057afceb86
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
491 lines
12 KiB
C
491 lines
12 KiB
C
/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timoth C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*
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* @(#)rogue.h 8.1 (Berkeley) 5/31/93
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*/
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/*
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* rogue.h
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) This notice shall not be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*/
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#define boolean char
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#define NOTHING ((unsigned short) 0)
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#define OBJECT ((unsigned short) 01)
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#define MONSTER ((unsigned short) 02)
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#define STAIRS ((unsigned short) 04)
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#define HORWALL ((unsigned short) 010)
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#define VERTWALL ((unsigned short) 020)
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#define DOOR ((unsigned short) 040)
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#define FLOOR ((unsigned short) 0100)
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#define TUNNEL ((unsigned short) 0200)
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#define TRAP ((unsigned short) 0400)
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#define HIDDEN ((unsigned short) 01000)
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#define ARMOR ((unsigned short) 01)
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#define WEAPON ((unsigned short) 02)
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#define SCROL ((unsigned short) 04)
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#define POTION ((unsigned short) 010)
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#define GOLD ((unsigned short) 020)
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#define FOOD ((unsigned short) 040)
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#define WAND ((unsigned short) 0100)
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#define RING ((unsigned short) 0200)
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#define AMULET ((unsigned short) 0400)
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#define ALL_OBJECTS ((unsigned short) 0777)
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#define LEATHER 0
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#define RINGMAIL 1
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#define SCALE 2
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#define CHAIN 3
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#define BANDED 4
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#define SPLINT 5
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#define PLATE 6
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#define ARMORS 7
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#define BOW 0
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#define DART 1
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#define ARROW 2
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#define DAGGER 3
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#define SHURIKEN 4
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#define MACE 5
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#define LONG_SWORD 6
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#define TWO_HANDED_SWORD 7
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#define WEAPONS 8
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#define MAX_PACK_COUNT 24
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#define PROTECT_ARMOR 0
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#define HOLD_MONSTER 1
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#define ENCH_WEAPON 2
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#define ENCH_ARMOR 3
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#define IDENTIFY 4
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#define TELEPORT 5
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#define SLEEP 6
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#define SCARE_MONSTER 7
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#define REMOVE_CURSE 8
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#define CREATE_MONSTER 9
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#define AGGRAVATE_MONSTER 10
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#define MAGIC_MAPPING 11
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#define CON_MON 12
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#define SCROLS 13
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#define INCREASE_STRENGTH 0
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#define RESTORE_STRENGTH 1
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#define HEALING 2
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#define EXTRA_HEALING 3
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#define POISON 4
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#define RAISE_LEVEL 5
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#define BLINDNESS 6
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#define HALLUCINATION 7
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#define DETECT_MONSTER 8
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#define DETECT_OBJECTS 9
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#define CONFUSION 10
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#define LEVITATION 11
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#define HASTE_SELF 12
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#define SEE_INVISIBLE 13
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#define POTIONS 14
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#define TELE_AWAY 0
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#define SLOW_MONSTER 1
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#define INVISIBILITY 2
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#define POLYMORPH 3
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#define HASTE_MONSTER 4
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#define MAGIC_MISSILE 5
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#define CANCELLATION 6
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#define DO_NOTHING 7
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#define DRAIN_LIFE 8
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#define COLD 9
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#define FIRE 10
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#define WANDS 11
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#define STEALTH 0
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#define R_TELEPORT 1
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#define REGENERATION 2
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#define SLOW_DIGEST 3
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#define ADD_STRENGTH 4
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#define SUSTAIN_STRENGTH 5
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#define DEXTERITY 6
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#define ADORNMENT 7
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#define R_SEE_INVISIBLE 8
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#define MAINTAIN_ARMOR 9
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#define SEARCHING 10
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#define RINGS 11
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#define RATION 0
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#define FRUIT 1
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#define NOT_USED ((unsigned short) 0)
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#define BEING_WIELDED ((unsigned short) 01)
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#define BEING_WORN ((unsigned short) 02)
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#define ON_LEFT_HAND ((unsigned short) 04)
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#define ON_RIGHT_HAND ((unsigned short) 010)
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#define ON_EITHER_HAND ((unsigned short) 014)
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#define BEING_USED ((unsigned short) 017)
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#define NO_TRAP -1
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#define TRAP_DOOR 0
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#define BEAR_TRAP 1
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#define TELE_TRAP 2
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#define DART_TRAP 3
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#define SLEEPING_GAS_TRAP 4
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#define RUST_TRAP 5
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#define TRAPS 6
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#define STEALTH_FACTOR 3
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#define R_TELE_PERCENT 8
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#define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
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#define IDENTIFIED ((unsigned short) 01)
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#define CALLED ((unsigned short) 02)
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#define DROWS 24
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#define DCOLS 80
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#define NMESSAGES 5
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#define MAX_TITLE_LENGTH 30
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#define MAXSYLLABLES 40
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#define MAX_METAL 14
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#define WAND_MATERIALS 30
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#define GEMS 14
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#define GOLD_PERCENT 46
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#define MAX_OPT_LEN 40
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struct id {
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short value;
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char *title;
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char *real;
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unsigned short id_status;
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};
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/* The following #defines provide more meaningful names for some of the
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* struct object fields that are used for monsters. This, since each monster
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* and object (scrolls, potions, etc) are represented by a struct object.
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* Ideally, this should be handled by some kind of union structure.
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*/
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#define m_damage damage
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#define hp_to_kill quantity
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#define m_char ichar
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#define first_level is_protected
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#define last_level is_cursed
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#define m_hit_chance class
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#define stationary_damage identified
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#define drop_percent which_kind
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#define trail_char d_enchant
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#define slowed_toggle quiver
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#define moves_confused hit_enchant
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#define nap_length picked_up
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#define disguise what_is
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#define next_monster next_object
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struct obj { /* comment is monster meaning */
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unsigned long m_flags; /* monster flags */
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char *damage; /* damage it does */
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short quantity; /* hit points to kill */
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short ichar; /* 'A' is for aquatar */
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short kill_exp; /* exp for killing it */
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short is_protected; /* level starts */
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short is_cursed; /* level ends */
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short class; /* chance of hitting you */
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short identified; /* 'F' damage, 1,2,3... */
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unsigned short which_kind; /* item carry/drop % */
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short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */
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short row, col; /* current row, col */
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short d_enchant; /* room char when detect_monster */
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short quiver; /* monster slowed toggle */
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short trow, tcol; /* target row, col */
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short hit_enchant; /* how many moves is confused */
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unsigned short what_is; /* imitator's charactor (?!%: */
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short picked_up; /* sleep from wand of sleep */
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unsigned short in_use_flags;
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struct obj *next_object; /* next monster */
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};
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typedef struct obj object;
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#define INIT_AW (object*)0,(object*)0
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#define INIT_RINGS (object*)0,(object*)0
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#define INIT_HP 12,12
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#define INIT_STR 16,16
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#define INIT_EXP 1,0
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#define INIT_PACK {0}
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#define INIT_GOLD 0
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#define INIT_CHAR '@'
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#define INIT_MOVES 1250
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struct fightr {
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object *armor;
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object *weapon;
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object *left_ring, *right_ring;
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short hp_current;
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short hp_max;
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short str_current;
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short str_max;
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object pack;
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long gold;
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short exp;
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long exp_points;
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short row, col;
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short fchar;
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short moves_left;
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};
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typedef struct fightr fighter;
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struct dr {
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short oth_room;
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short oth_row,
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oth_col;
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short door_row,
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door_col;
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};
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typedef struct dr door;
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struct rm {
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short bottom_row, right_col, left_col, top_row;
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door doors[4];
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unsigned short is_room;
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};
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typedef struct rm room;
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#define MAXROOMS 9
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#define BIG_ROOM 10
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#define NO_ROOM -1
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#define PASSAGE -3 /* cur_room value */
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#define AMULET_LEVEL 26
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#define R_NOTHING ((unsigned short) 01)
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#define R_ROOM ((unsigned short) 02)
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#define R_MAZE ((unsigned short) 04)
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#define R_DEADEND ((unsigned short) 010)
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#define R_CROSS ((unsigned short) 020)
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#define MAX_EXP_LEVEL 21
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#define MAX_EXP 10000001L
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#define MAX_GOLD 999999
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#define MAX_ARMOR 99
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#define MAX_HP 999
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#define MAX_STRENGTH 99
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#define LAST_DUNGEON 99
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#define STAT_LEVEL 01
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#define STAT_GOLD 02
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#define STAT_HP 04
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#define STAT_STRENGTH 010
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#define STAT_ARMOR 020
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#define STAT_EXP 040
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#define STAT_HUNGER 0100
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#define STAT_LABEL 0200
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#define STAT_ALL 0377
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#define PARTY_TIME 10 /* one party somewhere in each 10 level span */
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#define MAX_TRAPS 10 /* maximum traps per level */
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#define HIDE_PERCENT 12
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struct tr {
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short trap_type;
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short trap_row, trap_col;
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};
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typedef struct tr trap;
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extern fighter rogue;
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extern room rooms[];
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extern trap traps[];
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extern unsigned short dungeon[DROWS][DCOLS];
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extern object level_objects;
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extern struct id id_scrolls[];
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extern struct id id_potions[];
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extern struct id id_wands[];
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extern struct id id_rings[];
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extern struct id id_weapons[];
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extern struct id id_armors[];
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extern object mon_tab[];
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extern object level_monsters;
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#define MONSTERS 26
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#define HASTED 01L
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#define SLOWED 02L
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#define INVISIBLE 04L
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#define ASLEEP 010L
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#define WAKENS 020L
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#define WANDERS 040L
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#define FLIES 0100L
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#define FLITS 0200L
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#define CAN_FLIT 0400L /* can, but usually doesn't, flit */
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#define CONFUSED 01000L
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#define RUSTS 02000L
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#define HOLDS 04000L
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#define FREEZES 010000L
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#define STEALS_GOLD 020000L
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#define STEALS_ITEM 040000L
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#define STINGS 0100000L
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#define DRAINS_LIFE 0200000L
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#define DROPS_LEVEL 0400000L
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#define SEEKS_GOLD 01000000L
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#define FREEZING_ROGUE 02000000L
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#define RUST_VANISHED 04000000L
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#define CONFUSES 010000000L
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#define IMITATES 020000000L
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#define FLAMES 040000000L
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#define STATIONARY 0100000000L /* damage will be 1,2,3,... */
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#define NAPPING 0200000000L /* can't wake up for a while */
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#define ALREADY_MOVED 0400000000L
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#define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
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#define WAKE_PERCENT 45
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#define FLIT_PERCENT 40
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#define PARTY_WAKE_PERCENT 75
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#define HYPOTHERMIA 1
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#define STARVATION 2
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#define POISON_DART 3
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#define QUIT 4
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#define WIN 5
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#define KFIRE 6
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#define UPWARD 0
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#define UPRIGHT 1
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#define RIGHT 2
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#define DOWNRIGHT 3
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#define DOWN 4
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#define DOWNLEFT 5
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#define LEFT 6
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#define UPLEFT 7
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#define DIRS 8
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#define ROW1 7
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#define ROW2 15
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#define COL1 26
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#define COL2 52
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#define MOVED 0
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#define MOVE_FAILED -1
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#define STOPPED_ON_SOMETHING -2
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#define CANCEL '\033'
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#define LIST '*'
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#define HUNGRY 300
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#define WEAK 150
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#define FAINT 20
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#define STARVE 0
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#define MIN_ROW 1
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/* external routine declarations.
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*/
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char *strcpy();
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char *strncpy();
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char *strcat();
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char *mon_name();
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char *get_ench_color();
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char *name_of();
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char *md_gln();
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char *md_getenv();
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char *md_malloc();
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boolean is_direction();
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boolean mon_sees();
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boolean mask_pack();
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boolean mask_room();
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boolean is_digit();
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boolean check_hunger();
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boolean reg_move();
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boolean md_df();
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boolean has_been_touched();
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object *add_to_pack();
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object *alloc_object();
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object *get_letter_object();
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object *gr_monster();
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object *get_thrown_at_monster();
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object *get_zapped_monster();
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object *check_duplicate();
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object *gr_object();
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object *object_at();
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object *pick_up();
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struct id *get_id_table();
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unsigned short gr_what_is();
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long rrandom();
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long lget_number();
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long xxx();
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void byebye(), onintr(), error_save();
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struct rogue_time {
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short year; /* >= 1987 */
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short month; /* 1 - 12 */
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short day; /* 1 - 31 */
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short hour; /* 0 - 23 */
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short minute; /* 0 - 59 */
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short second; /* 0 - 59 */
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};
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#ifdef CURSES
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struct _win_st {
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short _cury, _curx;
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short _maxy, _maxx;
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};
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typedef struct _win_st WINDOW;
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extern int LINES, COLS;
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extern WINDOW *curscr;
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extern char *CL;
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char *md_gdtcf();
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#else
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#include <curses.h>
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#endif
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