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rogue.h revision 1.17.16.2
      1  1.17.16.2     matt /*	rogue.h,v 1.17.16.1 2008/01/09 01:30:58 matt 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  1.17.16.2     matt #define INIT_AW		NULL
    246  1.17.16.2     matt #define INIT_RINGS	NULL
    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  1.17.16.2     matt #define NO_ROOM (-1)
    297        1.1      cgd 
    298  1.17.16.2     matt #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 level_monsters;
    353        1.1      cgd 
    354        1.1      cgd #define MONSTERS 26
    355        1.1      cgd 
    356        1.1      cgd #define HASTED					01L
    357        1.1      cgd #define SLOWED					02L
    358        1.1      cgd #define INVISIBLE				04L
    359        1.1      cgd #define ASLEEP				   010L
    360        1.1      cgd #define WAKENS				   020L
    361        1.1      cgd #define WANDERS				   040L
    362        1.1      cgd #define FLIES				  0100L
    363        1.1      cgd #define FLITS				  0200L
    364        1.1      cgd #define CAN_FLIT			  0400L		/* can, but usually doesn't, flit */
    365        1.1      cgd #define CONFUSED	 		 01000L
    366        1.1      cgd #define RUSTS				 02000L
    367        1.1      cgd #define HOLDS				 04000L
    368        1.1      cgd #define FREEZES				010000L
    369        1.1      cgd #define STEALS_GOLD			020000L
    370        1.1      cgd #define STEALS_ITEM			040000L
    371        1.1      cgd #define STINGS			   0100000L
    372        1.1      cgd #define DRAINS_LIFE		   0200000L
    373        1.1      cgd #define DROPS_LEVEL		   0400000L
    374        1.1      cgd #define SEEKS_GOLD		  01000000L
    375        1.1      cgd #define FREEZING_ROGUE	  02000000L
    376        1.1      cgd #define RUST_VANISHED	  04000000L
    377        1.1      cgd #define CONFUSES		 010000000L
    378        1.1      cgd #define IMITATES		 020000000L
    379        1.1      cgd #define FLAMES			 040000000L
    380        1.1      cgd #define STATIONARY		0100000000L		/* damage will be 1,2,3,... */
    381        1.1      cgd #define NAPPING			0200000000L		/* can't wake up for a while */
    382        1.1      cgd #define ALREADY_MOVED	0400000000L
    383        1.1      cgd 
    384        1.1      cgd #define SPECIAL_HIT		(RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
    385        1.1      cgd 
    386        1.1      cgd #define WAKE_PERCENT 45
    387        1.1      cgd #define FLIT_PERCENT 40
    388        1.1      cgd #define PARTY_WAKE_PERCENT 75
    389        1.1      cgd 
    390        1.1      cgd #define HYPOTHERMIA 1
    391        1.1      cgd #define STARVATION 2
    392        1.1      cgd #define POISON_DART 3
    393        1.1      cgd #define QUIT 4
    394        1.1      cgd #define WIN 5
    395        1.1      cgd #define KFIRE 6
    396        1.1      cgd 
    397        1.1      cgd #define UPWARD 0
    398        1.1      cgd #define UPRIGHT 1
    399        1.1      cgd #define RIGHT 2
    400        1.1      cgd #define DOWNRIGHT 3
    401        1.1      cgd #define DOWN 4
    402        1.1      cgd #define DOWNLEFT 5
    403        1.1      cgd #define LEFT 6
    404        1.1      cgd #define UPLEFT 7
    405        1.1      cgd #define DIRS 8
    406        1.1      cgd 
    407        1.1      cgd #define ROW1 7
    408        1.1      cgd #define ROW2 15
    409        1.1      cgd 
    410        1.1      cgd #define COL1 26
    411        1.1      cgd #define COL2 52
    412        1.1      cgd 
    413        1.1      cgd #define MOVED 0
    414        1.1      cgd #define MOVE_FAILED -1
    415        1.1      cgd #define STOPPED_ON_SOMETHING -2
    416        1.1      cgd #define CANCEL '\033'
    417        1.1      cgd #define LIST '*'
    418        1.1      cgd 
    419        1.1      cgd #define HUNGRY 300
    420        1.1      cgd #define WEAK 150
    421        1.1      cgd #define FAINT 20
    422        1.1      cgd #define STARVE 0
    423        1.1      cgd 
    424        1.1      cgd #define MIN_ROW 1
    425        1.1      cgd 
    426        1.1      cgd struct rogue_time {
    427        1.1      cgd 	short year;		/* >= 1987 */
    428        1.1      cgd 	short month;	/* 1 - 12 */
    429        1.1      cgd 	short day;		/* 1 - 31 */
    430        1.1      cgd 	short hour;		/* 0 - 23 */
    431        1.1      cgd 	short minute;	/* 0 - 59 */
    432        1.1      cgd 	short second;	/* 0 - 59 */
    433        1.1      cgd };
    434        1.1      cgd 
    435        1.1      cgd #include <curses.h>
    436        1.5    lukem 
    437        1.5    lukem /*
    438        1.5    lukem  * external routine declarations.
    439        1.5    lukem  */
    440        1.5    lukem #include <stdio.h>
    441        1.5    lukem #include <string.h>
    442       1.10      jsm #include <sys/types.h>
    443       1.10      jsm #include <unistd.h>
    444        1.5    lukem 
    445       1.16      jsm object	*alloc_object(void);
    446       1.16      jsm object	*check_duplicate(object *, object *);
    447       1.16      jsm const char	*get_ench_color(void);
    448       1.16      jsm object	*get_letter_object(int);
    449       1.16      jsm object	*get_thrown_at_monster(object *, short, short *, short *);
    450       1.16      jsm object	*gr_monster(object *, int);
    451       1.16      jsm object	*gr_object(void);
    452       1.16      jsm char	*md_getenv(const char *);
    453        1.6  mycroft const char *
    454       1.16      jsm 	md_gln(void);
    455  1.17.16.2     matt void	*md_malloc(size_t);
    456       1.16      jsm const char	*mon_name(const object *);
    457       1.16      jsm const char	*name_of(const object *);
    458       1.16      jsm object	*object_at(object *, short, short);
    459       1.16      jsm object	*pick_up(int, int, short *);
    460       1.16      jsm void	add_exp(int, boolean);
    461       1.16      jsm void	add_traps(void);
    462       1.16      jsm void	aggravate(void);
    463       1.16      jsm void	aim_monster(object *);
    464       1.16      jsm void	bounce(short, short, short, short, short);
    465       1.16      jsm void	byebye(int);
    466       1.16      jsm void	c_object_for_wizard(void);
    467       1.16      jsm void	call_it(void);
    468       1.16      jsm boolean	can_move(int, int, int, int);
    469  1.17.16.2     matt boolean	can_turn(short, short);
    470       1.16      jsm void	center(short, const char *);
    471       1.16      jsm void	check_gold_seeker(object *);
    472       1.16      jsm boolean	check_hunger(boolean);
    473       1.16      jsm boolean	check_imitator(object *);
    474       1.16      jsm void	check_message(void);
    475       1.16      jsm int	check_up(void);
    476       1.16      jsm void	clean_up(const char *) __attribute__((__noreturn__));
    477       1.16      jsm void	clear_level(void);
    478       1.16      jsm void	cnfs(void);
    479       1.16      jsm int	coin_toss(void);
    480       1.16      jsm void	cough_up(object *);
    481       1.16      jsm void	create_monster(void);
    482       1.16      jsm void	darken_room(short);
    483       1.16      jsm void	do_put_on(object *, boolean);
    484       1.16      jsm void	do_shell(void);
    485       1.16      jsm void	do_wear(object *);
    486       1.16      jsm void	do_wield(object *);
    487       1.16      jsm void	dr_course(object *, boolean, short, short);
    488       1.16      jsm void	draw_magic_map(void);
    489       1.16      jsm void	drop(void);
    490       1.16      jsm int	drop_check(void);
    491       1.16      jsm void	eat(void);
    492       1.16      jsm void	edit_opts(void);
    493       1.16      jsm void	error_save(int) __attribute__((__noreturn__));
    494  1.17.16.2     matt void	fight(boolean);
    495       1.16      jsm boolean	flame_broil(object *);
    496       1.16      jsm int	flit(object *);
    497       1.16      jsm void	flop_weapon(object *, short, short);
    498       1.16      jsm void	free_object(object *);
    499       1.16      jsm void	free_stuff(object *);
    500       1.16      jsm int	get_armor_class(const object *);
    501       1.16      jsm int	get_com_id(int *, short);
    502       1.16      jsm int	get_damage(const char *, boolean);
    503  1.17.16.1     matt void	get_desc(const object *, char *, size_t);
    504       1.16      jsm void	get_dir_rc(short, short *, short *, short);
    505       1.16      jsm char	get_dungeon_char(short, short);
    506       1.16      jsm void	get_food(object *, boolean);
    507       1.16      jsm int	get_hit_chance(const object *);
    508  1.17.16.1     matt int	get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean);
    509       1.16      jsm char	get_mask_char(unsigned short);
    510       1.16      jsm int	get_number(const char *);
    511       1.16      jsm boolean	get_oth_room(short, short *, short *);
    512       1.16      jsm int	get_rand(int, int);
    513       1.16      jsm short	get_room_number(int, int);
    514       1.16      jsm int	get_value(const object *);
    515       1.16      jsm void	get_wand_and_ring_materials(void);
    516       1.16      jsm int	get_weapon_damage(const object *);
    517       1.16      jsm char	gmc(object *);
    518       1.16      jsm char	gmc_row_col(int, int);
    519       1.16      jsm void	go_blind(void);
    520       1.16      jsm void	gr_armor(object *);
    521       1.16      jsm char	gr_dir(void);
    522       1.16      jsm char	gr_obj_char(void);
    523       1.16      jsm void	gr_potion(object *);
    524       1.16      jsm void	gr_ring(object *, boolean);
    525       1.16      jsm short	gr_room(void);
    526       1.16      jsm void	gr_row_col(short *, short *, unsigned short);
    527       1.16      jsm void	gr_scroll(object *);
    528       1.16      jsm void	gr_wand(object *);
    529       1.16      jsm void	gr_weapon(object *, int);
    530       1.16      jsm void	hallucinate(void);
    531       1.16      jsm boolean	has_amulet(void);
    532       1.16      jsm void	heal(void);
    533       1.16      jsm void	hold_monster(void);
    534       1.16      jsm int	hp_raise(void);
    535       1.16      jsm void	id_all(void);
    536       1.16      jsm void	id_com(void);
    537       1.16      jsm void	id_trap(void);
    538       1.16      jsm void	id_type(void);
    539       1.16      jsm void	idntfy(void);
    540  1.17.16.2     matt boolean	imitating(short, short);
    541       1.16      jsm int	init(int, char **);
    542       1.17      jsm void	insert_score(char [][82], char [][30], const char *, short, short, const object *, int);
    543       1.16      jsm void	inv_armor_weapon(boolean);
    544       1.16      jsm void	inv_rings(void);
    545       1.16      jsm void	inventory(const object *, unsigned short);
    546       1.16      jsm boolean	is_all_connected(void);
    547       1.16      jsm boolean	is_digit(int);
    548       1.16      jsm boolean	is_direction(short, short *);
    549       1.16      jsm boolean	is_pack_letter(short *, unsigned short *);
    550       1.16      jsm boolean	is_passable(int, int);
    551       1.16      jsm boolean	is_vowel(short);
    552       1.16      jsm void	kick_into_pack(void);
    553       1.16      jsm void	killed_by(const object *, short) __attribute__((__noreturn__));
    554       1.16      jsm long	lget_number(const char *);
    555       1.16      jsm void	light_passage(int, int);
    556       1.16      jsm void	light_up_room(int);
    557       1.16      jsm boolean	m_confuse(object *);
    558       1.16      jsm void	make_level(void);
    559       1.16      jsm void	make_party(void);
    560       1.16      jsm void	make_scroll_titles(void);
    561       1.16      jsm boolean	mask_pack(const object *, unsigned short);
    562       1.16      jsm boolean	md_df(const char *);
    563       1.16      jsm void	md_exit(int) __attribute__((__noreturn__));
    564       1.16      jsm void	md_gct(struct rogue_time *);
    565       1.16      jsm int	md_get_file_id(const char *);
    566       1.16      jsm void	md_gfmt(const char *, struct rogue_time *);
    567       1.16      jsm int	md_gseed(void);
    568       1.16      jsm void	md_heed_signals(void);
    569       1.16      jsm void	md_ignore_signals(void);
    570       1.16      jsm int	md_link_count(const char *);
    571       1.16      jsm void	md_lock(boolean);
    572       1.16      jsm void	md_shell(const char *);
    573       1.16      jsm void	md_sleep(int);
    574       1.16      jsm void	md_slurp(void);
    575  1.17.16.1     matt /*void	message(const char *, boolean);*/
    576  1.17.16.1     matt void	messagef(boolean, const char *, ...)
    577  1.17.16.1     matt 		__attribute__((__format__(__printf__, 2, 3)));
    578       1.16      jsm void	mix_colors(void);
    579  1.17.16.2     matt int	mon_can_go(const object *, short, short);
    580       1.16      jsm int	mon_damage(object *, short);
    581       1.16      jsm void	mon_hit(object *);
    582       1.16      jsm boolean	mon_sees(const object *, int, int);
    583       1.16      jsm int	move_confused(object *);
    584  1.17.16.2     matt void	move_mon_to(object *, short, short);
    585       1.16      jsm void	move_onto(void);
    586  1.17.16.2     matt int	mtry(object *, short, short);
    587       1.16      jsm void	multiple_move_rogue(short);
    588  1.17.16.2     matt void	mv_1_monster(object *, short, short);
    589       1.16      jsm void	mv_aquatars(void);
    590       1.16      jsm void	mv_mons(void);
    591       1.16      jsm int	name_cmp(char *, const char *);
    592       1.16      jsm short	next_avail_ichar(void);
    593       1.16      jsm boolean	next_to_something(int, int);
    594       1.16      jsm void	nickize(char *, const char *, const char *);
    595       1.16      jsm int	no_room_for_monster(int);
    596       1.16      jsm int	one_move_rogue(short, short);
    597       1.16      jsm void	onintr(int);
    598       1.16      jsm void	opt_erase(int);
    599       1.16      jsm void	opt_go(int);
    600       1.16      jsm void	opt_show(int);
    601       1.16      jsm short	pack_count(const object *);
    602       1.16      jsm short	pack_letter(const char *, unsigned short);
    603       1.16      jsm void	pad(const char *, short);
    604       1.16      jsm void	party_monsters(int, int);
    605       1.16      jsm short	party_objects(int);
    606       1.16      jsm void	place_at(object *, int, int);
    607  1.17.16.2     matt void	plant_gold(short, short, boolean);
    608       1.16      jsm void	play_level(void);
    609       1.16      jsm void	potion_heal(int);
    610       1.16      jsm int	pr_com_id(int);
    611       1.16      jsm int	pr_motion_char(int);
    612       1.16      jsm void	print_stats(int);
    613       1.16      jsm void	put_amulet(void);
    614       1.16      jsm void	put_gold(void);
    615  1.17.16.2     matt void	put_m_at(short, short, object *);
    616       1.16      jsm void	put_mons(void);
    617       1.16      jsm void	put_objects(void);
    618       1.16      jsm void	put_on_ring(void);
    619       1.16      jsm void	put_player(short);
    620       1.16      jsm void	put_scores(const object *, short) __attribute__((__noreturn__));
    621       1.16      jsm void	put_stairs(void);
    622       1.16      jsm void	quaff(void);
    623       1.16      jsm void	quit(boolean);
    624       1.16      jsm int	r_index(const char *, int, boolean);
    625       1.16      jsm void	rand_around(short, short *, short *);
    626       1.16      jsm int	rand_percent(int);
    627       1.16      jsm void	rand_place(object *);
    628       1.16      jsm void	read_scroll(void);
    629       1.16      jsm boolean	reg_move(void);
    630       1.16      jsm void	relight(void);
    631       1.16      jsm void	remessage(short);
    632       1.16      jsm void	remove_ring(void);
    633       1.16      jsm void	rest(int);
    634       1.16      jsm void	restore(const char *);
    635       1.16      jsm int	rgetchar(void);
    636       1.16      jsm void	ring_stats(boolean);
    637       1.16      jsm int	rogue_can_see(int, int);
    638       1.16      jsm void	rogue_damage(short, object *, short);
    639       1.16      jsm void	rogue_hit(object *, boolean);
    640       1.16      jsm int	rogue_is_around(int, int);
    641       1.16      jsm long	rrandom(void);
    642       1.16      jsm void	rust(object *);
    643       1.16      jsm void	s_con_mon(object *);
    644       1.16      jsm void	save_game(void);
    645       1.16      jsm void	save_into_file(const char *);
    646       1.16      jsm void	save_screen(void);
    647       1.16      jsm void	search(short, boolean);
    648       1.16      jsm boolean	seek_gold(object *);
    649       1.16      jsm void	sell_pack(void);
    650       1.16      jsm void	sf_error(void) __attribute__((__noreturn__));
    651       1.16      jsm void	show_average_hp(void);
    652       1.16      jsm void	show_monsters(void);
    653       1.16      jsm void	show_objects(void);
    654       1.16      jsm void	show_traps(void);
    655       1.16      jsm void	single_inv(short);
    656       1.16      jsm void	sound_bell(void);
    657       1.16      jsm void	special_hit(object *);
    658       1.16      jsm void	srrandom(int);
    659       1.16      jsm void	start_window(void);
    660       1.16      jsm void	stop_window(void);
    661       1.16      jsm void	take_a_nap(void);
    662       1.16      jsm void	take_from_pack(object *, object *);
    663       1.16      jsm void	take_off(void);
    664       1.16      jsm void	tele(void);
    665       1.16      jsm void	throw(void);
    666       1.16      jsm boolean	throw_at_monster(object *, object *);
    667       1.16      jsm short	trap_at(int, int);
    668  1.17.16.2     matt void	trap_player(short, short);
    669       1.16      jsm void	turn_passage(short, boolean);
    670       1.16      jsm void	un_put_on(object *);
    671       1.16      jsm void	unblind(void);
    672       1.16      jsm void	unconfuse(void);
    673       1.16      jsm void	uncurse_all(void);
    674       1.16      jsm void	unhallucinate(void);
    675       1.16      jsm void	unwear(object *);
    676       1.16      jsm void	unwield(object *);
    677       1.16      jsm void	vanish(object *, short, object *);
    678       1.16      jsm void	visit_rooms(int);
    679       1.16      jsm void	wait_for_ack(void);
    680       1.16      jsm void	wake_room(short, boolean, short, short);
    681       1.16      jsm void	wake_up(object *);
    682       1.16      jsm void	wanderer(void);
    683       1.16      jsm void	wear(void);
    684       1.16      jsm void	wield(void);
    685       1.16      jsm void	win(void) __attribute__((__noreturn__));
    686       1.16      jsm void	wizardize(void);
    687       1.16      jsm long	xxx(boolean);
    688       1.16      jsm void	xxxx(char *, short);
    689       1.16      jsm void	zapp(void);
    690       1.16      jsm object *add_to_pack(object *, object *, int);
    691       1.16      jsm struct id *get_id_table(const object *);
    692       1.16      jsm unsigned short gr_what_is(void);
    693        1.5    lukem 
    694        1.5    lukem extern	boolean	ask_quit;
    695        1.5    lukem extern	boolean	being_held;
    696        1.5    lukem extern	boolean	cant_int;
    697        1.5    lukem extern	boolean	con_mon;
    698        1.5    lukem extern	boolean	detect_monster;
    699        1.5    lukem extern	boolean	did_int;
    700        1.5    lukem extern	boolean	interrupted;
    701        1.5    lukem extern	boolean	is_wood[];
    702        1.5    lukem extern	boolean	jump;
    703        1.5    lukem extern	boolean	maintain_armor;
    704        1.5    lukem extern	boolean	mon_disappeared;
    705        1.5    lukem extern	boolean	msg_cleared;
    706        1.5    lukem extern	boolean	no_skull;
    707        1.5    lukem extern	boolean	passgo;
    708        1.5    lukem extern	boolean	r_see_invisible;
    709        1.5    lukem extern	boolean	r_teleport;
    710        1.5    lukem extern	boolean	save_is_interactive;
    711        1.5    lukem extern	boolean	score_only;
    712        1.5    lukem extern	boolean	see_invisible;
    713        1.5    lukem extern	boolean	sustain_strength;
    714        1.5    lukem extern	boolean	trap_door;
    715        1.5    lukem extern	boolean	wizard;
    716  1.17.16.1     matt #define HIT_MESSAGE_SIZE 80
    717  1.17.16.1     matt extern	char	hit_message[HIT_MESSAGE_SIZE];
    718       1.13      mrg #define HUNGER_STR_LEN 8
    719       1.13      mrg extern	char	hunger_str[HUNGER_STR_LEN];
    720       1.13      mrg extern	char	login_name[MAX_OPT_LEN];
    721        1.8  hubertf extern	const char   *byebye_string;
    722        1.8  hubertf extern	const char   *curse_message;
    723        1.8  hubertf extern	const char   *error_file;
    724        1.5    lukem extern	char   *fruit;
    725        1.8  hubertf extern	const char   *const m_names[];
    726        1.8  hubertf extern	const char   *more;
    727        1.8  hubertf extern	const char   *new_level_message;
    728        1.5    lukem extern	char   *nick_name;
    729        1.8  hubertf extern	const char   *press_space;
    730        1.5    lukem extern	char   *save_file;
    731        1.8  hubertf extern	const char   *you_can_move_again;
    732        1.8  hubertf extern	const long	level_points[];
    733        1.5    lukem extern	short	add_strength;
    734        1.5    lukem extern	short	auto_search;
    735        1.5    lukem extern	short	bear_trap;
    736        1.5    lukem extern	short	blind;
    737        1.5    lukem extern	short	confused;
    738        1.5    lukem extern	short	cur_level;
    739        1.5    lukem extern	short	cur_room;
    740        1.5    lukem extern	short	e_rings;
    741        1.5    lukem extern	short	extra_hp;
    742        1.5    lukem extern	short	foods;
    743        1.5    lukem extern	short	halluc;
    744        1.5    lukem extern	short	haste_self;
    745        1.5    lukem extern	short	less_hp;
    746        1.5    lukem extern	short	levitate;
    747        1.5    lukem extern	short	m_moves;
    748        1.5    lukem extern	short	max_level;
    749        1.5    lukem extern	short	party_room;
    750        1.5    lukem extern	short	r_rings;
    751        1.5    lukem extern	short	regeneration;
    752        1.5    lukem extern	short	ring_exp;
    753        1.5    lukem extern	short	stealthy;
    754       1.10      jsm extern	gid_t	gid;
    755       1.10      jsm extern	gid_t	egid;
    756