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authorPaul Janzen <pjanzen@cvs.openbsd.org>1998-08-22 08:56:02 +0000
committerPaul Janzen <pjanzen@cvs.openbsd.org>1998-08-22 08:56:02 +0000
commit6910826c1b27cf6a9d4cb8400743d571d3c9a27b (patch)
tree9562c830236235b683790903daad5db093658719 /games/rogue/rogue.h
parent92cf145f2c1e59139400da3a8db7b06cc24b7b54 (diff)
More largely NetBSD-inspired code cleanup
Diffstat (limited to 'games/rogue/rogue.h')
-rw-r--r--games/rogue/rogue.h472
1 files changed, 418 insertions, 54 deletions
diff --git a/games/rogue/rogue.h b/games/rogue/rogue.h
index e3632952dc2..983b2991c1b 100644
--- a/games/rogue/rogue.h
+++ b/games/rogue/rogue.h
@@ -1,3 +1,4 @@
+/* $OpenBSD: rogue.h,v 1.3 1998/08/22 08:55:43 pjanzen Exp $ */
/* $NetBSD: rogue.h,v 1.4 1995/04/24 12:25:04 cgd Exp $ */
/*
@@ -5,7 +6,7 @@
* The Regents of the University of California. All rights reserved.
*
* This code is derived from software contributed to Berkeley by
- * Timoth C. Stoehr.
+ * Timothy C. Stoehr.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
@@ -46,7 +47,7 @@
* 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.
+ * gain or profit.
*/
#define boolean char
@@ -155,13 +156,13 @@
#define RATION 0
#define FRUIT 1
-#define NOT_USED ((unsigned short) 0)
+#define NOT_USED ((unsigned short) 0)
#define BEING_WIELDED ((unsigned short) 01)
-#define BEING_WORN ((unsigned short) 02)
+#define BEING_WORN ((unsigned short) 02)
#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)
+#define BEING_USED ((unsigned short) 017)
#define NO_TRAP -1
#define TRAP_DOOR 0
@@ -175,9 +176,9 @@
#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)
+#define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
+#define IDENTIFIED ((unsigned short) 01)
+#define CALLED ((unsigned short) 02)
#define DROWS 24
#define DCOLS 80
@@ -245,15 +246,16 @@ struct obj { /* comment is monster meaning */
typedef struct obj object;
-#define INIT_AW (object*)0,(object*)0
-#define INIT_RINGS (object*)0,(object*)0
-#define INIT_HP 12,12
-#define INIT_STR 16,16
-#define INIT_EXP 1,0
-#define INIT_PACK {0}
-#define INIT_GOLD 0
-#define INIT_CHAR '@'
-#define INIT_MOVES 1250
+#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
struct fightr {
object *armor;
@@ -426,42 +428,6 @@ extern object level_monsters;
#define MIN_ROW 1
-/* external routine declarations.
- */
-#include <string.h>
-
-char *mon_name();
-char *get_ench_color();
-char *name_of();
-char *md_gln();
-char *md_getenv();
-char *md_malloc();
-boolean is_direction();
-boolean mon_sees();
-boolean mask_pack();
-boolean mask_room();
-boolean is_digit();
-boolean check_hunger();
-boolean reg_move();
-boolean md_df();
-boolean has_been_touched();
-object *add_to_pack();
-object *alloc_object();
-object *get_letter_object();
-object *gr_monster();
-object *get_thrown_at_monster();
-object *get_zapped_monster();
-object *check_duplicate();
-object *gr_object();
-object *object_at();
-object *pick_up();
-struct id *get_id_table();
-unsigned short gr_what_is();
-long rrandom();
-long lget_number();
-long xxx();
-void byebye(), onintr(), error_save();
-
struct rogue_time {
short year; /* >= 1987 */
short month; /* 1 - 12 */
@@ -479,12 +445,410 @@ struct _win_st {
typedef struct _win_st WINDOW;
+#ifndef FALSE
+#define FALSE 0
+#endif
+
extern int LINES, COLS;
extern WINDOW *curscr;
extern char *CL;
-char *md_gdtcf();
+void initscr __P((void));
+void endwin __P((void));
+void move __P((short, short));
+void mvaddstr __P((short, short, char *));
+void addstr __P((char *));
+void addch __P((int));
+void mvaddch __P((short, short, int));
+void refresh __P((void));
+void wrefresh __P((WINDOW *scr));
+int mvinch __P((short, short));
+void clear __P((void));
+void clrtoeol __P((void));
+void standout __P((void));
+void standend __P((void));
+void crmode __P((void));
+void noecho __P((void));
+void nonl __P((void));
+void clear_buffers __P((void));
+void put_char_at __P((short, short, int));
+void put_cursor __P((short, short));
+void put_st_char __P((int));
+void get_term_info __P((void));
+boolean tc_tname __P((FILE *, char *, char *));
+void tc_gtdata __P((FILE *, char *));
+void tc_gets __P((char *, char **));
+void tc_gnum __P((char *, int *));
+void tstp __P((void));
+void tc_cmget __P((void));
#else
#include <curses.h>
#endif
+
+/*
+ * external routine declarations.
+ */
+#include <sys/types.h>
+#include <stdio.h>
+#include <string.h>
+#include <unistd.h>
+
+object *alloc_object __P((void));
+object *check_duplicate __P((object *, object *));
+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));
+char *md_getenv __P((char *));
+char *md_gln __P((void));
+char *md_malloc __P((int));
+char *mon_name __P((object *));
+char *name_of __P((object *));
+object *object_at __P((object *, short, short));
+object *pick_up __P((short, short, 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((short, short, short, short));
+boolean can_turn __P((short, short));
+void center __P((short, 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));
+void clean_up __P((char *));
+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));
+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 *));
+int get_armor_class __P((object *));
+int get_com_id __P((int *, short));
+int get_damage __P((char *, boolean));
+void get_desc __P((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));
+int get_hit_chance __P((object *));
+int get_input_line __P((char *, char *, char *, char *, boolean, boolean));
+char get_mask_char __P((unsigned short));
+int get_number __P((char *));
+boolean get_oth_room __P((short, short *, short *));
+int get_rand __P((int, int));
+short get_room_number __P((short, short));
+int get_value __P((object *));
+int get_w_damage __P((object *));
+void get_wand_and_ring_materials __P((void));
+int get_weapon_damage __P((object *));
+char gmc __P((object *));
+char gmc_row_col __P((short, short));
+void go_blind __P((void));
+boolean gold_at __P((short, short));
+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));
+boolean has_been_touched __P((struct rogue_time *, struct rogue_time *));
+void heal __P((void));
+void hide_boxed_passage __P((short, short, short, short, short));
+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((short, short));
+int init __P((int, char **));
+void init_str __P((char **, char *));
+void insert_score __P((char [][], char [][], char *, short, short, object *, int));
+void inv_armor_weapon __P((boolean));
+void inv_rings __P((void));
+void inventory __P((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((short, short));
+boolean is_vowel __P((short));
+void kick_into_pack __P((void));
+void killed_by __P((object *, short));
+long lget_number __P((char *));
+void light_passage __P((short, short));
+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));
+boolean mask_pack __P((object *, unsigned short));
+boolean mask_room __P((short, short *, short *, unsigned short));
+void md_cbreak_no_echo_nonl __P((boolean));
+boolean md_df __P((char *));
+void md_exit __P((int));
+void md_gct __P((struct rogue_time *));
+char *md_gdtcf __P((void));
+int md_get_file_id __P((char *));
+void md_gfmt __P((char *, struct rogue_time *));
+int md_gseed __P((void));
+void md_heed_signals __P((void));
+void md_ignore_signals __P((void));
+int md_link_count __P((char *));
+void md_lock __P((boolean));
+void md_shell __P((char *));
+void md_sleep __P((int));
+void md_slurp __P((void));
+void md_tstp __P((void));
+void message __P((char *, boolean));
+void mix_colors __P((void));
+void mix_colors __P((void));
+void mix_random_rooms __P((void));
+int mon_can_go __P((object *, short, short));
+int mon_damage __P((object *, short));
+void mon_hit __P((object *));
+boolean mon_sees __P((object *, short, short));
+int move_confused __P((object *));
+void move_mon_to __P((object *, short, short));
+void move_onto __P((void));
+int mtry __P((object *, short, short));
+void multiple_move_rogue __P((short));
+void mv_1_monster __P((object *, short, short));
+void mv_aquatars __P((void));
+void mv_mons __P((void));
+int name_cmp __P((char *, char *));
+short next_avail_ichar __P((void));
+boolean next_to_something __P((short, short));
+void nickize __P((char *, char *, 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));
+short pack_count __P((object *));
+short pack_letter __P((char *, unsigned short));
+void pad __P((char *, short));
+void party_monsters __P((int, int));
+short party_objects __P((int));
+void place_at __P((object *, short, short));
+void plant_gold __P((short, short, 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((short, short, object *));
+void put_mons __P((void));
+void put_objects __P((void));
+void put_on_ring __P((void));
+void put_player __P((short));
+void put_scores __P((object *, short));
+void put_stairs __P((void));
+void quaff __P((void));
+void quit __P((boolean));
+int r_index __P((char *, int, boolean));
+void r_read __P((FILE *, char *, int));
+void r_write __P((FILE *, 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 *));
+void recursive_deadend __P((short, 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));
+void restore __P((char *));
+int rgetchar __P((void));
+void ring_stats __P((boolean));
+int rogue_can_see __P((short, short));
+void rogue_damage __P((short, object *, short));
+void rogue_hit __P((object *, boolean));
+int rogue_is_around __P((short, short));
+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));
+void save_into_file __P((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));
+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 *));
+int to_hit __P((object *));
+short trap_at __P((short, short));
+void trap_player __P((short, short));
+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));
+void wizardize __P((void));
+void write_pack __P((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));
+struct id *get_id_table __P((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[];
+extern char *byebye_string;
+extern char *curse_message;
+extern char *error_file;
+extern char *fruit;
+extern char *m_names[];
+extern char *more;
+extern char *new_level_message;
+extern char *nick_name;
+extern char *press_space;
+extern char *save_file;
+extern char *you_can_move_again;
+extern 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;