-/* $NetBSD: rogue.h,v 1.19 2008/01/14 03:50:02 dholland Exp $ */
+/* $NetBSD: rogue.h,v 1.24 2013/08/11 03:44:27 dholland Exp $ */
/*
* Copyright (c) 1988, 1993
unsigned long m_flags; /* monster flags */
const char *damage; /* damage it does */
short quantity; /* hit points to kill */
- short ichar; /* 'A' is for aquatar */
+ short ichar; /* 'A' is for aquator */
short kill_exp; /* exp for killing it */
short is_protected; /* level starts */
short is_cursed; /* level ends */
#define INIT_STR 16
#define INIT_EXPLEVEL 1
#define INIT_EXP 0
-#define INIT_PACK {0}
+#define INIT_PACK {0,NULL,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL}
#define INIT_GOLD 0
#define INIT_CHAR '@'
#define INIT_MOVES 1250
#include <unistd.h>
object *alloc_object(void);
-object *check_duplicate(object *, object *);
-const char *get_ench_color(void);
object *get_letter_object(int);
-object *get_thrown_at_monster(object *, short, short *, short *);
object *gr_monster(object *, int);
object *gr_object(void);
char *md_getenv(const char *);
void add_exp(int, boolean);
void add_traps(void);
void aggravate(void);
-void aim_monster(object *);
void bounce(short, short, short, short, short);
void byebye(int);
void c_object_for_wizard(void);
void call_it(void);
boolean can_move(int, int, int, int);
-boolean can_turn(short, short);
-void center(short, const char *);
void check_gold_seeker(object *);
-boolean check_hunger(boolean);
boolean check_imitator(object *);
void check_message(void);
int check_up(void);
-void clean_up(const char *) __attribute__((__noreturn__));
+void clean_up(const char *) __dead;
void clear_level(void);
void cnfs(void);
int coin_toss(void);
int drop_check(void);
void eat(void);
void edit_opts(void);
-void error_save(int) __attribute__((__noreturn__));
+void error_save(int) __dead;
void fight(boolean);
boolean flame_broil(object *);
-int flit(object *);
-void flop_weapon(object *, short, short);
void free_object(object *);
void free_stuff(object *);
int get_armor_class(const object *);
-int get_com_id(int *, short);
int get_damage(const char *, boolean);
void get_desc(const object *, char *, size_t);
void get_dir_rc(short, short *, short *, short);
int get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean);
char get_mask_char(unsigned short);
int get_number(const char *);
-boolean get_oth_room(short, short *, short *);
int get_rand(int, int);
short get_room_number(int, int);
-int get_value(const object *);
void get_wand_and_ring_materials(void);
int get_weapon_damage(const object *);
char gmc(object *);
char gmc_row_col(int, int);
-void go_blind(void);
-void gr_armor(object *);
-char gr_dir(void);
char gr_obj_char(void);
-void gr_potion(object *);
void gr_ring(object *, boolean);
short gr_room(void);
void gr_row_col(short *, short *, unsigned short);
-void gr_scroll(object *);
-void gr_wand(object *);
-void gr_weapon(object *, int);
void hallucinate(void);
boolean has_amulet(void);
-void heal(void);
-void hold_monster(void);
int hp_raise(void);
-void id_all(void);
void id_com(void);
void id_trap(void);
void id_type(void);
-void idntfy(void);
boolean imitating(short, short);
int init(int, char **);
void insert_score(char [][82], char [][30], const char *, short, short, const object *, int);
boolean is_all_connected(void);
boolean is_digit(int);
boolean is_direction(short, short *);
-boolean is_pack_letter(short *, unsigned short *);
boolean is_passable(int, int);
boolean is_vowel(short);
void kick_into_pack(void);
-void killed_by(const object *, short) __attribute__((__noreturn__));
+void killed_by(const object *, short) __dead;
long lget_number(const char *);
void light_passage(int, int);
void light_up_room(int);
boolean m_confuse(object *);
void make_level(void);
-void make_party(void);
void make_scroll_titles(void);
-boolean mask_pack(const object *, unsigned short);
boolean md_df(const char *);
-void md_exit(int) __attribute__((__noreturn__));
+void md_exit(int) __dead;
void md_gct(struct rogue_time *);
int md_get_file_id(const char *);
void md_gfmt(const char *, struct rogue_time *);
void md_sleep(int);
void md_slurp(void);
/*void message(const char *, boolean);*/
-void messagef(boolean, const char *, ...)
- __attribute__((__format__(__printf__, 2, 3)));
+void messagef(boolean, const char *, ...) __printflike(2, 3);
void mix_colors(void);
int mon_can_go(const object *, short, short);
int mon_damage(object *, short);
void mon_hit(object *);
boolean mon_sees(const object *, int, int);
-int move_confused(object *);
void move_mon_to(object *, short, short);
void move_onto(void);
-int mtry(object *, short, short);
void multiple_move_rogue(short);
void mv_1_monster(object *, short, short);
void mv_aquatars(void);
void mv_mons(void);
int name_cmp(char *, const char *);
-short next_avail_ichar(void);
-boolean next_to_something(int, int);
void nickize(char *, const char *, const char *);
-int no_room_for_monster(int);
int one_move_rogue(short, short);
void onintr(int);
-void opt_erase(int);
-void opt_go(int);
-void opt_show(int);
short pack_count(const object *);
short pack_letter(const char *, unsigned short);
void pad(const char *, short);
void party_monsters(int, int);
short party_objects(int);
void place_at(object *, int, int);
-void plant_gold(short, short, boolean);
void play_level(void);
-void potion_heal(int);
-int pr_com_id(int);
-int pr_motion_char(int);
void print_stats(int);
void put_amulet(void);
-void put_gold(void);
-void put_m_at(short, short, object *);
void put_mons(void);
void put_objects(void);
void put_on_ring(void);
void put_player(short);
-void put_scores(const object *, short) __attribute__((__noreturn__));
+void put_scores(const object *, short) __dead;
void put_stairs(void);
void quaff(void);
void quit(boolean);
int r_index(const char *, int, boolean);
void rand_around(short, short *, short *);
int rand_percent(int);
-void rand_place(object *);
void read_scroll(void);
boolean reg_move(void);
void relight(void);
int rogue_can_see(int, int);
void rogue_damage(short, object *, short);
void rogue_hit(object *, boolean);
-int rogue_is_around(int, int);
-long rrandom(void);
void rust(object *);
void s_con_mon(object *);
void save_game(void);
void save_into_file(const char *);
-void save_screen(void);
void search(short, boolean);
boolean seek_gold(object *);
-void sell_pack(void);
-void sf_error(void) __attribute__((__noreturn__));
void show_average_hp(void);
void show_monsters(void);
void show_objects(void);
void take_off(void);
void tele(void);
void throw(void);
-boolean throw_at_monster(object *, object *);
-short trap_at(int, int);
void trap_player(short, short);
-void turn_passage(short, boolean);
void un_put_on(object *);
void unblind(void);
void unconfuse(void);
-void uncurse_all(void);
void unhallucinate(void);
void unwear(object *);
void unwield(object *);
void vanish(object *, short, object *);
-void visit_rooms(int);
void wait_for_ack(void);
void wake_room(short, boolean, short, short);
void wake_up(object *);
void wanderer(void);
void wear(void);
void wield(void);
-void win(void) __attribute__((__noreturn__));
+void win(void) __dead;
void wizardize(void);
long xxx(boolean);
void xxxx(char *, short);
void zapp(void);
object *add_to_pack(object *, object *, int);
struct id *get_id_table(const object *);
-unsigned short gr_what_is(void);
extern boolean ask_quit;
extern boolean being_held;
extern char hunger_str[HUNGER_STR_LEN];
extern char login_name[MAX_OPT_LEN];
extern const char *byebye_string;
-extern const char *curse_message;
+extern const char curse_message[];
extern const char *error_file;
extern char *fruit;
extern const char *const m_names[];
extern char *nick_name;
extern const char *press_space;
extern char *save_file;
-extern const char *you_can_move_again;
+extern const char you_can_move_again[];
extern const long level_points[];
extern short add_strength;
extern short auto_search;