, boolean, boolean);
524 int	rgetchar(void);
525 void	print_stats(int);
526 void	sound_bell(void);
527 boolean	is_digit(short);
528 int	r_index(const char *, int, boolean);
529 
530 /* monster.c */
531 void	put_mons(void);
532 object	*gr_monster(object *, int);
533 void	mv_mons(void);
534 void	party_monsters(int, int);
535 short	gmc_row_col(int, int);
536 short	gmc(object *);
537 void	mv_1_monster(object *, short, short);
538 void	move_mon_to(object *, short, short);
539 boolean	mon_can_go(const object *, short, short);
540 void	wake_up(object *);
541 void	wake_room(short, boolean, short, short);
542 const char	*mon_name(const object *);
543 void	wanderer(void);
544 void	show_monsters(void);
545 void	create_monster(void);
546 int	rogue_can_see(int, int);
547 char	gr_obj_char(void);
548 void	aggravate(void);
549 boolean	mon_sees(const object *, int, int);
550 void	mv_aquatars(void);
551 
552 /* move.c */
553 short	one_move_rogue(short, short);
554 void	multiple_move_rogue(short);
555 boolean	is_passable(int, int);
556 boolean	can_move(short, short, short, short);
557 void	move_onto(void);
558 boolean	is_direction(short, short *);
559 boolean	reg_move(void);
560 void	rest(int);
561 
562 /* object.c */
563 void	put_objects(void);
564 void	place_at(object *, int, int);
565 object	*object_at(object *, short, short);
566 object	*get_letter_object(int);
567 void	free_stuff(object *);
568 const char	*name_of(const object *);
569 object	*gr_object(void);
570 void	get_food(object *, boolean);
571 void	put_stairs(void);
572 short	get_armor_class(const object *);
573 object	*alloc_object(void);
574 void	free_object(object *);
575 void	show_objects(void);
576 void	put_amulet(void);
577 void	c_object_for_wizard(void);
578 
579 /* pack.c */
580 object	*add_to_pack(object *, object *, int);
581 void	take_from_pack(object *, object *);
582 object	*pick_up(int, int, short *);
583 void	drop(void);
584 void	wait_for_ack(void);
585 short	pack_letter(const char *, unsigned short);
586 void	take_off(void);
587 void	wear(void);
588 void	unwear(object *);
589 void	do_wear(object *);
590 void	wield(void);
591 void	do_wield(object *);
592 void	unwield(object *);
593 void	call_it(void);
594 short	pack_count(const object *);
595 boolean	has_amulet(void);
596 void	kick_into_pack(void);
597 
598 /* play.c */
599 void	play_level(void);
600 
601 /* random.c */
602 int	get_rand(int, int);
603 boolean	rand_percent(int);
604 boolean	coin_toss(void);
605 
606 /* ring.c */
607 void	put_on_ring(void);
608 void	do_put_on(object *, boolean);
609 void	remove_ring(void);
610 void	un_put_on(object *);
611 void	gr_ring(object *, boolean);
612 void	inv_rings(void);
613 void	ring_stats(boolean);
614 
615 /* room.c */
616 void	light_up_room(int);
617 void	light_passage(int, int);
618 void	darken_room(short);
619 char	get_dungeon_char(int, int);
620 char	get_mask_char(unsigned short);
621 void	gr_row_col(short *, short *, unsigned short);
622 short	gr_room(void);
623 short	party_objects(short);
624 short	get_room_number(int, int);
625 boolean	is_all_connected(void);
626 void	draw_magic_map(void);
627 void	dr_course(object *, boolean, short, short);
628 void	edit_opts(void);
629 void	do_shell(void);
630 
631 /* save.c */
632 void	save_game(void);
633 void	save_into_file(const char *);
634 void	restore(const char *);
635 
636 /* score.c */
637 void	killed_by(const object *, short);
638 void	win(void);
639 void	quit(boolean);
640 void	put_scores(const object *, short);
641 boolean	is_vowel(short);
642 void	xxxx(char *, short);
643 long	xxx(boolean);
644 
645 /* spec_hit.c */
646 void	special_hit(object *);
647 void	rust(object *);
648 void	cough_up(object *);
649 boolean	seek_gold(object *);
650 void	check_gold_seeker(object *);
651 boolean	check_imitator(object *);
652 boolean	imitating(short, short);
653 boolean	m_confuse(object *);
654 boolean	flame_broil(object *);
655 
656 /* throw.c */
657 void	throw(void);
658 void	rand_around(short, short *, short *);
659 
660 /* trap.c */
661 void	trap_player(short, short);
662 void	add_traps(void);
663 void	id_trap(void);
664 void	show_traps(void);
665 void	search(short, boolean);
666 
667 /* use.c */
668 void	quaff(void);
669 void	read_scroll(void);
670 void	vanish(object *, short, object *);
671 void	eat(void);
672 void	tele(void);
673 void	hallucinate(void);
674 void	unhallucinate(void);
675 void	unblind(void);
676 void	relight(void);
677 void	take_a_nap(void);
678 void	cnfs(void);
679 void	unconfuse(void);
680 
681 /* zap.c */
682 void	zapp(void);
683 void	wizardize(void);
684 void	bounce(short, short, short, short, short);
685 
686 /*
687  * external variable declarations.
688  */
689 extern  char    hunger_str[HUNGER_STR_LEN];
690 extern  char    login_name[MAX_OPT_LEN];
691 extern  const char   *error_file;
692