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[dragonfly.git] / games / rogue / rogue.h
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1 /*-
2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
6 * Timothy C. Stoehr.
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
10 * are met:
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. Neither the name of the University nor the names of its contributors
17 * may be used to endorse or promote products derived from this software
18 * without specific prior written permission.
20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30 * SUCH DAMAGE.
32 * @(#)rogue.h 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/rogue.h,v 1.3.2.1 2001/12/17 12:43:23 phantom Exp $
34 * $DragonFly: src/games/rogue/rogue.h,v 1.4 2006/09/02 19:31:07 pavalos Exp $
37 #include <curses.h>
38 #include <stdbool.h>
39 #include <stdlib.h>
40 #include <string.h>
43 * rogue.h
45 * This source herein may be modified and/or distributed by anybody who
46 * so desires, with the following restrictions:
47 * 1.) This notice shall not be removed.
48 * 2.) Credit shall not be taken for the creation of this source.
49 * 3.) This code is not to be traded, sold, or used for personal
50 * gain or profit.
53 #define boolean bool
55 #define NOTHING ((unsigned short) 0)
56 #define OBJECT ((unsigned short) 01)
57 #define MONSTER ((unsigned short) 02)
58 #define STAIRS ((unsigned short) 04)
59 #define HORWALL ((unsigned short) 010)
60 #define VERTWALL ((unsigned short) 020)
61 #define DOOR ((unsigned short) 040)
62 #define FLOOR ((unsigned short) 0100)
63 #define TUNNEL ((unsigned short) 0200)
64 #define TRAP ((unsigned short) 0400)
65 #define HIDDEN ((unsigned short) 01000)
67 #define ARMOR ((unsigned short) 01)
68 #define WEAPON ((unsigned short) 02)
69 #define SCROL ((unsigned short) 04)
70 #define POTION ((unsigned short) 010)
71 #define GOLD ((unsigned short) 020)
72 #define FOOD ((unsigned short) 040)
73 #define WAND ((unsigned short) 0100)
74 #define RING ((unsigned short) 0200)
75 #define AMULET ((unsigned short) 0400)
76 #define ALL_OBJECTS ((unsigned short) 0777)
78 #define LEATHER 0
79 #define RINGMAIL 1
80 #define SCALE 2
81 #define CHAIN 3
82 #define BANDED 4
83 #define SPLINT 5
84 #define PLATE 6
85 #define ARMORS 7
87 #define BOW 0
88 #define DART 1
89 #define ARROW 2
90 #define DAGGER 3
91 #define SHURIKEN 4
92 #define MACE 5
93 #define LONG_SWORD 6
94 #define TWO_HANDED_SWORD 7
95 #define WEAPONS 8
97 #define MAX_PACK_COUNT 24
99 #define PROTECT_ARMOR 0
100 #define HOLD_MONSTER 1
101 #define ENCH_WEAPON 2
102 #define ENCH_ARMOR 3
103 #define IDENTIFY 4
104 #define TELEPORT 5
105 #define SLEEP 6
106 #define SCARE_MONSTER 7
107 #define REMOVE_CURSE 8
108 #define CREATE_MONSTER 9
109 #define AGGRAVATE_MONSTER 10
110 #define MAGIC_MAPPING 11
111 #define CON_MON 12
112 #define SCROLS 13
114 #define INCREASE_STRENGTH 0
115 #define RESTORE_STRENGTH 1
116 #define HEALING 2
117 #define EXTRA_HEALING 3
118 #define POISON 4
119 #define RAISE_LEVEL 5
120 #define BLINDNESS 6
121 #define HALLUCINATION 7
122 #define DETECT_MONSTER 8
123 #define DETECT_OBJECTS 9
124 #define CONFUSION 10
125 #define LEVITATION 11
126 #define HASTE_SELF 12
127 #define SEE_INVISIBLE 13
128 #define POTIONS 14
130 #define TELE_AWAY 0
131 #define SLOW_MONSTER 1
132 #define INVISIBILITY 2
133 #define POLYMORPH 3
134 #define HASTE_MONSTER 4
135 #define MAGIC_MISSILE 5
136 #define CANCELLATION 6
137 #define DO_NOTHING 7
138 #define DRAIN_LIFE 8
139 #define COLD 9
140 #define FIRE 10
141 #define WANDS 11
143 #define STEALTH 0
144 #define R_TELEPORT 1
145 #define REGENERATION 2
146 #define SLOW_DIGEST 3
147 #define ADD_STRENGTH 4
148 #define SUSTAIN_STRENGTH 5
149 #define DEXTERITY 6
150 #define ADORNMENT 7
151 #define R_SEE_INVISIBLE 8
152 #define MAINTAIN_ARMOR 9
153 #define SEARCHING 10
154 #define RINGS 11
156 #define RATION 0
157 #define FRUIT 1
159 #define NOT_USED ((unsigned short) 0)
160 #define BEING_WIELDED ((unsigned short) 01)
161 #define BEING_WORN ((unsigned short) 02)
162 #define ON_LEFT_HAND ((unsigned short) 04)
163 #define ON_RIGHT_HAND ((unsigned short) 010)
164 #define ON_EITHER_HAND ((unsigned short) 014)
165 #define BEING_USED ((unsigned short) 017)
167 #define NO_TRAP -1
168 #define TRAP_DOOR 0
169 #define BEAR_TRAP 1
170 #define TELE_TRAP 2
171 #define DART_TRAP 3
172 #define SLEEPING_GAS_TRAP 4
173 #define RUST_TRAP 5
174 #define TRAPS 6
176 #define STEALTH_FACTOR 3
177 #define R_TELE_PERCENT 8
179 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
180 #define IDENTIFIED ((unsigned short) 01)
181 #define CALLED ((unsigned short) 02)
183 #define DROWS 24
184 #define DCOLS 80
185 #define NMESSAGES 5
186 #define MAX_TITLE_LENGTH 30
187 #define MAXSYLLABLES 40
188 #define MAX_METAL 14
189 #define WAND_MATERIALS 30
190 #define GEMS 14
192 #define GOLD_PERCENT 46
194 #define MAX_OPT_LEN 40
196 #define HUNGER_STR_LEN 8
198 #define MAX_ID_TITLE_LEN 64
200 struct id {
201 short value;
202 char title[MAX_ID_TITLE_LEN];
203 const char *real;
204 unsigned short id_status;
207 /* The following #defines provide more meaningful names for some of the
208 * struct object fields that are used for monsters. This, since each monster
209 * and object (scrolls, potions, etc) are represented by a struct object.
210 * Ideally, this should be handled by some kind of union structure.
213 #define m_damage damage
214 #define hp_to_kill quantity
215 #define m_char ichar
216 #define first_level is_protected
217 #define last_level is_cursed
218 #define m_hit_chance class
219 #define stationary_damage identified
220 #define drop_percent which_kind
221 #define trail_char d_enchant
222 #define slowed_toggle quiver
223 #define moves_confused hit_enchant
224 #define nap_length picked_up
225 #define disguise what_is
226 #define next_monster next_object
228 struct obj { /* comment is monster meaning */
229 unsigned long m_flags; /* monster flags */
230 const char *damage; /* damage it does */
231 short quantity; /* hit points to kill */
232 short ichar; /* 'A' is for aquatar */
233 short kill_exp; /* exp for killing it */
234 short is_protected; /* level starts */
235 short is_cursed; /* level ends */
236 short class; /* chance of hitting you */
237 short identified; /* 'F' damage, 1,2,3... */
238 unsigned short which_kind; /* item carry/drop % */
239 short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */
240 short row, col; /* current row, col */
241 short d_enchant; /* room char when detect_monster */
242 short quiver; /* monster slowed toggle */
243 short trow, tcol; /* target row, col */
244 short hit_enchant; /* how many moves is confused */
245 unsigned short what_is; /* imitator's charactor (?!%: */
246 short picked_up; /* sleep from wand of sleep */
247 unsigned short in_use_flags;
248 struct obj *next_object; /* next monster */
251 typedef struct obj object;
253 #define INIT_AW NULL,NULL
254 #define INIT_RINGS NULL,NULL
255 #define INIT_HP 12
256 #define INIT_STR 16,16
257 #define INIT_EXP 1,0
258 #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}
259 #define INIT_GOLD 0
260 #define INIT_CHAR '@'
261 #define INIT_MOVES 1250
263 struct fightr {
264 object *armor;
265 object *weapon;
266 object *left_ring, *right_ring;
267 short hp_current;
268 short hp_max;
269 short str_current;
270 short str_max;
271 object pack;
272 long gold;
273 short exp;
274 long exp_points;
275 short row, col;
276 short fchar;
277 short moves_left;
280 typedef struct fightr fighter;
282 struct dr {
283 short oth_room;
284 short oth_row,
285 oth_col;
286 short door_row,
287 door_col;
290 typedef struct dr door;
292 struct rm {
293 short bottom_row, right_col, left_col, top_row;
294 door doors[4];
295 unsigned short is_room;
298 typedef struct rm room;
300 #define MAXROOMS 9
301 #define BIG_ROOM 10
303 #define NO_ROOM (-1)
305 #define PASSAGE (-3) /* cur_room value */
307 #define AMULET_LEVEL 26
309 #define R_NOTHING ((unsigned short) 01)
310 #define R_ROOM ((unsigned short) 02)
311 #define R_MAZE ((unsigned short) 04)
312 #define R_DEADEND ((unsigned short) 010)
313 #define R_CROSS ((unsigned short) 020)
315 #define MAX_EXP_LEVEL 21
316 #define MAX_EXP 10000001L
317 #define MAX_GOLD 999999
318 #define MAX_ARMOR 99
319 #define MAX_HP 999
320 #define MAX_STRENGTH 99
321 #define LAST_DUNGEON 99
323 #define STAT_LEVEL 01
324 #define STAT_GOLD 02
325 #define STAT_HP 04
326 #define STAT_STRENGTH 010
327 #define STAT_ARMOR 020
328 #define STAT_EXP 040
329 #define STAT_HUNGER 0100
330 #define STAT_LABEL 0200
331 #define STAT_ALL 0377
333 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */
335 #define MAX_TRAPS 10 /* maximum traps per level */
337 #define HIDE_PERCENT 12
339 struct tr {
340 short trap_type;
341 short trap_row, trap_col;
344 typedef struct tr trap;
346 extern fighter rogue;
347 extern room rooms[];
348 extern trap traps[];
349 extern unsigned short dungeon[DROWS][DCOLS];
350 extern object level_objects;
352 extern struct id id_scrolls[];
353 extern struct id id_potions[];
354 extern struct id id_wands[];
355 extern struct id id_rings[];
356 extern struct id id_weapons[];
357 extern struct id id_armors[];
359 extern object mon_tab[];
360 extern object level_monsters;
362 #define MONSTERS 26
364 #define HASTED 01L
365 #define SLOWED 02L
366 #define INVISIBLE 04L
367 #define ASLEEP 010L
368 #define WAKENS 020L
369 #define WANDERS 040L
370 #define FLIES 0100L
371 #define FLITS 0200L
372 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */
373 #define CONFUSED 01000L
374 #define RUSTS 02000L
375 #define HOLDS 04000L
376 #define FREEZES 010000L
377 #define STEALS_GOLD 020000L
378 #define STEALS_ITEM 040000L
379 #define STINGS 0100000L
380 #define DRAINS_LIFE 0200000L
381 #define DROPS_LEVEL 0400000L
382 #define SEEKS_GOLD 01000000L
383 #define FREEZING_ROGUE 02000000L
384 #define RUST_VANISHED 04000000L
385 #define CONFUSES 010000000L
386 #define IMITATES 020000000L
387 #define FLAMES 040000000L
388 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */
389 #define NAPPING 0200000000L /* can't wake up for a while */
390 #define ALREADY_MOVED 0400000000L
392 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
394 #define WAKE_PERCENT 45
395 #define FLIT_PERCENT 40
396 #define PARTY_WAKE_PERCENT 75
398 #define HYPOTHERMIA 1
399 #define STARVATION 2
400 #define POISON_DART 3
401 #define QUIT 4
402 #define WIN 5
403 #define KFIRE 6
405 #define UPWARD 0
406 #define UPRIGHT 1
407 #define RIGHT 2
408 #define DOWNRIGHT 3
409 #define DOWN 4
410 #define DOWNLEFT 5
411 #define LEFT 6
412 #define UPLEFT 7
413 #define DIRS 8
415 #define ROW1 7
416 #define ROW2 15
418 #define COL1 26
419 #define COL2 52
421 #define MOVED 0
422 #define MOVE_FAILED -1
423 #define STOPPED_ON_SOMETHING -2
424 #define CANCEL '\033'
425 #define LIST '*'
427 #define HUNGRY 300
428 #define WEAK 150
429 #define FAINT 20
430 #define STARVE 0
432 #define MIN_ROW 1
434 struct rogue_time {
435 short year; /* >= 1987 */
436 short month; /* 1 - 12 */
437 short day; /* 1 - 31 */
438 short hour; /* 0 - 23 */
439 short minute; /* 0 - 59 */
440 short second; /* 0 - 59 */
443 /* external routine declarations.
445 #define rrandom random
446 #define srrandom(x) srandomdev()
448 /* hit.c */
449 void mon_hit(object *);
450 void rogue_hit(object *, boolean);
451 void rogue_damage(short, object *, short);
452 int get_damage(const char *, boolean);
453 int get_number(const char *);
454 long lget_number(const char *);
455 boolean mon_damage(object *, short);
456 void fight(boolean);
457 void get_dir_rc(short, short *, short *, short);
458 short get_hit_chance(const object *);
459 short get_weapon_damage(const object *);
460 void s_con_mon(object *);
462 /* init.c */
463 boolean init(int, char**);
464 void clean_up(const char *);
465 void start_window(void);
466 void stop_window(void);
467 void byebye(void);
468 void onintr(void);
469 void error_save(void);
471 /* inventory.c */
472 void inventory(const object *, unsigned short);
473 void id_com(void);
474 void mix_colors(void);
475 void make_scroll_titles(void);
476 void get_desc(const object *, char *);
477 void get_wand_and_ring_materials(void);
478 void single_inv(short);
479 struct id *get_id_table(const object *);
480 void inv_armor_weapon(boolean);
481 void id_type(void);
483 /* level.c */
484 void make_level(void);
485 void clear_level(void);
486 void put_player(short);
487 boolean drop_check(void);
488 boolean check_up(void);
489 void add_exp(int, boolean);
490 int hp_raise(void);
491 void show_average_hp(void);
493 /* machdep.c */
494 #ifdef UNIX
495 void md_slurp(void);
496 void md_control_keybord(boolean);
497 void md_heed_signals(void);
498 void md_ignore_signals(void);
499 int md_get_file_id(const char *);
500 int md_link_count(const char *);
501 void md_gct(struct rogue_time *);
502 void md_gfmt(const char *, struct rogue_time *);
503 boolean md_df(const char *);
504 const char *md_gln(void);
505 void md_sleep(int);
506 char *md_getenv(const char *);
507 char *md_malloc(int);
508 int md_gseed(void);
509 void md_exit(int);
510 void md_lock(boolean);
511 void md_shell(const char *);
512 #endif
514 /* message.c */
515 void message(const char *, boolean);
516 void remessage(short);
517 void check_message(void);
518 short get_input_line(const char *, const char *, char *,
519 const char *, boolean, boolean);
520 int rgetchar(void);
521 void print_stats(int);
522 void sound_bell(void);
523 boolean is_digit(short);
524 int r_index(const char *, int, boolean);
526 /* monster.c */
527 void put_mons(void);
528 object *gr_monster(object *, int);
529 void mv_mons(void);
530 void party_monsters(int, int);
531 short gmc_row_col(int, int);
532 short gmc(object *);
533 void mv_1_monster(object *, short, short);
534 void move_mon_to(object *, short, short);
535 boolean mon_can_go(const object *, short, short);
536 void wake_up(object *);
537 void wake_room(short, boolean, short, short);
538 const char *mon_name(const object *);
539 void wanderer(void);
540 void show_monsters(void);
541 void create_monster(void);
542 int rogue_can_see(int, int);
543 char gr_obj_char(void);
544 void aggravate(void);
545 boolean mon_sees(const object *, int, int);
546 void mv_aquatars(void);
548 /* move.c */
549 short one_move_rogue(short, short);
550 void multiple_move_rogue(short);
551 boolean is_passable(int, int);
552 boolean can_move(short, short, short, short);
553 void move_onto(void);
554 boolean is_direction(short, short *);
555 boolean reg_move(void);
556 void rest(int);
558 /* object.c */
559 void put_objects(void);
560 void place_at(object *, int, int);
561 object *object_at(object *, short, short);
562 object *get_letter_object(int);
563 void free_stuff(object *);
564 const char *name_of(const object *);
565 object *gr_object(void);
566 void get_food(object *, boolean);
567 void put_stairs(void);
568 short get_armor_class(const object *);
569 object *alloc_object(void);
570 void free_object(object *);
571 void show_objects(void);
572 void put_amulet(void);
573 void c_object_for_wizard(void);
575 /* pack.c */
576 object *add_to_pack(object *, object *, int);
577 void take_from_pack(object *, object *);
578 object *pick_up(int, int, short *);
579 void drop(void);
580 void wait_for_ack(void);
581 short pack_letter(const char *, unsigned short);
582 void take_off(void);
583 void wear(void);
584 void unwear(object *);
585 void do_wear(object *);
586 void wield(void);
587 void do_wield(object *);
588 void unwield(object *);
589 void call_it(void);
590 short pack_count(const object *);
591 boolean has_amulet(void);
592 void kick_into_pack(void);
594 /* play.c */
595 void play_level(void);
597 /* random.c */
598 int get_rand(int, int);
599 boolean rand_percent(int);
600 boolean coin_toss(void);
602 /* ring.c */
603 void put_on_ring(void);
604 void do_put_on(object *, boolean);
605 void remove_ring(void);
606 void un_put_on(object *);
607 void gr_ring(object *, boolean);
608 void inv_rings(void);
609 void ring_stats(boolean);
611 /* room.c */
612 void light_up_room(int);
613 void light_passage(int, int);
614 void darken_room(short);
615 char get_dungeon_char(int, int);
616 char get_mask_char(unsigned short);
617 void gr_row_col(short *, short *, unsigned short);
618 short gr_room(void);
619 short party_objects(short);
620 short get_room_number(int, int);
621 boolean is_all_connected(void);
622 void draw_magic_map(void);
623 void dr_course(object *, boolean, short, short);
624 void edit_opts(void);
625 void do_shell(void);
627 /* save.c */
628 void save_game(void);
629 void save_into_file(const char *);
630 void restore(const char *);
632 /* score.c */
633 void killed_by(const object *, short);
634 void win(void);
635 void quit(boolean);
636 void put_scores(const object *, short);
637 boolean is_vowel(short);
638 void xxxx(char *, short);
639 long xxx(boolean);
641 /* spec_hit.c */
642 void special_hit(object *);
643 void rust(object *);
644 void cough_up(object *);
645 boolean seek_gold(object *);
646 void check_gold_seeker(object *);
647 boolean check_imitator(object *);
648 boolean imitating(short, short);
649 boolean m_confuse(object *);
650 boolean flame_broil(object *);
652 /* throw.c */
653 void throw(void);
654 void rand_around(short, short *, short *);
656 /* trap.c */
657 void trap_player(short, short);
658 void add_traps(void);
659 void id_trap(void);
660 void show_traps(void);
661 void search(short, boolean);
663 /* use.c */
664 void quaff(void);
665 void read_scroll(void);
666 void vanish(object *, short, object *);
667 void eat(void);
668 void tele(void);
669 void hallucinate(void);
670 void unhallucinate(void);
671 void unblind(void);
672 void relight(void);
673 void take_a_nap(void);
674 void cnfs(void);
675 void unconfuse(void);
677 /* zap.c */
678 void zapp(void);
679 void wizardize(void);
680 void bounce(short, short, short, short, short);
683 * external variable declarations.
685 extern char hunger_str[HUNGER_STR_LEN];
686 extern char login_name[MAX_OPT_LEN];
687 extern const char *error_file;