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rogue.h revision 1.7
      1  1.7  hubertf /*	$NetBSD: rogue.h,v 1.7 1998/09/13 15:27:30 hubertf 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  1.1      cgd  * 3. All advertising materials mentioning features or use of this software
     19  1.1      cgd  *    must display the following acknowledgement:
     20  1.1      cgd  *	This product includes software developed by the University of
     21  1.1      cgd  *	California, Berkeley and its contributors.
     22  1.1      cgd  * 4. Neither the name of the University nor the names of its contributors
     23  1.1      cgd  *    may be used to endorse or promote products derived from this software
     24  1.1      cgd  *    without specific prior written permission.
     25  1.1      cgd  *
     26  1.1      cgd  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     27  1.1      cgd  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     28  1.1      cgd  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     29  1.1      cgd  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     30  1.1      cgd  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     31  1.1      cgd  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     32  1.1      cgd  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     33  1.1      cgd  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     34  1.1      cgd  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     35  1.1      cgd  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     36  1.1      cgd  * SUCH DAMAGE.
     37  1.1      cgd  *
     38  1.3      cgd  *	@(#)rogue.h	8.1 (Berkeley) 5/31/93
     39  1.1      cgd  */
     40  1.1      cgd 
     41  1.1      cgd /*
     42  1.1      cgd  * rogue.h
     43  1.1      cgd  *
     44  1.1      cgd  * This source herein may be modified and/or distributed by anybody who
     45  1.1      cgd  * so desires, with the following restrictions:
     46  1.1      cgd  *    1.)  This notice shall not be removed.
     47  1.1      cgd  *    2.)  Credit shall not be taken for the creation of this source.
     48  1.1      cgd  *    3.)  This code is not to be traded, sold, or used for personal
     49  1.1      cgd  *         gain or profit.
     50  1.1      cgd  */
     51  1.1      cgd 
     52  1.1      cgd #define boolean char
     53  1.1      cgd 
     54  1.1      cgd #define NOTHING		((unsigned short)     0)
     55  1.1      cgd #define OBJECT		((unsigned short)    01)
     56  1.1      cgd #define MONSTER		((unsigned short)    02)
     57  1.1      cgd #define STAIRS		((unsigned short)    04)
     58  1.1      cgd #define HORWALL		((unsigned short)   010)
     59  1.1      cgd #define VERTWALL	((unsigned short)   020)
     60  1.1      cgd #define DOOR		((unsigned short)   040)
     61  1.1      cgd #define FLOOR		((unsigned short)  0100)
     62  1.1      cgd #define TUNNEL		((unsigned short)  0200)
     63  1.1      cgd #define TRAP		((unsigned short)  0400)
     64  1.1      cgd #define HIDDEN		((unsigned short) 01000)
     65  1.1      cgd 
     66  1.1      cgd #define ARMOR		((unsigned short)   01)
     67  1.1      cgd #define WEAPON		((unsigned short)   02)
     68  1.1      cgd #define SCROL		((unsigned short)   04)
     69  1.1      cgd #define POTION		((unsigned short)  010)
     70  1.1      cgd #define GOLD		((unsigned short)  020)
     71  1.1      cgd #define FOOD		((unsigned short)  040)
     72  1.1      cgd #define WAND		((unsigned short) 0100)
     73  1.1      cgd #define RING		((unsigned short) 0200)
     74  1.1      cgd #define AMULET		((unsigned short) 0400)
     75  1.1      cgd #define ALL_OBJECTS	((unsigned short) 0777)
     76  1.1      cgd 
     77  1.1      cgd #define LEATHER 0
     78  1.1      cgd #define RINGMAIL 1
     79  1.1      cgd #define SCALE 2
     80  1.1      cgd #define CHAIN 3
     81  1.1      cgd #define BANDED 4
     82  1.1      cgd #define SPLINT 5
     83  1.1      cgd #define PLATE 6
     84  1.1      cgd #define ARMORS 7
     85  1.1      cgd 
     86  1.1      cgd #define BOW 0
     87  1.1      cgd #define DART 1
     88  1.1      cgd #define ARROW 2
     89  1.1      cgd #define DAGGER 3
     90  1.1      cgd #define SHURIKEN 4
     91  1.1      cgd #define MACE 5
     92  1.1      cgd #define LONG_SWORD 6
     93  1.1      cgd #define TWO_HANDED_SWORD 7
     94  1.1      cgd #define WEAPONS 8
     95  1.1      cgd 
     96  1.1      cgd #define MAX_PACK_COUNT 24
     97  1.1      cgd 
     98  1.1      cgd #define PROTECT_ARMOR 0
     99  1.1      cgd #define HOLD_MONSTER 1
    100  1.1      cgd #define ENCH_WEAPON 2
    101  1.1      cgd #define ENCH_ARMOR 3
    102  1.1      cgd #define IDENTIFY 4
    103  1.1      cgd #define TELEPORT 5
    104  1.1      cgd #define SLEEP 6
    105  1.1      cgd #define SCARE_MONSTER 7
    106  1.1      cgd #define REMOVE_CURSE 8
    107  1.1      cgd #define CREATE_MONSTER 9
    108  1.1      cgd #define AGGRAVATE_MONSTER 10
    109  1.1      cgd #define MAGIC_MAPPING 11
    110  1.1      cgd #define CON_MON 12
    111  1.1      cgd #define SCROLS 13
    112  1.1      cgd 
    113  1.1      cgd #define INCREASE_STRENGTH 0
    114  1.1      cgd #define RESTORE_STRENGTH 1
    115  1.1      cgd #define HEALING 2
    116  1.1      cgd #define EXTRA_HEALING 3
    117  1.1      cgd #define POISON 4
    118  1.1      cgd #define RAISE_LEVEL 5
    119  1.1      cgd #define BLINDNESS 6
    120  1.1      cgd #define HALLUCINATION 7
    121  1.1      cgd #define DETECT_MONSTER 8
    122  1.1      cgd #define DETECT_OBJECTS 9
    123  1.1      cgd #define CONFUSION 10
    124  1.1      cgd #define LEVITATION 11
    125  1.1      cgd #define HASTE_SELF 12
    126  1.1      cgd #define SEE_INVISIBLE 13
    127  1.1      cgd #define POTIONS 14
    128  1.1      cgd 
    129  1.1      cgd #define TELE_AWAY 0
    130  1.1      cgd #define SLOW_MONSTER 1
    131  1.1      cgd #define INVISIBILITY 2
    132  1.1      cgd #define POLYMORPH 3
    133  1.1      cgd #define HASTE_MONSTER 4
    134  1.1      cgd #define MAGIC_MISSILE 5
    135  1.1      cgd #define CANCELLATION 6
    136  1.1      cgd #define DO_NOTHING 7
    137  1.1      cgd #define DRAIN_LIFE 8
    138  1.1      cgd #define COLD 9
    139  1.1      cgd #define FIRE 10
    140  1.1      cgd #define WANDS 11
    141  1.1      cgd 
    142  1.1      cgd #define STEALTH 0
    143  1.1      cgd #define R_TELEPORT 1
    144  1.1      cgd #define REGENERATION 2
    145  1.1      cgd #define SLOW_DIGEST 3
    146  1.1      cgd #define ADD_STRENGTH 4
    147  1.1      cgd #define SUSTAIN_STRENGTH 5
    148  1.1      cgd #define DEXTERITY 6
    149  1.1      cgd #define ADORNMENT 7
    150  1.1      cgd #define R_SEE_INVISIBLE 8
    151  1.1      cgd #define MAINTAIN_ARMOR 9
    152  1.1      cgd #define SEARCHING 10
    153  1.1      cgd #define RINGS 11
    154  1.1      cgd 
    155  1.1      cgd #define RATION 0
    156  1.1      cgd #define FRUIT 1
    157  1.1      cgd 
    158  1.5    lukem #define NOT_USED	((unsigned short)   0)
    159  1.1      cgd #define BEING_WIELDED	((unsigned short)  01)
    160  1.5    lukem #define BEING_WORN	((unsigned short)  02)
    161  1.1      cgd #define ON_LEFT_HAND	((unsigned short)  04)
    162  1.1      cgd #define ON_RIGHT_HAND	((unsigned short) 010)
    163  1.1      cgd #define ON_EITHER_HAND	((unsigned short) 014)
    164  1.5    lukem #define BEING_USED	((unsigned short) 017)
    165  1.1      cgd 
    166  1.1      cgd #define NO_TRAP -1
    167  1.1      cgd #define TRAP_DOOR 0
    168  1.1      cgd #define BEAR_TRAP 1
    169  1.1      cgd #define TELE_TRAP 2
    170  1.1      cgd #define DART_TRAP 3
    171  1.1      cgd #define SLEEPING_GAS_TRAP 4
    172  1.1      cgd #define RUST_TRAP 5
    173  1.1      cgd #define TRAPS 6
    174  1.1      cgd 
    175  1.1      cgd #define STEALTH_FACTOR 3
    176  1.1      cgd #define R_TELE_PERCENT 8
    177  1.1      cgd 
    178  1.5    lukem #define UNIDENTIFIED	((unsigned short) 00)	/* MUST BE ZERO! */
    179  1.5    lukem #define IDENTIFIED	((unsigned short) 01)
    180  1.5    lukem #define CALLED		((unsigned short) 02)
    181  1.1      cgd 
    182  1.1      cgd #define DROWS 24
    183  1.1      cgd #define DCOLS 80
    184  1.1      cgd #define NMESSAGES 5
    185  1.1      cgd #define MAX_TITLE_LENGTH 30
    186  1.1      cgd #define MAXSYLLABLES 40
    187  1.1      cgd #define MAX_METAL 14
    188  1.1      cgd #define WAND_MATERIALS 30
    189  1.1      cgd #define GEMS 14
    190  1.1      cgd 
    191  1.1      cgd #define GOLD_PERCENT 46
    192  1.1      cgd 
    193  1.1      cgd #define MAX_OPT_LEN 40
    194  1.1      cgd 
    195  1.1      cgd struct id {
    196  1.1      cgd 	short value;
    197  1.1      cgd 	char *title;
    198  1.1      cgd 	char *real;
    199  1.1      cgd 	unsigned short id_status;
    200  1.1      cgd };
    201  1.1      cgd 
    202  1.1      cgd /* The following #defines provide more meaningful names for some of the
    203  1.1      cgd  * struct object fields that are used for monsters.  This, since each monster
    204  1.1      cgd  * and object (scrolls, potions, etc) are represented by a struct object.
    205  1.1      cgd  * Ideally, this should be handled by some kind of union structure.
    206  1.1      cgd  */
    207  1.1      cgd 
    208  1.1      cgd #define m_damage damage
    209  1.1      cgd #define hp_to_kill quantity
    210  1.1      cgd #define m_char ichar
    211  1.1      cgd #define first_level is_protected
    212  1.1      cgd #define last_level is_cursed
    213  1.1      cgd #define m_hit_chance class
    214  1.1      cgd #define stationary_damage identified
    215  1.1      cgd #define drop_percent which_kind
    216  1.1      cgd #define trail_char d_enchant
    217  1.1      cgd #define slowed_toggle quiver
    218  1.1      cgd #define moves_confused hit_enchant
    219  1.1      cgd #define nap_length picked_up
    220  1.1      cgd #define disguise what_is
    221  1.1      cgd #define next_monster next_object
    222  1.1      cgd 
    223  1.1      cgd struct obj {				/* comment is monster meaning */
    224  1.1      cgd 	unsigned long m_flags;	/* monster flags */
    225  1.1      cgd 	char *damage;			/* damage it does */
    226  1.1      cgd 	short quantity;			/* hit points to kill */
    227  1.1      cgd 	short ichar;			/* 'A' is for aquatar */
    228  1.1      cgd 	short kill_exp;			/* exp for killing it */
    229  1.1      cgd 	short is_protected;		/* level starts */
    230  1.1      cgd 	short is_cursed;		/* level ends */
    231  1.1      cgd 	short class;			/* chance of hitting you */
    232  1.1      cgd 	short identified;		/* 'F' damage, 1,2,3... */
    233  1.1      cgd 	unsigned short which_kind; /* item carry/drop % */
    234  1.1      cgd 	short o_row, o_col, o;	/* o is how many times stuck at o_row, o_col */
    235  1.1      cgd 	short row, col;			/* current row, col */
    236  1.1      cgd 	short d_enchant;		/* room char when detect_monster */
    237  1.1      cgd 	short quiver;			/* monster slowed toggle */
    238  1.1      cgd 	short trow, tcol;		/* target row, col */
    239  1.1      cgd 	short hit_enchant;		/* how many moves is confused */
    240  1.1      cgd 	unsigned short what_is;	/* imitator's charactor (?!%: */
    241  1.1      cgd 	short picked_up;		/* sleep from wand of sleep */
    242  1.1      cgd 	unsigned short in_use_flags;
    243  1.1      cgd 	struct obj *next_object;	/* next monster */
    244  1.1      cgd };
    245  1.1      cgd 
    246  1.1      cgd typedef struct obj object;
    247  1.1      cgd 
    248  1.5    lukem #define INIT_AW		(object*)0
    249  1.5    lukem #define INIT_RINGS	(object*)0
    250  1.5    lukem #define INIT_HP		12
    251  1.5    lukem #define INIT_STR	16
    252  1.5    lukem #define INIT_EXPLEVEL	1
    253  1.5    lukem #define INIT_EXP	0
    254  1.5    lukem #define INIT_PACK	{0}
    255  1.5    lukem #define INIT_GOLD	0
    256  1.5    lukem #define INIT_CHAR	'@'
    257  1.5    lukem #define INIT_MOVES	1250
    258  1.1      cgd 
    259  1.1      cgd struct fightr {
    260  1.1      cgd 	object *armor;
    261  1.1      cgd 	object *weapon;
    262  1.1      cgd 	object *left_ring, *right_ring;
    263  1.1      cgd 	short hp_current;
    264  1.1      cgd 	short hp_max;
    265  1.1      cgd 	short str_current;
    266  1.1      cgd 	short str_max;
    267  1.1      cgd 	object pack;
    268  1.1      cgd 	long gold;
    269  1.1      cgd 	short exp;
    270  1.1      cgd 	long exp_points;
    271  1.1      cgd 	short row, col;
    272  1.1      cgd 	short fchar;
    273  1.1      cgd 	short moves_left;
    274  1.1      cgd };
    275  1.1      cgd 
    276  1.1      cgd typedef struct fightr fighter;
    277  1.1      cgd 
    278  1.1      cgd struct dr {
    279  1.1      cgd 	short oth_room;
    280  1.1      cgd 	short oth_row,
    281  1.1      cgd 	      oth_col;
    282  1.1      cgd 	short door_row,
    283  1.1      cgd 		  door_col;
    284  1.1      cgd };
    285  1.1      cgd 
    286  1.1      cgd typedef struct dr door;
    287  1.1      cgd 
    288  1.1      cgd struct rm {
    289  1.1      cgd 	short bottom_row, right_col, left_col, top_row;
    290  1.1      cgd 	door doors[4];
    291  1.1      cgd 	unsigned short is_room;
    292  1.1      cgd };
    293  1.1      cgd 
    294  1.1      cgd typedef struct rm room;
    295  1.1      cgd 
    296  1.1      cgd #define MAXROOMS 9
    297  1.1      cgd #define BIG_ROOM 10
    298  1.1      cgd 
    299  1.1      cgd #define NO_ROOM -1
    300  1.1      cgd 
    301  1.1      cgd #define PASSAGE -3		/* cur_room value */
    302  1.1      cgd 
    303  1.1      cgd #define AMULET_LEVEL 26
    304  1.1      cgd 
    305  1.1      cgd #define R_NOTHING	((unsigned short) 01)
    306  1.1      cgd #define R_ROOM		((unsigned short) 02)
    307  1.1      cgd #define R_MAZE		((unsigned short) 04)
    308  1.1      cgd #define R_DEADEND	((unsigned short) 010)
    309  1.1      cgd #define R_CROSS		((unsigned short) 020)
    310  1.1      cgd 
    311  1.1      cgd #define MAX_EXP_LEVEL 21
    312  1.1      cgd #define MAX_EXP 10000001L
    313  1.1      cgd #define MAX_GOLD 999999
    314  1.1      cgd #define MAX_ARMOR 99
    315  1.1      cgd #define MAX_HP 999
    316  1.1      cgd #define MAX_STRENGTH 99
    317  1.1      cgd #define LAST_DUNGEON 99
    318  1.1      cgd 
    319  1.1      cgd #define STAT_LEVEL 01
    320  1.1      cgd #define STAT_GOLD 02
    321  1.1      cgd #define STAT_HP 04
    322  1.1      cgd #define STAT_STRENGTH 010
    323  1.1      cgd #define STAT_ARMOR 020
    324  1.1      cgd #define STAT_EXP 040
    325  1.1      cgd #define STAT_HUNGER 0100
    326  1.1      cgd #define STAT_LABEL 0200
    327  1.1      cgd #define STAT_ALL 0377
    328  1.1      cgd 
    329  1.1      cgd #define PARTY_TIME 10	/* one party somewhere in each 10 level span */
    330  1.1      cgd 
    331  1.1      cgd #define MAX_TRAPS 10	/* maximum traps per level */
    332  1.1      cgd 
    333  1.1      cgd #define HIDE_PERCENT 12
    334  1.1      cgd 
    335  1.1      cgd struct tr {
    336  1.1      cgd 	short trap_type;
    337  1.1      cgd 	short trap_row, trap_col;
    338  1.1      cgd };
    339  1.1      cgd 
    340  1.1      cgd typedef struct tr trap;
    341  1.1      cgd 
    342  1.1      cgd extern fighter rogue;
    343  1.1      cgd extern room rooms[];
    344  1.1      cgd extern trap traps[];
    345  1.1      cgd extern unsigned short dungeon[DROWS][DCOLS];
    346  1.1      cgd extern object level_objects;
    347  1.1      cgd 
    348  1.1      cgd extern struct id id_scrolls[];
    349  1.1      cgd extern struct id id_potions[];
    350  1.1      cgd extern struct id id_wands[];
    351  1.1      cgd extern struct id id_rings[];
    352  1.1      cgd extern struct id id_weapons[];
    353  1.1      cgd extern struct id id_armors[];
    354  1.1      cgd 
    355  1.1      cgd extern object mon_tab[];
    356  1.1      cgd extern object level_monsters;
    357  1.1      cgd 
    358  1.1      cgd #define MONSTERS 26
    359  1.1      cgd 
    360  1.1      cgd #define HASTED					01L
    361  1.1      cgd #define SLOWED					02L
    362  1.1      cgd #define INVISIBLE				04L
    363  1.1      cgd #define ASLEEP				   010L
    364  1.1      cgd #define WAKENS				   020L
    365  1.1      cgd #define WANDERS				   040L
    366  1.1      cgd #define FLIES				  0100L
    367  1.1      cgd #define FLITS				  0200L
    368  1.1      cgd #define CAN_FLIT			  0400L		/* can, but usually doesn't, flit */
    369  1.1      cgd #define CONFUSED	 		 01000L
    370  1.1      cgd #define RUSTS				 02000L
    371  1.1      cgd #define HOLDS				 04000L
    372  1.1      cgd #define FREEZES				010000L
    373  1.1      cgd #define STEALS_GOLD			020000L
    374  1.1      cgd #define STEALS_ITEM			040000L
    375  1.1      cgd #define STINGS			   0100000L
    376  1.1      cgd #define DRAINS_LIFE		   0200000L
    377  1.1      cgd #define DROPS_LEVEL		   0400000L
    378  1.1      cgd #define SEEKS_GOLD		  01000000L
    379  1.1      cgd #define FREEZING_ROGUE	  02000000L
    380  1.1      cgd #define RUST_VANISHED	  04000000L
    381  1.1      cgd #define CONFUSES		 010000000L
    382  1.1      cgd #define IMITATES		 020000000L
    383  1.1      cgd #define FLAMES			 040000000L
    384  1.1      cgd #define STATIONARY		0100000000L		/* damage will be 1,2,3,... */
    385  1.1      cgd #define NAPPING			0200000000L		/* can't wake up for a while */
    386  1.1      cgd #define ALREADY_MOVED	0400000000L
    387  1.1      cgd 
    388  1.1      cgd #define SPECIAL_HIT		(RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
    389  1.1      cgd 
    390  1.1      cgd #define WAKE_PERCENT 45
    391  1.1      cgd #define FLIT_PERCENT 40
    392  1.1      cgd #define PARTY_WAKE_PERCENT 75
    393  1.1      cgd 
    394  1.1      cgd #define HYPOTHERMIA 1
    395  1.1      cgd #define STARVATION 2
    396  1.1      cgd #define POISON_DART 3
    397  1.1      cgd #define QUIT 4
    398  1.1      cgd #define WIN 5
    399  1.1      cgd #define KFIRE 6
    400  1.1      cgd 
    401  1.1      cgd #define UPWARD 0
    402  1.1      cgd #define UPRIGHT 1
    403  1.1      cgd #define RIGHT 2
    404  1.1      cgd #define DOWNRIGHT 3
    405  1.1      cgd #define DOWN 4
    406  1.1      cgd #define DOWNLEFT 5
    407  1.1      cgd #define LEFT 6
    408  1.1      cgd #define UPLEFT 7
    409  1.1      cgd #define DIRS 8
    410  1.1      cgd 
    411  1.1      cgd #define ROW1 7
    412  1.1      cgd #define ROW2 15
    413  1.1      cgd 
    414  1.1      cgd #define COL1 26
    415  1.1      cgd #define COL2 52
    416  1.1      cgd 
    417  1.1      cgd #define MOVED 0
    418  1.1      cgd #define MOVE_FAILED -1
    419  1.1      cgd #define STOPPED_ON_SOMETHING -2
    420  1.1      cgd #define CANCEL '\033'
    421  1.1      cgd #define LIST '*'
    422  1.1      cgd 
    423  1.1      cgd #define HUNGRY 300
    424  1.1      cgd #define WEAK 150
    425  1.1      cgd #define FAINT 20
    426  1.1      cgd #define STARVE 0
    427  1.1      cgd 
    428  1.1      cgd #define MIN_ROW 1
    429  1.1      cgd 
    430  1.1      cgd struct rogue_time {
    431  1.1      cgd 	short year;		/* >= 1987 */
    432  1.1      cgd 	short month;	/* 1 - 12 */
    433  1.1      cgd 	short day;		/* 1 - 31 */
    434  1.1      cgd 	short hour;		/* 0 - 23 */
    435  1.1      cgd 	short minute;	/* 0 - 59 */
    436  1.1      cgd 	short second;	/* 0 - 59 */
    437  1.1      cgd };
    438  1.1      cgd 
    439  1.1      cgd #ifdef CURSES
    440  1.1      cgd struct _win_st {
    441  1.1      cgd 	short _cury, _curx;
    442  1.1      cgd 	short _maxy, _maxx;
    443  1.1      cgd };
    444  1.1      cgd 
    445  1.1      cgd typedef struct _win_st WINDOW;
    446  1.1      cgd 
    447  1.1      cgd extern int LINES, COLS;
    448  1.1      cgd extern WINDOW *curscr;
    449  1.1      cgd extern char *CL;
    450  1.1      cgd 
    451  1.1      cgd #else
    452  1.1      cgd #include <curses.h>
    453  1.1      cgd #endif
    454  1.5    lukem 
    455  1.5    lukem /*
    456  1.5    lukem  * external routine declarations.
    457  1.5    lukem  */
    458  1.5    lukem #include <stdio.h>
    459  1.5    lukem #include <string.h>
    460  1.5    lukem 
    461  1.5    lukem object	*alloc_object __P((void));
    462  1.5    lukem object	*check_duplicate __P((object *, object *));
    463  1.5    lukem char	*get_ench_color __P((void));
    464  1.5    lukem object	*get_letter_object __P((int));
    465  1.5    lukem object	*get_thrown_at_monster __P((object *, short, short *, short *));
    466  1.5    lukem object	*get_zapped_monster __P((short, short *, short *));
    467  1.5    lukem object	*gr_monster __P((object *, int));
    468  1.5    lukem object	*gr_object __P((void));
    469  1.5    lukem char	*md_getenv __P((char *));
    470  1.6  mycroft const char *
    471  1.6  mycroft 	md_gln __P((void));
    472  1.5    lukem char	*md_malloc __P((int));
    473  1.5    lukem char	*mon_name __P((object *));
    474  1.5    lukem char	*name_of __P((object *));
    475  1.5    lukem object	*object_at __P((object *, short, short));
    476  1.5    lukem object	*pick_up __P((int, int, short *));
    477  1.5    lukem void	add_exp __P((int, boolean));
    478  1.5    lukem void	add_mazes __P((void));
    479  1.5    lukem void	add_traps __P((void));
    480  1.5    lukem void	aggravate __P((void));
    481  1.5    lukem void	aim_monster __P((object *));
    482  1.5    lukem void	bounce __P((short, short, short, short, short));
    483  1.5    lukem void	byebye __P((int));
    484  1.5    lukem void	c_object_for_wizard __P((void));
    485  1.5    lukem void	call_it __P((void));
    486  1.5    lukem boolean	can_move __P((int, int, int, int));
    487  1.5    lukem boolean	can_turn __P((int, int));
    488  1.5    lukem void	center __P((short, char *));
    489  1.5    lukem void	check_gold_seeker __P((object *));
    490  1.5    lukem boolean	check_hunger __P((boolean));
    491  1.5    lukem boolean	check_imitator __P((object *));
    492  1.5    lukem void	check_message __P((void));
    493  1.5    lukem int	check_up __P((void));
    494  1.7  hubertf void	clean_up __P((char *)) __attribute__((__noreturn__));
    495  1.5    lukem void	clear_level __P((void));
    496  1.5    lukem void	cnfs __P((void));
    497  1.5    lukem int	coin_toss __P((void));
    498  1.5    lukem int	connect_rooms __P((short, short));
    499  1.5    lukem void	cough_up __P((object *));
    500  1.5    lukem void	create_monster __P((void));
    501  1.5    lukem int	damage_for_strength __P((void));
    502  1.5    lukem void	darken_room __P((short));
    503  1.5    lukem void	disappear __P((object *));
    504  1.5    lukem void	do_args __P((int, char **));
    505  1.5    lukem void	do_opts __P((void));
    506  1.5    lukem void	do_put_on __P((object *, boolean));
    507  1.5    lukem void	do_shell __P((void));
    508  1.5    lukem void	do_wear __P((object *));
    509  1.5    lukem void	do_wield __P((object *));
    510  1.5    lukem void	dr_course __P((object *, boolean, short, short));
    511  1.5    lukem void	drain_life __P((void));
    512  1.5    lukem void	draw_magic_map __P((void));
    513  1.5    lukem void	draw_simple_passage __P((short, short, short, short, short));
    514  1.5    lukem void	drop __P((void));
    515  1.5    lukem int	drop_check __P((void));
    516  1.5    lukem void	drop_level __P((void));
    517  1.5    lukem void	eat __P((void));
    518  1.5    lukem void	edit_opts __P((void));
    519  1.5    lukem void	env_get_value __P((char **, char *, boolean));
    520  1.7  hubertf void	error_save __P((int)) __attribute__((__noreturn__));
    521  1.5    lukem void	fight __P((int));
    522  1.5    lukem void	fill_it __P((int, boolean));
    523  1.5    lukem void	fill_out_level __P((void));
    524  1.5    lukem boolean	flame_broil __P((object *));
    525  1.5    lukem int	flit __P((object *));
    526  1.5    lukem void	flop_weapon __P((object *, short, short));
    527  1.5    lukem void	free_object __P((object *));
    528  1.5    lukem void	free_stuff __P((object *));
    529  1.5    lukem void	freeze __P((object *));
    530  1.5    lukem int	get_armor_class __P((object *));
    531  1.5    lukem int	get_com_id __P((int *, short));
    532  1.5    lukem int	get_damage __P((char *, boolean));
    533  1.5    lukem void	get_desc __P((object *, char *));
    534  1.5    lukem int	get_dir __P((short, short, short, short));
    535  1.5    lukem void	get_dir_rc __P((short, short *, short *, short));
    536  1.5    lukem char	get_dungeon_char __P((short, short));
    537  1.5    lukem int	get_exp_level __P((long));
    538  1.5    lukem void	get_food __P((object *, boolean));
    539  1.5    lukem int	get_hit_chance __P((object *));
    540  1.5    lukem int	get_input_line __P((char *, char *, char *, char *, boolean, boolean));
    541  1.5    lukem char	get_mask_char __P((unsigned short));
    542  1.5    lukem int	get_number __P((char *));
    543  1.5    lukem boolean	get_oth_room __P((short, short *, short *));
    544  1.5    lukem int	get_rand __P((int, int));
    545  1.5    lukem short	get_room_number __P((int, int));
    546  1.5    lukem int	get_value __P((object *));
    547  1.5    lukem int	get_w_damage __P((object *));
    548  1.5    lukem void	get_wand_and_ring_materials __P((void));
    549  1.5    lukem int	get_weapon_damage __P((object *));
    550  1.5    lukem char	gmc __P((object *));
    551  1.5    lukem char	gmc_row_col __P((int, int));
    552  1.5    lukem void	go_blind __P((void));
    553  1.5    lukem boolean	gold_at __P((int, int));
    554  1.5    lukem void	gr_armor __P((object *));
    555  1.5    lukem char	gr_dir __P((void));
    556  1.5    lukem char	gr_obj_char __P((void));
    557  1.5    lukem void	gr_potion __P((object *));
    558  1.5    lukem void	gr_ring __P((object *, boolean));
    559  1.5    lukem short	gr_room __P((void));
    560  1.5    lukem void	gr_row_col __P((short *, short *, unsigned short));
    561  1.5    lukem void	gr_scroll __P((object *));
    562  1.5    lukem void	gr_wand __P((object *));
    563  1.5    lukem void	gr_weapon __P((object *, int));
    564  1.5    lukem void	hallucinate __P((void));
    565  1.5    lukem boolean	has_amulet __P((void));
    566  1.5    lukem boolean	has_been_touched __P((struct rogue_time *, struct rogue_time *));
    567  1.5    lukem void	heal __P((void));
    568  1.5    lukem void	hide_boxed_passage __P((int, int, int, int, int));
    569  1.5    lukem void	hold_monster __P((void));
    570  1.5    lukem int	hp_raise __P((void));
    571  1.5    lukem void	id_all __P((void));
    572  1.5    lukem void	id_com __P((void));
    573  1.5    lukem void	id_trap __P((void));
    574  1.5    lukem void	id_type __P((void));
    575  1.5    lukem void	idntfy __P((void));
    576  1.5    lukem boolean	imitating __P((int, int));
    577  1.5    lukem int	init __P((int, char **));
    578  1.5    lukem void	init_str __P((char **, char *));
    579  1.5    lukem void	insert_score __P((char [][], char [][], char *, short, short, object *, int));
    580  1.5    lukem void	inv_armor_weapon __P((boolean));
    581  1.5    lukem void	inv_rings __P((void));
    582  1.5    lukem void	inventory __P((object *, unsigned short));
    583  1.5    lukem boolean	is_all_connected __P((void));
    584  1.5    lukem boolean	is_digit __P((int));
    585  1.5    lukem boolean	is_direction __P((short, short *));
    586  1.5    lukem boolean	is_pack_letter __P((short *, unsigned short *));
    587  1.5    lukem boolean	is_passable __P((int, int));
    588  1.5    lukem boolean	is_vowel __P((short));
    589  1.5    lukem void	kick_into_pack __P((void));
    590  1.5    lukem void	killed_by __P((object *, short));
    591  1.5    lukem long	lget_number __P((char *));
    592  1.5    lukem void	light_passage __P((int, int));
    593  1.5    lukem void	light_up_room __P((int));
    594  1.5    lukem boolean	m_confuse __P((object *));
    595  1.5    lukem void	make_level __P((void));
    596  1.5    lukem void	make_maze __P((short, short, short, short, short, short));
    597  1.5    lukem void	make_party __P((void));
    598  1.5    lukem void	make_room __P((short, short, short, short));
    599  1.5    lukem void	make_scroll_titles __P((void));
    600  1.5    lukem boolean	mask_pack __P((object *, unsigned short));
    601  1.5    lukem boolean	mask_room __P((short, short *, short *, unsigned short));
    602  1.5    lukem void	md_cbreak_no_echo_nonl __P((boolean));
    603  1.5    lukem boolean	md_df __P((char *));
    604  1.7  hubertf void	md_exit __P((int)) __attribute__((__noreturn__));
    605  1.5    lukem void	md_gct __P((struct rogue_time *));
    606  1.5    lukem char   *md_gdtcf __P((void));
    607  1.5    lukem int	md_get_file_id __P((char *));
    608  1.5    lukem void	md_gfmt __P((char *, struct rogue_time *));
    609  1.5    lukem int	md_gseed __P((void));
    610  1.5    lukem void	md_heed_signals __P((void));
    611  1.5    lukem void	md_ignore_signals __P((void));
    612  1.5    lukem int	md_link_count __P((char *));
    613  1.5    lukem void	md_lock __P((boolean));
    614  1.5    lukem void	md_shell __P((char *));
    615  1.5    lukem void	md_sleep __P((int));
    616  1.5    lukem void	md_slurp __P((void));
    617  1.5    lukem void	md_tstp __P((void));
    618  1.5    lukem void	message __P((char *, boolean));
    619  1.5    lukem void	mix_colors __P((void));
    620  1.5    lukem void	mix_colors __P((void));
    621  1.5    lukem void	mix_random_rooms __P((void));
    622  1.5    lukem int	mon_can_go __P((object *, int, int));
    623  1.5    lukem int	mon_damage __P((object *, short));
    624  1.5    lukem void	mon_hit __P((object *));
    625  1.5    lukem boolean	mon_sees __P((object *, int, int));
    626  1.5    lukem int	move_confused __P((object *));
    627  1.5    lukem void	move_mon_to __P((object *, int, int));
    628  1.5    lukem void	move_onto __P((void));
    629  1.5    lukem int	mtry __P((object *, int, int));
    630  1.5    lukem void	multiple_move_rogue __P((short));
    631  1.5    lukem void	mv_1_monster __P((object *, int, int));
    632  1.5    lukem void	mv_aquatars __P((void));
    633  1.5    lukem void	mv_mons __P((void));
    634  1.5    lukem int	name_cmp __P((char *, char *));
    635  1.5    lukem short	next_avail_ichar __P((void));
    636  1.5    lukem boolean	next_to_something __P((int, int));
    637  1.5    lukem void	nickize __P((char *, char *, char *));
    638  1.5    lukem int	no_room_for_monster __P((int));
    639  1.5    lukem int	one_move_rogue __P((short, short));
    640  1.5    lukem void	onintr __P((int));
    641  1.5    lukem void	opt_erase __P((int));
    642  1.5    lukem void	opt_go __P((int));
    643  1.5    lukem void	opt_show __P((int));
    644  1.5    lukem short	pack_count __P((object *));
    645  1.5    lukem short	pack_letter __P((char *, unsigned short));
    646  1.5    lukem void	pad __P((char *, short));
    647  1.5    lukem void	party_monsters __P((int, int));
    648  1.5    lukem short	party_objects __P((int));
    649  1.5    lukem void	place_at __P((object *, int, int));
    650  1.5    lukem void	plant_gold __P((int, int, boolean));
    651  1.5    lukem void	play_level __P((void));
    652  1.5    lukem void	player_init __P((void));
    653  1.5    lukem void	player_init __P((void));
    654  1.5    lukem void	potion_heal __P((int));
    655  1.5    lukem int	pr_com_id __P((int));
    656  1.5    lukem int	pr_motion_char __P((int));
    657  1.5    lukem void	print_stats __P((int));
    658  1.5    lukem void	put_amulet __P((void));
    659  1.5    lukem void	put_door __P((room *, short, short *, short *));
    660  1.5    lukem void	put_gold __P((void));
    661  1.5    lukem void	put_m_at __P((int, int, object *));
    662  1.5    lukem void	put_mons __P((void));
    663  1.5    lukem void	put_objects __P((void));
    664  1.5    lukem void	put_on_ring __P((void));
    665  1.5    lukem void	put_player __P((short));
    666  1.7  hubertf void	put_scores __P((object *, short)) __attribute__((__noreturn__));
    667  1.5    lukem void	put_stairs __P((void));
    668  1.5    lukem void	quaff __P((void));
    669  1.5    lukem void	quit __P((boolean));
    670  1.5    lukem int	r_index __P((char *, int, boolean));
    671  1.5    lukem void	r_read __P((FILE *, char *, int));
    672  1.5    lukem void	r_write __P((FILE *, char *, int));
    673  1.5    lukem void	rand_around __P((short, short *, short *));
    674  1.5    lukem int	rand_percent __P((int));
    675  1.5    lukem void	rand_place __P((object *));
    676  1.5    lukem void	read_pack __P((object *, FILE *, boolean));
    677  1.5    lukem void	read_scroll __P((void));
    678  1.5    lukem void	read_string __P((char *, FILE *));
    679  1.5    lukem void	recursive_deadend __P((short, short *, short, short));
    680  1.5    lukem boolean	reg_move __P((void));
    681  1.5    lukem void	relight __P((void));
    682  1.5    lukem void	remessage __P((short));
    683  1.5    lukem void	remove_ring __P((void));
    684  1.5    lukem void	rest __P((int));
    685  1.5    lukem void	restore __P((char *));
    686  1.5    lukem int	rgetchar __P((void));
    687  1.5    lukem void	ring_stats __P((boolean));
    688  1.5    lukem int	rogue_can_see __P((int, int));
    689  1.5    lukem void	rogue_damage __P((short, object *, short));
    690  1.5    lukem void	rogue_hit __P((object *, boolean));
    691  1.5    lukem int	rogue_is_around __P((int, int));
    692  1.5    lukem long	rrandom __P((void));
    693  1.5    lukem void	rust __P((object *));
    694  1.5    lukem void	rw_dungeon __P((FILE *, boolean));
    695  1.5    lukem void	rw_id __P((struct id *, FILE *, int, boolean));
    696  1.5    lukem void	rw_rooms __P((FILE *, boolean));
    697  1.5    lukem void	s_con_mon __P((object *));
    698  1.5    lukem int	same_col __P((int, int));
    699  1.5    lukem int	same_row __P((int, int));
    700  1.5    lukem void	save_game __P((void));
    701  1.5    lukem void	save_into_file __P((char *));
    702  1.5    lukem void	save_screen __P((void));
    703  1.5    lukem void	search __P((short, boolean));
    704  1.5    lukem boolean	seek_gold __P((object *));
    705  1.5    lukem void	sell_pack __P((void));
    706  1.7  hubertf void	sf_error __P((void)) __attribute__((__noreturn__));
    707  1.5    lukem void	show_average_hp __P((void));
    708  1.5    lukem void	show_monsters __P((void));
    709  1.5    lukem void	show_objects __P((void));
    710  1.5    lukem void	show_traps __P((void));
    711  1.5    lukem void	single_inv __P((short));
    712  1.5    lukem void	sound_bell __P((void));
    713  1.5    lukem void	special_hit __P((object *));
    714  1.5    lukem void	srrandom __P((int));
    715  1.5    lukem void	start_window __P((void));
    716  1.5    lukem void	start_window __P((void));
    717  1.5    lukem void	steal_gold __P((object *));
    718  1.5    lukem void	steal_item __P((object *));
    719  1.5    lukem void	sting __P((object *));
    720  1.5    lukem void	stop_window __P((void));
    721  1.5    lukem void	stop_window __P((void));
    722  1.5    lukem void	take_a_nap __P((void));
    723  1.5    lukem void	take_from_pack __P((object *, object *));
    724  1.5    lukem void	take_off __P((void));
    725  1.5    lukem void	tele __P((void));
    726  1.5    lukem void	tele_away __P((object *));
    727  1.5    lukem void	throw __P((void));
    728  1.5    lukem boolean	throw_at_monster __P((object *, object *));
    729  1.5    lukem int	to_hit __P((object *));
    730  1.5    lukem short	trap_at __P((int, int));
    731  1.5    lukem void	trap_player __P((int, int));
    732  1.5    lukem boolean	try_to_cough __P((short, short, object *));
    733  1.5    lukem void	turn_passage __P((short, boolean));
    734  1.5    lukem void	un_put_on __P((object *));
    735  1.5    lukem void	unblind __P((void));
    736  1.5    lukem void	unconfuse __P((void));
    737  1.5    lukem void	uncurse_all __P((void));
    738  1.5    lukem void	unhallucinate __P((void));
    739  1.5    lukem void	unwear __P((object *));
    740  1.5    lukem void	unwield __P((object *));
    741  1.5    lukem void	vanish __P((object *, short, object *));
    742  1.5    lukem void	visit_rooms __P((int));
    743  1.5    lukem void	wait_for_ack __P((void));
    744  1.5    lukem void	wake_room __P((short, boolean, short, short));
    745  1.5    lukem void	wake_up __P((object *));
    746  1.5    lukem void	wanderer __P((void));
    747  1.5    lukem void	wdrain_life __P((object *));
    748  1.5    lukem void	wear __P((void));
    749  1.5    lukem void	wield __P((void));
    750  1.5    lukem void	win __P((void));
    751  1.5    lukem void	wizardize __P((void));
    752  1.5    lukem void	write_pack __P((object *, FILE *));
    753  1.5    lukem void	write_string __P((char *, FILE *));
    754  1.5    lukem long	xxx __P((boolean));
    755  1.5    lukem void	xxxx __P((char *, short));
    756  1.5    lukem void	zap_monster __P((object *, unsigned short));
    757  1.5    lukem void	zapp __P((void));
    758  1.5    lukem object *add_to_pack __P((object *, object *, int));
    759  1.5    lukem struct id *get_id_table __P((object *));
    760  1.5    lukem unsigned short gr_what_is __P((void));
    761  1.5    lukem 
    762  1.5    lukem extern	boolean	ask_quit;
    763  1.5    lukem extern	boolean	being_held;
    764  1.5    lukem extern	boolean	cant_int;
    765  1.5    lukem extern	boolean	con_mon;
    766  1.5    lukem extern	boolean	detect_monster;
    767  1.5    lukem extern	boolean	did_int;
    768  1.5    lukem extern	boolean	interrupted;
    769  1.5    lukem extern	boolean	is_wood[];
    770  1.5    lukem extern	boolean	jump;
    771  1.5    lukem extern	boolean	maintain_armor;
    772  1.5    lukem extern	boolean	mon_disappeared;
    773  1.5    lukem extern	boolean	msg_cleared;
    774  1.5    lukem extern	boolean	no_skull;
    775  1.5    lukem extern	boolean	passgo;
    776  1.5    lukem extern	boolean	r_see_invisible;
    777  1.5    lukem extern	boolean	r_teleport;
    778  1.5    lukem extern	boolean	save_is_interactive;
    779  1.5    lukem extern	boolean	score_only;
    780  1.5    lukem extern	boolean	see_invisible;
    781  1.5    lukem extern	boolean	sustain_strength;
    782  1.5    lukem extern	boolean	trap_door;
    783  1.5    lukem extern	boolean	wizard;
    784  1.5    lukem extern	char	hit_message[];
    785  1.5    lukem extern	char	hunger_str[];
    786  1.5    lukem extern	char	login_name[];
    787  1.5    lukem extern	char   *byebye_string;
    788  1.5    lukem extern	char   *curse_message;
    789  1.5    lukem extern	char   *error_file;
    790  1.5    lukem extern	char   *fruit;
    791  1.5    lukem extern	char   *m_names[];
    792  1.5    lukem extern	char   *more;
    793  1.5    lukem extern	char   *new_level_message;
    794  1.5    lukem extern	char   *nick_name;
    795  1.5    lukem extern	char   *press_space;
    796  1.5    lukem extern	char   *save_file;
    797  1.5    lukem extern	char   *you_can_move_again;
    798  1.5    lukem extern	long	level_points[];
    799  1.5    lukem extern	short	add_strength;
    800  1.5    lukem extern	short	auto_search;
    801  1.5    lukem extern	short	bear_trap;
    802  1.5    lukem extern	short	blind;
    803  1.5    lukem extern	short	confused;
    804  1.5    lukem extern	short	cur_level;
    805  1.5    lukem extern	short	cur_room;
    806  1.5    lukem extern	short	e_rings;
    807  1.5    lukem extern	short	extra_hp;
    808  1.5    lukem extern	short	foods;
    809  1.5    lukem extern	short	halluc;
    810  1.5    lukem extern	short	haste_self;
    811  1.5    lukem extern	short	less_hp;
    812  1.5    lukem extern	short	levitate;
    813  1.5    lukem extern	short	m_moves;
    814  1.5    lukem extern	short	max_level;
    815  1.5    lukem extern	short	party_room;
    816  1.5    lukem extern	short	r_rings;
    817  1.5    lukem extern	short	regeneration;
    818  1.5    lukem extern	short	ring_exp;
    819  1.5    lukem extern	short	stealthy;
    820