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|
/* $OpenBSD: rogue.h,v 1.16 2006/03/07 14:35:24 otto Exp $ */
/* $NetBSD: rogue.h,v 1.4 1995/04/24 12:25:04 cgd Exp $ */
/*
* Copyright (c) 1988, 1993
* The Regents of the University of California. All rights reserved.
*
* This code is derived from software contributed to Berkeley by
* Timothy C. Stoehr.
*
* 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. 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.
*
* @(#)rogue.h 8.1 (Berkeley) 5/31/93
*/
/*
* 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)
#define BEING_WIELDED ((unsigned short) 01)
#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 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)
#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 NUM_SCORE_ENTRIES 10
#define GOLD_PERCENT 46
#define MAX_OPT_LEN 40
struct id {
short value;
char title[MAX_TITLE_LENGTH];
const 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 */
const char *damage; /* damage it does */
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 character (?!%: */
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, (char *)NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, (struct obj *)NULL}
#define INIT_GOLD 0
#define INIT_CHAR '@'
#define INIT_MOVES 1250
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 */
};
#include <curses.h>
/*
* external routine declarations.
*/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <unistd.h>
object *alloc_object(void);
object *check_duplicate(object *, object *);
const char *get_ench_color(void);
object *get_letter_object(int);
object *get_thrown_at_monster(object *, short, short *, short *);
object *get_zapped_monster(short, short *, short *);
object *gr_monster(object *, int);
object *gr_object(void);
char *md_getenv(const char *);
char *md_gln(void);
char *md_malloc(int);
const char *mon_name(object *);
const char *name_of(const object *);
object *object_at(object *, short, short);
object *pick_up(short, short, short *);
void add_exp(int, boolean);
void add_mazes(void);
void add_traps(void);
void aggravate(void);
void aim_monster(object *);
void bounce(short, short, short, short, short);
void byebye(int);
void c_object_for_wizard(void);
void call_it(void);
boolean can_move(short, short, short, short);
boolean can_turn(short, short);
void center(short, const char *);
void check_gold_seeker(object *);
boolean check_hunger(boolean);
boolean check_imitator(object *);
void check_message(void);
int check_up(void);
void clean_up(const char *);
void clear_level(void);
void cnfs(void);
int coin_toss(void);
int connect_rooms(short, short);
void cough_up(object *);
void create_monster(void);
int damage_for_strength(void);
void darken_room(short);
void disappear(object *);
void do_args(int, char **);
void do_opts(void);
void do_put_on(object *, boolean);
void do_shell(void);
void do_wear(object *);
void do_wield(object *);
void dr_course(object *, boolean, short, short);
void drain_life(void);
void draw_magic_map(void);
void draw_simple_passage(short, short, short, short, short);
void drop(void);
int drop_check(void);
void drop_level(void);
void eat(void);
void edit_opts(void);
void env_get_value(char **, char *, boolean);
void error_save(int);
void fight(boolean);
void fill_it(int, boolean);
void fill_out_level(void);
boolean flame_broil(object *);
int flit(object *);
void flop_weapon(object *, short, short);
void free_object(object *);
void free_stuff(object *);
void freeze(object *);
int get_armor_class(const object *);
int get_com_id(int *, short);
int get_damage(const char *, boolean);
void get_desc(const object *, char *, size_t);
int get_dir(short, short, short, short);
void get_dir_rc(short, short *, short *, short);
char get_dungeon_char(short, short);
int get_exp_level(long);
void get_food(object *, boolean);
int get_hit_chance(object *);
int get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean);
char get_mask_char(unsigned short);
int get_number(const char *);
boolean get_oth_room(short, short *, short *);
int get_rand(int, int);
short get_room_number(short, short);
int get_value(object *);
int get_w_damage(const object *);
void get_wand_and_ring_materials(void);
int get_weapon_damage(object *);
char gmc(object *);
char gmc_row_col(short, short);
void go_blind(void);
boolean gold_at(short, short);
void gr_armor(object *);
char gr_dir(void);
char gr_obj_char(void);
void gr_potion(object *);
void gr_ring(object *, boolean);
short gr_room(void);
void gr_row_col(short *, short *, unsigned short);
void gr_scroll(object *);
void gr_wand(object *);
void gr_weapon(object *, int);
void hallucinate(void);
boolean has_amulet(void);
void heal(void);
void hide_boxed_passage(short, short, short, short, short);
void hold_monster(void);
int hp_raise(void);
void id_all(void);
void id_com(void);
void id_trap(void);
void id_type(void);
void idntfy(void);
boolean imitating(short, short);
int init(int, char **);
void init_str(char **, const char *);
void inv_armor_weapon(boolean);
void inv_rings(void);
void inventory(object *, unsigned short);
boolean is_all_connected(void);
boolean is_digit(short);
boolean is_direction(short, short *);
boolean is_pack_letter(short *, unsigned short *);
boolean is_passable(short, short);
boolean is_vowel(short);
void kick_into_pack(void);
void killed_by(const object *, short);
void light_passage(short, short);
void light_up_room(int);
boolean m_confuse(object *);
void make_level(void);
void make_maze(short, short, short, short, short, short);
void make_party(void);
void make_room(short, short, short, short);
void make_scroll_titles(void);
boolean mask_pack(object *, unsigned short);
boolean mask_room(short, short *, short *, unsigned short);
boolean md_df(const char *);
void md_exit(int);
void md_gct(struct rogue_time *);
int md_get_file_id(const char *);
void md_gfmt(char *, struct rogue_time *);
int md_gseed(void);
void md_heed_signals(void);
void md_ignore_signals(void);
int md_link_count(char *);
void md_lock(boolean);
void md_shell(const char *);
void md_sleep(int);
void md_slurp(void);
void messagef(boolean, const char *, ...)
#ifdef __GNUC__
__attribute__((__format__(__printf__, 2, 3)))
#endif
;
void mix_colors(void);
void mix_random_rooms(void);
int mon_can_go(object *, short, short);
int mon_damage(object *, short);
void mon_hit(object *);
boolean mon_sees(object *, short, short);
int move_confused(object *);
void move_mon_to(object *, short, short);
void move_onto(void);
int mtry(object *, short, short);
void multiple_move_rogue(short);
void mv_1_monster(object *, short, short);
void mv_aquatars(void);
void mv_mons(void);
short next_avail_ichar(void);
boolean next_to_something(short, short);
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(object *);
short pack_letter(const char *, unsigned short);
void party_monsters(int, int);
short party_objects(int);
void place_at(object *, short, short);
void plant_gold(short, short, 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(short, short, object *);
void put_mons(void);
void put_objects(void);
void put_on_ring(void);
void put_player(short);
void put_scores(const object *, short);
void put_stairs(void);
void quaff(void);
void quit(boolean);
int r_index(const char *, int, boolean);
void rand_around(short, short *, short *);
int rand_percent(int);
void rand_place(object *);
void read_scroll(void);
void recursive_deadend(short, short *, short, short);
boolean reg_move(void);
void relight(void);
void remessage(short);
void remove_ring(void);
void rest(int);
void restore(char *);
int rgetchar(void);
void ring_stats(boolean);
int rogue_can_see(short, short);
void rogue_damage(short, object *, short);
void rogue_hit(object *, boolean);
int rogue_is_around(short, short);
long rrandom(void);
void rust(object *);
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);
void show_average_hp(void);
void show_monsters(void);
void show_objects(void);
void show_traps(void);
void single_inv(short);
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(object *);
short trap_at(short, short);
void trap_player(short, short);
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);
void wizardize(void);
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;
#define HIT_MESSAGE_LEN 80
extern char hit_message[HIT_MESSAGE_LEN];
#define HUNGER_STR_LEN 8
extern char hunger_str[HUNGER_STR_LEN];
#define LOGIN_NAME_LEN 40
extern char login_name[LOGIN_NAME_LEN];
extern const char *byebye_string;
extern const char *curse_message;
extern const char *error_file;
extern char *fruit;
extern const char *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 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;
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