2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
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.
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
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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
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 $
46 * This source herein may be modified and/or distributed by anybody who
47 * so desires, with the following restrictions:
48 * 1.) This notice shall not be removed.
49 * 2.) Credit shall not be taken for the creation of this source.
50 * 3.) This code is not to be traded, sold, or used for personal
56 #define NOTHING ((unsigned short) 0)
57 #define OBJECT ((unsigned short) 01)
58 #define MONSTER ((unsigned short) 02)
59 #define STAIRS ((unsigned short) 04)
60 #define HORWALL ((unsigned short) 010)
61 #define VERTWALL ((unsigned short) 020)
62 #define DOOR ((unsigned short) 040)
63 #define FLOOR ((unsigned short) 0100)
64 #define TUNNEL ((unsigned short) 0200)
65 #define TRAP ((unsigned short) 0400)
66 #define HIDDEN ((unsigned short) 01000)
68 #define ARMOR ((unsigned short) 01)
69 #define WEAPON ((unsigned short) 02)
70 #define SCROL ((unsigned short) 04)
71 #define POTION ((unsigned short) 010)
72 #define GOLD ((unsigned short) 020)
73 #define FOOD ((unsigned short) 040)
74 #define WAND ((unsigned short) 0100)
75 #define RING ((unsigned short) 0200)
76 #define AMULET ((unsigned short) 0400)
77 #define ALL_OBJECTS ((unsigned short) 0777)
95 #define TWO_HANDED_SWORD 7
98 #define MAX_PACK_COUNT 24
100 #define PROTECT_ARMOR 0
101 #define HOLD_MONSTER 1
102 #define ENCH_WEAPON 2
107 #define SCARE_MONSTER 7
108 #define REMOVE_CURSE 8
109 #define CREATE_MONSTER 9
110 #define AGGRAVATE_MONSTER 10
111 #define MAGIC_MAPPING 11
115 #define INCREASE_STRENGTH 0
116 #define RESTORE_STRENGTH 1
118 #define EXTRA_HEALING 3
120 #define RAISE_LEVEL 5
122 #define HALLUCINATION 7
123 #define DETECT_MONSTER 8
124 #define DETECT_OBJECTS 9
126 #define LEVITATION 11
127 #define HASTE_SELF 12
128 #define SEE_INVISIBLE 13
132 #define SLOW_MONSTER 1
133 #define INVISIBILITY 2
135 #define HASTE_MONSTER 4
136 #define MAGIC_MISSILE 5
137 #define CANCELLATION 6
146 #define REGENERATION 2
147 #define SLOW_DIGEST 3
148 #define ADD_STRENGTH 4
149 #define SUSTAIN_STRENGTH 5
152 #define R_SEE_INVISIBLE 8
153 #define MAINTAIN_ARMOR 9
160 #define NOT_USED ((unsigned short) 0)
161 #define BEING_WIELDED ((unsigned short) 01)
162 #define BEING_WORN ((unsigned short) 02)
163 #define ON_LEFT_HAND ((unsigned short) 04)
164 #define ON_RIGHT_HAND ((unsigned short) 010)
165 #define ON_EITHER_HAND ((unsigned short) 014)
166 #define BEING_USED ((unsigned short) 017)
173 #define SLEEPING_GAS_TRAP 4
177 #define STEALTH_FACTOR 3
178 #define R_TELE_PERCENT 8
180 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
181 #define IDENTIFIED ((unsigned short) 01)
182 #define CALLED ((unsigned short) 02)
187 #define MAX_TITLE_LENGTH 30
188 #define MAXSYLLABLES 40
190 #define WAND_MATERIALS 30
193 #define GOLD_PERCENT 46
195 #define MAX_OPT_LEN 40
201 unsigned short id_status;
204 /* The following #defines provide more meaningful names for some of the
205 * struct object fields that are used for monsters. This, since each monster
206 * and object (scrolls, potions, etc) are represented by a struct object.
207 * Ideally, this should be handled by some kind of union structure.
210 #define m_damage damage
211 #define hp_to_kill quantity
213 #define first_level is_protected
214 #define last_level is_cursed
215 #define m_hit_chance class
216 #define stationary_damage identified
217 #define drop_percent which_kind
218 #define trail_char d_enchant
219 #define slowed_toggle quiver
220 #define moves_confused hit_enchant
221 #define nap_length picked_up
222 #define disguise what_is
223 #define next_monster next_object
225 struct obj { /* comment is monster meaning */
226 unsigned long m_flags; /* monster flags */
227 const char *damage; /* damage it does */
228 short quantity; /* hit points to kill */
229 short ichar; /* 'A' is for aquatar */
230 short kill_exp; /* exp for killing it */
231 short is_protected; /* level starts */
232 short is_cursed; /* level ends */
233 short class; /* chance of hitting you */
234 short identified; /* 'F' damage, 1,2,3... */
235 unsigned short which_kind; /* item carry/drop % */
236 short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */
237 short row, col; /* current row, col */
238 short d_enchant; /* room char when detect_monster */
239 short quiver; /* monster slowed toggle */
240 short trow, tcol; /* target row, col */
241 short hit_enchant; /* how many moves is confused */
242 unsigned short what_is; /* imitator's charactor (?!%: */
243 short picked_up; /* sleep from wand of sleep */
244 unsigned short in_use_flags;
245 struct obj *next_object; /* next monster */
248 typedef struct obj object;
250 #define INIT_AW (object*)0,(object*)0
251 #define INIT_RINGS (object*)0,(object*)0
252 #define INIT_HP 12,12
253 #define INIT_STR 16,16
255 #define INIT_PACK {0}
257 #define INIT_CHAR '@'
258 #define INIT_MOVES 1250
263 object *left_ring, *right_ring;
277 typedef struct fightr fighter;
287 typedef struct dr door;
290 short bottom_row, right_col, left_col, top_row;
292 unsigned short is_room;
295 typedef struct rm room;
302 #define PASSAGE -3 /* cur_room value */
304 #define AMULET_LEVEL 26
306 #define R_NOTHING ((unsigned short) 01)
307 #define R_ROOM ((unsigned short) 02)
308 #define R_MAZE ((unsigned short) 04)
309 #define R_DEADEND ((unsigned short) 010)
310 #define R_CROSS ((unsigned short) 020)
312 #define MAX_EXP_LEVEL 21
313 #define MAX_EXP 10000001L
314 #define MAX_GOLD 999999
317 #define MAX_STRENGTH 99
318 #define LAST_DUNGEON 99
320 #define STAT_LEVEL 01
323 #define STAT_STRENGTH 010
324 #define STAT_ARMOR 020
326 #define STAT_HUNGER 0100
327 #define STAT_LABEL 0200
328 #define STAT_ALL 0377
330 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */
332 #define MAX_TRAPS 10 /* maximum traps per level */
334 #define HIDE_PERCENT 12
338 short trap_row, trap_col;
341 typedef struct tr trap;
343 extern fighter rogue;
346 extern unsigned short dungeon[DROWS][DCOLS];
347 extern object level_objects;
349 extern struct id id_scrolls[];
350 extern struct id id_potions[];
351 extern struct id id_wands[];
352 extern struct id id_rings[];
353 extern struct id id_weapons[];
354 extern struct id id_armors[];
356 extern object mon_tab[];
357 extern object level_monsters;
363 #define INVISIBLE 04L
369 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */
370 #define CONFUSED 01000L
373 #define FREEZES 010000L
374 #define STEALS_GOLD 020000L
375 #define STEALS_ITEM 040000L
376 #define STINGS 0100000L
377 #define DRAINS_LIFE 0200000L
378 #define DROPS_LEVEL 0400000L
379 #define SEEKS_GOLD 01000000L
380 #define FREEZING_ROGUE 02000000L
381 #define RUST_VANISHED 04000000L
382 #define CONFUSES 010000000L
383 #define IMITATES 020000000L
384 #define FLAMES 040000000L
385 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */
386 #define NAPPING 0200000000L /* can't wake up for a while */
387 #define ALREADY_MOVED 0400000000L
389 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
391 #define WAKE_PERCENT 45
392 #define FLIT_PERCENT 40
393 #define PARTY_WAKE_PERCENT 75
395 #define HYPOTHERMIA 1
397 #define POISON_DART 3
419 #define MOVE_FAILED -1
420 #define STOPPED_ON_SOMETHING -2
421 #define CANCEL '\033'
431 /* external routine declarations.
433 const char *mon_name();
434 const char *get_ench_color();
435 const char *name_of();
436 const char *md_gln();
439 boolean is_direction();
444 boolean check_hunger();
447 boolean has_been_touched();
448 object *add_to_pack();
449 object *alloc_object();
450 object *get_letter_object();
451 object *gr_monster();
452 object *get_thrown_at_monster();
453 object *get_zapped_monster();
454 object *check_duplicate();
458 struct id *get_id_table();
459 unsigned short gr_what_is();
460 #define rrandom random
461 #define srrandom(x) srandomdev()
464 void byebye(), onintr(), error_save();
467 short year; /* >= 1987 */
468 short month; /* 1 - 12 */
469 short day; /* 1 - 31 */
470 short hour; /* 0 - 23 */
471 short minute; /* 0 - 59 */
472 short second; /* 0 - 59 */