1 /* $NetBSD: rogue.h,v 1.19 2008/01/14 03:50:02 dholland Exp $ */
4 * Copyright (c) 1988, 1993
5 * The Regents of the University of California. All rights reserved.
7 * This code is derived from software contributed to Berkeley by
10 * Redistribution and use in source and binary forms, with or without
11 * modification, are permitted provided that the following conditions
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.
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
34 * @(#)rogue.h 8.1 (Berkeley) 5/31/93
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
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)
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)
89 #define TWO_HANDED_SWORD 7
92 #define MAX_PACK_COUNT 24
94 #define PROTECT_ARMOR 0
95 #define HOLD_MONSTER 1
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
109 #define INCREASE_STRENGTH 0
110 #define RESTORE_STRENGTH 1
112 #define EXTRA_HEALING 3
114 #define RAISE_LEVEL 5
116 #define HALLUCINATION 7
117 #define DETECT_MONSTER 8
118 #define DETECT_OBJECTS 9
120 #define LEVITATION 11
121 #define HASTE_SELF 12
122 #define SEE_INVISIBLE 13
126 #define SLOW_MONSTER 1
127 #define INVISIBILITY 2
129 #define HASTE_MONSTER 4
130 #define MAGIC_MISSILE 5
131 #define CANCELLATION 6
140 #define REGENERATION 2
141 #define SLOW_DIGEST 3
142 #define ADD_STRENGTH 4
143 #define SUSTAIN_STRENGTH 5
146 #define R_SEE_INVISIBLE 8
147 #define MAINTAIN_ARMOR 9
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)
167 #define SLEEPING_GAS_TRAP 4
171 #define STEALTH_FACTOR 3
172 #define R_TELE_PERCENT 8
174 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
175 #define IDENTIFIED ((unsigned short) 01)
176 #define CALLED ((unsigned short) 02)
181 #define MAX_TITLE_LENGTH 30
182 #define MAXSYLLABLES 40
184 #define WAND_MATERIALS 30
187 #define GOLD_PERCENT 46
189 #define MAX_OPT_LEN 40
191 #define MAX_ID_TITLE_LEN 64
194 char title
[MAX_ID_TITLE_LEN
];
196 unsigned short id_status
;
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.
205 #define m_damage damage
206 #define hp_to_kill quantity
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
220 struct 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 */
243 typedef struct obj object
;
246 #define INIT_RINGS NULL
249 #define INIT_EXPLEVEL 1
251 #define INIT_PACK {0}
253 #define INIT_CHAR '@'
254 #define INIT_MOVES 1250
259 object
*left_ring
, *right_ring
;
273 typedef struct fightr fighter
;
283 typedef struct dr door
;
286 short bottom_row
, right_col
, left_col
, top_row
;
288 unsigned short is_room
;
291 typedef struct rm room
;
298 #define PASSAGE (-3) /* cur_room value */
300 #define AMULET_LEVEL 26
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)
308 #define MAX_EXP_LEVEL 21
309 #define MAX_EXP 10000001L
310 #define MAX_GOLD 999999
313 #define MAX_STRENGTH 99
314 #define LAST_DUNGEON 99
316 #define STAT_LEVEL 01
319 #define STAT_STRENGTH 010
320 #define STAT_ARMOR 020
322 #define STAT_HUNGER 0100
323 #define STAT_LABEL 0200
324 #define STAT_ALL 0377
326 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */
328 #define MAX_TRAPS 10 /* maximum traps per level */
330 #define HIDE_PERCENT 12
334 short trap_row
, trap_col
;
337 typedef struct tr trap
;
339 extern fighter rogue
;
342 extern unsigned short dungeon
[DROWS
][DCOLS
];
343 extern object level_objects
;
345 extern struct id id_scrolls
[];
346 extern struct id id_potions
[];
347 extern struct id id_wands
[];
348 extern struct id id_rings
[];
349 extern struct id id_weapons
[];
350 extern struct id id_armors
[];
352 extern object level_monsters
;
358 #define INVISIBLE 04L
364 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */
365 #define CONFUSED 01000L
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
384 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
386 #define WAKE_PERCENT 45
387 #define FLIT_PERCENT 40
388 #define PARTY_WAKE_PERCENT 75
390 #define HYPOTHERMIA 1
392 #define POISON_DART 3
414 #define MOVE_FAILED -1
415 #define STOPPED_ON_SOMETHING -2
416 #define CANCEL '\033'
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 */
438 * external routine declarations.
442 #include <sys/types.h>
445 object
*alloc_object(void);
446 object
*check_duplicate(object
*, object
*);
447 const char *get_ench_color(void);
448 object
*get_letter_object(int);
449 object
*get_thrown_at_monster(object
*, short, short *, short *);
450 object
*gr_monster(object
*, int);
451 object
*gr_object(void);
452 char *md_getenv(const char *);
455 void *md_malloc(size_t);
456 const char *mon_name(const object
*);
457 const char *name_of(const object
*);
458 object
*object_at(object
*, short, short);
459 object
*pick_up(int, int, short *);
460 void add_exp(int, boolean
);
461 void add_traps(void);
462 void aggravate(void);
463 void aim_monster(object
*);
464 void bounce(short, short, short, short, short);
466 void c_object_for_wizard(void);
468 boolean
can_move(int, int, int, int);
469 boolean
can_turn(short, short);
470 void center(short, const char *);
471 void check_gold_seeker(object
*);
472 boolean
check_hunger(boolean
);
473 boolean
check_imitator(object
*);
474 void check_message(void);
476 void clean_up(const char *) __attribute__((__noreturn__
));
477 void clear_level(void);
480 void cough_up(object
*);
481 void create_monster(void);
482 void darken_room(short);
483 void do_put_on(object
*, boolean
);
485 void do_wear(object
*);
486 void do_wield(object
*);
487 void dr_course(object
*, boolean
, short, short);
488 void draw_magic_map(void);
490 int drop_check(void);
492 void edit_opts(void);
493 void error_save(int) __attribute__((__noreturn__
));
495 boolean
flame_broil(object
*);
497 void flop_weapon(object
*, short, short);
498 void free_object(object
*);
499 void free_stuff(object
*);
500 int get_armor_class(const object
*);
501 int get_com_id(int *, short);
502 int get_damage(const char *, boolean
);
503 void get_desc(const object
*, char *, size_t);
504 void get_dir_rc(short, short *, short *, short);
505 char get_dungeon_char(short, short);
506 void get_food(object
*, boolean
);
507 int get_hit_chance(const object
*);
508 int get_input_line(const char *, const char *, char *, size_t, const char *, boolean
, boolean
);
509 char get_mask_char(unsigned short);
510 int get_number(const char *);
511 boolean
get_oth_room(short, short *, short *);
512 int get_rand(int, int);
513 short get_room_number(int, int);
514 int get_value(const object
*);
515 void get_wand_and_ring_materials(void);
516 int get_weapon_damage(const object
*);
518 char gmc_row_col(int, int);
520 void gr_armor(object
*);
522 char gr_obj_char(void);
523 void gr_potion(object
*);
524 void gr_ring(object
*, boolean
);
526 void gr_row_col(short *, short *, unsigned short);
527 void gr_scroll(object
*);
528 void gr_wand(object
*);
529 void gr_weapon(object
*, int);
530 void hallucinate(void);
531 boolean
has_amulet(void);
533 void hold_monster(void);
540 boolean
imitating(short, short);
541 int init(int, char **);
542 void insert_score(char [][82], char [][30], const char *, short, short, const object
*, int);
543 void inv_armor_weapon(boolean
);
544 void inv_rings(void);
545 void inventory(const object
*, unsigned short);
546 boolean
is_all_connected(void);
547 boolean
is_digit(int);
548 boolean
is_direction(short, short *);
549 boolean
is_pack_letter(short *, unsigned short *);
550 boolean
is_passable(int, int);
551 boolean
is_vowel(short);
552 void kick_into_pack(void);
553 void killed_by(const object
*, short) __attribute__((__noreturn__
));
554 long lget_number(const char *);
555 void light_passage(int, int);
556 void light_up_room(int);
557 boolean
m_confuse(object
*);
558 void make_level(void);
559 void make_party(void);
560 void make_scroll_titles(void);
561 boolean
mask_pack(const object
*, unsigned short);
562 boolean
md_df(const char *);
563 void md_exit(int) __attribute__((__noreturn__
));
564 void md_gct(struct rogue_time
*);
565 int md_get_file_id(const char *);
566 void md_gfmt(const char *, struct rogue_time
*);
568 void md_heed_signals(void);
569 void md_ignore_signals(void);
570 int md_link_count(const char *);
571 void md_lock(boolean
);
572 void md_shell(const char *);
575 /*void message(const char *, boolean);*/
576 void messagef(boolean
, const char *, ...)
577 __attribute__((__format__(__printf__
, 2, 3)));
578 void mix_colors(void);
579 int mon_can_go(const object
*, short, short);
580 int mon_damage(object
*, short);
581 void mon_hit(object
*);
582 boolean
mon_sees(const object
*, int, int);
583 int move_confused(object
*);
584 void move_mon_to(object
*, short, short);
585 void move_onto(void);
586 int mtry(object
*, short, short);
587 void multiple_move_rogue(short);
588 void mv_1_monster(object
*, short, short);
589 void mv_aquatars(void);
591 int name_cmp(char *, const char *);
592 short next_avail_ichar(void);
593 boolean
next_to_something(int, int);
594 void nickize(char *, const char *, const char *);
595 int no_room_for_monster(int);
596 int one_move_rogue(short, short);
601 short pack_count(const object
*);
602 short pack_letter(const char *, unsigned short);
603 void pad(const char *, short);
604 void party_monsters(int, int);
605 short party_objects(int);
606 void place_at(object
*, int, int);
607 void plant_gold(short, short, boolean
);
608 void play_level(void);
609 void potion_heal(int);
611 int pr_motion_char(int);
612 void print_stats(int);
613 void put_amulet(void);
615 void put_m_at(short, short, object
*);
617 void put_objects(void);
618 void put_on_ring(void);
619 void put_player(short);
620 void put_scores(const object
*, short) __attribute__((__noreturn__
));
621 void put_stairs(void);
624 int r_index(const char *, int, boolean
);
625 void rand_around(short, short *, short *);
626 int rand_percent(int);
627 void rand_place(object
*);
628 void read_scroll(void);
629 boolean
reg_move(void);
631 void remessage(short);
632 void remove_ring(void);
634 void restore(const char *);
636 void ring_stats(boolean
);
637 int rogue_can_see(int, int);
638 void rogue_damage(short, object
*, short);
639 void rogue_hit(object
*, boolean
);
640 int rogue_is_around(int, int);
643 void s_con_mon(object
*);
644 void save_game(void);
645 void save_into_file(const char *);
646 void save_screen(void);
647 void search(short, boolean
);
648 boolean
seek_gold(object
*);
649 void sell_pack(void);
650 void sf_error(void) __attribute__((__noreturn__
));
651 void show_average_hp(void);
652 void show_monsters(void);
653 void show_objects(void);
654 void show_traps(void);
655 void single_inv(short);
656 void sound_bell(void);
657 void special_hit(object
*);
659 void start_window(void);
660 void stop_window(void);
661 void take_a_nap(void);
662 void take_from_pack(object
*, object
*);
666 boolean
throw_at_monster(object
*, object
*);
667 short trap_at(int, int);
668 void trap_player(short, short);
669 void turn_passage(short, boolean
);
670 void un_put_on(object
*);
672 void unconfuse(void);
673 void uncurse_all(void);
674 void unhallucinate(void);
675 void unwear(object
*);
676 void unwield(object
*);
677 void vanish(object
*, short, object
*);
678 void visit_rooms(int);
679 void wait_for_ack(void);
680 void wake_room(short, boolean
, short, short);
681 void wake_up(object
*);
685 void win(void) __attribute__((__noreturn__
));
686 void wizardize(void);
688 void xxxx(char *, short);
690 object
*add_to_pack(object
*, object
*, int);
691 struct id
*get_id_table(const object
*);
692 unsigned short gr_what_is(void);
694 extern boolean ask_quit
;
695 extern boolean being_held
;
696 extern boolean cant_int
;
697 extern boolean con_mon
;
698 extern boolean detect_monster
;
699 extern boolean did_int
;
700 extern boolean interrupted
;
701 extern boolean is_wood
[];
703 extern boolean maintain_armor
;
704 extern boolean mon_disappeared
;
705 extern boolean msg_cleared
;
706 extern boolean no_skull
;
707 extern boolean passgo
;
708 extern boolean r_see_invisible
;
709 extern boolean r_teleport
;
710 extern boolean save_is_interactive
;
711 extern boolean score_only
;
712 extern boolean see_invisible
;
713 extern boolean sustain_strength
;
714 extern boolean trap_door
;
715 extern boolean wizard
;
716 #define HIT_MESSAGE_SIZE 80
717 extern char hit_message
[HIT_MESSAGE_SIZE
];
718 #define HUNGER_STR_LEN 8
719 extern char hunger_str
[HUNGER_STR_LEN
];
720 extern char login_name
[MAX_OPT_LEN
];
721 extern const char *byebye_string
;
722 extern const char *curse_message
;
723 extern const char *error_file
;
725 extern const char *const m_names
[];
726 extern const char *more
;
727 extern const char *new_level_message
;
728 extern char *nick_name
;
729 extern const char *press_space
;
730 extern char *save_file
;
731 extern const char *you_can_move_again
;
732 extern const long level_points
[];
733 extern short add_strength
;
734 extern short auto_search
;
735 extern short bear_trap
;
737 extern short confused
;
738 extern short cur_level
;
739 extern short cur_room
;
740 extern short e_rings
;
741 extern short extra_hp
;
744 extern short haste_self
;
745 extern short less_hp
;
746 extern short levitate
;
747 extern short m_moves
;
748 extern short max_level
;
749 extern short party_room
;
750 extern short r_rings
;
751 extern short regeneration
;
752 extern short ring_exp
;
753 extern short stealthy
;