1 /* $NetBSD: rogue.h,v 1.14 2003/08/07 09:37:39 agc Exp $ */
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
10 * Redistribution and use in source and binary forms, with or without
11 * modification, are permitted provided that the following conditions
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
34 * @(#)rogue.h 8.1 (Berkeley) 5/31/93
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
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)
89 #define TWO_HANDED_SWORD 7
92 #define MAX_PACK_COUNT 24
94 #define PROTECT_ARMOR 0
95 #define HOLD_MONSTER 1
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
109 #define INCREASE_STRENGTH 0
110 #define RESTORE_STRENGTH 1
112 #define EXTRA_HEALING 3
114 #define RAISE_LEVEL 5
116 #define HALLUCINATION 7
117 #define DETECT_MONSTER 8
118 #define DETECT_OBJECTS 9
120 #define LEVITATION 11
121 #define HASTE_SELF 12
122 #define SEE_INVISIBLE 13
126 #define SLOW_MONSTER 1
127 #define INVISIBILITY 2
129 #define HASTE_MONSTER 4
130 #define MAGIC_MISSILE 5
131 #define CANCELLATION 6
140 #define REGENERATION 2
141 #define SLOW_DIGEST 3
142 #define ADD_STRENGTH 4
143 #define SUSTAIN_STRENGTH 5
146 #define R_SEE_INVISIBLE 8
147 #define MAINTAIN_ARMOR 9
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)
167 #define SLEEPING_GAS_TRAP 4
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)
181 #define MAX_TITLE_LENGTH 30
182 #define MAXSYLLABLES 40
184 #define WAND_MATERIALS 30
187 #define GOLD_PERCENT 46
189 #define MAX_OPT_LEN 40
191 #define MAX_ID_TITLE_LEN 64
194 char title
[MAX_ID_TITLE_LEN
];
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
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 (object*)0
246 #define INIT_RINGS (object*)0
249 #define INIT_EXPLEVEL 1
251 #define INIT_PACK {0}
253 #define INIT_CHAR '@'
254 #define INIT_MOVES 1250
259 object
*left_ring
, *right_ring
;
273 typedef struct fightr fighter
;
283 typedef struct dr door
;
286 short bottom_row
, right_col
, left_col
, top_row
;
288 unsigned short is_room
;
291 typedef struct rm room
;
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
313 #define MAX_STRENGTH 99
314 #define LAST_DUNGEON 99
316 #define STAT_LEVEL 01
319 #define STAT_STRENGTH 010
320 #define STAT_ARMOR 020
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
334 short trap_row
, trap_col
;
337 typedef struct tr trap
;
339 extern fighter rogue
;
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 mon_tab
[];
353 extern object level_monsters
;
359 #define INVISIBLE 04L
365 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */
366 #define CONFUSED 01000L
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
385 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
387 #define WAKE_PERCENT 45
388 #define FLIT_PERCENT 40
389 #define PARTY_WAKE_PERCENT 75
391 #define HYPOTHERMIA 1
393 #define POISON_DART 3
415 #define MOVE_FAILED -1
416 #define STOPPED_ON_SOMETHING -2
417 #define CANCEL '\033'
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 */
439 * external routine declarations.
443 #include <sys/types.h>
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 *));
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));
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
[];
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
;
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
;
782 extern short confused
;
783 extern short cur_level
;
784 extern short cur_room
;
785 extern short e_rings
;
786 extern short extra_hp
;
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
;