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1 /* $NetBSD: rogue.h,v 1.14 2003/08/07 09:37:39 agc Exp $ */
2
3 /*
4 * Copyright (c) 1988, 1993
5 * The Regents of the University of California. All rights reserved.
6 *
7 * This code is derived from software contributed to Berkeley by
8 * Timothy C. Stoehr.
9 *
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.
21 *
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.
33 *
34 * @(#)rogue.h 8.1 (Berkeley) 5/31/93
35 */
36
37 /*
38 * rogue.h
39 *
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.
46 */
47
48 #define boolean char
49
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)
61
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)
72
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
81
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
91
92 #define MAX_PACK_COUNT 24
93
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
108
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
124
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
137
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
150
151 #define RATION 0
152 #define FRUIT 1
153
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)
161
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
170
171 #define STEALTH_FACTOR 3
172 #define R_TELE_PERCENT 8
173
174 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
175 #define IDENTIFIED ((unsigned short) 01)
176 #define CALLED ((unsigned short) 02)
177
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
186
187 #define GOLD_PERCENT 46
188
189 #define MAX_OPT_LEN 40
190
191 #define MAX_ID_TITLE_LEN 64
192 struct id {
193 short value;
194 char title[MAX_ID_TITLE_LEN];
195 char *real;
196 unsigned short id_status;
197 };
198
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.
203 */
204
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
219
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 */
241 };
242
243 typedef struct obj object;
244
245 #define INIT_AW (object*)0
246 #define INIT_RINGS (object*)0
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
255
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;
271 };
272
273 typedef struct fightr fighter;
274
275 struct dr {
276 short oth_room;
277 short oth_row,
278 oth_col;
279 short door_row,
280 door_col;
281 };
282
283 typedef struct dr door;
284
285 struct rm {
286 short bottom_row, right_col, left_col, top_row;
287 door doors[4];
288 unsigned short is_room;
289 };
290
291 typedef struct rm room;
292
293 #define MAXROOMS 9
294 #define BIG_ROOM 10
295
296 #define NO_ROOM -1
297
298 #define PASSAGE -3 /* cur_room value */
299
300 #define AMULET_LEVEL 26
301
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)
307
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
315
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
325
326 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */
327
328 #define MAX_TRAPS 10 /* maximum traps per level */
329
330 #define HIDE_PERCENT 12
331
332 struct tr {
333 short trap_type;
334 short trap_row, trap_col;
335 };
336
337 typedef struct tr trap;
338
339 extern fighter rogue;
340 extern room rooms[];
341 extern trap traps[];
342 extern unsigned short dungeon[DROWS][DCOLS];
343 extern object level_objects;
344
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[];
351
352 extern object mon_tab[];
353 extern object level_monsters;
354
355 #define MONSTERS 26
356
357 #define HASTED 01L
358 #define SLOWED 02L
359 #define INVISIBLE 04L
360 #define ASLEEP 010L
361 #define WAKENS 020L
362 #define WANDERS 040L
363 #define FLIES 0100L
364 #define FLITS 0200L
365 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */
366 #define CONFUSED 01000L
367 #define RUSTS 02000L
368 #define HOLDS 04000L
369 #define FREEZES 010000L
370 #define STEALS_GOLD 020000L
371 #define STEALS_ITEM 040000L
372 #define STINGS 0100000L
373 #define DRAINS_LIFE 0200000L
374 #define DROPS_LEVEL 0400000L
375 #define SEEKS_GOLD 01000000L
376 #define FREEZING_ROGUE 02000000L
377 #define RUST_VANISHED 04000000L
378 #define CONFUSES 010000000L
379 #define IMITATES 020000000L
380 #define FLAMES 040000000L
381 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */
382 #define NAPPING 0200000000L /* can't wake up for a while */
383 #define ALREADY_MOVED 0400000000L
384
385 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
386
387 #define WAKE_PERCENT 45
388 #define FLIT_PERCENT 40
389 #define PARTY_WAKE_PERCENT 75
390
391 #define HYPOTHERMIA 1
392 #define STARVATION 2
393 #define POISON_DART 3
394 #define QUIT 4
395 #define WIN 5
396 #define KFIRE 6
397
398 #define UPWARD 0
399 #define UPRIGHT 1
400 #define RIGHT 2
401 #define DOWNRIGHT 3
402 #define DOWN 4
403 #define DOWNLEFT 5
404 #define LEFT 6
405 #define UPLEFT 7
406 #define DIRS 8
407
408 #define ROW1 7
409 #define ROW2 15
410
411 #define COL1 26
412 #define COL2 52
413
414 #define MOVED 0
415 #define MOVE_FAILED -1
416 #define STOPPED_ON_SOMETHING -2
417 #define CANCEL '\033'
418 #define LIST '*'
419
420 #define HUNGRY 300
421 #define WEAK 150
422 #define FAINT 20
423 #define STARVE 0
424
425 #define MIN_ROW 1
426
427 struct rogue_time {
428 short year; /* >= 1987 */
429 short month; /* 1 - 12 */
430 short day; /* 1 - 31 */
431 short hour; /* 0 - 23 */
432 short minute; /* 0 - 59 */
433 short second; /* 0 - 59 */
434 };
435
436 #include <curses.h>
437
438 /*
439 * external routine declarations.
440 */
441 #include <stdio.h>
442 #include <string.h>
443 #include <sys/types.h>
444 #include <unistd.h>
445
446 object *alloc_object __P((void));
447 object *check_duplicate __P((object *, object *));
448 const char *get_ench_color __P((void));
449 object *get_letter_object __P((int));
450 object *get_thrown_at_monster __P((object *, short, short *, short *));
451 object *get_zapped_monster __P((short, short *, short *));
452 object *gr_monster __P((object *, int));
453 object *gr_object __P((void));
454 char *md_getenv __P((const char *));
455 const char *
456 md_gln __P((void));
457 char *md_malloc __P((int));
458 const char *mon_name __P((const object *));
459 const char *name_of __P((const object *));
460 object *object_at __P((object *, short, short));
461 object *pick_up __P((int, int, short *));
462 void add_exp __P((int, boolean));
463 void add_mazes __P((void));
464 void add_traps __P((void));
465 void aggravate __P((void));
466 void aim_monster __P((object *));
467 void bounce __P((short, short, short, short, short));
468 void byebye __P((int));
469 void c_object_for_wizard __P((void));
470 void call_it __P((void));
471 boolean can_move __P((int, int, int, int));
472 boolean can_turn __P((int, int));
473 void center __P((short, const char *));
474 void check_gold_seeker __P((object *));
475 boolean check_hunger __P((boolean));
476 boolean check_imitator __P((object *));
477 void check_message __P((void));
478 int check_up __P((void));
479 void clean_up __P((const char *)) __attribute__((__noreturn__));
480 void clear_level __P((void));
481 void cnfs __P((void));
482 int coin_toss __P((void));
483 int connect_rooms __P((short, short));
484 void cough_up __P((object *));
485 void create_monster __P((void));
486 int damage_for_strength __P((void));
487 void darken_room __P((short));
488 void disappear __P((object *));
489 void do_args __P((int, char **));
490 void do_opts __P((void));
491 void do_put_on __P((object *, boolean));
492 void do_shell __P((void));
493 void do_wear __P((object *));
494 void do_wield __P((object *));
495 void dr_course __P((object *, boolean, short, short));
496 void drain_life __P((void));
497 void draw_magic_map __P((void));
498 void draw_simple_passage __P((short, short, short, short, short));
499 void drop __P((void));
500 int drop_check __P((void));
501 void drop_level __P((void));
502 void eat __P((void));
503 void edit_opts __P((void));
504 void env_get_value __P((char **, char *, boolean));
505 void error_save __P((int)) __attribute__((__noreturn__));
506 void fight __P((int));
507 void fill_it __P((int, boolean));
508 void fill_out_level __P((void));
509 boolean flame_broil __P((object *));
510 int flit __P((object *));
511 void flop_weapon __P((object *, short, short));
512 void free_object __P((object *));
513 void free_stuff __P((object *));
514 void freeze __P((object *));
515 int get_armor_class __P((const object *));
516 int get_com_id __P((int *, short));
517 int get_damage __P((const char *, boolean));
518 void get_desc __P((const object *, char *));
519 int get_dir __P((short, short, short, short));
520 void get_dir_rc __P((short, short *, short *, short));
521 char get_dungeon_char __P((short, short));
522 int get_exp_level __P((long));
523 void get_food __P((object *, boolean));
524 int get_hit_chance __P((const object *));
525 int get_input_line __P((const char *, const char *, char *, const char *, boolean, boolean));
526 char get_mask_char __P((unsigned short));
527 int get_number __P((const char *));
528 boolean get_oth_room __P((short, short *, short *));
529 int get_rand __P((int, int));
530 short get_room_number __P((int, int));
531 int get_value __P((const object *));
532 int get_w_damage __P((const object *));
533 void get_wand_and_ring_materials __P((void));
534 int get_weapon_damage __P((const object *));
535 char gmc __P((object *));
536 char gmc_row_col __P((int, int));
537 void go_blind __P((void));
538 boolean gold_at __P((int, int));
539 void gr_armor __P((object *));
540 char gr_dir __P((void));
541 char gr_obj_char __P((void));
542 void gr_potion __P((object *));
543 void gr_ring __P((object *, boolean));
544 short gr_room __P((void));
545 void gr_row_col __P((short *, short *, unsigned short));
546 void gr_scroll __P((object *));
547 void gr_wand __P((object *));
548 void gr_weapon __P((object *, int));
549 void hallucinate __P((void));
550 boolean has_amulet __P((void));
551 boolean has_been_touched __P((const struct rogue_time *, const struct rogue_time *));
552 void heal __P((void));
553 void hide_boxed_passage __P((int, int, int, int, int));
554 void hold_monster __P((void));
555 int hp_raise __P((void));
556 void id_all __P((void));
557 void id_com __P((void));
558 void id_trap __P((void));
559 void id_type __P((void));
560 void idntfy __P((void));
561 boolean imitating __P((int, int));
562 int init __P((int, char **));
563 void init_str __P((char **, const char *));
564 void insert_score __P((char [][], char [][], const char *, short, short, const object *, int));
565 void inv_armor_weapon __P((boolean));
566 void inv_rings __P((void));
567 void inventory __P((const object *, unsigned short));
568 boolean is_all_connected __P((void));
569 boolean is_digit __P((int));
570 boolean is_direction __P((short, short *));
571 boolean is_pack_letter __P((short *, unsigned short *));
572 boolean is_passable __P((int, int));
573 boolean is_vowel __P((short));
574 void kick_into_pack __P((void));
575 void killed_by __P((const object *, short)) __attribute__((__noreturn__));
576 long lget_number __P((const char *));
577 void light_passage __P((int, int));
578 void light_up_room __P((int));
579 boolean m_confuse __P((object *));
580 void make_level __P((void));
581 void make_maze __P((short, short, short, short, short, short));
582 void make_party __P((void));
583 void make_room __P((short, short, short, short));
584 void make_scroll_titles __P((void));
585 boolean mask_pack __P((const object *, unsigned short));
586 boolean mask_room __P((short, short *, short *, unsigned short));
587 boolean md_df __P((const char *));
588 void md_exit __P((int)) __attribute__((__noreturn__));
589 void md_gct __P((struct rogue_time *));
590 int md_get_file_id __P((const char *));
591 void md_gfmt __P((const char *, struct rogue_time *));
592 int md_gseed __P((void));
593 void md_heed_signals __P((void));
594 void md_ignore_signals __P((void));
595 int md_link_count __P((const char *));
596 void md_lock __P((boolean));
597 void md_shell __P((const char *));
598 void md_sleep __P((int));
599 void md_slurp __P((void));
600 void message __P((const char *, boolean));
601 void mix_colors __P((void));
602 void mix_random_rooms __P((void));
603 int mon_can_go __P((const object *, int, int));
604 int mon_damage __P((object *, short));
605 void mon_hit __P((object *));
606 boolean mon_sees __P((const object *, int, int));
607 int move_confused __P((object *));
608 void move_mon_to __P((object *, int, int));
609 void move_onto __P((void));
610 int mtry __P((object *, int, int));
611 void multiple_move_rogue __P((short));
612 void mv_1_monster __P((object *, int, int));
613 void mv_aquatars __P((void));
614 void mv_mons __P((void));
615 int name_cmp __P((char *, const char *));
616 short next_avail_ichar __P((void));
617 boolean next_to_something __P((int, int));
618 void nickize __P((char *, const char *, const char *));
619 int no_room_for_monster __P((int));
620 int one_move_rogue __P((short, short));
621 void onintr __P((int));
622 void opt_erase __P((int));
623 void opt_go __P((int));
624 void opt_show __P((int));
625 short pack_count __P((const object *));
626 short pack_letter __P((const char *, unsigned short));
627 void pad __P((const char *, short));
628 void party_monsters __P((int, int));
629 short party_objects __P((int));
630 void place_at __P((object *, int, int));
631 void plant_gold __P((int, int, boolean));
632 void play_level __P((void));
633 void player_init __P((void));
634 void potion_heal __P((int));
635 int pr_com_id __P((int));
636 int pr_motion_char __P((int));
637 void print_stats __P((int));
638 void put_amulet __P((void));
639 void put_door __P((room *, short, short *, short *));
640 void put_gold __P((void));
641 void put_m_at __P((int, int, object *));
642 void put_mons __P((void));
643 void put_objects __P((void));
644 void put_on_ring __P((void));
645 void put_player __P((short));
646 void put_scores __P((const object *, short)) __attribute__((__noreturn__));
647 void put_stairs __P((void));
648 void quaff __P((void));
649 void quit __P((boolean));
650 int r_index __P((const char *, int, boolean));
651 void r_read __P((FILE *, char *, int));
652 void r_write __P((FILE *, const char *, int));
653 void rand_around __P((short, short *, short *));
654 int rand_percent __P((int));
655 void rand_place __P((object *));
656 void read_pack __P((object *, FILE *, boolean));
657 void read_scroll __P((void));
658 void read_string __P((char *, FILE *, size_t));
659 void recursive_deadend __P((short, const short *, short, short));
660 boolean reg_move __P((void));
661 void relight __P((void));
662 void remessage __P((short));
663 void remove_ring __P((void));
664 void rest __P((int));
665 void restore __P((const char *));
666 int rgetchar __P((void));
667 void ring_stats __P((boolean));
668 int rogue_can_see __P((int, int));
669 void rogue_damage __P((short, object *, short));
670 void rogue_hit __P((object *, boolean));
671 int rogue_is_around __P((int, int));
672 long rrandom __P((void));
673 void rust __P((object *));
674 void rw_dungeon __P((FILE *, boolean));
675 void rw_id __P((struct id *, FILE *, int, boolean));
676 void rw_rooms __P((FILE *, boolean));
677 void s_con_mon __P((object *));
678 int same_col __P((int, int));
679 int same_row __P((int, int));
680 void save_game __P((void));
681 void save_into_file __P((const char *));
682 void save_screen __P((void));
683 void search __P((short, boolean));
684 boolean seek_gold __P((object *));
685 void sell_pack __P((void));
686 void sf_error __P((void)) __attribute__((__noreturn__));
687 void show_average_hp __P((void));
688 void show_monsters __P((void));
689 void show_objects __P((void));
690 void show_traps __P((void));
691 void single_inv __P((short));
692 void sound_bell __P((void));
693 void special_hit __P((object *));
694 void srrandom __P((int));
695 void start_window __P((void));
696 void steal_gold __P((object *));
697 void steal_item __P((object *));
698 void sting __P((object *));
699 void stop_window __P((void));
700 void take_a_nap __P((void));
701 void take_from_pack __P((object *, object *));
702 void take_off __P((void));
703 void tele __P((void));
704 void tele_away __P((object *));
705 void throw __P((void));
706 boolean throw_at_monster __P((object *, object *));
707 int to_hit __P((const object *));
708 short trap_at __P((int, int));
709 void trap_player __P((int, int));
710 boolean try_to_cough __P((short, short, object *));
711 void turn_passage __P((short, boolean));
712 void un_put_on __P((object *));
713 void unblind __P((void));
714 void unconfuse __P((void));
715 void uncurse_all __P((void));
716 void unhallucinate __P((void));
717 void unwear __P((object *));
718 void unwield __P((object *));
719 void vanish __P((object *, short, object *));
720 void visit_rooms __P((int));
721 void wait_for_ack __P((void));
722 void wake_room __P((short, boolean, short, short));
723 void wake_up __P((object *));
724 void wanderer __P((void));
725 void wdrain_life __P((object *));
726 void wear __P((void));
727 void wield __P((void));
728 void win __P((void)) __attribute__((__noreturn__));
729 void wizardize __P((void));
730 void write_pack __P((const object *, FILE *));
731 void write_string __P((char *, FILE *));
732 long xxx __P((boolean));
733 void xxxx __P((char *, short));
734 void zap_monster __P((object *, unsigned short));
735 void zapp __P((void));
736 object *add_to_pack __P((object *, object *, int));
737 struct id *get_id_table __P((const object *));
738 unsigned short gr_what_is __P((void));
739
740 extern boolean ask_quit;
741 extern boolean being_held;
742 extern boolean cant_int;
743 extern boolean con_mon;
744 extern boolean detect_monster;
745 extern boolean did_int;
746 extern boolean interrupted;
747 extern boolean is_wood[];
748 extern boolean jump;
749 extern boolean maintain_armor;
750 extern boolean mon_disappeared;
751 extern boolean msg_cleared;
752 extern boolean no_skull;
753 extern boolean passgo;
754 extern boolean r_see_invisible;
755 extern boolean r_teleport;
756 extern boolean save_is_interactive;
757 extern boolean score_only;
758 extern boolean see_invisible;
759 extern boolean sustain_strength;
760 extern boolean trap_door;
761 extern boolean wizard;
762 extern char hit_message[];
763 #define HUNGER_STR_LEN 8
764 extern char hunger_str[HUNGER_STR_LEN];
765 extern char login_name[MAX_OPT_LEN];
766 extern const char *byebye_string;
767 extern const char *curse_message;
768 extern const char *error_file;
769 extern char *fruit;
770 extern const char *const m_names[];
771 extern const char *more;
772 extern const char *new_level_message;
773 extern char *nick_name;
774 extern const char *press_space;
775 extern char *save_file;
776 extern const char *you_can_move_again;
777 extern const long level_points[];
778 extern short add_strength;
779 extern short auto_search;
780 extern short bear_trap;
781 extern short blind;
782 extern short confused;
783 extern short cur_level;
784 extern short cur_room;
785 extern short e_rings;
786 extern short extra_hp;
787 extern short foods;
788 extern short halluc;
789 extern short haste_self;
790 extern short less_hp;
791 extern short levitate;
792 extern short m_moves;
793 extern short max_level;
794 extern short party_room;
795 extern short r_rings;
796 extern short regeneration;
797 extern short ring_exp;
798 extern short stealthy;
799 extern gid_t gid;
800 extern gid_t egid;