1/*	$NetBSD: rogue.h,v 1.21 2011/05/23 23:01:17 joerg 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
192struct 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
220struct 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 aquatar */
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
243typedef 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}
252#define INIT_GOLD	0
253#define INIT_CHAR	'@'
254#define INIT_MOVES	1250
255
256struct 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
273typedef struct fightr fighter;
274
275struct dr {
276	short oth_room;
277	short oth_row,
278	      oth_col;
279	short door_row,
280		  door_col;
281};
282
283typedef struct dr door;
284
285struct rm {
286	short bottom_row, right_col, left_col, top_row;
287	door doors[4];
288	unsigned short is_room;
289};
290
291typedef 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
332struct tr {
333	short trap_type;
334	short trap_row, trap_col;
335};
336
337typedef struct tr trap;
338
339extern fighter rogue;
340extern room rooms[];
341extern trap traps[];
342extern unsigned short dungeon[DROWS][DCOLS];
343extern object level_objects;
344
345extern struct id id_scrolls[];
346extern struct id id_potions[];
347extern struct id id_wands[];
348extern struct id id_rings[];
349extern struct id id_weapons[];
350extern struct id id_armors[];
351
352extern 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
426struct 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
445object	*alloc_object(void);
446object	*get_letter_object(int);
447object	*gr_monster(object *, int);
448object	*gr_object(void);
449char	*md_getenv(const char *);
450const char *
451	md_gln(void);
452void	*md_malloc(size_t);
453const char	*mon_name(const object *);
454const char	*name_of(const object *);
455object	*object_at(object *, short, short);
456object	*pick_up(int, int, short *);
457void	add_exp(int, boolean);
458void	add_traps(void);
459void	aggravate(void);
460void	bounce(short, short, short, short, short);
461void	byebye(int);
462void	c_object_for_wizard(void);
463void	call_it(void);
464boolean	can_move(int, int, int, int);
465void	check_gold_seeker(object *);
466boolean	check_imitator(object *);
467void	check_message(void);
468int	check_up(void);
469void	clean_up(const char *) __dead;
470void	clear_level(void);
471void	cnfs(void);
472int	coin_toss(void);
473void	cough_up(object *);
474void	create_monster(void);
475void	darken_room(short);
476void	do_put_on(object *, boolean);
477void	do_shell(void);
478void	do_wear(object *);
479void	do_wield(object *);
480void	dr_course(object *, boolean, short, short);
481void	draw_magic_map(void);
482void	drop(void);
483int	drop_check(void);
484void	eat(void);
485void	edit_opts(void);
486void	error_save(int) __dead;
487void	fight(boolean);
488boolean	flame_broil(object *);
489void	free_object(object *);
490void	free_stuff(object *);
491int	get_armor_class(const object *);
492int	get_damage(const char *, boolean);
493void	get_desc(const object *, char *, size_t);
494void	get_dir_rc(short, short *, short *, short);
495char	get_dungeon_char(short, short);
496void	get_food(object *, boolean);
497int	get_hit_chance(const object *);
498int	get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean);
499char	get_mask_char(unsigned short);
500int	get_number(const char *);
501int	get_rand(int, int);
502short	get_room_number(int, int);
503void	get_wand_and_ring_materials(void);
504int	get_weapon_damage(const object *);
505char	gmc(object *);
506char	gmc_row_col(int, int);
507char	gr_obj_char(void);
508void	gr_ring(object *, boolean);
509short	gr_room(void);
510void	gr_row_col(short *, short *, unsigned short);
511void	hallucinate(void);
512boolean	has_amulet(void);
513int	hp_raise(void);
514void	id_com(void);
515void	id_trap(void);
516void	id_type(void);
517boolean	imitating(short, short);
518int	init(int, char **);
519void	insert_score(char [][82], char [][30], const char *, short, short, const object *, int);
520void	inv_armor_weapon(boolean);
521void	inv_rings(void);
522void	inventory(const object *, unsigned short);
523boolean	is_all_connected(void);
524boolean	is_digit(int);
525boolean	is_direction(short, short *);
526boolean	is_passable(int, int);
527boolean	is_vowel(short);
528void	kick_into_pack(void);
529void	killed_by(const object *, short) __dead;
530long	lget_number(const char *);
531void	light_passage(int, int);
532void	light_up_room(int);
533boolean	m_confuse(object *);
534void	make_level(void);
535void	make_scroll_titles(void);
536boolean	md_df(const char *);
537void	md_exit(int) __dead;
538void	md_gct(struct rogue_time *);
539int	md_get_file_id(const char *);
540void	md_gfmt(const char *, struct rogue_time *);
541int	md_gseed(void);
542void	md_heed_signals(void);
543void	md_ignore_signals(void);
544int	md_link_count(const char *);
545void	md_lock(boolean);
546void	md_shell(const char *);
547void	md_sleep(int);
548void	md_slurp(void);
549/*void	message(const char *, boolean);*/
550void	messagef(boolean, const char *, ...) __printflike(2, 3);
551void	mix_colors(void);
552int	mon_can_go(const object *, short, short);
553int	mon_damage(object *, short);
554void	mon_hit(object *);
555boolean	mon_sees(const object *, int, int);
556void	move_mon_to(object *, short, short);
557void	move_onto(void);
558void	multiple_move_rogue(short);
559void	mv_1_monster(object *, short, short);
560void	mv_aquatars(void);
561void	mv_mons(void);
562int	name_cmp(char *, const char *);
563void	nickize(char *, const char *, const char *);
564int	one_move_rogue(short, short);
565void	onintr(int);
566short	pack_count(const object *);
567short	pack_letter(const char *, unsigned short);
568void	pad(const char *, short);
569void	party_monsters(int, int);
570short	party_objects(int);
571void	place_at(object *, int, int);
572void	play_level(void);
573void	print_stats(int);
574void	put_amulet(void);
575void	put_mons(void);
576void	put_objects(void);
577void	put_on_ring(void);
578void	put_player(short);
579void	put_scores(const object *, short) __dead;
580void	put_stairs(void);
581void	quaff(void);
582void	quit(boolean);
583int	r_index(const char *, int, boolean);
584void	rand_around(short, short *, short *);
585int	rand_percent(int);
586void	read_scroll(void);
587boolean	reg_move(void);
588void	relight(void);
589void	remessage(short);
590void	remove_ring(void);
591void	rest(int);
592void	restore(const char *);
593int	rgetchar(void);
594void	ring_stats(boolean);
595int	rogue_can_see(int, int);
596void	rogue_damage(short, object *, short);
597void	rogue_hit(object *, boolean);
598void	rust(object *);
599void	s_con_mon(object *);
600void	save_game(void);
601void	save_into_file(const char *);
602void	search(short, boolean);
603boolean	seek_gold(object *);
604void	show_average_hp(void);
605void	show_monsters(void);
606void	show_objects(void);
607void	show_traps(void);
608void	single_inv(short);
609void	sound_bell(void);
610void	special_hit(object *);
611void	srrandom(int);
612void	start_window(void);
613void	stop_window(void);
614void	take_a_nap(void);
615void	take_from_pack(object *, object *);
616void	take_off(void);
617void	tele(void);
618void	throw(void);
619void	trap_player(short, short);
620void	un_put_on(object *);
621void	unblind(void);
622void	unconfuse(void);
623void	unhallucinate(void);
624void	unwear(object *);
625void	unwield(object *);
626void	vanish(object *, short, object *);
627void	wait_for_ack(void);
628void	wake_room(short, boolean, short, short);
629void	wake_up(object *);
630void	wanderer(void);
631void	wear(void);
632void	wield(void);
633void	win(void) __dead;
634void	wizardize(void);
635long	xxx(boolean);
636void	xxxx(char *, short);
637void	zapp(void);
638object *add_to_pack(object *, object *, int);
639struct id *get_id_table(const object *);
640
641extern	boolean	ask_quit;
642extern	boolean	being_held;
643extern	boolean	cant_int;
644extern	boolean	con_mon;
645extern	boolean	detect_monster;
646extern	boolean	did_int;
647extern	boolean	interrupted;
648extern	boolean	is_wood[];
649extern	boolean	jump;
650extern	boolean	maintain_armor;
651extern	boolean	mon_disappeared;
652extern	boolean	msg_cleared;
653extern	boolean	no_skull;
654extern	boolean	passgo;
655extern	boolean	r_see_invisible;
656extern	boolean	r_teleport;
657extern	boolean	save_is_interactive;
658extern	boolean	score_only;
659extern	boolean	see_invisible;
660extern	boolean	sustain_strength;
661extern	boolean	trap_door;
662extern	boolean	wizard;
663#define HIT_MESSAGE_SIZE 80
664extern	char	hit_message[HIT_MESSAGE_SIZE];
665#define HUNGER_STR_LEN 8
666extern	char	hunger_str[HUNGER_STR_LEN];
667extern	char	login_name[MAX_OPT_LEN];
668extern	const char   *byebye_string;
669extern	const char   curse_message[];
670extern	const char   *error_file;
671extern	char   *fruit;
672extern	const char   *const m_names[];
673extern	const char   *more;
674extern	const char   *new_level_message;
675extern	char   *nick_name;
676extern	const char   *press_space;
677extern	char   *save_file;
678extern	const char   you_can_move_again[];
679extern	const long	level_points[];
680extern	short	add_strength;
681extern	short	auto_search;
682extern	short	bear_trap;
683extern	short	blind;
684extern	short	confused;
685extern	short	cur_level;
686extern	short	cur_room;
687extern	short	e_rings;
688extern	short	extra_hp;
689extern	short	foods;
690extern	short	halluc;
691extern	short	haste_self;
692extern	short	less_hp;
693extern	short	levitate;
694extern	short	m_moves;
695extern	short	max_level;
696extern	short	party_room;
697extern	short	r_rings;
698extern	short	regeneration;
699extern	short	ring_exp;
700extern	short	stealthy;
701extern	gid_t	gid;
702extern	gid_t	egid;
703