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