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rogue.h revision 1.17
      1  1.17      jsm /*	$NetBSD: rogue.h,v 1.17 2005/02/15 12:54:50 jsm Exp $	*/
      2   1.3      cgd 
      3   1.1      cgd /*
      4   1.3      cgd  * Copyright (c) 1988, 1993
      5   1.3      cgd  *	The Regents of the University of California.  All rights reserved.
      6   1.1      cgd  *
      7   1.1      cgd  * This code is derived from software contributed to Berkeley by
      8   1.5    lukem  * Timothy C. Stoehr.
      9   1.1      cgd  *
     10   1.1      cgd  * Redistribution and use in source and binary forms, with or without
     11   1.1      cgd  * modification, are permitted provided that the following conditions
     12   1.1      cgd  * are met:
     13   1.1      cgd  * 1. Redistributions of source code must retain the above copyright
     14   1.1      cgd  *    notice, this list of conditions and the following disclaimer.
     15   1.1      cgd  * 2. Redistributions in binary form must reproduce the above copyright
     16   1.1      cgd  *    notice, this list of conditions and the following disclaimer in the
     17   1.1      cgd  *    documentation and/or other materials provided with the distribution.
     18  1.14      agc  * 3. Neither the name of the University nor the names of its contributors
     19   1.1      cgd  *    may be used to endorse or promote products derived from this software
     20   1.1      cgd  *    without specific prior written permission.
     21   1.1      cgd  *
     22   1.1      cgd  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     23   1.1      cgd  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     24   1.1      cgd  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     25   1.1      cgd  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     26   1.1      cgd  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     27   1.1      cgd  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     28   1.1      cgd  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     29   1.1      cgd  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     30   1.1      cgd  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     31   1.1      cgd  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     32   1.1      cgd  * SUCH DAMAGE.
     33   1.1      cgd  *
     34   1.3      cgd  *	@(#)rogue.h	8.1 (Berkeley) 5/31/93
     35   1.1      cgd  */
     36   1.1      cgd 
     37   1.1      cgd /*
     38   1.1      cgd  * rogue.h
     39   1.1      cgd  *
     40   1.1      cgd  * This source herein may be modified and/or distributed by anybody who
     41   1.1      cgd  * so desires, with the following restrictions:
     42   1.1      cgd  *    1.)  This notice shall not be removed.
     43   1.1      cgd  *    2.)  Credit shall not be taken for the creation of this source.
     44   1.1      cgd  *    3.)  This code is not to be traded, sold, or used for personal
     45   1.1      cgd  *         gain or profit.
     46   1.1      cgd  */
     47   1.1      cgd 
     48   1.1      cgd #define boolean char
     49   1.1      cgd 
     50   1.1      cgd #define NOTHING		((unsigned short)     0)
     51   1.1      cgd #define OBJECT		((unsigned short)    01)
     52   1.1      cgd #define MONSTER		((unsigned short)    02)
     53   1.1      cgd #define STAIRS		((unsigned short)    04)
     54   1.1      cgd #define HORWALL		((unsigned short)   010)
     55   1.1      cgd #define VERTWALL	((unsigned short)   020)
     56   1.1      cgd #define DOOR		((unsigned short)   040)
     57   1.1      cgd #define FLOOR		((unsigned short)  0100)
     58   1.1      cgd #define TUNNEL		((unsigned short)  0200)
     59   1.1      cgd #define TRAP		((unsigned short)  0400)
     60   1.1      cgd #define HIDDEN		((unsigned short) 01000)
     61   1.1      cgd 
     62   1.1      cgd #define ARMOR		((unsigned short)   01)
     63   1.1      cgd #define WEAPON		((unsigned short)   02)
     64   1.1      cgd #define SCROL		((unsigned short)   04)
     65   1.1      cgd #define POTION		((unsigned short)  010)
     66   1.1      cgd #define GOLD		((unsigned short)  020)
     67   1.1      cgd #define FOOD		((unsigned short)  040)
     68   1.1      cgd #define WAND		((unsigned short) 0100)
     69   1.1      cgd #define RING		((unsigned short) 0200)
     70   1.1      cgd #define AMULET		((unsigned short) 0400)
     71   1.1      cgd #define ALL_OBJECTS	((unsigned short) 0777)
     72   1.1      cgd 
     73   1.1      cgd #define LEATHER 0
     74   1.1      cgd #define RINGMAIL 1
     75   1.1      cgd #define SCALE 2
     76   1.1      cgd #define CHAIN 3
     77   1.1      cgd #define BANDED 4
     78   1.1      cgd #define SPLINT 5
     79   1.1      cgd #define PLATE 6
     80   1.1      cgd #define ARMORS 7
     81   1.1      cgd 
     82   1.1      cgd #define BOW 0
     83   1.1      cgd #define DART 1
     84   1.1      cgd #define ARROW 2
     85   1.1      cgd #define DAGGER 3
     86   1.1      cgd #define SHURIKEN 4
     87   1.1      cgd #define MACE 5
     88   1.1      cgd #define LONG_SWORD 6
     89   1.1      cgd #define TWO_HANDED_SWORD 7
     90   1.1      cgd #define WEAPONS 8
     91   1.1      cgd 
     92   1.1      cgd #define MAX_PACK_COUNT 24
     93   1.1      cgd 
     94   1.1      cgd #define PROTECT_ARMOR 0
     95   1.1      cgd #define HOLD_MONSTER 1
     96   1.1      cgd #define ENCH_WEAPON 2
     97   1.1      cgd #define ENCH_ARMOR 3
     98   1.1      cgd #define IDENTIFY 4
     99   1.1      cgd #define TELEPORT 5
    100   1.1      cgd #define SLEEP 6
    101   1.1      cgd #define SCARE_MONSTER 7
    102   1.1      cgd #define REMOVE_CURSE 8
    103   1.1      cgd #define CREATE_MONSTER 9
    104   1.1      cgd #define AGGRAVATE_MONSTER 10
    105   1.1      cgd #define MAGIC_MAPPING 11
    106   1.1      cgd #define CON_MON 12
    107   1.1      cgd #define SCROLS 13
    108   1.1      cgd 
    109   1.1      cgd #define INCREASE_STRENGTH 0
    110   1.1      cgd #define RESTORE_STRENGTH 1
    111   1.1      cgd #define HEALING 2
    112   1.1      cgd #define EXTRA_HEALING 3
    113   1.1      cgd #define POISON 4
    114   1.1      cgd #define RAISE_LEVEL 5
    115   1.1      cgd #define BLINDNESS 6
    116   1.1      cgd #define HALLUCINATION 7
    117   1.1      cgd #define DETECT_MONSTER 8
    118   1.1      cgd #define DETECT_OBJECTS 9
    119   1.1      cgd #define CONFUSION 10
    120   1.1      cgd #define LEVITATION 11
    121   1.1      cgd #define HASTE_SELF 12
    122   1.1      cgd #define SEE_INVISIBLE 13
    123   1.1      cgd #define POTIONS 14
    124   1.1      cgd 
    125   1.1      cgd #define TELE_AWAY 0
    126   1.1      cgd #define SLOW_MONSTER 1
    127   1.1      cgd #define INVISIBILITY 2
    128   1.1      cgd #define POLYMORPH 3
    129   1.1      cgd #define HASTE_MONSTER 4
    130   1.1      cgd #define MAGIC_MISSILE 5
    131   1.1      cgd #define CANCELLATION 6
    132   1.1      cgd #define DO_NOTHING 7
    133   1.1      cgd #define DRAIN_LIFE 8
    134   1.1      cgd #define COLD 9
    135   1.1      cgd #define FIRE 10
    136   1.1      cgd #define WANDS 11
    137   1.1      cgd 
    138   1.1      cgd #define STEALTH 0
    139   1.1      cgd #define R_TELEPORT 1
    140   1.1      cgd #define REGENERATION 2
    141   1.1      cgd #define SLOW_DIGEST 3
    142   1.1      cgd #define ADD_STRENGTH 4
    143   1.1      cgd #define SUSTAIN_STRENGTH 5
    144   1.1      cgd #define DEXTERITY 6
    145   1.1      cgd #define ADORNMENT 7
    146   1.1      cgd #define R_SEE_INVISIBLE 8
    147   1.1      cgd #define MAINTAIN_ARMOR 9
    148   1.1      cgd #define SEARCHING 10
    149   1.1      cgd #define RINGS 11
    150   1.1      cgd 
    151   1.1      cgd #define RATION 0
    152   1.1      cgd #define FRUIT 1
    153   1.1      cgd 
    154   1.5    lukem #define NOT_USED	((unsigned short)   0)
    155   1.1      cgd #define BEING_WIELDED	((unsigned short)  01)
    156   1.5    lukem #define BEING_WORN	((unsigned short)  02)
    157   1.1      cgd #define ON_LEFT_HAND	((unsigned short)  04)
    158   1.1      cgd #define ON_RIGHT_HAND	((unsigned short) 010)
    159   1.1      cgd #define ON_EITHER_HAND	((unsigned short) 014)
    160   1.5    lukem #define BEING_USED	((unsigned short) 017)
    161   1.1      cgd 
    162   1.1      cgd #define NO_TRAP -1
    163   1.1      cgd #define TRAP_DOOR 0
    164   1.1      cgd #define BEAR_TRAP 1
    165   1.1      cgd #define TELE_TRAP 2
    166   1.1      cgd #define DART_TRAP 3
    167   1.1      cgd #define SLEEPING_GAS_TRAP 4
    168   1.1      cgd #define RUST_TRAP 5
    169   1.1      cgd #define TRAPS 6
    170   1.1      cgd 
    171   1.1      cgd #define STEALTH_FACTOR 3
    172   1.1      cgd #define R_TELE_PERCENT 8
    173   1.1      cgd 
    174   1.5    lukem #define UNIDENTIFIED	((unsigned short) 00)	/* MUST BE ZERO! */
    175   1.5    lukem #define IDENTIFIED	((unsigned short) 01)
    176   1.5    lukem #define CALLED		((unsigned short) 02)
    177   1.1      cgd 
    178   1.1      cgd #define DROWS 24
    179   1.1      cgd #define DCOLS 80
    180   1.1      cgd #define NMESSAGES 5
    181   1.1      cgd #define MAX_TITLE_LENGTH 30
    182   1.1      cgd #define MAXSYLLABLES 40
    183   1.1      cgd #define MAX_METAL 14
    184   1.1      cgd #define WAND_MATERIALS 30
    185   1.1      cgd #define GEMS 14
    186   1.1      cgd 
    187   1.1      cgd #define GOLD_PERCENT 46
    188   1.1      cgd 
    189   1.1      cgd #define MAX_OPT_LEN 40
    190   1.1      cgd 
    191  1.13      mrg #define MAX_ID_TITLE_LEN 64
    192   1.1      cgd struct id {
    193   1.1      cgd 	short value;
    194  1.13      mrg 	char title[MAX_ID_TITLE_LEN];
    195  1.15      jsm 	const char *real;
    196   1.1      cgd 	unsigned short id_status;
    197   1.1      cgd };
    198   1.1      cgd 
    199   1.1      cgd /* The following #defines provide more meaningful names for some of the
    200   1.1      cgd  * struct object fields that are used for monsters.  This, since each monster
    201   1.1      cgd  * and object (scrolls, potions, etc) are represented by a struct object.
    202   1.1      cgd  * Ideally, this should be handled by some kind of union structure.
    203   1.1      cgd  */
    204   1.1      cgd 
    205   1.1      cgd #define m_damage damage
    206   1.1      cgd #define hp_to_kill quantity
    207   1.1      cgd #define m_char ichar
    208   1.1      cgd #define first_level is_protected
    209   1.1      cgd #define last_level is_cursed
    210   1.1      cgd #define m_hit_chance class
    211   1.1      cgd #define stationary_damage identified
    212   1.1      cgd #define drop_percent which_kind
    213   1.1      cgd #define trail_char d_enchant
    214   1.1      cgd #define slowed_toggle quiver
    215   1.1      cgd #define moves_confused hit_enchant
    216   1.1      cgd #define nap_length picked_up
    217   1.1      cgd #define disguise what_is
    218   1.1      cgd #define next_monster next_object
    219   1.1      cgd 
    220   1.1      cgd struct obj {				/* comment is monster meaning */
    221   1.1      cgd 	unsigned long m_flags;	/* monster flags */
    222   1.8  hubertf 	const char *damage;		/* damage it does */
    223   1.1      cgd 	short quantity;			/* hit points to kill */
    224   1.1      cgd 	short ichar;			/* 'A' is for aquatar */
    225   1.1      cgd 	short kill_exp;			/* exp for killing it */
    226   1.1      cgd 	short is_protected;		/* level starts */
    227   1.1      cgd 	short is_cursed;		/* level ends */
    228   1.1      cgd 	short class;			/* chance of hitting you */
    229   1.1      cgd 	short identified;		/* 'F' damage, 1,2,3... */
    230   1.1      cgd 	unsigned short which_kind; /* item carry/drop % */
    231   1.1      cgd 	short o_row, o_col, o;	/* o is how many times stuck at o_row, o_col */
    232   1.1      cgd 	short row, col;			/* current row, col */
    233   1.1      cgd 	short d_enchant;		/* room char when detect_monster */
    234   1.1      cgd 	short quiver;			/* monster slowed toggle */
    235   1.1      cgd 	short trow, tcol;		/* target row, col */
    236   1.1      cgd 	short hit_enchant;		/* how many moves is confused */
    237   1.1      cgd 	unsigned short what_is;	/* imitator's charactor (?!%: */
    238   1.1      cgd 	short picked_up;		/* sleep from wand of sleep */
    239   1.1      cgd 	unsigned short in_use_flags;
    240   1.1      cgd 	struct obj *next_object;	/* next monster */
    241   1.1      cgd };
    242   1.1      cgd 
    243   1.1      cgd typedef struct obj object;
    244   1.1      cgd 
    245   1.5    lukem #define INIT_AW		(object*)0
    246   1.5    lukem #define INIT_RINGS	(object*)0
    247   1.5    lukem #define INIT_HP		12
    248   1.5    lukem #define INIT_STR	16
    249   1.5    lukem #define INIT_EXPLEVEL	1
    250   1.5    lukem #define INIT_EXP	0
    251   1.5    lukem #define INIT_PACK	{0}
    252   1.5    lukem #define INIT_GOLD	0
    253   1.5    lukem #define INIT_CHAR	'@'
    254   1.5    lukem #define INIT_MOVES	1250
    255   1.1      cgd 
    256   1.1      cgd struct fightr {
    257   1.1      cgd 	object *armor;
    258   1.1      cgd 	object *weapon;
    259   1.1      cgd 	object *left_ring, *right_ring;
    260   1.1      cgd 	short hp_current;
    261   1.1      cgd 	short hp_max;
    262   1.1      cgd 	short str_current;
    263   1.1      cgd 	short str_max;
    264   1.1      cgd 	object pack;
    265   1.1      cgd 	long gold;
    266   1.1      cgd 	short exp;
    267   1.1      cgd 	long exp_points;
    268   1.1      cgd 	short row, col;
    269   1.1      cgd 	short fchar;
    270   1.1      cgd 	short moves_left;
    271   1.1      cgd };
    272   1.1      cgd 
    273   1.1      cgd typedef struct fightr fighter;
    274   1.1      cgd 
    275   1.1      cgd struct dr {
    276   1.1      cgd 	short oth_room;
    277   1.1      cgd 	short oth_row,
    278   1.1      cgd 	      oth_col;
    279   1.1      cgd 	short door_row,
    280   1.1      cgd 		  door_col;
    281   1.1      cgd };
    282   1.1      cgd 
    283   1.1      cgd typedef struct dr door;
    284   1.1      cgd 
    285   1.1      cgd struct rm {
    286   1.1      cgd 	short bottom_row, right_col, left_col, top_row;
    287   1.1      cgd 	door doors[4];
    288   1.1      cgd 	unsigned short is_room;
    289   1.1      cgd };
    290   1.1      cgd 
    291   1.1      cgd typedef struct rm room;
    292   1.1      cgd 
    293   1.1      cgd #define MAXROOMS 9
    294   1.1      cgd #define BIG_ROOM 10
    295   1.1      cgd 
    296   1.1      cgd #define NO_ROOM -1
    297   1.1      cgd 
    298   1.1      cgd #define PASSAGE -3		/* cur_room value */
    299   1.1      cgd 
    300   1.1      cgd #define AMULET_LEVEL 26
    301   1.1      cgd 
    302   1.1      cgd #define R_NOTHING	((unsigned short) 01)
    303   1.1      cgd #define R_ROOM		((unsigned short) 02)
    304   1.1      cgd #define R_MAZE		((unsigned short) 04)
    305   1.1      cgd #define R_DEADEND	((unsigned short) 010)
    306   1.1      cgd #define R_CROSS		((unsigned short) 020)
    307   1.1      cgd 
    308   1.1      cgd #define MAX_EXP_LEVEL 21
    309   1.1      cgd #define MAX_EXP 10000001L
    310   1.1      cgd #define MAX_GOLD 999999
    311   1.1      cgd #define MAX_ARMOR 99
    312   1.1      cgd #define MAX_HP 999
    313   1.1      cgd #define MAX_STRENGTH 99
    314   1.1      cgd #define LAST_DUNGEON 99
    315   1.1      cgd 
    316   1.1      cgd #define STAT_LEVEL 01
    317   1.1      cgd #define STAT_GOLD 02
    318   1.1      cgd #define STAT_HP 04
    319   1.1      cgd #define STAT_STRENGTH 010
    320   1.1      cgd #define STAT_ARMOR 020
    321   1.1      cgd #define STAT_EXP 040
    322   1.1      cgd #define STAT_HUNGER 0100
    323   1.1      cgd #define STAT_LABEL 0200
    324   1.1      cgd #define STAT_ALL 0377
    325   1.1      cgd 
    326   1.1      cgd #define PARTY_TIME 10	/* one party somewhere in each 10 level span */
    327   1.1      cgd 
    328   1.1      cgd #define MAX_TRAPS 10	/* maximum traps per level */
    329   1.1      cgd 
    330   1.1      cgd #define HIDE_PERCENT 12
    331   1.1      cgd 
    332   1.1      cgd struct tr {
    333   1.1      cgd 	short trap_type;
    334   1.1      cgd 	short trap_row, trap_col;
    335   1.1      cgd };
    336   1.1      cgd 
    337   1.1      cgd typedef struct tr trap;
    338   1.1      cgd 
    339   1.1      cgd extern fighter rogue;
    340   1.1      cgd extern room rooms[];
    341   1.1      cgd extern trap traps[];
    342   1.1      cgd extern unsigned short dungeon[DROWS][DCOLS];
    343   1.1      cgd extern object level_objects;
    344   1.1      cgd 
    345   1.1      cgd extern struct id id_scrolls[];
    346   1.1      cgd extern struct id id_potions[];
    347   1.1      cgd extern struct id id_wands[];
    348   1.1      cgd extern struct id id_rings[];
    349   1.1      cgd extern struct id id_weapons[];
    350   1.1      cgd extern struct id id_armors[];
    351   1.1      cgd 
    352   1.1      cgd extern object mon_tab[];
    353   1.1      cgd extern object level_monsters;
    354   1.1      cgd 
    355   1.1      cgd #define MONSTERS 26
    356   1.1      cgd 
    357   1.1      cgd #define HASTED					01L
    358   1.1      cgd #define SLOWED					02L
    359   1.1      cgd #define INVISIBLE				04L
    360   1.1      cgd #define ASLEEP				   010L
    361   1.1      cgd #define WAKENS				   020L
    362   1.1      cgd #define WANDERS				   040L
    363   1.1      cgd #define FLIES				  0100L
    364   1.1      cgd #define FLITS				  0200L
    365   1.1      cgd #define CAN_FLIT			  0400L		/* can, but usually doesn't, flit */
    366   1.1      cgd #define CONFUSED	 		 01000L
    367   1.1      cgd #define RUSTS				 02000L
    368   1.1      cgd #define HOLDS				 04000L
    369   1.1      cgd #define FREEZES				010000L
    370   1.1      cgd #define STEALS_GOLD			020000L
    371   1.1      cgd #define STEALS_ITEM			040000L
    372   1.1      cgd #define STINGS			   0100000L
    373   1.1      cgd #define DRAINS_LIFE		   0200000L
    374   1.1      cgd #define DROPS_LEVEL		   0400000L
    375   1.1      cgd #define SEEKS_GOLD		  01000000L
    376   1.1      cgd #define FREEZING_ROGUE	  02000000L
    377   1.1      cgd #define RUST_VANISHED	  04000000L
    378   1.1      cgd #define CONFUSES		 010000000L
    379   1.1      cgd #define IMITATES		 020000000L
    380   1.1      cgd #define FLAMES			 040000000L
    381   1.1      cgd #define STATIONARY		0100000000L		/* damage will be 1,2,3,... */
    382   1.1      cgd #define NAPPING			0200000000L		/* can't wake up for a while */
    383   1.1      cgd #define ALREADY_MOVED	0400000000L
    384   1.1      cgd 
    385   1.1      cgd #define SPECIAL_HIT		(RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
    386   1.1      cgd 
    387   1.1      cgd #define WAKE_PERCENT 45
    388   1.1      cgd #define FLIT_PERCENT 40
    389   1.1      cgd #define PARTY_WAKE_PERCENT 75
    390   1.1      cgd 
    391   1.1      cgd #define HYPOTHERMIA 1
    392   1.1      cgd #define STARVATION 2
    393   1.1      cgd #define POISON_DART 3
    394   1.1      cgd #define QUIT 4
    395   1.1      cgd #define WIN 5
    396   1.1      cgd #define KFIRE 6
    397   1.1      cgd 
    398   1.1      cgd #define UPWARD 0
    399   1.1      cgd #define UPRIGHT 1
    400   1.1      cgd #define RIGHT 2
    401   1.1      cgd #define DOWNRIGHT 3
    402   1.1      cgd #define DOWN 4
    403   1.1      cgd #define DOWNLEFT 5
    404   1.1      cgd #define LEFT 6
    405   1.1      cgd #define UPLEFT 7
    406   1.1      cgd #define DIRS 8
    407   1.1      cgd 
    408   1.1      cgd #define ROW1 7
    409   1.1      cgd #define ROW2 15
    410   1.1      cgd 
    411   1.1      cgd #define COL1 26
    412   1.1      cgd #define COL2 52
    413   1.1      cgd 
    414   1.1      cgd #define MOVED 0
    415   1.1      cgd #define MOVE_FAILED -1
    416   1.1      cgd #define STOPPED_ON_SOMETHING -2
    417   1.1      cgd #define CANCEL '\033'
    418   1.1      cgd #define LIST '*'
    419   1.1      cgd 
    420   1.1      cgd #define HUNGRY 300
    421   1.1      cgd #define WEAK 150
    422   1.1      cgd #define FAINT 20
    423   1.1      cgd #define STARVE 0
    424   1.1      cgd 
    425   1.1      cgd #define MIN_ROW 1
    426   1.1      cgd 
    427   1.1      cgd struct rogue_time {
    428   1.1      cgd 	short year;		/* >= 1987 */
    429   1.1      cgd 	short month;	/* 1 - 12 */
    430   1.1      cgd 	short day;		/* 1 - 31 */
    431   1.1      cgd 	short hour;		/* 0 - 23 */
    432   1.1      cgd 	short minute;	/* 0 - 59 */
    433   1.1      cgd 	short second;	/* 0 - 59 */
    434   1.1      cgd };
    435   1.1      cgd 
    436   1.1      cgd #include <curses.h>
    437   1.5    lukem 
    438   1.5    lukem /*
    439   1.5    lukem  * external routine declarations.
    440   1.5    lukem  */
    441   1.5    lukem #include <stdio.h>
    442   1.5    lukem #include <string.h>
    443  1.10      jsm #include <sys/types.h>
    444  1.10      jsm #include <unistd.h>
    445   1.5    lukem 
    446  1.16      jsm object	*alloc_object(void);
    447  1.16      jsm object	*check_duplicate(object *, object *);
    448  1.16      jsm const char	*get_ench_color(void);
    449  1.16      jsm object	*get_letter_object(int);
    450  1.16      jsm object	*get_thrown_at_monster(object *, short, short *, short *);
    451  1.16      jsm object	*get_zapped_monster(short, short *, short *);
    452  1.16      jsm object	*gr_monster(object *, int);
    453  1.16      jsm object	*gr_object(void);
    454  1.16      jsm char	*md_getenv(const char *);
    455   1.6  mycroft const char *
    456  1.16      jsm 	md_gln(void);
    457  1.16      jsm char	*md_malloc(int);
    458  1.16      jsm const char	*mon_name(const object *);
    459  1.16      jsm const char	*name_of(const object *);
    460  1.16      jsm object	*object_at(object *, short, short);
    461  1.16      jsm object	*pick_up(int, int, short *);
    462  1.16      jsm void	add_exp(int, boolean);
    463  1.16      jsm void	add_mazes(void);
    464  1.16      jsm void	add_traps(void);
    465  1.16      jsm void	aggravate(void);
    466  1.16      jsm void	aim_monster(object *);
    467  1.16      jsm void	bounce(short, short, short, short, short);
    468  1.16      jsm void	byebye(int);
    469  1.16      jsm void	c_object_for_wizard(void);
    470  1.16      jsm void	call_it(void);
    471  1.16      jsm boolean	can_move(int, int, int, int);
    472  1.16      jsm boolean	can_turn(int, int);
    473  1.16      jsm void	center(short, const char *);
    474  1.16      jsm void	check_gold_seeker(object *);
    475  1.16      jsm boolean	check_hunger(boolean);
    476  1.16      jsm boolean	check_imitator(object *);
    477  1.16      jsm void	check_message(void);
    478  1.16      jsm int	check_up(void);
    479  1.16      jsm void	clean_up(const char *) __attribute__((__noreturn__));
    480  1.16      jsm void	clear_level(void);
    481  1.16      jsm void	cnfs(void);
    482  1.16      jsm int	coin_toss(void);
    483  1.16      jsm int	connect_rooms(short, short);
    484  1.16      jsm void	cough_up(object *);
    485  1.16      jsm void	create_monster(void);
    486  1.16      jsm int	damage_for_strength(void);
    487  1.16      jsm void	darken_room(short);
    488  1.16      jsm void	disappear(object *);
    489  1.16      jsm void	do_args(int, char **);
    490  1.16      jsm void	do_opts(void);
    491  1.16      jsm void	do_put_on(object *, boolean);
    492  1.16      jsm void	do_shell(void);
    493  1.16      jsm void	do_wear(object *);
    494  1.16      jsm void	do_wield(object *);
    495  1.16      jsm void	dr_course(object *, boolean, short, short);
    496  1.16      jsm void	drain_life(void);
    497  1.16      jsm void	draw_magic_map(void);
    498  1.16      jsm void	draw_simple_passage(short, short, short, short, short);
    499  1.16      jsm void	drop(void);
    500  1.16      jsm int	drop_check(void);
    501  1.16      jsm void	drop_level(void);
    502  1.16      jsm void	eat(void);
    503  1.16      jsm void	edit_opts(void);
    504  1.16      jsm void	env_get_value(char **, char *, boolean);
    505  1.16      jsm void	error_save(int) __attribute__((__noreturn__));
    506  1.16      jsm void	fight(int);
    507  1.16      jsm void	fill_it(int, boolean);
    508  1.16      jsm void	fill_out_level(void);
    509  1.16      jsm boolean	flame_broil(object *);
    510  1.16      jsm int	flit(object *);
    511  1.16      jsm void	flop_weapon(object *, short, short);
    512  1.16      jsm void	free_object(object *);
    513  1.16      jsm void	free_stuff(object *);
    514  1.16      jsm void	freeze(object *);
    515  1.16      jsm int	get_armor_class(const object *);
    516  1.16      jsm int	get_com_id(int *, short);
    517  1.16      jsm int	get_damage(const char *, boolean);
    518  1.16      jsm void	get_desc(const object *, char *);
    519  1.16      jsm int	get_dir(short, short, short, short);
    520  1.16      jsm void	get_dir_rc(short, short *, short *, short);
    521  1.16      jsm char	get_dungeon_char(short, short);
    522  1.16      jsm int	get_exp_level(long);
    523  1.16      jsm void	get_food(object *, boolean);
    524  1.16      jsm int	get_hit_chance(const object *);
    525  1.16      jsm int	get_input_line(const char *, const char *, char *, const char *, boolean, boolean);
    526  1.16      jsm char	get_mask_char(unsigned short);
    527  1.16      jsm int	get_number(const char *);
    528  1.16      jsm boolean	get_oth_room(short, short *, short *);
    529  1.16      jsm int	get_rand(int, int);
    530  1.16      jsm short	get_room_number(int, int);
    531  1.16      jsm int	get_value(const object *);
    532  1.16      jsm int	get_w_damage(const object *);
    533  1.16      jsm void	get_wand_and_ring_materials(void);
    534  1.16      jsm int	get_weapon_damage(const object *);
    535  1.16      jsm char	gmc(object *);
    536  1.16      jsm char	gmc_row_col(int, int);
    537  1.16      jsm void	go_blind(void);
    538  1.16      jsm boolean	gold_at(int, int);
    539  1.16      jsm void	gr_armor(object *);
    540  1.16      jsm char	gr_dir(void);
    541  1.16      jsm char	gr_obj_char(void);
    542  1.16      jsm void	gr_potion(object *);
    543  1.16      jsm void	gr_ring(object *, boolean);
    544  1.16      jsm short	gr_room(void);
    545  1.16      jsm void	gr_row_col(short *, short *, unsigned short);
    546  1.16      jsm void	gr_scroll(object *);
    547  1.16      jsm void	gr_wand(object *);
    548  1.16      jsm void	gr_weapon(object *, int);
    549  1.16      jsm void	hallucinate(void);
    550  1.16      jsm boolean	has_amulet(void);
    551  1.16      jsm boolean	has_been_touched(const struct rogue_time *, const struct rogue_time *);
    552  1.16      jsm void	heal(void);
    553  1.16      jsm void	hide_boxed_passage(int, int, int, int, int);
    554  1.16      jsm void	hold_monster(void);
    555  1.16      jsm int	hp_raise(void);
    556  1.16      jsm void	id_all(void);
    557  1.16      jsm void	id_com(void);
    558  1.16      jsm void	id_trap(void);
    559  1.16      jsm void	id_type(void);
    560  1.16      jsm void	idntfy(void);
    561  1.16      jsm boolean	imitating(int, int);
    562  1.16      jsm int	init(int, char **);
    563  1.16      jsm void	init_str(char **, const char *);
    564  1.17      jsm void	insert_score(char [][82], char [][30], const char *, short, short, const object *, int);
    565  1.16      jsm void	inv_armor_weapon(boolean);
    566  1.16      jsm void	inv_rings(void);
    567  1.16      jsm void	inventory(const object *, unsigned short);
    568  1.16      jsm boolean	is_all_connected(void);
    569  1.16      jsm boolean	is_digit(int);
    570  1.16      jsm boolean	is_direction(short, short *);
    571  1.16      jsm boolean	is_pack_letter(short *, unsigned short *);
    572  1.16      jsm boolean	is_passable(int, int);
    573  1.16      jsm boolean	is_vowel(short);
    574  1.16      jsm void	kick_into_pack(void);
    575  1.16      jsm void	killed_by(const object *, short) __attribute__((__noreturn__));
    576  1.16      jsm long	lget_number(const char *);
    577  1.16      jsm void	light_passage(int, int);
    578  1.16      jsm void	light_up_room(int);
    579  1.16      jsm boolean	m_confuse(object *);
    580  1.16      jsm void	make_level(void);
    581  1.16      jsm void	make_maze(short, short, short, short, short, short);
    582  1.16      jsm void	make_party(void);
    583  1.16      jsm void	make_room(short, short, short, short);
    584  1.16      jsm void	make_scroll_titles(void);
    585  1.16      jsm boolean	mask_pack(const object *, unsigned short);
    586  1.16      jsm boolean	mask_room(short, short *, short *, unsigned short);
    587  1.16      jsm boolean	md_df(const char *);
    588  1.16      jsm void	md_exit(int) __attribute__((__noreturn__));
    589  1.16      jsm void	md_gct(struct rogue_time *);
    590  1.16      jsm int	md_get_file_id(const char *);
    591  1.16      jsm void	md_gfmt(const char *, struct rogue_time *);
    592  1.16      jsm int	md_gseed(void);
    593  1.16      jsm void	md_heed_signals(void);
    594  1.16      jsm void	md_ignore_signals(void);
    595  1.16      jsm int	md_link_count(const char *);
    596  1.16      jsm void	md_lock(boolean);
    597  1.16      jsm void	md_shell(const char *);
    598  1.16      jsm void	md_sleep(int);
    599  1.16      jsm void	md_slurp(void);
    600  1.16      jsm void	message(const char *, boolean);
    601  1.16      jsm void	mix_colors(void);
    602  1.16      jsm void	mix_random_rooms(void);
    603  1.16      jsm int	mon_can_go(const object *, int, int);
    604  1.16      jsm int	mon_damage(object *, short);
    605  1.16      jsm void	mon_hit(object *);
    606  1.16      jsm boolean	mon_sees(const object *, int, int);
    607  1.16      jsm int	move_confused(object *);
    608  1.16      jsm void	move_mon_to(object *, int, int);
    609  1.16      jsm void	move_onto(void);
    610  1.16      jsm int	mtry(object *, int, int);
    611  1.16      jsm void	multiple_move_rogue(short);
    612  1.16      jsm void	mv_1_monster(object *, int, int);
    613  1.16      jsm void	mv_aquatars(void);
    614  1.16      jsm void	mv_mons(void);
    615  1.16      jsm int	name_cmp(char *, const char *);
    616  1.16      jsm short	next_avail_ichar(void);
    617  1.16      jsm boolean	next_to_something(int, int);
    618  1.16      jsm void	nickize(char *, const char *, const char *);
    619  1.16      jsm int	no_room_for_monster(int);
    620  1.16      jsm int	one_move_rogue(short, short);
    621  1.16      jsm void	onintr(int);
    622  1.16      jsm void	opt_erase(int);
    623  1.16      jsm void	opt_go(int);
    624  1.16      jsm void	opt_show(int);
    625  1.16      jsm short	pack_count(const object *);
    626  1.16      jsm short	pack_letter(const char *, unsigned short);
    627  1.16      jsm void	pad(const char *, short);
    628  1.16      jsm void	party_monsters(int, int);
    629  1.16      jsm short	party_objects(int);
    630  1.16      jsm void	place_at(object *, int, int);
    631  1.16      jsm void	plant_gold(int, int, boolean);
    632  1.16      jsm void	play_level(void);
    633  1.16      jsm void	player_init(void);
    634  1.16      jsm void	potion_heal(int);
    635  1.16      jsm int	pr_com_id(int);
    636  1.16      jsm int	pr_motion_char(int);
    637  1.16      jsm void	print_stats(int);
    638  1.16      jsm void	put_amulet(void);
    639  1.16      jsm void	put_door(room *, short, short *, short *);
    640  1.16      jsm void	put_gold(void);
    641  1.16      jsm void	put_m_at(int, int, object *);
    642  1.16      jsm void	put_mons(void);
    643  1.16      jsm void	put_objects(void);
    644  1.16      jsm void	put_on_ring(void);
    645  1.16      jsm void	put_player(short);
    646  1.16      jsm void	put_scores(const object *, short) __attribute__((__noreturn__));
    647  1.16      jsm void	put_stairs(void);
    648  1.16      jsm void	quaff(void);
    649  1.16      jsm void	quit(boolean);
    650  1.16      jsm int	r_index(const char *, int, boolean);
    651  1.16      jsm void	r_read(FILE *, char *, int);
    652  1.16      jsm void	r_write(FILE *, const char *, int);
    653  1.16      jsm void	rand_around(short, short *, short *);
    654  1.16      jsm int	rand_percent(int);
    655  1.16      jsm void	rand_place(object *);
    656  1.16      jsm void	read_pack(object *, FILE *, boolean);
    657  1.16      jsm void	read_scroll(void);
    658  1.16      jsm void	read_string(char *, FILE *, size_t);
    659  1.16      jsm void	recursive_deadend(short, const short *, short, short);
    660  1.16      jsm boolean	reg_move(void);
    661  1.16      jsm void	relight(void);
    662  1.16      jsm void	remessage(short);
    663  1.16      jsm void	remove_ring(void);
    664  1.16      jsm void	rest(int);
    665  1.16      jsm void	restore(const char *);
    666  1.16      jsm int	rgetchar(void);
    667  1.16      jsm void	ring_stats(boolean);
    668  1.16      jsm int	rogue_can_see(int, int);
    669  1.16      jsm void	rogue_damage(short, object *, short);
    670  1.16      jsm void	rogue_hit(object *, boolean);
    671  1.16      jsm int	rogue_is_around(int, int);
    672  1.16      jsm long	rrandom(void);
    673  1.16      jsm void	rust(object *);
    674  1.16      jsm void	rw_dungeon(FILE *, boolean);
    675  1.16      jsm void	rw_id(struct id *, FILE *, int, boolean);
    676  1.16      jsm void	rw_rooms(FILE *, boolean);
    677  1.16      jsm void	s_con_mon(object *);
    678  1.16      jsm int	same_col(int, int);
    679  1.16      jsm int	same_row(int, int);
    680  1.16      jsm void	save_game(void);
    681  1.16      jsm void	save_into_file(const char *);
    682  1.16      jsm void	save_screen(void);
    683  1.16      jsm void	search(short, boolean);
    684  1.16      jsm boolean	seek_gold(object *);
    685  1.16      jsm void	sell_pack(void);
    686  1.16      jsm void	sf_error(void) __attribute__((__noreturn__));
    687  1.16      jsm void	show_average_hp(void);
    688  1.16      jsm void	show_monsters(void);
    689  1.16      jsm void	show_objects(void);
    690  1.16      jsm void	show_traps(void);
    691  1.16      jsm void	single_inv(short);
    692  1.16      jsm void	sound_bell(void);
    693  1.16      jsm void	special_hit(object *);
    694  1.16      jsm void	srrandom(int);
    695  1.16      jsm void	start_window(void);
    696  1.16      jsm void	steal_gold(object *);
    697  1.16      jsm void	steal_item(object *);
    698  1.16      jsm void	sting(object *);
    699  1.16      jsm void	stop_window(void);
    700  1.16      jsm void	take_a_nap(void);
    701  1.16      jsm void	take_from_pack(object *, object *);
    702  1.16      jsm void	take_off(void);
    703  1.16      jsm void	tele(void);
    704  1.16      jsm void	tele_away(object *);
    705  1.16      jsm void	throw(void);
    706  1.16      jsm boolean	throw_at_monster(object *, object *);
    707  1.16      jsm int	to_hit(const object *);
    708  1.16      jsm short	trap_at(int, int);
    709  1.16      jsm void	trap_player(int, int);
    710  1.16      jsm boolean	try_to_cough(short, short, object *);
    711  1.16      jsm void	turn_passage(short, boolean);
    712  1.16      jsm void	un_put_on(object *);
    713  1.16      jsm void	unblind(void);
    714  1.16      jsm void	unconfuse(void);
    715  1.16      jsm void	uncurse_all(void);
    716  1.16      jsm void	unhallucinate(void);
    717  1.16      jsm void	unwear(object *);
    718  1.16      jsm void	unwield(object *);
    719  1.16      jsm void	vanish(object *, short, object *);
    720  1.16      jsm void	visit_rooms(int);
    721  1.16      jsm void	wait_for_ack(void);
    722  1.16      jsm void	wake_room(short, boolean, short, short);
    723  1.16      jsm void	wake_up(object *);
    724  1.16      jsm void	wanderer(void);
    725  1.16      jsm void	wdrain_life(object *);
    726  1.16      jsm void	wear(void);
    727  1.16      jsm void	wield(void);
    728  1.16      jsm void	win(void) __attribute__((__noreturn__));
    729  1.16      jsm void	wizardize(void);
    730  1.16      jsm void	write_pack(const object *, FILE *);
    731  1.16      jsm void	write_string(char *, FILE *);
    732  1.16      jsm long	xxx(boolean);
    733  1.16      jsm void	xxxx(char *, short);
    734  1.16      jsm void	zap_monster(object *, unsigned short);
    735  1.16      jsm void	zapp(void);
    736  1.16      jsm object *add_to_pack(object *, object *, int);
    737  1.16      jsm struct id *get_id_table(const object *);
    738  1.16      jsm unsigned short gr_what_is(void);
    739   1.5    lukem 
    740   1.5    lukem extern	boolean	ask_quit;
    741   1.5    lukem extern	boolean	being_held;
    742   1.5    lukem extern	boolean	cant_int;
    743   1.5    lukem extern	boolean	con_mon;
    744   1.5    lukem extern	boolean	detect_monster;
    745   1.5    lukem extern	boolean	did_int;
    746   1.5    lukem extern	boolean	interrupted;
    747   1.5    lukem extern	boolean	is_wood[];
    748   1.5    lukem extern	boolean	jump;
    749   1.5    lukem extern	boolean	maintain_armor;
    750   1.5    lukem extern	boolean	mon_disappeared;
    751   1.5    lukem extern	boolean	msg_cleared;
    752   1.5    lukem extern	boolean	no_skull;
    753   1.5    lukem extern	boolean	passgo;
    754   1.5    lukem extern	boolean	r_see_invisible;
    755   1.5    lukem extern	boolean	r_teleport;
    756   1.5    lukem extern	boolean	save_is_interactive;
    757   1.5    lukem extern	boolean	score_only;
    758   1.5    lukem extern	boolean	see_invisible;
    759   1.5    lukem extern	boolean	sustain_strength;
    760   1.5    lukem extern	boolean	trap_door;
    761   1.5    lukem extern	boolean	wizard;
    762   1.5    lukem extern	char	hit_message[];
    763  1.13      mrg #define HUNGER_STR_LEN 8
    764  1.13      mrg extern	char	hunger_str[HUNGER_STR_LEN];
    765  1.13      mrg extern	char	login_name[MAX_OPT_LEN];
    766   1.8  hubertf extern	const char   *byebye_string;
    767   1.8  hubertf extern	const char   *curse_message;
    768   1.8  hubertf extern	const char   *error_file;
    769   1.5    lukem extern	char   *fruit;
    770   1.8  hubertf extern	const char   *const m_names[];
    771   1.8  hubertf extern	const char   *more;
    772   1.8  hubertf extern	const char   *new_level_message;
    773   1.5    lukem extern	char   *nick_name;
    774   1.8  hubertf extern	const char   *press_space;
    775   1.5    lukem extern	char   *save_file;
    776   1.8  hubertf extern	const char   *you_can_move_again;
    777   1.8  hubertf extern	const long	level_points[];
    778   1.5    lukem extern	short	add_strength;
    779   1.5    lukem extern	short	auto_search;
    780   1.5    lukem extern	short	bear_trap;
    781   1.5    lukem extern	short	blind;
    782   1.5    lukem extern	short	confused;
    783   1.5    lukem extern	short	cur_level;
    784   1.5    lukem extern	short	cur_room;
    785   1.5    lukem extern	short	e_rings;
    786   1.5    lukem extern	short	extra_hp;
    787   1.5    lukem extern	short	foods;
    788   1.5    lukem extern	short	halluc;
    789   1.5    lukem extern	short	haste_self;
    790   1.5    lukem extern	short	less_hp;
    791   1.5    lukem extern	short	levitate;
    792   1.5    lukem extern	short	m_moves;
    793   1.5    lukem extern	short	max_level;
    794   1.5    lukem extern	short	party_room;
    795   1.5    lukem extern	short	r_rings;
    796   1.5    lukem extern	short	regeneration;
    797   1.5    lukem extern	short	ring_exp;
    798   1.5    lukem extern	short	stealthy;
    799  1.10      jsm extern	gid_t	gid;
    800  1.10      jsm extern	gid_t	egid;
    801