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[netbsd-mini2440.git] / games / rogue / rogue.h
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1 /* $NetBSD: rogue.h,v 1.19 2008/01/14 03:50:02 dholland Exp $ */
3 /*
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
8 * Timothy C. Stoehr.
10 * Redistribution and use in source and binary forms, with or without
11 * modification, are permitted provided that the following conditions
12 * are met:
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
32 * SUCH DAMAGE.
34 * @(#)rogue.h 8.1 (Berkeley) 5/31/93
38 * rogue.h
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
45 * gain or profit.
48 #define boolean char
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)
73 #define LEATHER 0
74 #define RINGMAIL 1
75 #define SCALE 2
76 #define CHAIN 3
77 #define BANDED 4
78 #define SPLINT 5
79 #define PLATE 6
80 #define ARMORS 7
82 #define BOW 0
83 #define DART 1
84 #define ARROW 2
85 #define DAGGER 3
86 #define SHURIKEN 4
87 #define MACE 5
88 #define LONG_SWORD 6
89 #define TWO_HANDED_SWORD 7
90 #define WEAPONS 8
92 #define MAX_PACK_COUNT 24
94 #define PROTECT_ARMOR 0
95 #define HOLD_MONSTER 1
96 #define ENCH_WEAPON 2
97 #define ENCH_ARMOR 3
98 #define IDENTIFY 4
99 #define TELEPORT 5
100 #define SLEEP 6
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
106 #define CON_MON 12
107 #define SCROLS 13
109 #define INCREASE_STRENGTH 0
110 #define RESTORE_STRENGTH 1
111 #define HEALING 2
112 #define EXTRA_HEALING 3
113 #define POISON 4
114 #define RAISE_LEVEL 5
115 #define BLINDNESS 6
116 #define HALLUCINATION 7
117 #define DETECT_MONSTER 8
118 #define DETECT_OBJECTS 9
119 #define CONFUSION 10
120 #define LEVITATION 11
121 #define HASTE_SELF 12
122 #define SEE_INVISIBLE 13
123 #define POTIONS 14
125 #define TELE_AWAY 0
126 #define SLOW_MONSTER 1
127 #define INVISIBILITY 2
128 #define POLYMORPH 3
129 #define HASTE_MONSTER 4
130 #define MAGIC_MISSILE 5
131 #define CANCELLATION 6
132 #define DO_NOTHING 7
133 #define DRAIN_LIFE 8
134 #define COLD 9
135 #define FIRE 10
136 #define WANDS 11
138 #define STEALTH 0
139 #define R_TELEPORT 1
140 #define REGENERATION 2
141 #define SLOW_DIGEST 3
142 #define ADD_STRENGTH 4
143 #define SUSTAIN_STRENGTH 5
144 #define DEXTERITY 6
145 #define ADORNMENT 7
146 #define R_SEE_INVISIBLE 8
147 #define MAINTAIN_ARMOR 9
148 #define SEARCHING 10
149 #define RINGS 11
151 #define RATION 0
152 #define FRUIT 1
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)
162 #define NO_TRAP -1
163 #define TRAP_DOOR 0
164 #define BEAR_TRAP 1
165 #define TELE_TRAP 2
166 #define DART_TRAP 3
167 #define SLEEPING_GAS_TRAP 4
168 #define RUST_TRAP 5
169 #define TRAPS 6
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)
178 #define DROWS 24
179 #define DCOLS 80
180 #define NMESSAGES 5
181 #define MAX_TITLE_LENGTH 30
182 #define MAXSYLLABLES 40
183 #define MAX_METAL 14
184 #define WAND_MATERIALS 30
185 #define GEMS 14
187 #define GOLD_PERCENT 46
189 #define MAX_OPT_LEN 40
191 #define MAX_ID_TITLE_LEN 64
192 struct id {
193 short value;
194 char title[MAX_ID_TITLE_LEN];
195 const char *real;
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
207 #define m_char ichar
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;
245 #define INIT_AW NULL
246 #define INIT_RINGS NULL
247 #define INIT_HP 12
248 #define INIT_STR 16
249 #define INIT_EXPLEVEL 1
250 #define INIT_EXP 0
251 #define INIT_PACK {0}
252 #define INIT_GOLD 0
253 #define INIT_CHAR '@'
254 #define INIT_MOVES 1250
256 struct fightr {
257 object *armor;
258 object *weapon;
259 object *left_ring, *right_ring;
260 short hp_current;
261 short hp_max;
262 short str_current;
263 short str_max;
264 object pack;
265 long gold;
266 short exp;
267 long exp_points;
268 short row, col;
269 short fchar;
270 short moves_left;
273 typedef struct fightr fighter;
275 struct dr {
276 short oth_room;
277 short oth_row,
278 oth_col;
279 short door_row,
280 door_col;
283 typedef struct dr door;
285 struct rm {
286 short bottom_row, right_col, left_col, top_row;
287 door doors[4];
288 unsigned short is_room;
291 typedef struct rm room;
293 #define MAXROOMS 9
294 #define BIG_ROOM 10
296 #define NO_ROOM (-1)
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
311 #define MAX_ARMOR 99
312 #define MAX_HP 999
313 #define MAX_STRENGTH 99
314 #define LAST_DUNGEON 99
316 #define STAT_LEVEL 01
317 #define STAT_GOLD 02
318 #define STAT_HP 04
319 #define STAT_STRENGTH 010
320 #define STAT_ARMOR 020
321 #define STAT_EXP 040
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
332 struct tr {
333 short trap_type;
334 short trap_row, trap_col;
337 typedef struct tr trap;
339 extern fighter rogue;
340 extern room rooms[];
341 extern trap traps[];
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;
354 #define MONSTERS 26
356 #define HASTED 01L
357 #define SLOWED 02L
358 #define INVISIBLE 04L
359 #define ASLEEP 010L
360 #define WAKENS 020L
361 #define WANDERS 040L
362 #define FLIES 0100L
363 #define FLITS 0200L
364 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */
365 #define CONFUSED 01000L
366 #define RUSTS 02000L
367 #define HOLDS 04000L
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
391 #define STARVATION 2
392 #define POISON_DART 3
393 #define QUIT 4
394 #define WIN 5
395 #define KFIRE 6
397 #define UPWARD 0
398 #define UPRIGHT 1
399 #define RIGHT 2
400 #define DOWNRIGHT 3
401 #define DOWN 4
402 #define DOWNLEFT 5
403 #define LEFT 6
404 #define UPLEFT 7
405 #define DIRS 8
407 #define ROW1 7
408 #define ROW2 15
410 #define COL1 26
411 #define COL2 52
413 #define MOVED 0
414 #define MOVE_FAILED -1
415 #define STOPPED_ON_SOMETHING -2
416 #define CANCEL '\033'
417 #define LIST '*'
419 #define HUNGRY 300
420 #define WEAK 150
421 #define FAINT 20
422 #define STARVE 0
424 #define MIN_ROW 1
426 struct rogue_time {
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 */
435 #include <curses.h>
438 * external routine declarations.
440 #include <stdio.h>
441 #include <string.h>
442 #include <sys/types.h>
443 #include <unistd.h>
445 object *alloc_object(void);
446 object *get_letter_object(int);
447 object *gr_monster(object *, int);
448 object *gr_object(void);
449 char *md_getenv(const char *);
450 const char *
451 md_gln(void);
452 void *md_malloc(size_t);
453 const char *mon_name(const object *);
454 const char *name_of(const object *);
455 object *object_at(object *, short, short);
456 object *pick_up(int, int, short *);
457 void add_exp(int, boolean);
458 void add_traps(void);
459 void aggravate(void);
460 void bounce(short, short, short, short, short);
461 void byebye(int);
462 void c_object_for_wizard(void);
463 void call_it(void);
464 boolean can_move(int, int, int, int);
465 void check_gold_seeker(object *);
466 boolean check_imitator(object *);
467 void check_message(void);
468 int check_up(void);
469 void clean_up(const char *) __attribute__((__noreturn__));
470 void clear_level(void);
471 void cnfs(void);
472 int coin_toss(void);
473 void cough_up(object *);
474 void create_monster(void);
475 void darken_room(short);
476 void do_put_on(object *, boolean);
477 void do_shell(void);
478 void do_wear(object *);
479 void do_wield(object *);
480 void dr_course(object *, boolean, short, short);
481 void draw_magic_map(void);
482 void drop(void);
483 int drop_check(void);
484 void eat(void);
485 void edit_opts(void);
486 void error_save(int) __attribute__((__noreturn__));
487 void fight(boolean);
488 boolean flame_broil(object *);
489 void free_object(object *);
490 void free_stuff(object *);
491 int get_armor_class(const object *);
492 int get_damage(const char *, boolean);
493 void get_desc(const object *, char *, size_t);
494 void get_dir_rc(short, short *, short *, short);
495 char get_dungeon_char(short, short);
496 void get_food(object *, boolean);
497 int get_hit_chance(const object *);
498 int get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean);
499 char get_mask_char(unsigned short);
500 int get_number(const char *);
501 int get_rand(int, int);
502 short get_room_number(int, int);
503 void get_wand_and_ring_materials(void);
504 int get_weapon_damage(const object *);
505 char gmc(object *);
506 char gmc_row_col(int, int);
507 char gr_obj_char(void);
508 void gr_ring(object *, boolean);
509 short gr_room(void);
510 void gr_row_col(short *, short *, unsigned short);
511 void hallucinate(void);
512 boolean has_amulet(void);
513 int hp_raise(void);
514 void id_com(void);
515 void id_trap(void);
516 void id_type(void);
517 boolean imitating(short, short);
518 int init(int, char **);
519 void insert_score(char [][82], char [][30], const char *, short, short, const object *, int);
520 void inv_armor_weapon(boolean);
521 void inv_rings(void);
522 void inventory(const object *, unsigned short);
523 boolean is_all_connected(void);
524 boolean is_digit(int);
525 boolean is_direction(short, short *);
526 boolean is_passable(int, int);
527 boolean is_vowel(short);
528 void kick_into_pack(void);
529 void killed_by(const object *, short) __attribute__((__noreturn__));
530 long lget_number(const char *);
531 void light_passage(int, int);
532 void light_up_room(int);
533 boolean m_confuse(object *);
534 void make_level(void);
535 void make_scroll_titles(void);
536 boolean md_df(const char *);
537 void md_exit(int) __attribute__((__noreturn__));
538 void md_gct(struct rogue_time *);
539 int md_get_file_id(const char *);
540 void md_gfmt(const char *, struct rogue_time *);
541 int md_gseed(void);
542 void md_heed_signals(void);
543 void md_ignore_signals(void);
544 int md_link_count(const char *);
545 void md_lock(boolean);
546 void md_shell(const char *);
547 void md_sleep(int);
548 void md_slurp(void);
549 /*void message(const char *, boolean);*/
550 void messagef(boolean, const char *, ...)
551 __attribute__((__format__(__printf__, 2, 3)));
552 void mix_colors(void);
553 int mon_can_go(const object *, short, short);
554 int mon_damage(object *, short);
555 void mon_hit(object *);
556 boolean mon_sees(const object *, int, int);
557 void move_mon_to(object *, short, short);
558 void move_onto(void);
559 void multiple_move_rogue(short);
560 void mv_1_monster(object *, short, short);
561 void mv_aquatars(void);
562 void mv_mons(void);
563 int name_cmp(char *, const char *);
564 void nickize(char *, const char *, const char *);
565 int one_move_rogue(short, short);
566 void onintr(int);
567 short pack_count(const object *);
568 short pack_letter(const char *, unsigned short);
569 void pad(const char *, short);
570 void party_monsters(int, int);
571 short party_objects(int);
572 void place_at(object *, int, int);
573 void play_level(void);
574 void print_stats(int);
575 void put_amulet(void);
576 void put_mons(void);
577 void put_objects(void);
578 void put_on_ring(void);
579 void put_player(short);
580 void put_scores(const object *, short) __attribute__((__noreturn__));
581 void put_stairs(void);
582 void quaff(void);
583 void quit(boolean);
584 int r_index(const char *, int, boolean);
585 void rand_around(short, short *, short *);
586 int rand_percent(int);
587 void read_scroll(void);
588 boolean reg_move(void);
589 void relight(void);
590 void remessage(short);
591 void remove_ring(void);
592 void rest(int);
593 void restore(const char *);
594 int rgetchar(void);
595 void ring_stats(boolean);
596 int rogue_can_see(int, int);
597 void rogue_damage(short, object *, short);
598 void rogue_hit(object *, boolean);
599 void rust(object *);
600 void s_con_mon(object *);
601 void save_game(void);
602 void save_into_file(const char *);
603 void search(short, boolean);
604 boolean seek_gold(object *);
605 void show_average_hp(void);
606 void show_monsters(void);
607 void show_objects(void);
608 void show_traps(void);
609 void single_inv(short);
610 void sound_bell(void);
611 void special_hit(object *);
612 void srrandom(int);
613 void start_window(void);
614 void stop_window(void);
615 void take_a_nap(void);
616 void take_from_pack(object *, object *);
617 void take_off(void);
618 void tele(void);
619 void throw(void);
620 void trap_player(short, short);
621 void un_put_on(object *);
622 void unblind(void);
623 void unconfuse(void);
624 void unhallucinate(void);
625 void unwear(object *);
626 void unwield(object *);
627 void vanish(object *, short, object *);
628 void wait_for_ack(void);
629 void wake_room(short, boolean, short, short);
630 void wake_up(object *);
631 void wanderer(void);
632 void wear(void);
633 void wield(void);
634 void win(void) __attribute__((__noreturn__));
635 void wizardize(void);
636 long xxx(boolean);
637 void xxxx(char *, short);
638 void zapp(void);
639 object *add_to_pack(object *, object *, int);
640 struct id *get_id_table(const object *);
642 extern boolean ask_quit;
643 extern boolean being_held;
644 extern boolean cant_int;
645 extern boolean con_mon;
646 extern boolean detect_monster;
647 extern boolean did_int;
648 extern boolean interrupted;
649 extern boolean is_wood[];
650 extern boolean jump;
651 extern boolean maintain_armor;
652 extern boolean mon_disappeared;
653 extern boolean msg_cleared;
654 extern boolean no_skull;
655 extern boolean passgo;
656 extern boolean r_see_invisible;
657 extern boolean r_teleport;
658 extern boolean save_is_interactive;
659 extern boolean score_only;
660 extern boolean see_invisible;
661 extern boolean sustain_strength;
662 extern boolean trap_door;
663 extern boolean wizard;
664 #define HIT_MESSAGE_SIZE 80
665 extern char hit_message[HIT_MESSAGE_SIZE];
666 #define HUNGER_STR_LEN 8
667 extern char hunger_str[HUNGER_STR_LEN];
668 extern char login_name[MAX_OPT_LEN];
669 extern const char *byebye_string;
670 extern const char *curse_message;
671 extern const char *error_file;
672 extern char *fruit;
673 extern const char *const m_names[];
674 extern const char *more;
675 extern const char *new_level_message;
676 extern char *nick_name;
677 extern const char *press_space;
678 extern char *save_file;
679 extern const char *you_can_move_again;
680 extern const long level_points[];
681 extern short add_strength;
682 extern short auto_search;
683 extern short bear_trap;
684 extern short blind;
685 extern short confused;
686 extern short cur_level;
687 extern short cur_room;
688 extern short e_rings;
689 extern short extra_hp;
690 extern short foods;
691 extern short halluc;
692 extern short haste_self;
693 extern short less_hp;
694 extern short levitate;
695 extern short m_moves;
696 extern short max_level;
697 extern short party_room;
698 extern short r_rings;
699 extern short regeneration;
700 extern short ring_exp;
701 extern short stealthy;
702 extern gid_t gid;
703 extern gid_t egid;