1 /* $NetBSD: rogue.h,v 1.11 1999/09/13 17:14:08 jsm 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. All advertising materials mentioning features or use of this software
19 * must display the following acknowledgement:
20 * This product includes software developed by the University of
21 * California, Berkeley and its contributors.
22 * 4. Neither the name of the University nor the names of its contributors
23 * may be used to endorse or promote products derived from this software
24 * without specific prior written permission.
26 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
38 * @(#)rogue.h 8.1 (Berkeley) 5/31/93
44 * This source herein may be modified and/or distributed by anybody who
45 * so desires, with the following restrictions:
46 * 1.) This notice shall not be removed.
47 * 2.) Credit shall not be taken for the creation of this source.
48 * 3.) This code is not to be traded, sold, or used for personal
54 #define NOTHING ((unsigned short) 0)
55 #define OBJECT ((unsigned short) 01)
56 #define MONSTER ((unsigned short) 02)
57 #define STAIRS ((unsigned short) 04)
58 #define HORWALL ((unsigned short) 010)
59 #define VERTWALL ((unsigned short) 020)
60 #define DOOR ((unsigned short) 040)
61 #define FLOOR ((unsigned short) 0100)
62 #define TUNNEL ((unsigned short) 0200)
63 #define TRAP ((unsigned short) 0400)
64 #define HIDDEN ((unsigned short) 01000)
66 #define ARMOR ((unsigned short) 01)
67 #define WEAPON ((unsigned short) 02)
68 #define SCROL ((unsigned short) 04)
69 #define POTION ((unsigned short) 010)
70 #define GOLD ((unsigned short) 020)
71 #define FOOD ((unsigned short) 040)
72 #define WAND ((unsigned short) 0100)
73 #define RING ((unsigned short) 0200)
74 #define AMULET ((unsigned short) 0400)
75 #define ALL_OBJECTS ((unsigned short) 0777)
93 #define TWO_HANDED_SWORD 7
96 #define MAX_PACK_COUNT 24
98 #define PROTECT_ARMOR 0
99 #define HOLD_MONSTER 1
100 #define ENCH_WEAPON 2
105 #define SCARE_MONSTER 7
106 #define REMOVE_CURSE 8
107 #define CREATE_MONSTER 9
108 #define AGGRAVATE_MONSTER 10
109 #define MAGIC_MAPPING 11
113 #define INCREASE_STRENGTH 0
114 #define RESTORE_STRENGTH 1
116 #define EXTRA_HEALING 3
118 #define RAISE_LEVEL 5
120 #define HALLUCINATION 7
121 #define DETECT_MONSTER 8
122 #define DETECT_OBJECTS 9
124 #define LEVITATION 11
125 #define HASTE_SELF 12
126 #define SEE_INVISIBLE 13
130 #define SLOW_MONSTER 1
131 #define INVISIBILITY 2
133 #define HASTE_MONSTER 4
134 #define MAGIC_MISSILE 5
135 #define CANCELLATION 6
144 #define REGENERATION 2
145 #define SLOW_DIGEST 3
146 #define ADD_STRENGTH 4
147 #define SUSTAIN_STRENGTH 5
150 #define R_SEE_INVISIBLE 8
151 #define MAINTAIN_ARMOR 9
158 #define NOT_USED ((unsigned short) 0)
159 #define BEING_WIELDED ((unsigned short) 01)
160 #define BEING_WORN ((unsigned short) 02)
161 #define ON_LEFT_HAND ((unsigned short) 04)
162 #define ON_RIGHT_HAND ((unsigned short) 010)
163 #define ON_EITHER_HAND ((unsigned short) 014)
164 #define BEING_USED ((unsigned short) 017)
171 #define SLEEPING_GAS_TRAP 4
175 #define STEALTH_FACTOR 3
176 #define R_TELE_PERCENT 8
178 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
179 #define IDENTIFIED ((unsigned short) 01)
180 #define CALLED ((unsigned short) 02)
185 #define MAX_TITLE_LENGTH 30
186 #define MAXSYLLABLES 40
188 #define WAND_MATERIALS 30
191 #define GOLD_PERCENT 46
193 #define MAX_OPT_LEN 40
199 unsigned short id_status
;
202 /* The following #defines provide more meaningful names for some of the
203 * struct object fields that are used for monsters. This, since each monster
204 * and object (scrolls, potions, etc) are represented by a struct object.
205 * Ideally, this should be handled by some kind of union structure.
208 #define m_damage damage
209 #define hp_to_kill quantity
211 #define first_level is_protected
212 #define last_level is_cursed
213 #define m_hit_chance class
214 #define stationary_damage identified
215 #define drop_percent which_kind
216 #define trail_char d_enchant
217 #define slowed_toggle quiver
218 #define moves_confused hit_enchant
219 #define nap_length picked_up
220 #define disguise what_is
221 #define next_monster next_object
223 struct obj
{ /* comment is monster meaning */
224 unsigned long m_flags
; /* monster flags */
225 const char *damage
; /* damage it does */
226 short quantity
; /* hit points to kill */
227 short ichar
; /* 'A' is for aquatar */
228 short kill_exp
; /* exp for killing it */
229 short is_protected
; /* level starts */
230 short is_cursed
; /* level ends */
231 short class; /* chance of hitting you */
232 short identified
; /* 'F' damage, 1,2,3... */
233 unsigned short which_kind
; /* item carry/drop % */
234 short o_row
, o_col
, o
; /* o is how many times stuck at o_row, o_col */
235 short row
, col
; /* current row, col */
236 short d_enchant
; /* room char when detect_monster */
237 short quiver
; /* monster slowed toggle */
238 short trow
, tcol
; /* target row, col */
239 short hit_enchant
; /* how many moves is confused */
240 unsigned short what_is
; /* imitator's charactor (?!%: */
241 short picked_up
; /* sleep from wand of sleep */
242 unsigned short in_use_flags
;
243 struct obj
*next_object
; /* next monster */
246 typedef struct obj object
;
248 #define INIT_AW (object*)0
249 #define INIT_RINGS (object*)0
252 #define INIT_EXPLEVEL 1
254 #define INIT_PACK {0}
256 #define INIT_CHAR '@'
257 #define INIT_MOVES 1250
262 object
*left_ring
, *right_ring
;
276 typedef struct fightr fighter
;
286 typedef struct dr door
;
289 short bottom_row
, right_col
, left_col
, top_row
;
291 unsigned short is_room
;
294 typedef struct rm room
;
301 #define PASSAGE -3 /* cur_room value */
303 #define AMULET_LEVEL 26
305 #define R_NOTHING ((unsigned short) 01)
306 #define R_ROOM ((unsigned short) 02)
307 #define R_MAZE ((unsigned short) 04)
308 #define R_DEADEND ((unsigned short) 010)
309 #define R_CROSS ((unsigned short) 020)
311 #define MAX_EXP_LEVEL 21
312 #define MAX_EXP 10000001L
313 #define MAX_GOLD 999999
316 #define MAX_STRENGTH 99
317 #define LAST_DUNGEON 99
319 #define STAT_LEVEL 01
322 #define STAT_STRENGTH 010
323 #define STAT_ARMOR 020
325 #define STAT_HUNGER 0100
326 #define STAT_LABEL 0200
327 #define STAT_ALL 0377
329 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */
331 #define MAX_TRAPS 10 /* maximum traps per level */
333 #define HIDE_PERCENT 12
337 short trap_row
, trap_col
;
340 typedef struct tr trap
;
342 extern fighter rogue
;
345 extern unsigned short dungeon
[DROWS
][DCOLS
];
346 extern object level_objects
;
348 extern struct id id_scrolls
[];
349 extern struct id id_potions
[];
350 extern struct id id_wands
[];
351 extern struct id id_rings
[];
352 extern struct id id_weapons
[];
353 extern struct id id_armors
[];
355 extern object mon_tab
[];
356 extern object level_monsters
;
362 #define INVISIBLE 04L
368 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */
369 #define CONFUSED 01000L
372 #define FREEZES 010000L
373 #define STEALS_GOLD 020000L
374 #define STEALS_ITEM 040000L
375 #define STINGS 0100000L
376 #define DRAINS_LIFE 0200000L
377 #define DROPS_LEVEL 0400000L
378 #define SEEKS_GOLD 01000000L
379 #define FREEZING_ROGUE 02000000L
380 #define RUST_VANISHED 04000000L
381 #define CONFUSES 010000000L
382 #define IMITATES 020000000L
383 #define FLAMES 040000000L
384 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */
385 #define NAPPING 0200000000L /* can't wake up for a while */
386 #define ALREADY_MOVED 0400000000L
388 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
390 #define WAKE_PERCENT 45
391 #define FLIT_PERCENT 40
392 #define PARTY_WAKE_PERCENT 75
394 #define HYPOTHERMIA 1
396 #define POISON_DART 3
418 #define MOVE_FAILED -1
419 #define STOPPED_ON_SOMETHING -2
420 #define CANCEL '\033'
431 short year
; /* >= 1987 */
432 short month
; /* 1 - 12 */
433 short day
; /* 1 - 31 */
434 short hour
; /* 0 - 23 */
435 short minute
; /* 0 - 59 */
436 short second
; /* 0 - 59 */
442 * external routine declarations.
446 #include <sys/types.h>
449 object
*alloc_object
__P((void));
450 object
*check_duplicate
__P((object
*, object
*));
451 const char *get_ench_color
__P((void));
452 object
*get_letter_object
__P((int));
453 object
*get_thrown_at_monster
__P((object
*, short, short *, short *));
454 object
*get_zapped_monster
__P((short, short *, short *));
455 object
*gr_monster
__P((object
*, int));
456 object
*gr_object
__P((void));
457 char *md_getenv
__P((const char *));
460 char *md_malloc
__P((int));
461 const char *mon_name
__P((const object
*));
462 const char *name_of
__P((const object
*));
463 object
*object_at
__P((object
*, short, short));
464 object
*pick_up
__P((int, int, short *));
465 void add_exp
__P((int, boolean
));
466 void add_mazes
__P((void));
467 void add_traps
__P((void));
468 void aggravate
__P((void));
469 void aim_monster
__P((object
*));
470 void bounce
__P((short, short, short, short, short));
471 void byebye
__P((int));
472 void c_object_for_wizard
__P((void));
473 void call_it
__P((void));
474 boolean can_move
__P((int, int, int, int));
475 boolean can_turn
__P((int, int));
476 void center
__P((short, const char *));
477 void check_gold_seeker
__P((object
*));
478 boolean check_hunger
__P((boolean
));
479 boolean check_imitator
__P((object
*));
480 void check_message
__P((void));
481 int check_up
__P((void));
482 void clean_up
__P((const char *)) __attribute__((__noreturn__
));
483 void clear_level
__P((void));
484 void cnfs
__P((void));
485 int coin_toss
__P((void));
486 int connect_rooms
__P((short, short));
487 void cough_up
__P((object
*));
488 void create_monster
__P((void));
489 int damage_for_strength
__P((void));
490 void darken_room
__P((short));
491 void disappear
__P((object
*));
492 void do_args
__P((int, char **));
493 void do_opts
__P((void));
494 void do_put_on
__P((object
*, boolean
));
495 void do_shell
__P((void));
496 void do_wear
__P((object
*));
497 void do_wield
__P((object
*));
498 void dr_course
__P((object
*, boolean
, short, short));
499 void drain_life
__P((void));
500 void draw_magic_map
__P((void));
501 void draw_simple_passage
__P((short, short, short, short, short));
502 void drop
__P((void));
503 int drop_check
__P((void));
504 void drop_level
__P((void));
505 void eat
__P((void));
506 void edit_opts
__P((void));
507 void env_get_value
__P((char **, char *, boolean
));
508 void error_save
__P((int)) __attribute__((__noreturn__
));
509 void fight
__P((int));
510 void fill_it
__P((int, boolean
));
511 void fill_out_level
__P((void));
512 boolean flame_broil
__P((object
*));
513 int flit
__P((object
*));
514 void flop_weapon
__P((object
*, short, short));
515 void free_object
__P((object
*));
516 void free_stuff
__P((object
*));
517 void freeze
__P((object
*));
518 int get_armor_class
__P((const object
*));
519 int get_com_id
__P((int *, short));
520 int get_damage
__P((const char *, boolean
));
521 void get_desc
__P((const object
*, char *));
522 int get_dir
__P((short, short, short, short));
523 void get_dir_rc
__P((short, short *, short *, short));
524 char get_dungeon_char
__P((short, short));
525 int get_exp_level
__P((long));
526 void get_food
__P((object
*, boolean
));
527 int get_hit_chance
__P((const object
*));
528 int get_input_line
__P((const char *, const char *, char *, const char *, boolean
, boolean
));
529 char get_mask_char
__P((unsigned short));
530 int get_number
__P((const char *));
531 boolean get_oth_room
__P((short, short *, short *));
532 int get_rand
__P((int, int));
533 short get_room_number
__P((int, int));
534 int get_value
__P((const object
*));
535 int get_w_damage
__P((const object
*));
536 void get_wand_and_ring_materials
__P((void));
537 int get_weapon_damage
__P((const object
*));
538 char gmc
__P((object
*));
539 char gmc_row_col
__P((int, int));
540 void go_blind
__P((void));
541 boolean gold_at
__P((int, int));
542 void gr_armor
__P((object
*));
543 char gr_dir
__P((void));
544 char gr_obj_char
__P((void));
545 void gr_potion
__P((object
*));
546 void gr_ring
__P((object
*, boolean
));
547 short gr_room
__P((void));
548 void gr_row_col
__P((short *, short *, unsigned short));
549 void gr_scroll
__P((object
*));
550 void gr_wand
__P((object
*));
551 void gr_weapon
__P((object
*, int));
552 void hallucinate
__P((void));
553 boolean has_amulet
__P((void));
554 boolean has_been_touched
__P((const struct rogue_time
*, const struct rogue_time
*));
555 void heal
__P((void));
556 void hide_boxed_passage
__P((int, int, int, int, int));
557 void hold_monster
__P((void));
558 int hp_raise
__P((void));
559 void id_all
__P((void));
560 void id_com
__P((void));
561 void id_trap
__P((void));
562 void id_type
__P((void));
563 void idntfy
__P((void));
564 boolean imitating
__P((int, int));
565 int init
__P((int, char **));
566 void init_str
__P((char **, const char *));
567 void insert_score
__P((char [][], char [][], const char *, short, short, const object
*, int));
568 void inv_armor_weapon
__P((boolean
));
569 void inv_rings
__P((void));
570 void inventory
__P((const object
*, unsigned short));
571 boolean is_all_connected
__P((void));
572 boolean is_digit
__P((int));
573 boolean is_direction
__P((short, short *));
574 boolean is_pack_letter
__P((short *, unsigned short *));
575 boolean is_passable
__P((int, int));
576 boolean is_vowel
__P((short));
577 void kick_into_pack
__P((void));
578 void killed_by
__P((const object
*, short)) __attribute__((__noreturn__
));
579 long lget_number
__P((const char *));
580 void light_passage
__P((int, int));
581 void light_up_room
__P((int));
582 boolean m_confuse
__P((object
*));
583 void make_level
__P((void));
584 void make_maze
__P((short, short, short, short, short, short));
585 void make_party
__P((void));
586 void make_room
__P((short, short, short, short));
587 void make_scroll_titles
__P((void));
588 boolean mask_pack
__P((const object
*, unsigned short));
589 boolean mask_room
__P((short, short *, short *, unsigned short));
590 boolean md_df
__P((const char *));
591 void md_exit
__P((int)) __attribute__((__noreturn__
));
592 void md_gct
__P((struct rogue_time
*));
593 int md_get_file_id
__P((const char *));
594 void md_gfmt
__P((const char *, struct rogue_time
*));
595 int md_gseed
__P((void));
596 void md_heed_signals
__P((void));
597 void md_ignore_signals
__P((void));
598 int md_link_count
__P((const char *));
599 void md_lock
__P((boolean
));
600 void md_shell
__P((const char *));
601 void md_sleep
__P((int));
602 void md_slurp
__P((void));
603 void message
__P((const char *, boolean
));
604 void mix_colors
__P((void));
605 void mix_colors
__P((void));
606 void mix_random_rooms
__P((void));
607 int mon_can_go
__P((const object
*, int, int));
608 int mon_damage
__P((object
*, short));
609 void mon_hit
__P((object
*));
610 boolean mon_sees
__P((const object
*, int, int));
611 int move_confused
__P((object
*));
612 void move_mon_to
__P((object
*, int, int));
613 void move_onto
__P((void));
614 int mtry
__P((object
*, int, int));
615 void multiple_move_rogue
__P((short));
616 void mv_1_monster
__P((object
*, int, int));
617 void mv_aquatars
__P((void));
618 void mv_mons
__P((void));
619 int name_cmp
__P((char *, const char *));
620 short next_avail_ichar
__P((void));
621 boolean next_to_something
__P((int, int));
622 void nickize
__P((char *, const char *, const char *));
623 int no_room_for_monster
__P((int));
624 int one_move_rogue
__P((short, short));
625 void onintr
__P((int));
626 void opt_erase
__P((int));
627 void opt_go
__P((int));
628 void opt_show
__P((int));
629 short pack_count
__P((const object
*));
630 short pack_letter
__P((const char *, unsigned short));
631 void pad
__P((const char *, short));
632 void party_monsters
__P((int, int));
633 short party_objects
__P((int));
634 void place_at
__P((object
*, int, int));
635 void plant_gold
__P((int, int, boolean
));
636 void play_level
__P((void));
637 void player_init
__P((void));
638 void player_init
__P((void));
639 void potion_heal
__P((int));
640 int pr_com_id
__P((int));
641 int pr_motion_char
__P((int));
642 void print_stats
__P((int));
643 void put_amulet
__P((void));
644 void put_door
__P((room
*, short, short *, short *));
645 void put_gold
__P((void));
646 void put_m_at
__P((int, int, object
*));
647 void put_mons
__P((void));
648 void put_objects
__P((void));
649 void put_on_ring
__P((void));
650 void put_player
__P((short));
651 void put_scores
__P((const object
*, short)) __attribute__((__noreturn__
));
652 void put_stairs
__P((void));
653 void quaff
__P((void));
654 void quit
__P((boolean
));
655 int r_index
__P((const char *, int, boolean
));
656 void r_read
__P((FILE *, char *, int));
657 void r_write
__P((FILE *, const char *, int));
658 void rand_around
__P((short, short *, short *));
659 int rand_percent
__P((int));
660 void rand_place
__P((object
*));
661 void read_pack
__P((object
*, FILE *, boolean
));
662 void read_scroll
__P((void));
663 void read_string
__P((char *, FILE *));
664 void recursive_deadend
__P((short, const short *, short, short));
665 boolean reg_move
__P((void));
666 void relight
__P((void));
667 void remessage
__P((short));
668 void remove_ring
__P((void));
669 void rest
__P((int));
670 void restore
__P((const char *));
671 int rgetchar
__P((void));
672 void ring_stats
__P((boolean
));
673 int rogue_can_see
__P((int, int));
674 void rogue_damage
__P((short, object
*, short));
675 void rogue_hit
__P((object
*, boolean
));
676 int rogue_is_around
__P((int, int));
677 long rrandom
__P((void));
678 void rust
__P((object
*));
679 void rw_dungeon
__P((FILE *, boolean
));
680 void rw_id
__P((struct id
*, FILE *, int, boolean
));
681 void rw_rooms
__P((FILE *, boolean
));
682 void s_con_mon
__P((object
*));
683 int same_col
__P((int, int));
684 int same_row
__P((int, int));
685 void save_game
__P((void));
686 void save_into_file
__P((const char *));
687 void save_screen
__P((void));
688 void search
__P((short, boolean
));
689 boolean seek_gold
__P((object
*));
690 void sell_pack
__P((void));
691 void sf_error
__P((void)) __attribute__((__noreturn__
));
692 void show_average_hp
__P((void));
693 void show_monsters
__P((void));
694 void show_objects
__P((void));
695 void show_traps
__P((void));
696 void single_inv
__P((short));
697 void sound_bell
__P((void));
698 void special_hit
__P((object
*));
699 void srrandom
__P((int));
700 void start_window
__P((void));
701 void start_window
__P((void));
702 void steal_gold
__P((object
*));
703 void steal_item
__P((object
*));
704 void sting
__P((object
*));
705 void stop_window
__P((void));
706 void stop_window
__P((void));
707 void take_a_nap
__P((void));
708 void take_from_pack
__P((object
*, object
*));
709 void take_off
__P((void));
710 void tele
__P((void));
711 void tele_away
__P((object
*));
712 void throw __P((void));
713 boolean throw_at_monster
__P((object
*, object
*));
714 int to_hit
__P((const object
*));
715 short trap_at
__P((int, int));
716 void trap_player
__P((int, int));
717 boolean try_to_cough
__P((short, short, object
*));
718 void turn_passage
__P((short, boolean
));
719 void un_put_on
__P((object
*));
720 void unblind
__P((void));
721 void unconfuse
__P((void));
722 void uncurse_all
__P((void));
723 void unhallucinate
__P((void));
724 void unwear
__P((object
*));
725 void unwield
__P((object
*));
726 void vanish
__P((object
*, short, object
*));
727 void visit_rooms
__P((int));
728 void wait_for_ack
__P((void));
729 void wake_room
__P((short, boolean
, short, short));
730 void wake_up
__P((object
*));
731 void wanderer
__P((void));
732 void wdrain_life
__P((object
*));
733 void wear
__P((void));
734 void wield
__P((void));
735 void win
__P((void)) __attribute__((__noreturn__
));
736 void wizardize
__P((void));
737 void write_pack
__P((const object
*, FILE *));
738 void write_string
__P((char *, FILE *));
739 long xxx
__P((boolean
));
740 void xxxx
__P((char *, short));
741 void zap_monster
__P((object
*, unsigned short));
742 void zapp
__P((void));
743 object
*add_to_pack
__P((object
*, object
*, int));
744 struct id
*get_id_table
__P((const object
*));
745 unsigned short gr_what_is
__P((void));
747 extern boolean ask_quit
;
748 extern boolean being_held
;
749 extern boolean cant_int
;
750 extern boolean con_mon
;
751 extern boolean detect_monster
;
752 extern boolean did_int
;
753 extern boolean interrupted
;
754 extern boolean is_wood
[];
756 extern boolean maintain_armor
;
757 extern boolean mon_disappeared
;
758 extern boolean msg_cleared
;
759 extern boolean no_skull
;
760 extern boolean passgo
;
761 extern boolean r_see_invisible
;
762 extern boolean r_teleport
;
763 extern boolean save_is_interactive
;
764 extern boolean score_only
;
765 extern boolean see_invisible
;
766 extern boolean sustain_strength
;
767 extern boolean trap_door
;
768 extern boolean wizard
;
769 extern char hit_message
[];
770 extern char hunger_str
[];
771 extern char login_name
[];
772 extern const char *byebye_string
;
773 extern const char *curse_message
;
774 extern const char *error_file
;
776 extern const char *const m_names
[];
777 extern const char *more
;
778 extern const char *new_level_message
;
779 extern char *nick_name
;
780 extern const char *press_space
;
781 extern char *save_file
;
782 extern const char *you_can_move_again
;
783 extern const long level_points
[];
784 extern short add_strength
;
785 extern short auto_search
;
786 extern short bear_trap
;
788 extern short confused
;
789 extern short cur_level
;
790 extern short cur_room
;
791 extern short e_rings
;
792 extern short extra_hp
;
795 extern short haste_self
;
796 extern short less_hp
;
797 extern short levitate
;
798 extern short m_moves
;
799 extern short max_level
;
800 extern short party_room
;
801 extern short r_rings
;
802 extern short regeneration
;
803 extern short ring_exp
;
804 extern short stealthy
;