2773e864bb
Reviewed by <hubertf>.
801 lines
22 KiB
C
801 lines
22 KiB
C
/* $NetBSD: rogue.h,v 1.17 2005/02/15 12:54:50 jsm Exp $ */
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/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*
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* @(#)rogue.h 8.1 (Berkeley) 5/31/93
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*/
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/*
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* rogue.h
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) This notice shall not be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*/
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#define boolean char
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#define NOTHING ((unsigned short) 0)
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#define OBJECT ((unsigned short) 01)
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#define MONSTER ((unsigned short) 02)
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#define STAIRS ((unsigned short) 04)
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#define HORWALL ((unsigned short) 010)
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#define VERTWALL ((unsigned short) 020)
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#define DOOR ((unsigned short) 040)
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#define FLOOR ((unsigned short) 0100)
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#define TUNNEL ((unsigned short) 0200)
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#define TRAP ((unsigned short) 0400)
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#define HIDDEN ((unsigned short) 01000)
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#define ARMOR ((unsigned short) 01)
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#define WEAPON ((unsigned short) 02)
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#define SCROL ((unsigned short) 04)
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#define POTION ((unsigned short) 010)
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#define GOLD ((unsigned short) 020)
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#define FOOD ((unsigned short) 040)
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#define WAND ((unsigned short) 0100)
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#define RING ((unsigned short) 0200)
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#define AMULET ((unsigned short) 0400)
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#define ALL_OBJECTS ((unsigned short) 0777)
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#define LEATHER 0
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#define RINGMAIL 1
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#define SCALE 2
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#define CHAIN 3
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#define BANDED 4
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#define SPLINT 5
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#define PLATE 6
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#define ARMORS 7
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#define BOW 0
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#define DART 1
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#define ARROW 2
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#define DAGGER 3
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#define SHURIKEN 4
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#define MACE 5
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#define LONG_SWORD 6
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#define TWO_HANDED_SWORD 7
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#define WEAPONS 8
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#define MAX_PACK_COUNT 24
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#define PROTECT_ARMOR 0
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#define HOLD_MONSTER 1
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#define ENCH_WEAPON 2
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#define ENCH_ARMOR 3
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#define IDENTIFY 4
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#define TELEPORT 5
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#define SLEEP 6
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#define SCARE_MONSTER 7
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#define REMOVE_CURSE 8
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#define CREATE_MONSTER 9
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#define AGGRAVATE_MONSTER 10
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#define MAGIC_MAPPING 11
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#define CON_MON 12
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#define SCROLS 13
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#define INCREASE_STRENGTH 0
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#define RESTORE_STRENGTH 1
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#define HEALING 2
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#define EXTRA_HEALING 3
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#define POISON 4
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#define RAISE_LEVEL 5
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#define BLINDNESS 6
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#define HALLUCINATION 7
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#define DETECT_MONSTER 8
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#define DETECT_OBJECTS 9
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#define CONFUSION 10
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#define LEVITATION 11
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#define HASTE_SELF 12
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#define SEE_INVISIBLE 13
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#define POTIONS 14
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#define TELE_AWAY 0
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#define SLOW_MONSTER 1
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#define INVISIBILITY 2
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#define POLYMORPH 3
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#define HASTE_MONSTER 4
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#define MAGIC_MISSILE 5
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#define CANCELLATION 6
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#define DO_NOTHING 7
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#define DRAIN_LIFE 8
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#define COLD 9
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#define FIRE 10
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#define WANDS 11
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#define STEALTH 0
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#define R_TELEPORT 1
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#define REGENERATION 2
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#define SLOW_DIGEST 3
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#define ADD_STRENGTH 4
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#define SUSTAIN_STRENGTH 5
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#define DEXTERITY 6
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#define ADORNMENT 7
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#define R_SEE_INVISIBLE 8
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#define MAINTAIN_ARMOR 9
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#define SEARCHING 10
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#define RINGS 11
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#define RATION 0
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#define FRUIT 1
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#define NOT_USED ((unsigned short) 0)
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#define BEING_WIELDED ((unsigned short) 01)
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#define BEING_WORN ((unsigned short) 02)
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#define ON_LEFT_HAND ((unsigned short) 04)
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#define ON_RIGHT_HAND ((unsigned short) 010)
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#define ON_EITHER_HAND ((unsigned short) 014)
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#define BEING_USED ((unsigned short) 017)
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#define NO_TRAP -1
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#define TRAP_DOOR 0
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#define BEAR_TRAP 1
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#define TELE_TRAP 2
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#define DART_TRAP 3
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#define SLEEPING_GAS_TRAP 4
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#define RUST_TRAP 5
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#define TRAPS 6
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#define STEALTH_FACTOR 3
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#define R_TELE_PERCENT 8
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#define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
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#define IDENTIFIED ((unsigned short) 01)
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#define CALLED ((unsigned short) 02)
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#define DROWS 24
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#define DCOLS 80
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#define NMESSAGES 5
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#define MAX_TITLE_LENGTH 30
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#define MAXSYLLABLES 40
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#define MAX_METAL 14
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#define WAND_MATERIALS 30
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#define GEMS 14
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#define GOLD_PERCENT 46
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#define MAX_OPT_LEN 40
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#define MAX_ID_TITLE_LEN 64
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struct id {
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short value;
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char title[MAX_ID_TITLE_LEN];
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const char *real;
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unsigned short id_status;
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};
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/* The following #defines provide more meaningful names for some of the
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* struct object fields that are used for monsters. This, since each monster
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* and object (scrolls, potions, etc) are represented by a struct object.
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* Ideally, this should be handled by some kind of union structure.
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*/
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#define m_damage damage
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#define hp_to_kill quantity
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#define m_char ichar
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#define first_level is_protected
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#define last_level is_cursed
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#define m_hit_chance class
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#define stationary_damage identified
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#define drop_percent which_kind
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#define trail_char d_enchant
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#define slowed_toggle quiver
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#define moves_confused hit_enchant
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#define nap_length picked_up
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#define disguise what_is
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#define next_monster next_object
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struct obj { /* comment is monster meaning */
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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 */
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short ichar; /* 'A' is for aquatar */
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short kill_exp; /* exp for killing it */
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short is_protected; /* level starts */
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short is_cursed; /* level ends */
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short class; /* chance of hitting you */
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short identified; /* 'F' damage, 1,2,3... */
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unsigned short which_kind; /* item carry/drop % */
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short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */
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short row, col; /* current row, col */
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short d_enchant; /* room char when detect_monster */
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short quiver; /* monster slowed toggle */
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short trow, tcol; /* target row, col */
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short hit_enchant; /* how many moves is confused */
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unsigned short what_is; /* imitator's charactor (?!%: */
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short picked_up; /* sleep from wand of sleep */
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unsigned short in_use_flags;
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struct obj *next_object; /* next monster */
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};
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typedef struct obj object;
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#define INIT_AW (object*)0
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#define INIT_RINGS (object*)0
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#define INIT_HP 12
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#define INIT_STR 16
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#define INIT_EXPLEVEL 1
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#define INIT_EXP 0
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#define INIT_PACK {0}
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#define INIT_GOLD 0
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#define INIT_CHAR '@'
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#define INIT_MOVES 1250
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struct fightr {
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object *armor;
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object *weapon;
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object *left_ring, *right_ring;
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short hp_current;
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short hp_max;
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short str_current;
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short str_max;
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object pack;
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long gold;
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short exp;
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long exp_points;
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short row, col;
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short fchar;
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short moves_left;
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};
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typedef struct fightr fighter;
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struct dr {
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short oth_room;
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short oth_row,
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oth_col;
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short door_row,
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door_col;
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};
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typedef struct dr door;
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struct rm {
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short bottom_row, right_col, left_col, top_row;
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door doors[4];
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unsigned short is_room;
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};
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typedef struct rm room;
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#define MAXROOMS 9
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#define BIG_ROOM 10
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#define NO_ROOM -1
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#define PASSAGE -3 /* cur_room value */
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#define AMULET_LEVEL 26
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#define R_NOTHING ((unsigned short) 01)
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#define R_ROOM ((unsigned short) 02)
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#define R_MAZE ((unsigned short) 04)
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#define R_DEADEND ((unsigned short) 010)
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#define R_CROSS ((unsigned short) 020)
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#define MAX_EXP_LEVEL 21
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#define MAX_EXP 10000001L
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#define MAX_GOLD 999999
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#define MAX_ARMOR 99
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#define MAX_HP 999
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#define MAX_STRENGTH 99
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#define LAST_DUNGEON 99
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#define STAT_LEVEL 01
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#define STAT_GOLD 02
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#define STAT_HP 04
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#define STAT_STRENGTH 010
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#define STAT_ARMOR 020
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#define STAT_EXP 040
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#define STAT_HUNGER 0100
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#define STAT_LABEL 0200
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#define STAT_ALL 0377
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#define PARTY_TIME 10 /* one party somewhere in each 10 level span */
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#define MAX_TRAPS 10 /* maximum traps per level */
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#define HIDE_PERCENT 12
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struct tr {
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short trap_type;
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short trap_row, trap_col;
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};
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typedef struct tr trap;
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extern fighter rogue;
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extern room rooms[];
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extern trap traps[];
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extern unsigned short dungeon[DROWS][DCOLS];
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extern object level_objects;
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extern struct id id_scrolls[];
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extern struct id id_potions[];
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extern struct id id_wands[];
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extern struct id id_rings[];
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extern struct id id_weapons[];
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extern struct id id_armors[];
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extern object mon_tab[];
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extern object level_monsters;
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#define MONSTERS 26
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#define HASTED 01L
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#define SLOWED 02L
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#define INVISIBLE 04L
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#define ASLEEP 010L
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#define WAKENS 020L
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#define WANDERS 040L
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#define FLIES 0100L
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#define FLITS 0200L
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#define CAN_FLIT 0400L /* can, but usually doesn't, flit */
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#define CONFUSED 01000L
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#define RUSTS 02000L
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#define HOLDS 04000L
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#define FREEZES 010000L
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#define STEALS_GOLD 020000L
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#define STEALS_ITEM 040000L
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#define STINGS 0100000L
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#define DRAINS_LIFE 0200000L
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#define DROPS_LEVEL 0400000L
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#define SEEKS_GOLD 01000000L
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#define FREEZING_ROGUE 02000000L
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#define RUST_VANISHED 04000000L
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#define CONFUSES 010000000L
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#define IMITATES 020000000L
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#define FLAMES 040000000L
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#define STATIONARY 0100000000L /* damage will be 1,2,3,... */
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#define NAPPING 0200000000L /* can't wake up for a while */
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#define ALREADY_MOVED 0400000000L
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#define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
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#define WAKE_PERCENT 45
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#define FLIT_PERCENT 40
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#define PARTY_WAKE_PERCENT 75
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#define HYPOTHERMIA 1
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#define STARVATION 2
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#define POISON_DART 3
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#define QUIT 4
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#define WIN 5
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#define KFIRE 6
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#define UPWARD 0
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#define UPRIGHT 1
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#define RIGHT 2
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#define DOWNRIGHT 3
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#define DOWN 4
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#define DOWNLEFT 5
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#define LEFT 6
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#define UPLEFT 7
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#define DIRS 8
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#define ROW1 7
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#define ROW2 15
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#define COL1 26
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#define COL2 52
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#define MOVED 0
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#define MOVE_FAILED -1
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#define STOPPED_ON_SOMETHING -2
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#define CANCEL '\033'
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#define LIST '*'
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#define HUNGRY 300
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#define WEAK 150
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#define FAINT 20
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#define STARVE 0
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#define MIN_ROW 1
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struct rogue_time {
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short year; /* >= 1987 */
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short month; /* 1 - 12 */
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short day; /* 1 - 31 */
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short hour; /* 0 - 23 */
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short minute; /* 0 - 59 */
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short second; /* 0 - 59 */
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};
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#include <curses.h>
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/*
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* external routine declarations.
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*/
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#include <stdio.h>
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#include <string.h>
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#include <sys/types.h>
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#include <unistd.h>
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object *alloc_object(void);
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object *check_duplicate(object *, object *);
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const char *get_ench_color(void);
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object *get_letter_object(int);
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object *get_thrown_at_monster(object *, short, short *, short *);
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object *get_zapped_monster(short, short *, short *);
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object *gr_monster(object *, int);
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object *gr_object(void);
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char *md_getenv(const char *);
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const char *
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md_gln(void);
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char *md_malloc(int);
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const char *mon_name(const object *);
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const char *name_of(const object *);
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object *object_at(object *, short, short);
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object *pick_up(int, int, short *);
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void add_exp(int, boolean);
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void add_mazes(void);
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void add_traps(void);
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void aggravate(void);
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void aim_monster(object *);
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void bounce(short, short, short, short, short);
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void byebye(int);
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void c_object_for_wizard(void);
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void call_it(void);
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boolean can_move(int, int, int, int);
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boolean can_turn(int, int);
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void center(short, const char *);
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void check_gold_seeker(object *);
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boolean check_hunger(boolean);
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boolean check_imitator(object *);
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void check_message(void);
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int check_up(void);
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void clean_up(const char *) __attribute__((__noreturn__));
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void clear_level(void);
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void cnfs(void);
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int coin_toss(void);
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int connect_rooms(short, short);
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void cough_up(object *);
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void create_monster(void);
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int damage_for_strength(void);
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void darken_room(short);
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void disappear(object *);
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void do_args(int, char **);
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void do_opts(void);
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void do_put_on(object *, boolean);
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void do_shell(void);
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void do_wear(object *);
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void do_wield(object *);
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void dr_course(object *, boolean, short, short);
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void drain_life(void);
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void draw_magic_map(void);
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void draw_simple_passage(short, short, short, short, short);
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void drop(void);
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int drop_check(void);
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void drop_level(void);
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void eat(void);
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void edit_opts(void);
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void env_get_value(char **, char *, boolean);
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void error_save(int) __attribute__((__noreturn__));
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void fight(int);
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void fill_it(int, boolean);
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void fill_out_level(void);
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boolean flame_broil(object *);
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int flit(object *);
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void flop_weapon(object *, short, short);
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void free_object(object *);
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void free_stuff(object *);
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void freeze(object *);
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int get_armor_class(const object *);
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int get_com_id(int *, short);
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int get_damage(const char *, boolean);
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void get_desc(const object *, char *);
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int get_dir(short, short, short, short);
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void get_dir_rc(short, short *, short *, short);
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char get_dungeon_char(short, short);
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int get_exp_level(long);
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void get_food(object *, boolean);
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int get_hit_chance(const object *);
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int get_input_line(const char *, const char *, char *, const char *, boolean, boolean);
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char get_mask_char(unsigned short);
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int get_number(const char *);
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boolean get_oth_room(short, short *, short *);
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int get_rand(int, int);
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|
short get_room_number(int, int);
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int get_value(const object *);
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int get_w_damage(const object *);
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|
void get_wand_and_ring_materials(void);
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|
int get_weapon_damage(const object *);
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|
char gmc(object *);
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|
char gmc_row_col(int, int);
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|
void go_blind(void);
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|
boolean gold_at(int, int);
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void gr_armor(object *);
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|
char gr_dir(void);
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|
char gr_obj_char(void);
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|
void gr_potion(object *);
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void gr_ring(object *, boolean);
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short gr_room(void);
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void gr_row_col(short *, short *, unsigned short);
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void gr_scroll(object *);
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void gr_wand(object *);
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|
void gr_weapon(object *, int);
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|
void hallucinate(void);
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|
boolean has_amulet(void);
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boolean has_been_touched(const struct rogue_time *, const struct rogue_time *);
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|
void heal(void);
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void hide_boxed_passage(int, int, int, int, int);
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void hold_monster(void);
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int hp_raise(void);
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void id_all(void);
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void id_com(void);
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void id_trap(void);
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|
void id_type(void);
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|
void idntfy(void);
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boolean imitating(int, int);
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int init(int, char **);
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void init_str(char **, const char *);
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void insert_score(char [][82], char [][30], const char *, short, short, const object *, int);
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void inv_armor_weapon(boolean);
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void inv_rings(void);
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|
void inventory(const object *, unsigned short);
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boolean is_all_connected(void);
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|
boolean is_digit(int);
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boolean is_direction(short, short *);
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boolean is_pack_letter(short *, unsigned short *);
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|
boolean is_passable(int, int);
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|
boolean is_vowel(short);
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|
void kick_into_pack(void);
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void killed_by(const object *, short) __attribute__((__noreturn__));
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long lget_number(const char *);
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|
void light_passage(int, int);
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void light_up_room(int);
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boolean m_confuse(object *);
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|
void make_level(void);
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void make_maze(short, short, short, short, short, short);
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void make_party(void);
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void make_room(short, short, short, short);
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void make_scroll_titles(void);
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boolean mask_pack(const object *, unsigned short);
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boolean mask_room(short, short *, short *, unsigned short);
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boolean md_df(const char *);
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void md_exit(int) __attribute__((__noreturn__));
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void md_gct(struct rogue_time *);
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|
int md_get_file_id(const char *);
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void md_gfmt(const char *, struct rogue_time *);
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|
int md_gseed(void);
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|
void md_heed_signals(void);
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|
void md_ignore_signals(void);
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int md_link_count(const char *);
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|
void md_lock(boolean);
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|
void md_shell(const char *);
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|
void md_sleep(int);
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|
void md_slurp(void);
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|
void message(const char *, boolean);
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|
void mix_colors(void);
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|
void mix_random_rooms(void);
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|
int mon_can_go(const object *, int, int);
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|
int mon_damage(object *, short);
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|
void mon_hit(object *);
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|
boolean mon_sees(const object *, int, int);
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|
int move_confused(object *);
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|
void move_mon_to(object *, int, int);
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|
void move_onto(void);
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|
int mtry(object *, int, int);
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|
void multiple_move_rogue(short);
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|
void mv_1_monster(object *, int, int);
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|
void mv_aquatars(void);
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|
void mv_mons(void);
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|
int name_cmp(char *, const char *);
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|
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(int, int, boolean);
|
|
void play_level(void);
|
|
void player_init(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_door(room *, short, short *, short *);
|
|
void put_gold(void);
|
|
void put_m_at(int, int, 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_stairs(void);
|
|
void quaff(void);
|
|
void quit(boolean);
|
|
int r_index(const char *, int, boolean);
|
|
void r_read(FILE *, char *, int);
|
|
void r_write(FILE *, const char *, int);
|
|
void rand_around(short, short *, short *);
|
|
int rand_percent(int);
|
|
void rand_place(object *);
|
|
void read_pack(object *, FILE *, boolean);
|
|
void read_scroll(void);
|
|
void read_string(char *, FILE *, size_t);
|
|
void recursive_deadend(short, const short *, short, short);
|
|
boolean reg_move(void);
|
|
void relight(void);
|
|
void remessage(short);
|
|
void remove_ring(void);
|
|
void rest(int);
|
|
void restore(const char *);
|
|
int rgetchar(void);
|
|
void ring_stats(boolean);
|
|
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 rw_dungeon(FILE *, boolean);
|
|
void rw_id(struct id *, FILE *, int, boolean);
|
|
void rw_rooms(FILE *, boolean);
|
|
void s_con_mon(object *);
|
|
int same_col(int, int);
|
|
int same_row(int, int);
|
|
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 show_traps(void);
|
|
void single_inv(short);
|
|
void sound_bell(void);
|
|
void special_hit(object *);
|
|
void srrandom(int);
|
|
void start_window(void);
|
|
void steal_gold(object *);
|
|
void steal_item(object *);
|
|
void sting(object *);
|
|
void stop_window(void);
|
|
void take_a_nap(void);
|
|
void take_from_pack(object *, object *);
|
|
void take_off(void);
|
|
void tele(void);
|
|
void tele_away(object *);
|
|
void throw(void);
|
|
boolean throw_at_monster(object *, object *);
|
|
int to_hit(const object *);
|
|
short trap_at(int, int);
|
|
void trap_player(int, int);
|
|
boolean try_to_cough(short, short, object *);
|
|
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 wdrain_life(object *);
|
|
void wear(void);
|
|
void wield(void);
|
|
void win(void) __attribute__((__noreturn__));
|
|
void wizardize(void);
|
|
void write_pack(const object *, FILE *);
|
|
void write_string(char *, FILE *);
|
|
long xxx(boolean);
|
|
void xxxx(char *, short);
|
|
void zap_monster(object *, unsigned 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 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[];
|
|
#define HUNGER_STR_LEN 8
|
|
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 *error_file;
|
|
extern char *fruit;
|
|
extern const char *const m_names[];
|
|
extern const char *more;
|
|
extern const char *new_level_message;
|
|
extern char *nick_name;
|
|
extern const char *press_space;
|
|
extern char *save_file;
|
|
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;
|