NetBSD/games/rogue/rogue.h

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/* $NetBSD: rogue.h,v 1.10 1999/09/12 09:02:23 jsm Exp $ */
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/*
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* Copyright (c) 1988, 1993
* The Regents of the University of California. All rights reserved.
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*
* This code is derived from software contributed to Berkeley by
* Timothy C. Stoehr.
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*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*
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* @(#)rogue.h 8.1 (Berkeley) 5/31/93
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*/
/*
* rogue.h
*
* This source herein may be modified and/or distributed by anybody who
* so desires, with the following restrictions:
* 1.) This notice shall not be removed.
* 2.) Credit shall not be taken for the creation of this source.
* 3.) This code is not to be traded, sold, or used for personal
* gain or profit.
*/
#define boolean char
#define NOTHING ((unsigned short) 0)
#define OBJECT ((unsigned short) 01)
#define MONSTER ((unsigned short) 02)
#define STAIRS ((unsigned short) 04)
#define HORWALL ((unsigned short) 010)
#define VERTWALL ((unsigned short) 020)
#define DOOR ((unsigned short) 040)
#define FLOOR ((unsigned short) 0100)
#define TUNNEL ((unsigned short) 0200)
#define TRAP ((unsigned short) 0400)
#define HIDDEN ((unsigned short) 01000)
#define ARMOR ((unsigned short) 01)
#define WEAPON ((unsigned short) 02)
#define SCROL ((unsigned short) 04)
#define POTION ((unsigned short) 010)
#define GOLD ((unsigned short) 020)
#define FOOD ((unsigned short) 040)
#define WAND ((unsigned short) 0100)
#define RING ((unsigned short) 0200)
#define AMULET ((unsigned short) 0400)
#define ALL_OBJECTS ((unsigned short) 0777)
#define LEATHER 0
#define RINGMAIL 1
#define SCALE 2
#define CHAIN 3
#define BANDED 4
#define SPLINT 5
#define PLATE 6
#define ARMORS 7
#define BOW 0
#define DART 1
#define ARROW 2
#define DAGGER 3
#define SHURIKEN 4
#define MACE 5
#define LONG_SWORD 6
#define TWO_HANDED_SWORD 7
#define WEAPONS 8
#define MAX_PACK_COUNT 24
#define PROTECT_ARMOR 0
#define HOLD_MONSTER 1
#define ENCH_WEAPON 2
#define ENCH_ARMOR 3
#define IDENTIFY 4
#define TELEPORT 5
#define SLEEP 6
#define SCARE_MONSTER 7
#define REMOVE_CURSE 8
#define CREATE_MONSTER 9
#define AGGRAVATE_MONSTER 10
#define MAGIC_MAPPING 11
#define CON_MON 12
#define SCROLS 13
#define INCREASE_STRENGTH 0
#define RESTORE_STRENGTH 1
#define HEALING 2
#define EXTRA_HEALING 3
#define POISON 4
#define RAISE_LEVEL 5
#define BLINDNESS 6
#define HALLUCINATION 7
#define DETECT_MONSTER 8
#define DETECT_OBJECTS 9
#define CONFUSION 10
#define LEVITATION 11
#define HASTE_SELF 12
#define SEE_INVISIBLE 13
#define POTIONS 14
#define TELE_AWAY 0
#define SLOW_MONSTER 1
#define INVISIBILITY 2
#define POLYMORPH 3
#define HASTE_MONSTER 4
#define MAGIC_MISSILE 5
#define CANCELLATION 6
#define DO_NOTHING 7
#define DRAIN_LIFE 8
#define COLD 9
#define FIRE 10
#define WANDS 11
#define STEALTH 0
#define R_TELEPORT 1
#define REGENERATION 2
#define SLOW_DIGEST 3
#define ADD_STRENGTH 4
#define SUSTAIN_STRENGTH 5
#define DEXTERITY 6
#define ADORNMENT 7
#define R_SEE_INVISIBLE 8
#define MAINTAIN_ARMOR 9
#define SEARCHING 10
#define RINGS 11
#define RATION 0
#define FRUIT 1
#define NOT_USED ((unsigned short) 0)
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#define BEING_WIELDED ((unsigned short) 01)
#define BEING_WORN ((unsigned short) 02)
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#define ON_LEFT_HAND ((unsigned short) 04)
#define ON_RIGHT_HAND ((unsigned short) 010)
#define ON_EITHER_HAND ((unsigned short) 014)
#define BEING_USED ((unsigned short) 017)
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#define NO_TRAP -1
#define TRAP_DOOR 0
#define BEAR_TRAP 1
#define TELE_TRAP 2
#define DART_TRAP 3
#define SLEEPING_GAS_TRAP 4
#define RUST_TRAP 5
#define TRAPS 6
#define STEALTH_FACTOR 3
#define R_TELE_PERCENT 8
#define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
#define IDENTIFIED ((unsigned short) 01)
#define CALLED ((unsigned short) 02)
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#define DROWS 24
#define DCOLS 80
#define NMESSAGES 5
#define MAX_TITLE_LENGTH 30
#define MAXSYLLABLES 40
#define MAX_METAL 14
#define WAND_MATERIALS 30
#define GEMS 14
#define GOLD_PERCENT 46
#define MAX_OPT_LEN 40
struct id {
short value;
char *title;
char *real;
unsigned short id_status;
};
/* The following #defines provide more meaningful names for some of the
* struct object fields that are used for monsters. This, since each monster
* and object (scrolls, potions, etc) are represented by a struct object.
* Ideally, this should be handled by some kind of union structure.
*/
#define m_damage damage
#define hp_to_kill quantity
#define m_char ichar
#define first_level is_protected
#define last_level is_cursed
#define m_hit_chance class
#define stationary_damage identified
#define drop_percent which_kind
#define trail_char d_enchant
#define slowed_toggle quiver
#define moves_confused hit_enchant
#define nap_length picked_up
#define disguise what_is
#define next_monster next_object
struct obj { /* comment is monster meaning */
unsigned long m_flags; /* monster flags */
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const char *damage; /* damage it does */
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short quantity; /* hit points to kill */
short ichar; /* 'A' is for aquatar */
short kill_exp; /* exp for killing it */
short is_protected; /* level starts */
short is_cursed; /* level ends */
short class; /* chance of hitting you */
short identified; /* 'F' damage, 1,2,3... */
unsigned short which_kind; /* item carry/drop % */
short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */
short row, col; /* current row, col */
short d_enchant; /* room char when detect_monster */
short quiver; /* monster slowed toggle */
short trow, tcol; /* target row, col */
short hit_enchant; /* how many moves is confused */
unsigned short what_is; /* imitator's charactor (?!%: */
short picked_up; /* sleep from wand of sleep */
unsigned short in_use_flags;
struct obj *next_object; /* next monster */
};
typedef struct obj object;
#define INIT_AW (object*)0
#define INIT_RINGS (object*)0
#define INIT_HP 12
#define INIT_STR 16
#define INIT_EXPLEVEL 1
#define INIT_EXP 0
#define INIT_PACK {0}
#define INIT_GOLD 0
#define INIT_CHAR '@'
#define INIT_MOVES 1250
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struct fightr {
object *armor;
object *weapon;
object *left_ring, *right_ring;
short hp_current;
short hp_max;
short str_current;
short str_max;
object pack;
long gold;
short exp;
long exp_points;
short row, col;
short fchar;
short moves_left;
};
typedef struct fightr fighter;
struct dr {
short oth_room;
short oth_row,
oth_col;
short door_row,
door_col;
};
typedef struct dr door;
struct rm {
short bottom_row, right_col, left_col, top_row;
door doors[4];
unsigned short is_room;
};
typedef struct rm room;
#define MAXROOMS 9
#define BIG_ROOM 10
#define NO_ROOM -1
#define PASSAGE -3 /* cur_room value */
#define AMULET_LEVEL 26
#define R_NOTHING ((unsigned short) 01)
#define R_ROOM ((unsigned short) 02)
#define R_MAZE ((unsigned short) 04)
#define R_DEADEND ((unsigned short) 010)
#define R_CROSS ((unsigned short) 020)
#define MAX_EXP_LEVEL 21
#define MAX_EXP 10000001L
#define MAX_GOLD 999999
#define MAX_ARMOR 99
#define MAX_HP 999
#define MAX_STRENGTH 99
#define LAST_DUNGEON 99
#define STAT_LEVEL 01
#define STAT_GOLD 02
#define STAT_HP 04
#define STAT_STRENGTH 010
#define STAT_ARMOR 020
#define STAT_EXP 040
#define STAT_HUNGER 0100
#define STAT_LABEL 0200
#define STAT_ALL 0377
#define PARTY_TIME 10 /* one party somewhere in each 10 level span */
#define MAX_TRAPS 10 /* maximum traps per level */
#define HIDE_PERCENT 12
struct tr {
short trap_type;
short trap_row, trap_col;
};
typedef struct tr trap;
extern fighter rogue;
extern room rooms[];
extern trap traps[];
extern unsigned short dungeon[DROWS][DCOLS];
extern object level_objects;
extern struct id id_scrolls[];
extern struct id id_potions[];
extern struct id id_wands[];
extern struct id id_rings[];
extern struct id id_weapons[];
extern struct id id_armors[];
extern object mon_tab[];
extern object level_monsters;
#define MONSTERS 26
#define HASTED 01L
#define SLOWED 02L
#define INVISIBLE 04L
#define ASLEEP 010L
#define WAKENS 020L
#define WANDERS 040L
#define FLIES 0100L
#define FLITS 0200L
#define CAN_FLIT 0400L /* can, but usually doesn't, flit */
#define CONFUSED 01000L
#define RUSTS 02000L
#define HOLDS 04000L
#define FREEZES 010000L
#define STEALS_GOLD 020000L
#define STEALS_ITEM 040000L
#define STINGS 0100000L
#define DRAINS_LIFE 0200000L
#define DROPS_LEVEL 0400000L
#define SEEKS_GOLD 01000000L
#define FREEZING_ROGUE 02000000L
#define RUST_VANISHED 04000000L
#define CONFUSES 010000000L
#define IMITATES 020000000L
#define FLAMES 040000000L
#define STATIONARY 0100000000L /* damage will be 1,2,3,... */
#define NAPPING 0200000000L /* can't wake up for a while */
#define ALREADY_MOVED 0400000000L
#define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
#define WAKE_PERCENT 45
#define FLIT_PERCENT 40
#define PARTY_WAKE_PERCENT 75
#define HYPOTHERMIA 1
#define STARVATION 2
#define POISON_DART 3
#define QUIT 4
#define WIN 5
#define KFIRE 6
#define UPWARD 0
#define UPRIGHT 1
#define RIGHT 2
#define DOWNRIGHT 3
#define DOWN 4
#define DOWNLEFT 5
#define LEFT 6
#define UPLEFT 7
#define DIRS 8
#define ROW1 7
#define ROW2 15
#define COL1 26
#define COL2 52
#define MOVED 0
#define MOVE_FAILED -1
#define STOPPED_ON_SOMETHING -2
#define CANCEL '\033'
#define LIST '*'
#define HUNGRY 300
#define WEAK 150
#define FAINT 20
#define STARVE 0
#define MIN_ROW 1
struct rogue_time {
short year; /* >= 1987 */
short month; /* 1 - 12 */
short day; /* 1 - 31 */
short hour; /* 0 - 23 */
short minute; /* 0 - 59 */
short second; /* 0 - 59 */
};
#ifdef CURSES
struct _win_st {
short _cury, _curx;
short _maxy, _maxx;
};
typedef struct _win_st WINDOW;
extern int LINES, COLS;
extern WINDOW *curscr;
extern char *CL;
#else
#include <curses.h>
#endif
/*
* external routine declarations.
*/
#include <stdio.h>
#include <string.h>
#include <sys/types.h>
#include <unistd.h>
object *alloc_object __P((void));
object *check_duplicate __P((object *, object *));
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const char *get_ench_color __P((void));
object *get_letter_object __P((int));
object *get_thrown_at_monster __P((object *, short, short *, short *));
object *get_zapped_monster __P((short, short *, short *));
object *gr_monster __P((object *, int));
object *gr_object __P((void));
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char *md_getenv __P((const char *));
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const char *
md_gln __P((void));
char *md_malloc __P((int));
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const char *mon_name __P((const object *));
const char *name_of __P((const object *));
object *object_at __P((object *, short, short));
object *pick_up __P((int, int, short *));
void add_exp __P((int, boolean));
void add_mazes __P((void));
void add_traps __P((void));
void aggravate __P((void));
void aim_monster __P((object *));
void bounce __P((short, short, short, short, short));
void byebye __P((int));
void c_object_for_wizard __P((void));
void call_it __P((void));
boolean can_move __P((int, int, int, int));
boolean can_turn __P((int, int));
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void center __P((short, const char *));
void check_gold_seeker __P((object *));
boolean check_hunger __P((boolean));
boolean check_imitator __P((object *));
void check_message __P((void));
int check_up __P((void));
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void clean_up __P((const char *)) __attribute__((__noreturn__));
void clear_level __P((void));
void cnfs __P((void));
int coin_toss __P((void));
int connect_rooms __P((short, short));
void cough_up __P((object *));
void create_monster __P((void));
int damage_for_strength __P((void));
void darken_room __P((short));
void disappear __P((object *));
void do_args __P((int, char **));
void do_opts __P((void));
void do_put_on __P((object *, boolean));
void do_shell __P((void));
void do_wear __P((object *));
void do_wield __P((object *));
void dr_course __P((object *, boolean, short, short));
void drain_life __P((void));
void draw_magic_map __P((void));
void draw_simple_passage __P((short, short, short, short, short));
void drop __P((void));
int drop_check __P((void));
void drop_level __P((void));
void eat __P((void));
void edit_opts __P((void));
void env_get_value __P((char **, char *, boolean));
void error_save __P((int)) __attribute__((__noreturn__));
void fight __P((int));
void fill_it __P((int, boolean));
void fill_out_level __P((void));
boolean flame_broil __P((object *));
int flit __P((object *));
void flop_weapon __P((object *, short, short));
void free_object __P((object *));
void free_stuff __P((object *));
void freeze __P((object *));
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int get_armor_class __P((const object *));
int get_com_id __P((int *, short));
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int get_damage __P((const char *, boolean));
void get_desc __P((const object *, char *));
int get_dir __P((short, short, short, short));
void get_dir_rc __P((short, short *, short *, short));
char get_dungeon_char __P((short, short));
int get_exp_level __P((long));
void get_food __P((object *, boolean));
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int get_hit_chance __P((const object *));
int get_input_line __P((const char *, const char *, char *, const char *, boolean, boolean));
char get_mask_char __P((unsigned short));
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int get_number __P((const char *));
boolean get_oth_room __P((short, short *, short *));
int get_rand __P((int, int));
short get_room_number __P((int, int));
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int get_value __P((const object *));
int get_w_damage __P((const object *));
void get_wand_and_ring_materials __P((void));
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int get_weapon_damage __P((const object *));
char gmc __P((object *));
char gmc_row_col __P((int, int));
void go_blind __P((void));
boolean gold_at __P((int, int));
void gr_armor __P((object *));
char gr_dir __P((void));
char gr_obj_char __P((void));
void gr_potion __P((object *));
void gr_ring __P((object *, boolean));
short gr_room __P((void));
void gr_row_col __P((short *, short *, unsigned short));
void gr_scroll __P((object *));
void gr_wand __P((object *));
void gr_weapon __P((object *, int));
void hallucinate __P((void));
boolean has_amulet __P((void));
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boolean has_been_touched __P((const struct rogue_time *, const struct rogue_time *));
void heal __P((void));
void hide_boxed_passage __P((int, int, int, int, int));
void hold_monster __P((void));
int hp_raise __P((void));
void id_all __P((void));
void id_com __P((void));
void id_trap __P((void));
void id_type __P((void));
void idntfy __P((void));
boolean imitating __P((int, int));
int init __P((int, char **));
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void init_str __P((char **, const char *));
void insert_score __P((char [][], char [][], const char *, short, short, const object *, int));
void inv_armor_weapon __P((boolean));
void inv_rings __P((void));
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void inventory __P((const object *, unsigned short));
boolean is_all_connected __P((void));
boolean is_digit __P((int));
boolean is_direction __P((short, short *));
boolean is_pack_letter __P((short *, unsigned short *));
boolean is_passable __P((int, int));
boolean is_vowel __P((short));
void kick_into_pack __P((void));
void killed_by __P((const object *, short)) __attribute__((__noreturn__));
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long lget_number __P((const char *));
void light_passage __P((int, int));
void light_up_room __P((int));
boolean m_confuse __P((object *));
void make_level __P((void));
void make_maze __P((short, short, short, short, short, short));
void make_party __P((void));
void make_room __P((short, short, short, short));
void make_scroll_titles __P((void));
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boolean mask_pack __P((const object *, unsigned short));
boolean mask_room __P((short, short *, short *, unsigned short));
void md_cbreak_no_echo_nonl __P((boolean));
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boolean md_df __P((const char *));
void md_exit __P((int)) __attribute__((__noreturn__));
void md_gct __P((struct rogue_time *));
char *md_gdtcf __P((void));
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int md_get_file_id __P((const char *));
void md_gfmt __P((const char *, struct rogue_time *));
int md_gseed __P((void));
void md_heed_signals __P((void));
void md_ignore_signals __P((void));
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int md_link_count __P((const char *));
void md_lock __P((boolean));
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void md_shell __P((const char *));
void md_sleep __P((int));
void md_slurp __P((void));
void md_tstp __P((void));
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void message __P((const char *, boolean));
void mix_colors __P((void));
void mix_colors __P((void));
void mix_random_rooms __P((void));
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int mon_can_go __P((const object *, int, int));
int mon_damage __P((object *, short));
void mon_hit __P((object *));
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boolean mon_sees __P((const object *, int, int));
int move_confused __P((object *));
void move_mon_to __P((object *, int, int));
void move_onto __P((void));
int mtry __P((object *, int, int));
void multiple_move_rogue __P((short));
void mv_1_monster __P((object *, int, int));
void mv_aquatars __P((void));
void mv_mons __P((void));
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int name_cmp __P((char *, const char *));
short next_avail_ichar __P((void));
boolean next_to_something __P((int, int));
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void nickize __P((char *, const char *, const char *));
int no_room_for_monster __P((int));
int one_move_rogue __P((short, short));
void onintr __P((int));
void opt_erase __P((int));
void opt_go __P((int));
void opt_show __P((int));
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short pack_count __P((const object *));
short pack_letter __P((const char *, unsigned short));
void pad __P((const char *, short));
void party_monsters __P((int, int));
short party_objects __P((int));
void place_at __P((object *, int, int));
void plant_gold __P((int, int, boolean));
void play_level __P((void));
void player_init __P((void));
void player_init __P((void));
void potion_heal __P((int));
int pr_com_id __P((int));
int pr_motion_char __P((int));
void print_stats __P((int));
void put_amulet __P((void));
void put_door __P((room *, short, short *, short *));
void put_gold __P((void));
void put_m_at __P((int, int, object *));
void put_mons __P((void));
void put_objects __P((void));
void put_on_ring __P((void));
void put_player __P((short));
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void put_scores __P((const object *, short)) __attribute__((__noreturn__));
void put_stairs __P((void));
void quaff __P((void));
void quit __P((boolean));
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int r_index __P((const char *, int, boolean));
void r_read __P((FILE *, char *, int));
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void r_write __P((FILE *, const char *, int));
void rand_around __P((short, short *, short *));
int rand_percent __P((int));
void rand_place __P((object *));
void read_pack __P((object *, FILE *, boolean));
void read_scroll __P((void));
void read_string __P((char *, FILE *));
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void recursive_deadend __P((short, const short *, short, short));
boolean reg_move __P((void));
void relight __P((void));
void remessage __P((short));
void remove_ring __P((void));
void rest __P((int));
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void restore __P((const char *));
int rgetchar __P((void));
void ring_stats __P((boolean));
int rogue_can_see __P((int, int));
void rogue_damage __P((short, object *, short));
void rogue_hit __P((object *, boolean));
int rogue_is_around __P((int, int));
long rrandom __P((void));
void rust __P((object *));
void rw_dungeon __P((FILE *, boolean));
void rw_id __P((struct id *, FILE *, int, boolean));
void rw_rooms __P((FILE *, boolean));
void s_con_mon __P((object *));
int same_col __P((int, int));
int same_row __P((int, int));
void save_game __P((void));
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void save_into_file __P((const char *));
void save_screen __P((void));
void search __P((short, boolean));
boolean seek_gold __P((object *));
void sell_pack __P((void));
void sf_error __P((void)) __attribute__((__noreturn__));
void show_average_hp __P((void));
void show_monsters __P((void));
void show_objects __P((void));
void show_traps __P((void));
void single_inv __P((short));
void sound_bell __P((void));
void special_hit __P((object *));
void srrandom __P((int));
void start_window __P((void));
void start_window __P((void));
void steal_gold __P((object *));
void steal_item __P((object *));
void sting __P((object *));
void stop_window __P((void));
void stop_window __P((void));
void take_a_nap __P((void));
void take_from_pack __P((object *, object *));
void take_off __P((void));
void tele __P((void));
void tele_away __P((object *));
void throw __P((void));
boolean throw_at_monster __P((object *, object *));
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int to_hit __P((const object *));
short trap_at __P((int, int));
void trap_player __P((int, int));
boolean try_to_cough __P((short, short, object *));
void turn_passage __P((short, boolean));
void un_put_on __P((object *));
void unblind __P((void));
void unconfuse __P((void));
void uncurse_all __P((void));
void unhallucinate __P((void));
void unwear __P((object *));
void unwield __P((object *));
void vanish __P((object *, short, object *));
void visit_rooms __P((int));
void wait_for_ack __P((void));
void wake_room __P((short, boolean, short, short));
void wake_up __P((object *));
void wanderer __P((void));
void wdrain_life __P((object *));
void wear __P((void));
void wield __P((void));
void win __P((void)) __attribute__((__noreturn__));
void wizardize __P((void));
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void write_pack __P((const object *, FILE *));
void write_string __P((char *, FILE *));
long xxx __P((boolean));
void xxxx __P((char *, short));
void zap_monster __P((object *, unsigned short));
void zapp __P((void));
object *add_to_pack __P((object *, object *, int));
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struct id *get_id_table __P((const object *));
unsigned short gr_what_is __P((void));
extern boolean ask_quit;
extern boolean being_held;
extern boolean cant_int;
extern boolean con_mon;
extern boolean detect_monster;
extern boolean did_int;
extern boolean interrupted;
extern boolean is_wood[];
extern boolean jump;
extern boolean maintain_armor;
extern boolean mon_disappeared;
extern boolean msg_cleared;
extern boolean no_skull;
extern boolean passgo;
extern boolean r_see_invisible;
extern boolean r_teleport;
extern boolean save_is_interactive;
extern boolean score_only;
extern boolean see_invisible;
extern boolean sustain_strength;
extern boolean trap_door;
extern boolean wizard;
extern char hit_message[];
extern char hunger_str[];
extern char login_name[];
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extern const char *byebye_string;
extern const char *curse_message;
extern const char *error_file;
extern char *fruit;
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extern const char *const m_names[];
extern const char *more;
extern const char *new_level_message;
extern char *nick_name;
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extern const char *press_space;
extern char *save_file;
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extern const char *you_can_move_again;
extern const long level_points[];
extern short add_strength;
extern short auto_search;
extern short bear_trap;
extern short blind;
extern short confused;
extern short cur_level;
extern short cur_room;
extern short e_rings;
extern short extra_hp;
extern short foods;
extern short halluc;
extern short haste_self;
extern short less_hp;
extern short levitate;
extern short m_moves;
extern short max_level;
extern short party_room;
extern short r_rings;
extern short regeneration;
extern short ring_exp;
extern short stealthy;
extern gid_t gid;
extern gid_t egid;