HardenedBSD/games/rogue/rogue.h
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

491 lines
12 KiB
C

/*
* 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
*/
/*
* 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
struct id {
short value;
char *title;
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 */
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.
*/
char *strcpy();
char *strncpy();
char *strcat();
char *mon_name();
char *get_ench_color();
char *name_of();
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();
long rrandom();
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 */
};
#ifdef CURSES
struct _win_st {
short _cury, _curx;
short _maxy, _maxx;
};
typedef struct _win_st WINDOW;
extern int LINES, COLS;
extern WINDOW *curscr;
extern char *CL;
char *md_gdtcf();
#else
#include <curses.h>
#endif