/*- * Copyright (c) 1988, 1993 * The Regents of the University of California. All rights reserved. * * This code is derived from software contributed to Berkeley by * Timothy 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. 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 $ */ #include #include #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 bool #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 HIT_MESSAGE_SIZE 80 #define HUNGER_STR_LEN 8 #define MAX_ID_TITLE_LEN 64 struct id { short value; char title[MAX_ID_TITLE_LEN]; const 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 aquator */ 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 NULL,NULL #define INIT_RINGS NULL,NULL #define INIT_HP 12 #define INIT_STR 16,16 #define INIT_EXP 1,0 #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} #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 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 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 routine declarations. */ #define rrandom random /* hit.c */ void mon_hit(object *); void rogue_hit(object *, boolean); void rogue_damage(short, object *, short); int get_damage(const char *, boolean); int get_number(const char *); long lget_number(const char *); boolean mon_damage(object *, short); void fight(boolean); void get_dir_rc(short, short *, short *, short); short get_hit_chance(const object *); short get_weapon_damage(const object *); void s_con_mon(object *); /* init.c */ boolean init(int, char**); void clean_up(const char *) __dead2; void start_window(void); void stop_window(void); void byebye(int); void onintr(int); void error_save(int) __dead2; /* inventory.c */ void inventory(const object *, unsigned short); void id_com(void); void mix_colors(void); void make_scroll_titles(void); void get_desc(const object *, char *); void get_wand_and_ring_materials(void); void single_inv(short); struct id *get_id_table(const object *); void inv_armor_weapon(boolean); void id_type(void); /* level.c */ void make_level(void); void clear_level(void); void put_player(short); boolean drop_check(void); boolean check_up(void); void add_exp(int, boolean); int hp_raise(void); void show_average_hp(void); /* machdep.c */ #ifdef UNIX void md_slurp(void); void md_control_keybord(boolean); void md_heed_signals(void); void md_ignore_signals(void); int md_get_file_id(const char *); int md_link_count(const char *); void md_gct(struct rogue_time *); void md_gfmt(const char *, struct rogue_time *); boolean md_df(const char *); const char *md_gln(void); void md_sleep(int); char *md_getenv(const char *); char *md_malloc(int); void md_exit(int) __dead2; void md_lock(boolean); void md_shell(const char *); #endif /* message.c */ void message(const char *, boolean); void remessage(short); void check_message(void); short get_input_line(const char *, const char *, char *, const char *, boolean, boolean); int rgetchar(void); void print_stats(int); void sound_bell(void); boolean is_digit(short); int r_index(const char *, int, boolean); /* monster.c */ void put_mons(void); object *gr_monster(object *, int); void mv_mons(void); void party_monsters(int, int); short gmc_row_col(int, int); short gmc(object *); void mv_1_monster(object *, short, short); void move_mon_to(object *, short, short); boolean mon_can_go(const object *, short, short); void wake_up(object *); void wake_room(short, boolean, short, short); const char *mon_name(const object *); void wanderer(void); void show_monsters(void); void create_monster(void); int rogue_can_see(int, int); char gr_obj_char(void); void aggravate(void); boolean mon_sees(const object *, int, int); void mv_aquatars(void); /* move.c */ short one_move_rogue(short, short); void multiple_move_rogue(short); boolean is_passable(int, int); boolean can_move(short, short, short, short); void move_onto(void); boolean is_direction(short, short *); boolean reg_move(void); void rest(int); /* object.c */ void put_objects(void); void place_at(object *, int, int); object *object_at(object *, short, short); object *get_letter_object(int); void free_stuff(object *); const char *name_of(const object *); object *gr_object(void); void get_food(object *, boolean); void put_stairs(void); short get_armor_class(const object *); object *alloc_object(void); void free_object(object *); void show_objects(void); void put_amulet(void); void c_object_for_wizard(void); /* pack.c */ object *add_to_pack(object *, object *, int); void take_from_pack(object *, object *); object *pick_up(int, int, short *); void drop(void); void wait_for_ack(void); short pack_letter(const char *, unsigned short); void take_off(void); void wear(void); void unwear(object *); void do_wear(object *); void wield(void); void do_wield(object *); void unwield(object *); void call_it(void); short pack_count(const object *); boolean has_amulet(void); void kick_into_pack(void); /* play.c */ void play_level(void); /* random.c */ int get_rand(int, int); boolean rand_percent(int); boolean coin_toss(void); /* ring.c */ void put_on_ring(void); void do_put_on(object *, boolean); void remove_ring(void); void un_put_on(object *); void gr_ring(object *, boolean); void inv_rings(void); void ring_stats(boolean); /* room.c */ void light_up_room(int); void light_passage(int, int); void darken_room(short); char get_dungeon_char(int, int); char get_mask_char(unsigned short); void gr_row_col(short *, short *, unsigned short); short gr_room(void); short party_objects(short); short get_room_number(int, int); boolean is_all_connected(void); void draw_magic_map(void); void dr_course(object *, boolean, short, short); void edit_opts(void); void do_shell(void); /* save.c */ void save_game(void); void save_into_file(const char *); void restore(const char *); /* score.c */ void killed_by(const object *, short) __dead2; void win(void) __dead2; void quit(boolean); void put_scores(const object *, short) __dead2; boolean is_vowel(short); void xxxx(char *, short); long xxx(boolean); /* spec_hit.c */ void special_hit(object *); void rust(object *); void cough_up(object *); boolean seek_gold(object *); void check_gold_seeker(object *); boolean check_imitator(object *); boolean imitating(short, short); boolean m_confuse(object *); boolean flame_broil(object *); /* throw.c */ void throw(void); void rand_around(short, short *, short *); /* trap.c */ void trap_player(short, short); void add_traps(void); void id_trap(void); void show_traps(void); void search(short, boolean); /* use.c */ void quaff(void); void read_scroll(void); void vanish(object *, short, object *); void eat(void); void tele(void); void hallucinate(void); void unhallucinate(void); void unblind(void); void relight(void); void take_a_nap(void); void cnfs(void); void unconfuse(void); /* zap.c */ void zapp(void); void wizardize(void); void bounce(short, short, short, short, short); /* * external variable declarations. */ extern boolean ask_quit; extern boolean being_held; extern boolean cant_int; extern boolean con_mon; extern boolean detect_monster; extern boolean did_int; extern boolean flush; extern boolean interrupted; extern boolean is_wood[]; extern boolean jump; extern boolean maintain_armor; extern boolean mon_disappeared; extern boolean msg_cleared; extern boolean no_skull; extern boolean passgo; extern boolean r_see_invisible; extern boolean r_teleport; extern boolean save_is_interactive; extern boolean score_only; extern boolean see_invisible; extern boolean sustain_strength; extern boolean trap_door; extern boolean wizard; extern char hit_message[HIT_MESSAGE_SIZE]; extern char hunger_str[HUNGER_STR_LEN]; extern char login_name[MAX_OPT_LEN]; extern const char *byebye_string; extern const char curse_message[]; extern const char *error_file; extern char *fruit; extern const char *const m_names[]; extern const char *more; extern const char *new_level_message; extern char *nick_name; extern const char *press_space; extern char *save_file; extern const char you_can_move_again[]; extern const long level_points[]; extern short add_strength; extern short auto_search; extern short bear_trap; extern short blind; extern short confused; extern short cur_level; extern short cur_room; extern short e_rings; extern short extra_hp; extern short foods; extern short halluc; extern short haste_self; extern short less_hp; extern short levitate; extern short m_moves; extern short max_level; extern short party_room; extern short r_rings; extern short regeneration; extern short ring_exp; extern short stealthy;