/* * Copyright (c) 1988, 1993 * The Regents of the University of California. All rights reserved. * * This code is derived from software contributed to Berkeley by * Timoth C. Stoehr. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. All advertising materials mentioning features or use of this software * must display the following acknowledgement: * This product includes software developed by the University of * California, Berkeley and its contributors. * 4. Neither the name of the University nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. * * @(#)rogue.h 8.1 (Berkeley) 5/31/93 * $FreeBSD: src/games/rogue/rogue.h,v 1.3.2.1 2001/12/17 12:43:23 phantom Exp $ * $DragonFly: src/games/rogue/rogue.h,v 1.3 2003/08/26 23:52:50 drhodus Exp $ */ #include #include /* * rogue.h * * This source herein may be modified and/or distributed by anybody who * so desires, with the following restrictions: * 1.) This notice shall not be removed. * 2.) Credit shall not be taken for the creation of this source. * 3.) This code is not to be traded, sold, or used for personal * gain or profit. */ #define boolean char #define NOTHING ((unsigned short) 0) #define OBJECT ((unsigned short) 01) #define MONSTER ((unsigned short) 02) #define STAIRS ((unsigned short) 04) #define HORWALL ((unsigned short) 010) #define VERTWALL ((unsigned short) 020) #define DOOR ((unsigned short) 040) #define FLOOR ((unsigned short) 0100) #define TUNNEL ((unsigned short) 0200) #define TRAP ((unsigned short) 0400) #define HIDDEN ((unsigned short) 01000) #define ARMOR ((unsigned short) 01) #define WEAPON ((unsigned short) 02) #define SCROL ((unsigned short) 04) #define POTION ((unsigned short) 010) #define GOLD ((unsigned short) 020) #define FOOD ((unsigned short) 040) #define WAND ((unsigned short) 0100) #define RING ((unsigned short) 0200) #define AMULET ((unsigned short) 0400) #define ALL_OBJECTS ((unsigned short) 0777) #define LEATHER 0 #define RINGMAIL 1 #define SCALE 2 #define CHAIN 3 #define BANDED 4 #define SPLINT 5 #define PLATE 6 #define ARMORS 7 #define BOW 0 #define DART 1 #define ARROW 2 #define DAGGER 3 #define SHURIKEN 4 #define MACE 5 #define LONG_SWORD 6 #define TWO_HANDED_SWORD 7 #define WEAPONS 8 #define MAX_PACK_COUNT 24 #define PROTECT_ARMOR 0 #define HOLD_MONSTER 1 #define ENCH_WEAPON 2 #define ENCH_ARMOR 3 #define IDENTIFY 4 #define TELEPORT 5 #define SLEEP 6 #define SCARE_MONSTER 7 #define REMOVE_CURSE 8 #define CREATE_MONSTER 9 #define AGGRAVATE_MONSTER 10 #define MAGIC_MAPPING 11 #define CON_MON 12 #define SCROLS 13 #define INCREASE_STRENGTH 0 #define RESTORE_STRENGTH 1 #define HEALING 2 #define EXTRA_HEALING 3 #define POISON 4 #define RAISE_LEVEL 5 #define BLINDNESS 6 #define HALLUCINATION 7 #define DETECT_MONSTER 8 #define DETECT_OBJECTS 9 #define CONFUSION 10 #define LEVITATION 11 #define HASTE_SELF 12 #define SEE_INVISIBLE 13 #define POTIONS 14 #define TELE_AWAY 0 #define SLOW_MONSTER 1 #define INVISIBILITY 2 #define POLYMORPH 3 #define HASTE_MONSTER 4 #define MAGIC_MISSILE 5 #define CANCELLATION 6 #define DO_NOTHING 7 #define DRAIN_LIFE 8 #define COLD 9 #define FIRE 10 #define WANDS 11 #define STEALTH 0 #define R_TELEPORT 1 #define REGENERATION 2 #define SLOW_DIGEST 3 #define ADD_STRENGTH 4 #define SUSTAIN_STRENGTH 5 #define DEXTERITY 6 #define ADORNMENT 7 #define R_SEE_INVISIBLE 8 #define MAINTAIN_ARMOR 9 #define SEARCHING 10 #define RINGS 11 #define RATION 0 #define FRUIT 1 #define NOT_USED ((unsigned short) 0) #define BEING_WIELDED ((unsigned short) 01) #define BEING_WORN ((unsigned short) 02) #define ON_LEFT_HAND ((unsigned short) 04) #define ON_RIGHT_HAND ((unsigned short) 010) #define ON_EITHER_HAND ((unsigned short) 014) #define BEING_USED ((unsigned short) 017) #define NO_TRAP -1 #define TRAP_DOOR 0 #define BEAR_TRAP 1 #define TELE_TRAP 2 #define DART_TRAP 3 #define SLEEPING_GAS_TRAP 4 #define RUST_TRAP 5 #define TRAPS 6 #define STEALTH_FACTOR 3 #define R_TELE_PERCENT 8 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */ #define IDENTIFIED ((unsigned short) 01) #define CALLED ((unsigned short) 02) #define DROWS 24 #define DCOLS 80 #define NMESSAGES 5 #define MAX_TITLE_LENGTH 30 #define MAXSYLLABLES 40 #define MAX_METAL 14 #define WAND_MATERIALS 30 #define GEMS 14 #define GOLD_PERCENT 46 #define MAX_OPT_LEN 40 #define HUNGER_STR_LEN 8 #define MAX_ID_TITLE_LEN 64 struct id { short value; char title[MAX_ID_TITLE_LEN]; char *real; unsigned short id_status; }; /* The following #defines provide more meaningful names for some of the * struct object fields that are used for monsters. This, since each monster * and object (scrolls, potions, etc) are represented by a struct object. * Ideally, this should be handled by some kind of union structure. */ #define m_damage damage #define hp_to_kill quantity #define m_char ichar #define first_level is_protected #define last_level is_cursed #define m_hit_chance class #define stationary_damage identified #define drop_percent which_kind #define trail_char d_enchant #define slowed_toggle quiver #define moves_confused hit_enchant #define nap_length picked_up #define disguise what_is #define next_monster next_object struct obj { /* comment is monster meaning */ unsigned long m_flags; /* monster flags */ const char *damage; /* damage it does */ short quantity; /* hit points to kill */ short ichar; /* 'A' is for aquatar */ short kill_exp; /* exp for killing it */ short is_protected; /* level starts */ short is_cursed; /* level ends */ short class; /* chance of hitting you */ short identified; /* 'F' damage, 1,2,3... */ unsigned short which_kind; /* item carry/drop % */ short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */ short row, col; /* current row, col */ short d_enchant; /* room char when detect_monster */ short quiver; /* monster slowed toggle */ short trow, tcol; /* target row, col */ short hit_enchant; /* how many moves is confused */ unsigned short what_is; /* imitator's charactor (?!%: */ short picked_up; /* sleep from wand of sleep */ unsigned short in_use_flags; struct obj *next_object; /* next monster */ }; typedef struct obj object; #define INIT_AW (object*)0,(object*)0 #define INIT_RINGS (object*)0,(object*)0 #define INIT_HP 12,12 #define INIT_STR 16,16 #define INIT_EXP 1,0 #define INIT_PACK {0} #define INIT_GOLD 0 #define INIT_CHAR '@' #define INIT_MOVES 1250 struct fightr { object *armor; object *weapon; object *left_ring, *right_ring; short hp_current; short hp_max; short str_current; short str_max; object pack; long gold; short exp; long exp_points; short row, col; short fchar; short moves_left; }; typedef struct fightr fighter; struct dr { short oth_room; short oth_row, oth_col; short door_row, door_col; }; typedef struct dr door; struct rm { short bottom_row, right_col, left_col, top_row; door doors[4]; unsigned short is_room; }; typedef struct rm room; #define MAXROOMS 9 #define BIG_ROOM 10 #define NO_ROOM -1 #define PASSAGE -3 /* cur_room value */ #define AMULET_LEVEL 26 #define R_NOTHING ((unsigned short) 01) #define R_ROOM ((unsigned short) 02) #define R_MAZE ((unsigned short) 04) #define R_DEADEND ((unsigned short) 010) #define R_CROSS ((unsigned short) 020) #define MAX_EXP_LEVEL 21 #define MAX_EXP 10000001L #define MAX_GOLD 999999 #define MAX_ARMOR 99 #define MAX_HP 999 #define MAX_STRENGTH 99 #define LAST_DUNGEON 99 #define STAT_LEVEL 01 #define STAT_GOLD 02 #define STAT_HP 04 #define STAT_STRENGTH 010 #define STAT_ARMOR 020 #define STAT_EXP 040 #define STAT_HUNGER 0100 #define STAT_LABEL 0200 #define STAT_ALL 0377 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */ #define MAX_TRAPS 10 /* maximum traps per level */ #define HIDE_PERCENT 12 struct tr { short trap_type; short trap_row, trap_col; }; typedef struct tr trap; extern fighter rogue; extern room rooms[]; extern trap traps[]; extern unsigned short dungeon[DROWS][DCOLS]; extern object level_objects; extern struct id id_scrolls[]; extern struct id id_potions[]; extern struct id id_wands[]; extern struct id id_rings[]; extern struct id id_weapons[]; extern struct id id_armors[]; extern object mon_tab[]; extern object level_monsters; #define MONSTERS 26 #define HASTED 01L #define SLOWED 02L #define INVISIBLE 04L #define ASLEEP 010L #define WAKENS 020L #define WANDERS 040L #define FLIES 0100L #define FLITS 0200L #define CAN_FLIT 0400L /* can, but usually doesn't, flit */ #define CONFUSED 01000L #define RUSTS 02000L #define HOLDS 04000L #define FREEZES 010000L #define STEALS_GOLD 020000L #define STEALS_ITEM 040000L #define STINGS 0100000L #define DRAINS_LIFE 0200000L #define DROPS_LEVEL 0400000L #define SEEKS_GOLD 01000000L #define FREEZING_ROGUE 02000000L #define RUST_VANISHED 04000000L #define CONFUSES 010000000L #define IMITATES 020000000L #define FLAMES 040000000L #define STATIONARY 0100000000L /* damage will be 1,2,3,... */ #define NAPPING 0200000000L /* can't wake up for a while */ #define ALREADY_MOVED 0400000000L #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL) #define WAKE_PERCENT 45 #define FLIT_PERCENT 40 #define PARTY_WAKE_PERCENT 75 #define HYPOTHERMIA 1 #define STARVATION 2 #define POISON_DART 3 #define QUIT 4 #define WIN 5 #define KFIRE 6 #define UPWARD 0 #define UPRIGHT 1 #define RIGHT 2 #define DOWNRIGHT 3 #define DOWN 4 #define DOWNLEFT 5 #define LEFT 6 #define UPLEFT 7 #define DIRS 8 #define ROW1 7 #define ROW2 15 #define COL1 26 #define COL2 52 #define MOVED 0 #define MOVE_FAILED -1 #define STOPPED_ON_SOMETHING -2 #define CANCEL '\033' #define LIST '*' #define HUNGRY 300 #define WEAK 150 #define FAINT 20 #define STARVE 0 #define MIN_ROW 1 /* external routine declarations. */ const char *mon_name(); const char *get_ench_color(); const char *name_of(); const char *md_gln(); char *md_getenv(); char *md_malloc(); boolean is_direction(); boolean mon_sees(); boolean mask_pack(); boolean mask_room(); boolean is_digit(); boolean check_hunger(); boolean reg_move(); boolean md_df(); boolean has_been_touched(); object *add_to_pack(); object *alloc_object(); object *get_letter_object(); object *gr_monster(); object *get_thrown_at_monster(); object *get_zapped_monster(); object *check_duplicate(); object *gr_object(); object *object_at(); object *pick_up(); struct id *get_id_table(); unsigned short gr_what_is(); #define rrandom random #define srrandom(x) srandomdev() long lget_number(); long xxx(); void byebye(), onintr(), error_save(); struct rogue_time { short year; /* >= 1987 */ short month; /* 1 - 12 */ short day; /* 1 - 31 */ short hour; /* 0 - 23 */ short minute; /* 0 - 59 */ short second; /* 0 - 59 */ }; /* * external variable declarations. */ extern char hunger_str[HUNGER_STR_LEN]; extern char login_name[MAX_OPT_LEN]; extern const char *error_file;