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rogue.h revision 1.10
      1 /*	$NetBSD: rogue.h,v 1.10 1999/09/12 09:02:23 jsm Exp $	*/
      2 
      3 /*
      4  * Copyright (c) 1988, 1993
      5  *	The Regents of the University of California.  All rights reserved.
      6  *
      7  * This code is derived from software contributed to Berkeley by
      8  * Timothy C. Stoehr.
      9  *
     10  * Redistribution and use in source and binary forms, with or without
     11  * modification, are permitted provided that the following conditions
     12  * are met:
     13  * 1. Redistributions of source code must retain the above copyright
     14  *    notice, this list of conditions and the following disclaimer.
     15  * 2. Redistributions in binary form must reproduce the above copyright
     16  *    notice, this list of conditions and the following disclaimer in the
     17  *    documentation and/or other materials provided with the distribution.
     18  * 3. All advertising materials mentioning features or use of this software
     19  *    must display the following acknowledgement:
     20  *	This product includes software developed by the University of
     21  *	California, Berkeley and its contributors.
     22  * 4. Neither the name of the University nor the names of its contributors
     23  *    may be used to endorse or promote products derived from this software
     24  *    without specific prior written permission.
     25  *
     26  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     27  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     28  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     29  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     30  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     31  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     32  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     33  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     34  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     35  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     36  * SUCH DAMAGE.
     37  *
     38  *	@(#)rogue.h	8.1 (Berkeley) 5/31/93
     39  */
     40 
     41 /*
     42  * rogue.h
     43  *
     44  * This source herein may be modified and/or distributed by anybody who
     45  * so desires, with the following restrictions:
     46  *    1.)  This notice shall not be removed.
     47  *    2.)  Credit shall not be taken for the creation of this source.
     48  *    3.)  This code is not to be traded, sold, or used for personal
     49  *         gain or profit.
     50  */
     51 
     52 #define boolean char
     53 
     54 #define NOTHING		((unsigned short)     0)
     55 #define OBJECT		((unsigned short)    01)
     56 #define MONSTER		((unsigned short)    02)
     57 #define STAIRS		((unsigned short)    04)
     58 #define HORWALL		((unsigned short)   010)
     59 #define VERTWALL	((unsigned short)   020)
     60 #define DOOR		((unsigned short)   040)
     61 #define FLOOR		((unsigned short)  0100)
     62 #define TUNNEL		((unsigned short)  0200)
     63 #define TRAP		((unsigned short)  0400)
     64 #define HIDDEN		((unsigned short) 01000)
     65 
     66 #define ARMOR		((unsigned short)   01)
     67 #define WEAPON		((unsigned short)   02)
     68 #define SCROL		((unsigned short)   04)
     69 #define POTION		((unsigned short)  010)
     70 #define GOLD		((unsigned short)  020)
     71 #define FOOD		((unsigned short)  040)
     72 #define WAND		((unsigned short) 0100)
     73 #define RING		((unsigned short) 0200)
     74 #define AMULET		((unsigned short) 0400)
     75 #define ALL_OBJECTS	((unsigned short) 0777)
     76 
     77 #define LEATHER 0
     78 #define RINGMAIL 1
     79 #define SCALE 2
     80 #define CHAIN 3
     81 #define BANDED 4
     82 #define SPLINT 5
     83 #define PLATE 6
     84 #define ARMORS 7
     85 
     86 #define BOW 0
     87 #define DART 1
     88 #define ARROW 2
     89 #define DAGGER 3
     90 #define SHURIKEN 4
     91 #define MACE 5
     92 #define LONG_SWORD 6
     93 #define TWO_HANDED_SWORD 7
     94 #define WEAPONS 8
     95 
     96 #define MAX_PACK_COUNT 24
     97 
     98 #define PROTECT_ARMOR 0
     99 #define HOLD_MONSTER 1
    100 #define ENCH_WEAPON 2
    101 #define ENCH_ARMOR 3
    102 #define IDENTIFY 4
    103 #define TELEPORT 5
    104 #define SLEEP 6
    105 #define SCARE_MONSTER 7
    106 #define REMOVE_CURSE 8
    107 #define CREATE_MONSTER 9
    108 #define AGGRAVATE_MONSTER 10
    109 #define MAGIC_MAPPING 11
    110 #define CON_MON 12
    111 #define SCROLS 13
    112 
    113 #define INCREASE_STRENGTH 0
    114 #define RESTORE_STRENGTH 1
    115 #define HEALING 2
    116 #define EXTRA_HEALING 3
    117 #define POISON 4
    118 #define RAISE_LEVEL 5
    119 #define BLINDNESS 6
    120 #define HALLUCINATION 7
    121 #define DETECT_MONSTER 8
    122 #define DETECT_OBJECTS 9
    123 #define CONFUSION 10
    124 #define LEVITATION 11
    125 #define HASTE_SELF 12
    126 #define SEE_INVISIBLE 13
    127 #define POTIONS 14
    128 
    129 #define TELE_AWAY 0
    130 #define SLOW_MONSTER 1
    131 #define INVISIBILITY 2
    132 #define POLYMORPH 3
    133 #define HASTE_MONSTER 4
    134 #define MAGIC_MISSILE 5
    135 #define CANCELLATION 6
    136 #define DO_NOTHING 7
    137 #define DRAIN_LIFE 8
    138 #define COLD 9
    139 #define FIRE 10
    140 #define WANDS 11
    141 
    142 #define STEALTH 0
    143 #define R_TELEPORT 1
    144 #define REGENERATION 2
    145 #define SLOW_DIGEST 3
    146 #define ADD_STRENGTH 4
    147 #define SUSTAIN_STRENGTH 5
    148 #define DEXTERITY 6
    149 #define ADORNMENT 7
    150 #define R_SEE_INVISIBLE 8
    151 #define MAINTAIN_ARMOR 9
    152 #define SEARCHING 10
    153 #define RINGS 11
    154 
    155 #define RATION 0
    156 #define FRUIT 1
    157 
    158 #define NOT_USED	((unsigned short)   0)
    159 #define BEING_WIELDED	((unsigned short)  01)
    160 #define BEING_WORN	((unsigned short)  02)
    161 #define ON_LEFT_HAND	((unsigned short)  04)
    162 #define ON_RIGHT_HAND	((unsigned short) 010)
    163 #define ON_EITHER_HAND	((unsigned short) 014)
    164 #define BEING_USED	((unsigned short) 017)
    165 
    166 #define NO_TRAP -1
    167 #define TRAP_DOOR 0
    168 #define BEAR_TRAP 1
    169 #define TELE_TRAP 2
    170 #define DART_TRAP 3
    171 #define SLEEPING_GAS_TRAP 4
    172 #define RUST_TRAP 5
    173 #define TRAPS 6
    174 
    175 #define STEALTH_FACTOR 3
    176 #define R_TELE_PERCENT 8
    177 
    178 #define UNIDENTIFIED	((unsigned short) 00)	/* MUST BE ZERO! */
    179 #define IDENTIFIED	((unsigned short) 01)
    180 #define CALLED		((unsigned short) 02)
    181 
    182 #define DROWS 24
    183 #define DCOLS 80
    184 #define NMESSAGES 5
    185 #define MAX_TITLE_LENGTH 30
    186 #define MAXSYLLABLES 40
    187 #define MAX_METAL 14
    188 #define WAND_MATERIALS 30
    189 #define GEMS 14
    190 
    191 #define GOLD_PERCENT 46
    192 
    193 #define MAX_OPT_LEN 40
    194 
    195 struct id {
    196 	short value;
    197 	char *title;
    198 	char *real;
    199 	unsigned short id_status;
    200 };
    201 
    202 /* The following #defines provide more meaningful names for some of the
    203  * struct object fields that are used for monsters.  This, since each monster
    204  * and object (scrolls, potions, etc) are represented by a struct object.
    205  * Ideally, this should be handled by some kind of union structure.
    206  */
    207 
    208 #define m_damage damage
    209 #define hp_to_kill quantity
    210 #define m_char ichar
    211 #define first_level is_protected
    212 #define last_level is_cursed
    213 #define m_hit_chance class
    214 #define stationary_damage identified
    215 #define drop_percent which_kind
    216 #define trail_char d_enchant
    217 #define slowed_toggle quiver
    218 #define moves_confused hit_enchant
    219 #define nap_length picked_up
    220 #define disguise what_is
    221 #define next_monster next_object
    222 
    223 struct obj {				/* comment is monster meaning */
    224 	unsigned long m_flags;	/* monster flags */
    225 	const char *damage;		/* damage it does */
    226 	short quantity;			/* hit points to kill */
    227 	short ichar;			/* 'A' is for aquatar */
    228 	short kill_exp;			/* exp for killing it */
    229 	short is_protected;		/* level starts */
    230 	short is_cursed;		/* level ends */
    231 	short class;			/* chance of hitting you */
    232 	short identified;		/* 'F' damage, 1,2,3... */
    233 	unsigned short which_kind; /* item carry/drop % */
    234 	short o_row, o_col, o;	/* o is how many times stuck at o_row, o_col */
    235 	short row, col;			/* current row, col */
    236 	short d_enchant;		/* room char when detect_monster */
    237 	short quiver;			/* monster slowed toggle */
    238 	short trow, tcol;		/* target row, col */
    239 	short hit_enchant;		/* how many moves is confused */
    240 	unsigned short what_is;	/* imitator's charactor (?!%: */
    241 	short picked_up;		/* sleep from wand of sleep */
    242 	unsigned short in_use_flags;
    243 	struct obj *next_object;	/* next monster */
    244 };
    245 
    246 typedef struct obj object;
    247 
    248 #define INIT_AW		(object*)0
    249 #define INIT_RINGS	(object*)0
    250 #define INIT_HP		12
    251 #define INIT_STR	16
    252 #define INIT_EXPLEVEL	1
    253 #define INIT_EXP	0
    254 #define INIT_PACK	{0}
    255 #define INIT_GOLD	0
    256 #define INIT_CHAR	'@'
    257 #define INIT_MOVES	1250
    258 
    259 struct fightr {
    260 	object *armor;
    261 	object *weapon;
    262 	object *left_ring, *right_ring;
    263 	short hp_current;
    264 	short hp_max;
    265 	short str_current;
    266 	short str_max;
    267 	object pack;
    268 	long gold;
    269 	short exp;
    270 	long exp_points;
    271 	short row, col;
    272 	short fchar;
    273 	short moves_left;
    274 };
    275 
    276 typedef struct fightr fighter;
    277 
    278 struct dr {
    279 	short oth_room;
    280 	short oth_row,
    281 	      oth_col;
    282 	short door_row,
    283 		  door_col;
    284 };
    285 
    286 typedef struct dr door;
    287 
    288 struct rm {
    289 	short bottom_row, right_col, left_col, top_row;
    290 	door doors[4];
    291 	unsigned short is_room;
    292 };
    293 
    294 typedef struct rm room;
    295 
    296 #define MAXROOMS 9
    297 #define BIG_ROOM 10
    298 
    299 #define NO_ROOM -1
    300 
    301 #define PASSAGE -3		/* cur_room value */
    302 
    303 #define AMULET_LEVEL 26
    304 
    305 #define R_NOTHING	((unsigned short) 01)
    306 #define R_ROOM		((unsigned short) 02)
    307 #define R_MAZE		((unsigned short) 04)
    308 #define R_DEADEND	((unsigned short) 010)
    309 #define R_CROSS		((unsigned short) 020)
    310 
    311 #define MAX_EXP_LEVEL 21
    312 #define MAX_EXP 10000001L
    313 #define MAX_GOLD 999999
    314 #define MAX_ARMOR 99
    315 #define MAX_HP 999
    316 #define MAX_STRENGTH 99
    317 #define LAST_DUNGEON 99
    318 
    319 #define STAT_LEVEL 01
    320 #define STAT_GOLD 02
    321 #define STAT_HP 04
    322 #define STAT_STRENGTH 010
    323 #define STAT_ARMOR 020
    324 #define STAT_EXP 040
    325 #define STAT_HUNGER 0100
    326 #define STAT_LABEL 0200
    327 #define STAT_ALL 0377
    328 
    329 #define PARTY_TIME 10	/* one party somewhere in each 10 level span */
    330 
    331 #define MAX_TRAPS 10	/* maximum traps per level */
    332 
    333 #define HIDE_PERCENT 12
    334 
    335 struct tr {
    336 	short trap_type;
    337 	short trap_row, trap_col;
    338 };
    339 
    340 typedef struct tr trap;
    341 
    342 extern fighter rogue;
    343 extern room rooms[];
    344 extern trap traps[];
    345 extern unsigned short dungeon[DROWS][DCOLS];
    346 extern object level_objects;
    347 
    348 extern struct id id_scrolls[];
    349 extern struct id id_potions[];
    350 extern struct id id_wands[];
    351 extern struct id id_rings[];
    352 extern struct id id_weapons[];
    353 extern struct id id_armors[];
    354 
    355 extern object mon_tab[];
    356 extern object level_monsters;
    357 
    358 #define MONSTERS 26
    359 
    360 #define HASTED					01L
    361 #define SLOWED					02L
    362 #define INVISIBLE				04L
    363 #define ASLEEP				   010L
    364 #define WAKENS				   020L
    365 #define WANDERS				   040L
    366 #define FLIES				  0100L
    367 #define FLITS				  0200L
    368 #define CAN_FLIT			  0400L		/* can, but usually doesn't, flit */
    369 #define CONFUSED	 		 01000L
    370 #define RUSTS				 02000L
    371 #define HOLDS				 04000L
    372 #define FREEZES				010000L
    373 #define STEALS_GOLD			020000L
    374 #define STEALS_ITEM			040000L
    375 #define STINGS			   0100000L
    376 #define DRAINS_LIFE		   0200000L
    377 #define DROPS_LEVEL		   0400000L
    378 #define SEEKS_GOLD		  01000000L
    379 #define FREEZING_ROGUE	  02000000L
    380 #define RUST_VANISHED	  04000000L
    381 #define CONFUSES		 010000000L
    382 #define IMITATES		 020000000L
    383 #define FLAMES			 040000000L
    384 #define STATIONARY		0100000000L		/* damage will be 1,2,3,... */
    385 #define NAPPING			0200000000L		/* can't wake up for a while */
    386 #define ALREADY_MOVED	0400000000L
    387 
    388 #define SPECIAL_HIT		(RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
    389 
    390 #define WAKE_PERCENT 45
    391 #define FLIT_PERCENT 40
    392 #define PARTY_WAKE_PERCENT 75
    393 
    394 #define HYPOTHERMIA 1
    395 #define STARVATION 2
    396 #define POISON_DART 3
    397 #define QUIT 4
    398 #define WIN 5
    399 #define KFIRE 6
    400 
    401 #define UPWARD 0
    402 #define UPRIGHT 1
    403 #define RIGHT 2
    404 #define DOWNRIGHT 3
    405 #define DOWN 4
    406 #define DOWNLEFT 5
    407 #define LEFT 6
    408 #define UPLEFT 7
    409 #define DIRS 8
    410 
    411 #define ROW1 7
    412 #define ROW2 15
    413 
    414 #define COL1 26
    415 #define COL2 52
    416 
    417 #define MOVED 0
    418 #define MOVE_FAILED -1
    419 #define STOPPED_ON_SOMETHING -2
    420 #define CANCEL '\033'
    421 #define LIST '*'
    422 
    423 #define HUNGRY 300
    424 #define WEAK 150
    425 #define FAINT 20
    426 #define STARVE 0
    427 
    428 #define MIN_ROW 1
    429 
    430 struct rogue_time {
    431 	short year;		/* >= 1987 */
    432 	short month;	/* 1 - 12 */
    433 	short day;		/* 1 - 31 */
    434 	short hour;		/* 0 - 23 */
    435 	short minute;	/* 0 - 59 */
    436 	short second;	/* 0 - 59 */
    437 };
    438 
    439 #ifdef CURSES
    440 struct _win_st {
    441 	short _cury, _curx;
    442 	short _maxy, _maxx;
    443 };
    444 
    445 typedef struct _win_st WINDOW;
    446 
    447 extern int LINES, COLS;
    448 extern WINDOW *curscr;
    449 extern char *CL;
    450 
    451 #else
    452 #include <curses.h>
    453 #endif
    454 
    455 /*
    456  * external routine declarations.
    457  */
    458 #include <stdio.h>
    459 #include <string.h>
    460 #include <sys/types.h>
    461 #include <unistd.h>
    462 
    463 object	*alloc_object __P((void));
    464 object	*check_duplicate __P((object *, object *));
    465 const char	*get_ench_color __P((void));
    466 object	*get_letter_object __P((int));
    467 object	*get_thrown_at_monster __P((object *, short, short *, short *));
    468 object	*get_zapped_monster __P((short, short *, short *));
    469 object	*gr_monster __P((object *, int));
    470 object	*gr_object __P((void));
    471 char	*md_getenv __P((const char *));
    472 const char *
    473 	md_gln __P((void));
    474 char	*md_malloc __P((int));
    475 const char	*mon_name __P((const object *));
    476 const char	*name_of __P((const object *));
    477 object	*object_at __P((object *, short, short));
    478 object	*pick_up __P((int, int, short *));
    479 void	add_exp __P((int, boolean));
    480 void	add_mazes __P((void));
    481 void	add_traps __P((void));
    482 void	aggravate __P((void));
    483 void	aim_monster __P((object *));
    484 void	bounce __P((short, short, short, short, short));
    485 void	byebye __P((int));
    486 void	c_object_for_wizard __P((void));
    487 void	call_it __P((void));
    488 boolean	can_move __P((int, int, int, int));
    489 boolean	can_turn __P((int, int));
    490 void	center __P((short, const char *));
    491 void	check_gold_seeker __P((object *));
    492 boolean	check_hunger __P((boolean));
    493 boolean	check_imitator __P((object *));
    494 void	check_message __P((void));
    495 int	check_up __P((void));
    496 void	clean_up __P((const char *)) __attribute__((__noreturn__));
    497 void	clear_level __P((void));
    498 void	cnfs __P((void));
    499 int	coin_toss __P((void));
    500 int	connect_rooms __P((short, short));
    501 void	cough_up __P((object *));
    502 void	create_monster __P((void));
    503 int	damage_for_strength __P((void));
    504 void	darken_room __P((short));
    505 void	disappear __P((object *));
    506 void	do_args __P((int, char **));
    507 void	do_opts __P((void));
    508 void	do_put_on __P((object *, boolean));
    509 void	do_shell __P((void));
    510 void	do_wear __P((object *));
    511 void	do_wield __P((object *));
    512 void	dr_course __P((object *, boolean, short, short));
    513 void	drain_life __P((void));
    514 void	draw_magic_map __P((void));
    515 void	draw_simple_passage __P((short, short, short, short, short));
    516 void	drop __P((void));
    517 int	drop_check __P((void));
    518 void	drop_level __P((void));
    519 void	eat __P((void));
    520 void	edit_opts __P((void));
    521 void	env_get_value __P((char **, char *, boolean));
    522 void	error_save __P((int)) __attribute__((__noreturn__));
    523 void	fight __P((int));
    524 void	fill_it __P((int, boolean));
    525 void	fill_out_level __P((void));
    526 boolean	flame_broil __P((object *));
    527 int	flit __P((object *));
    528 void	flop_weapon __P((object *, short, short));
    529 void	free_object __P((object *));
    530 void	free_stuff __P((object *));
    531 void	freeze __P((object *));
    532 int	get_armor_class __P((const object *));
    533 int	get_com_id __P((int *, short));
    534 int	get_damage __P((const char *, boolean));
    535 void	get_desc __P((const object *, char *));
    536 int	get_dir __P((short, short, short, short));
    537 void	get_dir_rc __P((short, short *, short *, short));
    538 char	get_dungeon_char __P((short, short));
    539 int	get_exp_level __P((long));
    540 void	get_food __P((object *, boolean));
    541 int	get_hit_chance __P((const object *));
    542 int	get_input_line __P((const char *, const char *, char *, const char *, boolean, boolean));
    543 char	get_mask_char __P((unsigned short));
    544 int	get_number __P((const char *));
    545 boolean	get_oth_room __P((short, short *, short *));
    546 int	get_rand __P((int, int));
    547 short	get_room_number __P((int, int));
    548 int	get_value __P((const object *));
    549 int	get_w_damage __P((const object *));
    550 void	get_wand_and_ring_materials __P((void));
    551 int	get_weapon_damage __P((const object *));
    552 char	gmc __P((object *));
    553 char	gmc_row_col __P((int, int));
    554 void	go_blind __P((void));
    555 boolean	gold_at __P((int, int));
    556 void	gr_armor __P((object *));
    557 char	gr_dir __P((void));
    558 char	gr_obj_char __P((void));
    559 void	gr_potion __P((object *));
    560 void	gr_ring __P((object *, boolean));
    561 short	gr_room __P((void));
    562 void	gr_row_col __P((short *, short *, unsigned short));
    563 void	gr_scroll __P((object *));
    564 void	gr_wand __P((object *));
    565 void	gr_weapon __P((object *, int));
    566 void	hallucinate __P((void));
    567 boolean	has_amulet __P((void));
    568 boolean	has_been_touched __P((const struct rogue_time *, const struct rogue_time *));
    569 void	heal __P((void));
    570 void	hide_boxed_passage __P((int, int, int, int, int));
    571 void	hold_monster __P((void));
    572 int	hp_raise __P((void));
    573 void	id_all __P((void));
    574 void	id_com __P((void));
    575 void	id_trap __P((void));
    576 void	id_type __P((void));
    577 void	idntfy __P((void));
    578 boolean	imitating __P((int, int));
    579 int	init __P((int, char **));
    580 void	init_str __P((char **, const char *));
    581 void	insert_score __P((char [][], char [][], const char *, short, short, const object *, int));
    582 void	inv_armor_weapon __P((boolean));
    583 void	inv_rings __P((void));
    584 void	inventory __P((const object *, unsigned short));
    585 boolean	is_all_connected __P((void));
    586 boolean	is_digit __P((int));
    587 boolean	is_direction __P((short, short *));
    588 boolean	is_pack_letter __P((short *, unsigned short *));
    589 boolean	is_passable __P((int, int));
    590 boolean	is_vowel __P((short));
    591 void	kick_into_pack __P((void));
    592 void	killed_by __P((const object *, short)) __attribute__((__noreturn__));
    593 long	lget_number __P((const char *));
    594 void	light_passage __P((int, int));
    595 void	light_up_room __P((int));
    596 boolean	m_confuse __P((object *));
    597 void	make_level __P((void));
    598 void	make_maze __P((short, short, short, short, short, short));
    599 void	make_party __P((void));
    600 void	make_room __P((short, short, short, short));
    601 void	make_scroll_titles __P((void));
    602 boolean	mask_pack __P((const object *, unsigned short));
    603 boolean	mask_room __P((short, short *, short *, unsigned short));
    604 void	md_cbreak_no_echo_nonl __P((boolean));
    605 boolean	md_df __P((const char *));
    606 void	md_exit __P((int)) __attribute__((__noreturn__));
    607 void	md_gct __P((struct rogue_time *));
    608 char   *md_gdtcf __P((void));
    609 int	md_get_file_id __P((const char *));
    610 void	md_gfmt __P((const char *, struct rogue_time *));
    611 int	md_gseed __P((void));
    612 void	md_heed_signals __P((void));
    613 void	md_ignore_signals __P((void));
    614 int	md_link_count __P((const char *));
    615 void	md_lock __P((boolean));
    616 void	md_shell __P((const char *));
    617 void	md_sleep __P((int));
    618 void	md_slurp __P((void));
    619 void	md_tstp __P((void));
    620 void	message __P((const char *, boolean));
    621 void	mix_colors __P((void));
    622 void	mix_colors __P((void));
    623 void	mix_random_rooms __P((void));
    624 int	mon_can_go __P((const object *, int, int));
    625 int	mon_damage __P((object *, short));
    626 void	mon_hit __P((object *));
    627 boolean	mon_sees __P((const object *, int, int));
    628 int	move_confused __P((object *));
    629 void	move_mon_to __P((object *, int, int));
    630 void	move_onto __P((void));
    631 int	mtry __P((object *, int, int));
    632 void	multiple_move_rogue __P((short));
    633 void	mv_1_monster __P((object *, int, int));
    634 void	mv_aquatars __P((void));
    635 void	mv_mons __P((void));
    636 int	name_cmp __P((char *, const char *));
    637 short	next_avail_ichar __P((void));
    638 boolean	next_to_something __P((int, int));
    639 void	nickize __P((char *, const char *, const char *));
    640 int	no_room_for_monster __P((int));
    641 int	one_move_rogue __P((short, short));
    642 void	onintr __P((int));
    643 void	opt_erase __P((int));
    644 void	opt_go __P((int));
    645 void	opt_show __P((int));
    646 short	pack_count __P((const object *));
    647 short	pack_letter __P((const char *, unsigned short));
    648 void	pad __P((const char *, short));
    649 void	party_monsters __P((int, int));
    650 short	party_objects __P((int));
    651 void	place_at __P((object *, int, int));
    652 void	plant_gold __P((int, int, boolean));
    653 void	play_level __P((void));
    654 void	player_init __P((void));
    655 void	player_init __P((void));
    656 void	potion_heal __P((int));
    657 int	pr_com_id __P((int));
    658 int	pr_motion_char __P((int));
    659 void	print_stats __P((int));
    660 void	put_amulet __P((void));
    661 void	put_door __P((room *, short, short *, short *));
    662 void	put_gold __P((void));
    663 void	put_m_at __P((int, int, object *));
    664 void	put_mons __P((void));
    665 void	put_objects __P((void));
    666 void	put_on_ring __P((void));
    667 void	put_player __P((short));
    668 void	put_scores __P((const object *, short)) __attribute__((__noreturn__));
    669 void	put_stairs __P((void));
    670 void	quaff __P((void));
    671 void	quit __P((boolean));
    672 int	r_index __P((const char *, int, boolean));
    673 void	r_read __P((FILE *, char *, int));
    674 void	r_write __P((FILE *, const char *, int));
    675 void	rand_around __P((short, short *, short *));
    676 int	rand_percent __P((int));
    677 void	rand_place __P((object *));
    678 void	read_pack __P((object *, FILE *, boolean));
    679 void	read_scroll __P((void));
    680 void	read_string __P((char *, FILE *));
    681 void	recursive_deadend __P((short, const short *, short, short));
    682 boolean	reg_move __P((void));
    683 void	relight __P((void));
    684 void	remessage __P((short));
    685 void	remove_ring __P((void));
    686 void	rest __P((int));
    687 void	restore __P((const char *));
    688 int	rgetchar __P((void));
    689 void	ring_stats __P((boolean));
    690 int	rogue_can_see __P((int, int));
    691 void	rogue_damage __P((short, object *, short));
    692 void	rogue_hit __P((object *, boolean));
    693 int	rogue_is_around __P((int, int));
    694 long	rrandom __P((void));
    695 void	rust __P((object *));
    696 void	rw_dungeon __P((FILE *, boolean));
    697 void	rw_id __P((struct id *, FILE *, int, boolean));
    698 void	rw_rooms __P((FILE *, boolean));
    699 void	s_con_mon __P((object *));
    700 int	same_col __P((int, int));
    701 int	same_row __P((int, int));
    702 void	save_game __P((void));
    703 void	save_into_file __P((const char *));
    704 void	save_screen __P((void));
    705 void	search __P((short, boolean));
    706 boolean	seek_gold __P((object *));
    707 void	sell_pack __P((void));
    708 void	sf_error __P((void)) __attribute__((__noreturn__));
    709 void	show_average_hp __P((void));
    710 void	show_monsters __P((void));
    711 void	show_objects __P((void));
    712 void	show_traps __P((void));
    713 void	single_inv __P((short));
    714 void	sound_bell __P((void));
    715 void	special_hit __P((object *));
    716 void	srrandom __P((int));
    717 void	start_window __P((void));
    718 void	start_window __P((void));
    719 void	steal_gold __P((object *));
    720 void	steal_item __P((object *));
    721 void	sting __P((object *));
    722 void	stop_window __P((void));
    723 void	stop_window __P((void));
    724 void	take_a_nap __P((void));
    725 void	take_from_pack __P((object *, object *));
    726 void	take_off __P((void));
    727 void	tele __P((void));
    728 void	tele_away __P((object *));
    729 void	throw __P((void));
    730 boolean	throw_at_monster __P((object *, object *));
    731 int	to_hit __P((const object *));
    732 short	trap_at __P((int, int));
    733 void	trap_player __P((int, int));
    734 boolean	try_to_cough __P((short, short, object *));
    735 void	turn_passage __P((short, boolean));
    736 void	un_put_on __P((object *));
    737 void	unblind __P((void));
    738 void	unconfuse __P((void));
    739 void	uncurse_all __P((void));
    740 void	unhallucinate __P((void));
    741 void	unwear __P((object *));
    742 void	unwield __P((object *));
    743 void	vanish __P((object *, short, object *));
    744 void	visit_rooms __P((int));
    745 void	wait_for_ack __P((void));
    746 void	wake_room __P((short, boolean, short, short));
    747 void	wake_up __P((object *));
    748 void	wanderer __P((void));
    749 void	wdrain_life __P((object *));
    750 void	wear __P((void));
    751 void	wield __P((void));
    752 void	win __P((void)) __attribute__((__noreturn__));
    753 void	wizardize __P((void));
    754 void	write_pack __P((const object *, FILE *));
    755 void	write_string __P((char *, FILE *));
    756 long	xxx __P((boolean));
    757 void	xxxx __P((char *, short));
    758 void	zap_monster __P((object *, unsigned short));
    759 void	zapp __P((void));
    760 object *add_to_pack __P((object *, object *, int));
    761 struct id *get_id_table __P((const object *));
    762 unsigned short gr_what_is __P((void));
    763 
    764 extern	boolean	ask_quit;
    765 extern	boolean	being_held;
    766 extern	boolean	cant_int;
    767 extern	boolean	con_mon;
    768 extern	boolean	detect_monster;
    769 extern	boolean	did_int;
    770 extern	boolean	interrupted;
    771 extern	boolean	is_wood[];
    772 extern	boolean	jump;
    773 extern	boolean	maintain_armor;
    774 extern	boolean	mon_disappeared;
    775 extern	boolean	msg_cleared;
    776 extern	boolean	no_skull;
    777 extern	boolean	passgo;
    778 extern	boolean	r_see_invisible;
    779 extern	boolean	r_teleport;
    780 extern	boolean	save_is_interactive;
    781 extern	boolean	score_only;
    782 extern	boolean	see_invisible;
    783 extern	boolean	sustain_strength;
    784 extern	boolean	trap_door;
    785 extern	boolean	wizard;
    786 extern	char	hit_message[];
    787 extern	char	hunger_str[];
    788 extern	char	login_name[];
    789 extern	const char   *byebye_string;
    790 extern	const char   *curse_message;
    791 extern	const char   *error_file;
    792 extern	char   *fruit;
    793 extern	const char   *const m_names[];
    794 extern	const char   *more;
    795 extern	const char   *new_level_message;
    796 extern	char   *nick_name;
    797 extern	const char   *press_space;
    798 extern	char   *save_file;
    799 extern	const char   *you_can_move_again;
    800 extern	const long	level_points[];
    801 extern	short	add_strength;
    802 extern	short	auto_search;
    803 extern	short	bear_trap;
    804 extern	short	blind;
    805 extern	short	confused;
    806 extern	short	cur_level;
    807 extern	short	cur_room;
    808 extern	short	e_rings;
    809 extern	short	extra_hp;
    810 extern	short	foods;
    811 extern	short	halluc;
    812 extern	short	haste_self;
    813 extern	short	less_hp;
    814 extern	short	levitate;
    815 extern	short	m_moves;
    816 extern	short	max_level;
    817 extern	short	party_room;
    818 extern	short	r_rings;
    819 extern	short	regeneration;
    820 extern	short	ring_exp;
    821 extern	short	stealthy;
    822 extern	gid_t	gid;
    823 extern	gid_t	egid;
    824