/* $OpenBSD: rogue.h,v 1.16 2006/03/07 14:35:24 otto Exp $ */ /* $NetBSD: rogue.h,v 1.4 1995/04/24 12:25:04 cgd Exp $ */ /* * 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 */ /* * 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 NUM_SCORE_ENTRIES 10 #define GOLD_PERCENT 46 #define MAX_OPT_LEN 40 struct id { short value; char title[MAX_TITLE_LENGTH]; 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 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 character (?!%: */ 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 #define INIT_RINGS (object*)0 #define INIT_HP 12 #define INIT_STR 16 #define INIT_EXPLEVEL 1 #define INIT_EXP 0 #define INIT_PACK {0, (char *)NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, (struct obj *)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 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 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 */ }; #include /* * external routine declarations. */ #include #include #include #include object *alloc_object(void); object *check_duplicate(object *, object *); const char *get_ench_color(void); object *get_letter_object(int); object *get_thrown_at_monster(object *, short, short *, short *); object *get_zapped_monster(short, short *, short *); object *gr_monster(object *, int); object *gr_object(void); char *md_getenv(const char *); char *md_gln(void); char *md_malloc(int); const char *mon_name(object *); const char *name_of(const object *); object *object_at(object *, short, short); object *pick_up(short, short, short *); void add_exp(int, boolean); void add_mazes(void); void add_traps(void); void aggravate(void); void aim_monster(object *); void bounce(short, short, short, short, short); void byebye(int); void c_object_for_wizard(void); void call_it(void); boolean can_move(short, short, short, short); boolean can_turn(short, short); void center(short, const char *); void check_gold_seeker(object *); boolean check_hunger(boolean); boolean check_imitator(object *); void check_message(void); int check_up(void); void clean_up(const char *); void clear_level(void); void cnfs(void); int coin_toss(void); int connect_rooms(short, short); void cough_up(object *); void create_monster(void); int damage_for_strength(void); void darken_room(short); void disappear(object *); void do_args(int, char **); void do_opts(void); void do_put_on(object *, boolean); void do_shell(void); void do_wear(object *); void do_wield(object *); void dr_course(object *, boolean, short, short); void drain_life(void); void draw_magic_map(void); void draw_simple_passage(short, short, short, short, short); void drop(void); int drop_check(void); void drop_level(void); void eat(void); void edit_opts(void); void env_get_value(char **, char *, boolean); void error_save(int); void fight(boolean); void fill_it(int, boolean); void fill_out_level(void); boolean flame_broil(object *); int flit(object *); void flop_weapon(object *, short, short); void free_object(object *); void free_stuff(object *); void freeze(object *); int get_armor_class(const object *); int get_com_id(int *, short); int get_damage(const char *, boolean); void get_desc(const object *, char *, size_t); int get_dir(short, short, short, short); void get_dir_rc(short, short *, short *, short); char get_dungeon_char(short, short); int get_exp_level(long); void get_food(object *, boolean); int get_hit_chance(object *); int get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean); char get_mask_char(unsigned short); int get_number(const char *); boolean get_oth_room(short, short *, short *); int get_rand(int, int); short get_room_number(short, short); int get_value(object *); int get_w_damage(const object *); void get_wand_and_ring_materials(void); int get_weapon_damage(object *); char gmc(object *); char gmc_row_col(short, short); void go_blind(void); boolean gold_at(short, short); void gr_armor(object *); char gr_dir(void); char gr_obj_char(void); void gr_potion(object *); void gr_ring(object *, boolean); short gr_room(void); void gr_row_col(short *, short *, unsigned short); void gr_scroll(object *); void gr_wand(object *); void gr_weapon(object *, int); void hallucinate(void); boolean has_amulet(void); void heal(void); void hide_boxed_passage(short, short, short, short, short); void hold_monster(void); int hp_raise(void); void id_all(void); void id_com(void); void id_trap(void); void id_type(void); void idntfy(void); boolean imitating(short, short); int init(int, char **); void init_str(char **, const char *); void inv_armor_weapon(boolean); void inv_rings(void); void inventory(object *, unsigned short); boolean is_all_connected(void); boolean is_digit(short); boolean is_direction(short, short *); boolean is_pack_letter(short *, unsigned short *); boolean is_passable(short, short); boolean is_vowel(short); void kick_into_pack(void); void killed_by(const object *, short); void light_passage(short, short); void light_up_room(int); boolean m_confuse(object *); void make_level(void); void make_maze(short, short, short, short, short, short); void make_party(void); void make_room(short, short, short, short); void make_scroll_titles(void); boolean mask_pack(object *, unsigned short); boolean mask_room(short, short *, short *, unsigned short); boolean md_df(const char *); void md_exit(int); void md_gct(struct rogue_time *); int md_get_file_id(const char *); void md_gfmt(char *, struct rogue_time *); int md_gseed(void); void md_heed_signals(void); void md_ignore_signals(void); int md_link_count(char *); void md_lock(boolean); void md_shell(const char *); void md_sleep(int); void md_slurp(void); void messagef(boolean, const char *, ...) #ifdef __GNUC__ __attribute__((__format__(__printf__, 2, 3))) #endif ; void mix_colors(void); void mix_random_rooms(void); int mon_can_go(object *, short, short); int mon_damage(object *, short); void mon_hit(object *); boolean mon_sees(object *, short, short); int move_confused(object *); void move_mon_to(object *, short, short); void move_onto(void); int mtry(object *, short, short); void multiple_move_rogue(short); void mv_1_monster(object *, short, short); void mv_aquatars(void); void mv_mons(void); short next_avail_ichar(void); boolean next_to_something(short, short); int no_room_for_monster(int); int one_move_rogue(short, short); void onintr(int); void opt_erase(int); void opt_go(int); void opt_show(int); short pack_count(object *); short pack_letter(const char *, unsigned short); void party_monsters(int, int); short party_objects(int); void place_at(object *, short, short); void plant_gold(short, short, boolean); void play_level(void); void player_init(void); void potion_heal(int); int pr_com_id(int); int pr_motion_char(int); void print_stats(int); void put_amulet(void); void put_door(room *, short, short *, short *); void put_gold(void); void put_m_at(short, short, object *); void put_mons(void); void put_objects(void); void put_on_ring(void); void put_player(short); void put_scores(const object *, short); void put_stairs(void); void quaff(void); void quit(boolean); int r_index(const char *, int, boolean); void rand_around(short, short *, short *); int rand_percent(int); void rand_place(object *); void read_scroll(void); void recursive_deadend(short, short *, short, short); boolean reg_move(void); void relight(void); void remessage(short); void remove_ring(void); void rest(int); void restore(char *); int rgetchar(void); void ring_stats(boolean); int rogue_can_see(short, short); void rogue_damage(short, object *, short); void rogue_hit(object *, boolean); int rogue_is_around(short, short); long rrandom(void); void rust(object *); void s_con_mon(object *); int same_col(int, int); int same_row(int, int); void save_game(void); void save_into_file(const char *); void save_screen(void); void search(short, boolean); boolean seek_gold(object *); void sell_pack(void); void sf_error(void); void show_average_hp(void); void show_monsters(void); void show_objects(void); void show_traps(void); void single_inv(short); void special_hit(object *); void srrandom(int); void start_window(void); void steal_gold(object *); void steal_item(object *); void sting(object *); void stop_window(void); void take_a_nap(void); void take_from_pack(object *, object *); void take_off(void); void tele(void); void tele_away(object *); void throw(void); boolean throw_at_monster(object *, object *); int to_hit(object *); short trap_at(short, short); void trap_player(short, short); boolean try_to_cough(short, short, object *); void turn_passage(short, boolean); void un_put_on(object *); void unblind(void); void unconfuse(void); void uncurse_all(void); void unhallucinate(void); void unwear(object *); void unwield(object *); void vanish(object *, short, object *); void visit_rooms(int); void wait_for_ack(void); void wake_room(short, boolean, short, short); void wake_up(object *); void wanderer(void); void wdrain_life(object *); void wear(void); void wield(void); void win(void); void wizardize(void); long xxx(boolean); void xxxx(char *, short); void zap_monster(object *, unsigned short); void zapp(void); object *add_to_pack(object *, object *, int); struct id *get_id_table(const object *); unsigned short gr_what_is(void); 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 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; #define HIT_MESSAGE_LEN 80 extern char hit_message[HIT_MESSAGE_LEN]; #define HUNGER_STR_LEN 8 extern char hunger_str[HUNGER_STR_LEN]; #define LOGIN_NAME_LEN 40 extern char login_name[LOGIN_NAME_LEN]; extern const char *byebye_string; extern const char *curse_message; extern const char *error_file; extern char *fruit; extern const char *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 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;