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rogue.h revision 1.22.2.1
      1  1.22.2.1      yamt /*	$NetBSD: rogue.h,v 1.22.2.1 2014/05/22 11:36:23 yamt 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  1.22.2.1      yamt 	short ichar;			/* 'A' is for aquator */
    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      1.19  dholland #define INIT_AW		NULL
    246      1.19  dholland #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  1.22.2.1      yamt #define INIT_PACK	{0,NULL,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL}
    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      1.19  dholland #define NO_ROOM (-1)
    297       1.1       cgd 
    298      1.19  dholland #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	*get_letter_object(int);
    447      1.16       jsm object	*gr_monster(object *, int);
    448      1.16       jsm object	*gr_object(void);
    449      1.16       jsm char	*md_getenv(const char *);
    450       1.6   mycroft const char *
    451      1.16       jsm 	md_gln(void);
    452      1.19  dholland void	*md_malloc(size_t);
    453      1.16       jsm const char	*mon_name(const object *);
    454      1.16       jsm const char	*name_of(const object *);
    455      1.16       jsm object	*object_at(object *, short, short);
    456      1.16       jsm object	*pick_up(int, int, short *);
    457      1.16       jsm void	add_exp(int, boolean);
    458      1.16       jsm void	add_traps(void);
    459      1.16       jsm void	aggravate(void);
    460      1.16       jsm void	bounce(short, short, short, short, short);
    461      1.16       jsm void	byebye(int);
    462      1.16       jsm void	c_object_for_wizard(void);
    463      1.16       jsm void	call_it(void);
    464      1.16       jsm boolean	can_move(int, int, int, int);
    465      1.16       jsm void	check_gold_seeker(object *);
    466      1.16       jsm boolean	check_imitator(object *);
    467      1.16       jsm void	check_message(void);
    468      1.16       jsm int	check_up(void);
    469      1.22  dholland void	clean_up(const char *) __dead;
    470      1.16       jsm void	clear_level(void);
    471      1.16       jsm void	cnfs(void);
    472      1.16       jsm int	coin_toss(void);
    473      1.16       jsm void	cough_up(object *);
    474      1.16       jsm void	create_monster(void);
    475      1.16       jsm void	darken_room(short);
    476      1.16       jsm void	do_put_on(object *, boolean);
    477      1.16       jsm void	do_shell(void);
    478      1.16       jsm void	do_wear(object *);
    479      1.16       jsm void	do_wield(object *);
    480      1.16       jsm void	dr_course(object *, boolean, short, short);
    481      1.16       jsm void	draw_magic_map(void);
    482      1.16       jsm void	drop(void);
    483      1.16       jsm int	drop_check(void);
    484      1.16       jsm void	eat(void);
    485      1.16       jsm void	edit_opts(void);
    486      1.22  dholland void	error_save(int) __dead;
    487      1.19  dholland void	fight(boolean);
    488      1.16       jsm boolean	flame_broil(object *);
    489      1.16       jsm void	free_object(object *);
    490      1.16       jsm void	free_stuff(object *);
    491      1.16       jsm int	get_armor_class(const object *);
    492      1.16       jsm int	get_damage(const char *, boolean);
    493      1.18  dholland void	get_desc(const object *, char *, size_t);
    494      1.16       jsm void	get_dir_rc(short, short *, short *, short);
    495      1.16       jsm char	get_dungeon_char(short, short);
    496      1.16       jsm void	get_food(object *, boolean);
    497      1.16       jsm int	get_hit_chance(const object *);
    498      1.18  dholland int	get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean);
    499      1.16       jsm char	get_mask_char(unsigned short);
    500      1.16       jsm int	get_number(const char *);
    501      1.16       jsm int	get_rand(int, int);
    502      1.16       jsm short	get_room_number(int, int);
    503      1.16       jsm void	get_wand_and_ring_materials(void);
    504      1.16       jsm int	get_weapon_damage(const object *);
    505      1.16       jsm char	gmc(object *);
    506      1.16       jsm char	gmc_row_col(int, int);
    507      1.16       jsm char	gr_obj_char(void);
    508      1.16       jsm void	gr_ring(object *, boolean);
    509      1.16       jsm short	gr_room(void);
    510      1.16       jsm void	gr_row_col(short *, short *, unsigned short);
    511      1.16       jsm void	hallucinate(void);
    512      1.16       jsm boolean	has_amulet(void);
    513      1.16       jsm int	hp_raise(void);
    514      1.16       jsm void	id_com(void);
    515      1.16       jsm void	id_trap(void);
    516      1.16       jsm void	id_type(void);
    517      1.19  dholland boolean	imitating(short, short);
    518      1.16       jsm int	init(int, char **);
    519      1.17       jsm void	insert_score(char [][82], char [][30], const char *, short, short, const object *, int);
    520      1.16       jsm void	inv_armor_weapon(boolean);
    521      1.16       jsm void	inv_rings(void);
    522      1.16       jsm void	inventory(const object *, unsigned short);
    523      1.16       jsm boolean	is_all_connected(void);
    524      1.16       jsm boolean	is_digit(int);
    525      1.16       jsm boolean	is_direction(short, short *);
    526      1.16       jsm boolean	is_passable(int, int);
    527      1.16       jsm boolean	is_vowel(short);
    528      1.16       jsm void	kick_into_pack(void);
    529      1.22  dholland void	killed_by(const object *, short) __dead;
    530      1.16       jsm long	lget_number(const char *);
    531      1.16       jsm void	light_passage(int, int);
    532      1.16       jsm void	light_up_room(int);
    533      1.16       jsm boolean	m_confuse(object *);
    534      1.16       jsm void	make_level(void);
    535      1.16       jsm void	make_scroll_titles(void);
    536      1.16       jsm boolean	md_df(const char *);
    537      1.22  dholland void	md_exit(int) __dead;
    538      1.16       jsm void	md_gct(struct rogue_time *);
    539      1.16       jsm int	md_get_file_id(const char *);
    540      1.16       jsm void	md_gfmt(const char *, struct rogue_time *);
    541      1.16       jsm int	md_gseed(void);
    542      1.16       jsm void	md_heed_signals(void);
    543      1.16       jsm void	md_ignore_signals(void);
    544      1.16       jsm int	md_link_count(const char *);
    545      1.16       jsm void	md_lock(boolean);
    546      1.16       jsm void	md_shell(const char *);
    547      1.16       jsm void	md_sleep(int);
    548      1.16       jsm void	md_slurp(void);
    549      1.18  dholland /*void	message(const char *, boolean);*/
    550      1.22  dholland void	messagef(boolean, const char *, ...) __printflike(2, 3);
    551      1.16       jsm void	mix_colors(void);
    552      1.19  dholland int	mon_can_go(const object *, short, short);
    553      1.16       jsm int	mon_damage(object *, short);
    554      1.16       jsm void	mon_hit(object *);
    555      1.16       jsm boolean	mon_sees(const object *, int, int);
    556      1.19  dholland void	move_mon_to(object *, short, short);
    557      1.16       jsm void	move_onto(void);
    558      1.16       jsm void	multiple_move_rogue(short);
    559      1.19  dholland void	mv_1_monster(object *, short, short);
    560      1.16       jsm void	mv_aquatars(void);
    561      1.16       jsm void	mv_mons(void);
    562      1.16       jsm int	name_cmp(char *, const char *);
    563      1.16       jsm void	nickize(char *, const char *, const char *);
    564      1.16       jsm int	one_move_rogue(short, short);
    565      1.16       jsm void	onintr(int);
    566      1.16       jsm short	pack_count(const object *);
    567      1.16       jsm short	pack_letter(const char *, unsigned short);
    568      1.16       jsm void	pad(const char *, short);
    569      1.16       jsm void	party_monsters(int, int);
    570      1.16       jsm short	party_objects(int);
    571      1.16       jsm void	place_at(object *, int, int);
    572      1.16       jsm void	play_level(void);
    573      1.16       jsm void	print_stats(int);
    574      1.16       jsm void	put_amulet(void);
    575      1.16       jsm void	put_mons(void);
    576      1.16       jsm void	put_objects(void);
    577      1.16       jsm void	put_on_ring(void);
    578      1.16       jsm void	put_player(short);
    579      1.22  dholland void	put_scores(const object *, short) __dead;
    580      1.16       jsm void	put_stairs(void);
    581      1.16       jsm void	quaff(void);
    582      1.16       jsm void	quit(boolean);
    583      1.16       jsm int	r_index(const char *, int, boolean);
    584      1.16       jsm void	rand_around(short, short *, short *);
    585      1.16       jsm int	rand_percent(int);
    586      1.16       jsm void	read_scroll(void);
    587      1.16       jsm boolean	reg_move(void);
    588      1.16       jsm void	relight(void);
    589      1.16       jsm void	remessage(short);
    590      1.16       jsm void	remove_ring(void);
    591      1.16       jsm void	rest(int);
    592      1.16       jsm void	restore(const char *);
    593      1.16       jsm int	rgetchar(void);
    594      1.16       jsm void	ring_stats(boolean);
    595      1.16       jsm int	rogue_can_see(int, int);
    596      1.16       jsm void	rogue_damage(short, object *, short);
    597      1.16       jsm void	rogue_hit(object *, boolean);
    598      1.16       jsm void	rust(object *);
    599      1.16       jsm void	s_con_mon(object *);
    600      1.16       jsm void	save_game(void);
    601      1.16       jsm void	save_into_file(const char *);
    602      1.16       jsm void	search(short, boolean);
    603      1.16       jsm boolean	seek_gold(object *);
    604      1.16       jsm void	show_average_hp(void);
    605      1.16       jsm void	show_monsters(void);
    606      1.16       jsm void	show_objects(void);
    607      1.16       jsm void	show_traps(void);
    608      1.16       jsm void	single_inv(short);
    609      1.16       jsm void	sound_bell(void);
    610      1.16       jsm void	special_hit(object *);
    611      1.16       jsm void	srrandom(int);
    612      1.16       jsm void	start_window(void);
    613      1.16       jsm void	stop_window(void);
    614      1.16       jsm void	take_a_nap(void);
    615      1.16       jsm void	take_from_pack(object *, object *);
    616      1.16       jsm void	take_off(void);
    617      1.16       jsm void	tele(void);
    618      1.16       jsm void	throw(void);
    619      1.19  dholland void	trap_player(short, short);
    620      1.16       jsm void	un_put_on(object *);
    621      1.16       jsm void	unblind(void);
    622      1.16       jsm void	unconfuse(void);
    623      1.16       jsm void	unhallucinate(void);
    624      1.16       jsm void	unwear(object *);
    625      1.16       jsm void	unwield(object *);
    626      1.16       jsm void	vanish(object *, short, object *);
    627      1.16       jsm void	wait_for_ack(void);
    628      1.16       jsm void	wake_room(short, boolean, short, short);
    629      1.16       jsm void	wake_up(object *);
    630      1.16       jsm void	wanderer(void);
    631      1.16       jsm void	wear(void);
    632      1.16       jsm void	wield(void);
    633      1.22  dholland void	win(void) __dead;
    634      1.16       jsm void	wizardize(void);
    635      1.16       jsm long	xxx(boolean);
    636      1.16       jsm void	xxxx(char *, short);
    637      1.16       jsm void	zapp(void);
    638      1.16       jsm object *add_to_pack(object *, object *, int);
    639      1.16       jsm struct id *get_id_table(const object *);
    640       1.5     lukem 
    641       1.5     lukem extern	boolean	ask_quit;
    642       1.5     lukem extern	boolean	being_held;
    643       1.5     lukem extern	boolean	cant_int;
    644       1.5     lukem extern	boolean	con_mon;
    645       1.5     lukem extern	boolean	detect_monster;
    646       1.5     lukem extern	boolean	did_int;
    647       1.5     lukem extern	boolean	interrupted;
    648       1.5     lukem extern	boolean	is_wood[];
    649       1.5     lukem extern	boolean	jump;
    650       1.5     lukem extern	boolean	maintain_armor;
    651       1.5     lukem extern	boolean	mon_disappeared;
    652       1.5     lukem extern	boolean	msg_cleared;
    653       1.5     lukem extern	boolean	no_skull;
    654       1.5     lukem extern	boolean	passgo;
    655       1.5     lukem extern	boolean	r_see_invisible;
    656       1.5     lukem extern	boolean	r_teleport;
    657       1.5     lukem extern	boolean	save_is_interactive;
    658       1.5     lukem extern	boolean	score_only;
    659       1.5     lukem extern	boolean	see_invisible;
    660       1.5     lukem extern	boolean	sustain_strength;
    661       1.5     lukem extern	boolean	trap_door;
    662       1.5     lukem extern	boolean	wizard;
    663      1.18  dholland #define HIT_MESSAGE_SIZE 80
    664      1.18  dholland extern	char	hit_message[HIT_MESSAGE_SIZE];
    665      1.13       mrg #define HUNGER_STR_LEN 8
    666      1.13       mrg extern	char	hunger_str[HUNGER_STR_LEN];
    667      1.13       mrg extern	char	login_name[MAX_OPT_LEN];
    668       1.8   hubertf extern	const char   *byebye_string;
    669      1.21     joerg extern	const char   curse_message[];
    670       1.8   hubertf extern	const char   *error_file;
    671       1.5     lukem extern	char   *fruit;
    672       1.8   hubertf extern	const char   *const m_names[];
    673       1.8   hubertf extern	const char   *more;
    674       1.8   hubertf extern	const char   *new_level_message;
    675       1.5     lukem extern	char   *nick_name;
    676       1.8   hubertf extern	const char   *press_space;
    677       1.5     lukem extern	char   *save_file;
    678      1.21     joerg extern	const char   you_can_move_again[];
    679       1.8   hubertf extern	const long	level_points[];
    680       1.5     lukem extern	short	add_strength;
    681       1.5     lukem extern	short	auto_search;
    682       1.5     lukem extern	short	bear_trap;
    683       1.5     lukem extern	short	blind;
    684       1.5     lukem extern	short	confused;
    685       1.5     lukem extern	short	cur_level;
    686       1.5     lukem extern	short	cur_room;
    687       1.5     lukem extern	short	e_rings;
    688       1.5     lukem extern	short	extra_hp;
    689       1.5     lukem extern	short	foods;
    690       1.5     lukem extern	short	halluc;
    691       1.5     lukem extern	short	haste_self;
    692       1.5     lukem extern	short	less_hp;
    693       1.5     lukem extern	short	levitate;
    694       1.5     lukem extern	short	m_moves;
    695       1.5     lukem extern	short	max_level;
    696       1.5     lukem extern	short	party_room;
    697       1.5     lukem extern	short	r_rings;
    698       1.5     lukem extern	short	regeneration;
    699       1.5     lukem extern	short	ring_exp;
    700       1.5     lukem extern	short	stealthy;
    701      1.10       jsm extern	gid_t	gid;
    702      1.10       jsm extern	gid_t	egid;
    703