Home | History | Annotate | Line # | Download | only in rogue
rogue.h revision 1.16
      1 /*	$NetBSD: rogue.h,v 1.16 2004/01/27 20:30:30 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. Neither the name of the University nor the names of its contributors
     19  *    may be used to endorse or promote products derived from this software
     20  *    without specific prior written permission.
     21  *
     22  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     23  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     24  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     25  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     26  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     27  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     28  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     29  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     30  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     31  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     32  * SUCH DAMAGE.
     33  *
     34  *	@(#)rogue.h	8.1 (Berkeley) 5/31/93
     35  */
     36 
     37 /*
     38  * rogue.h
     39  *
     40  * This source herein may be modified and/or distributed by anybody who
     41  * so desires, with the following restrictions:
     42  *    1.)  This notice shall not be removed.
     43  *    2.)  Credit shall not be taken for the creation of this source.
     44  *    3.)  This code is not to be traded, sold, or used for personal
     45  *         gain or profit.
     46  */
     47 
     48 #define boolean char
     49 
     50 #define NOTHING		((unsigned short)     0)
     51 #define OBJECT		((unsigned short)    01)
     52 #define MONSTER		((unsigned short)    02)
     53 #define STAIRS		((unsigned short)    04)
     54 #define HORWALL		((unsigned short)   010)
     55 #define VERTWALL	((unsigned short)   020)
     56 #define DOOR		((unsigned short)   040)
     57 #define FLOOR		((unsigned short)  0100)
     58 #define TUNNEL		((unsigned short)  0200)
     59 #define TRAP		((unsigned short)  0400)
     60 #define HIDDEN		((unsigned short) 01000)
     61 
     62 #define ARMOR		((unsigned short)   01)
     63 #define WEAPON		((unsigned short)   02)
     64 #define SCROL		((unsigned short)   04)
     65 #define POTION		((unsigned short)  010)
     66 #define GOLD		((unsigned short)  020)
     67 #define FOOD		((unsigned short)  040)
     68 #define WAND		((unsigned short) 0100)
     69 #define RING		((unsigned short) 0200)
     70 #define AMULET		((unsigned short) 0400)
     71 #define ALL_OBJECTS	((unsigned short) 0777)
     72 
     73 #define LEATHER 0
     74 #define RINGMAIL 1
     75 #define SCALE 2
     76 #define CHAIN 3
     77 #define BANDED 4
     78 #define SPLINT 5
     79 #define PLATE 6
     80 #define ARMORS 7
     81 
     82 #define BOW 0
     83 #define DART 1
     84 #define ARROW 2
     85 #define DAGGER 3
     86 #define SHURIKEN 4
     87 #define MACE 5
     88 #define LONG_SWORD 6
     89 #define TWO_HANDED_SWORD 7
     90 #define WEAPONS 8
     91 
     92 #define MAX_PACK_COUNT 24
     93 
     94 #define PROTECT_ARMOR 0
     95 #define HOLD_MONSTER 1
     96 #define ENCH_WEAPON 2
     97 #define ENCH_ARMOR 3
     98 #define IDENTIFY 4
     99 #define TELEPORT 5
    100 #define SLEEP 6
    101 #define SCARE_MONSTER 7
    102 #define REMOVE_CURSE 8
    103 #define CREATE_MONSTER 9
    104 #define AGGRAVATE_MONSTER 10
    105 #define MAGIC_MAPPING 11
    106 #define CON_MON 12
    107 #define SCROLS 13
    108 
    109 #define INCREASE_STRENGTH 0
    110 #define RESTORE_STRENGTH 1
    111 #define HEALING 2
    112 #define EXTRA_HEALING 3
    113 #define POISON 4
    114 #define RAISE_LEVEL 5
    115 #define BLINDNESS 6
    116 #define HALLUCINATION 7
    117 #define DETECT_MONSTER 8
    118 #define DETECT_OBJECTS 9
    119 #define CONFUSION 10
    120 #define LEVITATION 11
    121 #define HASTE_SELF 12
    122 #define SEE_INVISIBLE 13
    123 #define POTIONS 14
    124 
    125 #define TELE_AWAY 0
    126 #define SLOW_MONSTER 1
    127 #define INVISIBILITY 2
    128 #define POLYMORPH 3
    129 #define HASTE_MONSTER 4
    130 #define MAGIC_MISSILE 5
    131 #define CANCELLATION 6
    132 #define DO_NOTHING 7
    133 #define DRAIN_LIFE 8
    134 #define COLD 9
    135 #define FIRE 10
    136 #define WANDS 11
    137 
    138 #define STEALTH 0
    139 #define R_TELEPORT 1
    140 #define REGENERATION 2
    141 #define SLOW_DIGEST 3
    142 #define ADD_STRENGTH 4
    143 #define SUSTAIN_STRENGTH 5
    144 #define DEXTERITY 6
    145 #define ADORNMENT 7
    146 #define R_SEE_INVISIBLE 8
    147 #define MAINTAIN_ARMOR 9
    148 #define SEARCHING 10
    149 #define RINGS 11
    150 
    151 #define RATION 0
    152 #define FRUIT 1
    153 
    154 #define NOT_USED	((unsigned short)   0)
    155 #define BEING_WIELDED	((unsigned short)  01)
    156 #define BEING_WORN	((unsigned short)  02)
    157 #define ON_LEFT_HAND	((unsigned short)  04)
    158 #define ON_RIGHT_HAND	((unsigned short) 010)
    159 #define ON_EITHER_HAND	((unsigned short) 014)
    160 #define BEING_USED	((unsigned short) 017)
    161 
    162 #define NO_TRAP -1
    163 #define TRAP_DOOR 0
    164 #define BEAR_TRAP 1
    165 #define TELE_TRAP 2
    166 #define DART_TRAP 3
    167 #define SLEEPING_GAS_TRAP 4
    168 #define RUST_TRAP 5
    169 #define TRAPS 6
    170 
    171 #define STEALTH_FACTOR 3
    172 #define R_TELE_PERCENT 8
    173 
    174 #define UNIDENTIFIED	((unsigned short) 00)	/* MUST BE ZERO! */
    175 #define IDENTIFIED	((unsigned short) 01)
    176 #define CALLED		((unsigned short) 02)
    177 
    178 #define DROWS 24
    179 #define DCOLS 80
    180 #define NMESSAGES 5
    181 #define MAX_TITLE_LENGTH 30
    182 #define MAXSYLLABLES 40
    183 #define MAX_METAL 14
    184 #define WAND_MATERIALS 30
    185 #define GEMS 14
    186 
    187 #define GOLD_PERCENT 46
    188 
    189 #define MAX_OPT_LEN 40
    190 
    191 #define MAX_ID_TITLE_LEN 64
    192 struct id {
    193 	short value;
    194 	char title[MAX_ID_TITLE_LEN];
    195 	const char *real;
    196 	unsigned short id_status;
    197 };
    198 
    199 /* The following #defines provide more meaningful names for some of the
    200  * struct object fields that are used for monsters.  This, since each monster
    201  * and object (scrolls, potions, etc) are represented by a struct object.
    202  * Ideally, this should be handled by some kind of union structure.
    203  */
    204 
    205 #define m_damage damage
    206 #define hp_to_kill quantity
    207 #define m_char ichar
    208 #define first_level is_protected
    209 #define last_level is_cursed
    210 #define m_hit_chance class
    211 #define stationary_damage identified
    212 #define drop_percent which_kind
    213 #define trail_char d_enchant
    214 #define slowed_toggle quiver
    215 #define moves_confused hit_enchant
    216 #define nap_length picked_up
    217 #define disguise what_is
    218 #define next_monster next_object
    219 
    220 struct obj {				/* comment is monster meaning */
    221 	unsigned long m_flags;	/* monster flags */
    222 	const char *damage;		/* damage it does */
    223 	short quantity;			/* hit points to kill */
    224 	short ichar;			/* 'A' is for aquatar */
    225 	short kill_exp;			/* exp for killing it */
    226 	short is_protected;		/* level starts */
    227 	short is_cursed;		/* level ends */
    228 	short class;			/* chance of hitting you */
    229 	short identified;		/* 'F' damage, 1,2,3... */
    230 	unsigned short which_kind; /* item carry/drop % */
    231 	short o_row, o_col, o;	/* o is how many times stuck at o_row, o_col */
    232 	short row, col;			/* current row, col */
    233 	short d_enchant;		/* room char when detect_monster */
    234 	short quiver;			/* monster slowed toggle */
    235 	short trow, tcol;		/* target row, col */
    236 	short hit_enchant;		/* how many moves is confused */
    237 	unsigned short what_is;	/* imitator's charactor (?!%: */
    238 	short picked_up;		/* sleep from wand of sleep */
    239 	unsigned short in_use_flags;
    240 	struct obj *next_object;	/* next monster */
    241 };
    242 
    243 typedef struct obj object;
    244 
    245 #define INIT_AW		(object*)0
    246 #define INIT_RINGS	(object*)0
    247 #define INIT_HP		12
    248 #define INIT_STR	16
    249 #define INIT_EXPLEVEL	1
    250 #define INIT_EXP	0
    251 #define INIT_PACK	{0}
    252 #define INIT_GOLD	0
    253 #define INIT_CHAR	'@'
    254 #define INIT_MOVES	1250
    255 
    256 struct fightr {
    257 	object *armor;
    258 	object *weapon;
    259 	object *left_ring, *right_ring;
    260 	short hp_current;
    261 	short hp_max;
    262 	short str_current;
    263 	short str_max;
    264 	object pack;
    265 	long gold;
    266 	short exp;
    267 	long exp_points;
    268 	short row, col;
    269 	short fchar;
    270 	short moves_left;
    271 };
    272 
    273 typedef struct fightr fighter;
    274 
    275 struct dr {
    276 	short oth_room;
    277 	short oth_row,
    278 	      oth_col;
    279 	short door_row,
    280 		  door_col;
    281 };
    282 
    283 typedef struct dr door;
    284 
    285 struct rm {
    286 	short bottom_row, right_col, left_col, top_row;
    287 	door doors[4];
    288 	unsigned short is_room;
    289 };
    290 
    291 typedef struct rm room;
    292 
    293 #define MAXROOMS 9
    294 #define BIG_ROOM 10
    295 
    296 #define NO_ROOM -1
    297 
    298 #define PASSAGE -3		/* cur_room value */
    299 
    300 #define AMULET_LEVEL 26
    301 
    302 #define R_NOTHING	((unsigned short) 01)
    303 #define R_ROOM		((unsigned short) 02)
    304 #define R_MAZE		((unsigned short) 04)
    305 #define R_DEADEND	((unsigned short) 010)
    306 #define R_CROSS		((unsigned short) 020)
    307 
    308 #define MAX_EXP_LEVEL 21
    309 #define MAX_EXP 10000001L
    310 #define MAX_GOLD 999999
    311 #define MAX_ARMOR 99
    312 #define MAX_HP 999
    313 #define MAX_STRENGTH 99
    314 #define LAST_DUNGEON 99
    315 
    316 #define STAT_LEVEL 01
    317 #define STAT_GOLD 02
    318 #define STAT_HP 04
    319 #define STAT_STRENGTH 010
    320 #define STAT_ARMOR 020
    321 #define STAT_EXP 040
    322 #define STAT_HUNGER 0100
    323 #define STAT_LABEL 0200
    324 #define STAT_ALL 0377
    325 
    326 #define PARTY_TIME 10	/* one party somewhere in each 10 level span */
    327 
    328 #define MAX_TRAPS 10	/* maximum traps per level */
    329 
    330 #define HIDE_PERCENT 12
    331 
    332 struct tr {
    333 	short trap_type;
    334 	short trap_row, trap_col;
    335 };
    336 
    337 typedef struct tr trap;
    338 
    339 extern fighter rogue;
    340 extern room rooms[];
    341 extern trap traps[];
    342 extern unsigned short dungeon[DROWS][DCOLS];
    343 extern object level_objects;
    344 
    345 extern struct id id_scrolls[];
    346 extern struct id id_potions[];
    347 extern struct id id_wands[];
    348 extern struct id id_rings[];
    349 extern struct id id_weapons[];
    350 extern struct id id_armors[];
    351 
    352 extern object mon_tab[];
    353 extern object level_monsters;
    354 
    355 #define MONSTERS 26
    356 
    357 #define HASTED					01L
    358 #define SLOWED					02L
    359 #define INVISIBLE				04L
    360 #define ASLEEP				   010L
    361 #define WAKENS				   020L
    362 #define WANDERS				   040L
    363 #define FLIES				  0100L
    364 #define FLITS				  0200L
    365 #define CAN_FLIT			  0400L		/* can, but usually doesn't, flit */
    366 #define CONFUSED	 		 01000L
    367 #define RUSTS				 02000L
    368 #define HOLDS				 04000L
    369 #define FREEZES				010000L
    370 #define STEALS_GOLD			020000L
    371 #define STEALS_ITEM			040000L
    372 #define STINGS			   0100000L
    373 #define DRAINS_LIFE		   0200000L
    374 #define DROPS_LEVEL		   0400000L
    375 #define SEEKS_GOLD		  01000000L
    376 #define FREEZING_ROGUE	  02000000L
    377 #define RUST_VANISHED	  04000000L
    378 #define CONFUSES		 010000000L
    379 #define IMITATES		 020000000L
    380 #define FLAMES			 040000000L
    381 #define STATIONARY		0100000000L		/* damage will be 1,2,3,... */
    382 #define NAPPING			0200000000L		/* can't wake up for a while */
    383 #define ALREADY_MOVED	0400000000L
    384 
    385 #define SPECIAL_HIT		(RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
    386 
    387 #define WAKE_PERCENT 45
    388 #define FLIT_PERCENT 40
    389 #define PARTY_WAKE_PERCENT 75
    390 
    391 #define HYPOTHERMIA 1
    392 #define STARVATION 2
    393 #define POISON_DART 3
    394 #define QUIT 4
    395 #define WIN 5
    396 #define KFIRE 6
    397 
    398 #define UPWARD 0
    399 #define UPRIGHT 1
    400 #define RIGHT 2
    401 #define DOWNRIGHT 3
    402 #define DOWN 4
    403 #define DOWNLEFT 5
    404 #define LEFT 6
    405 #define UPLEFT 7
    406 #define DIRS 8
    407 
    408 #define ROW1 7
    409 #define ROW2 15
    410 
    411 #define COL1 26
    412 #define COL2 52
    413 
    414 #define MOVED 0
    415 #define MOVE_FAILED -1
    416 #define STOPPED_ON_SOMETHING -2
    417 #define CANCEL '\033'
    418 #define LIST '*'
    419 
    420 #define HUNGRY 300
    421 #define WEAK 150
    422 #define FAINT 20
    423 #define STARVE 0
    424 
    425 #define MIN_ROW 1
    426 
    427 struct rogue_time {
    428 	short year;		/* >= 1987 */
    429 	short month;	/* 1 - 12 */
    430 	short day;		/* 1 - 31 */
    431 	short hour;		/* 0 - 23 */
    432 	short minute;	/* 0 - 59 */
    433 	short second;	/* 0 - 59 */
    434 };
    435 
    436 #include <curses.h>
    437 
    438 /*
    439  * external routine declarations.
    440  */
    441 #include <stdio.h>
    442 #include <string.h>
    443 #include <sys/types.h>
    444 #include <unistd.h>
    445 
    446 object	*alloc_object(void);
    447 object	*check_duplicate(object *, object *);
    448 const char	*get_ench_color(void);
    449 object	*get_letter_object(int);
    450 object	*get_thrown_at_monster(object *, short, short *, short *);
    451 object	*get_zapped_monster(short, short *, short *);
    452 object	*gr_monster(object *, int);
    453 object	*gr_object(void);
    454 char	*md_getenv(const char *);
    455 const char *
    456 	md_gln(void);
    457 char	*md_malloc(int);
    458 const char	*mon_name(const object *);
    459 const char	*name_of(const object *);
    460 object	*object_at(object *, short, short);
    461 object	*pick_up(int, int, short *);
    462 void	add_exp(int, boolean);
    463 void	add_mazes(void);
    464 void	add_traps(void);
    465 void	aggravate(void);
    466 void	aim_monster(object *);
    467 void	bounce(short, short, short, short, short);
    468 void	byebye(int);
    469 void	c_object_for_wizard(void);
    470 void	call_it(void);
    471 boolean	can_move(int, int, int, int);
    472 boolean	can_turn(int, int);
    473 void	center(short, const char *);
    474 void	check_gold_seeker(object *);
    475 boolean	check_hunger(boolean);
    476 boolean	check_imitator(object *);
    477 void	check_message(void);
    478 int	check_up(void);
    479 void	clean_up(const char *) __attribute__((__noreturn__));
    480 void	clear_level(void);
    481 void	cnfs(void);
    482 int	coin_toss(void);
    483 int	connect_rooms(short, short);
    484 void	cough_up(object *);
    485 void	create_monster(void);
    486 int	damage_for_strength(void);
    487 void	darken_room(short);
    488 void	disappear(object *);
    489 void	do_args(int, char **);
    490 void	do_opts(void);
    491 void	do_put_on(object *, boolean);
    492 void	do_shell(void);
    493 void	do_wear(object *);
    494 void	do_wield(object *);
    495 void	dr_course(object *, boolean, short, short);
    496 void	drain_life(void);
    497 void	draw_magic_map(void);
    498 void	draw_simple_passage(short, short, short, short, short);
    499 void	drop(void);
    500 int	drop_check(void);
    501 void	drop_level(void);
    502 void	eat(void);
    503 void	edit_opts(void);
    504 void	env_get_value(char **, char *, boolean);
    505 void	error_save(int) __attribute__((__noreturn__));
    506 void	fight(int);
    507 void	fill_it(int, boolean);
    508 void	fill_out_level(void);
    509 boolean	flame_broil(object *);
    510 int	flit(object *);
    511 void	flop_weapon(object *, short, short);
    512 void	free_object(object *);
    513 void	free_stuff(object *);
    514 void	freeze(object *);
    515 int	get_armor_class(const object *);
    516 int	get_com_id(int *, short);
    517 int	get_damage(const char *, boolean);
    518 void	get_desc(const object *, char *);
    519 int	get_dir(short, short, short, short);
    520 void	get_dir_rc(short, short *, short *, short);
    521 char	get_dungeon_char(short, short);
    522 int	get_exp_level(long);
    523 void	get_food(object *, boolean);
    524 int	get_hit_chance(const object *);
    525 int	get_input_line(const char *, const char *, char *, const char *, boolean, boolean);
    526 char	get_mask_char(unsigned short);
    527 int	get_number(const char *);
    528 boolean	get_oth_room(short, short *, short *);
    529 int	get_rand(int, int);
    530 short	get_room_number(int, int);
    531 int	get_value(const object *);
    532 int	get_w_damage(const object *);
    533 void	get_wand_and_ring_materials(void);
    534 int	get_weapon_damage(const object *);
    535 char	gmc(object *);
    536 char	gmc_row_col(int, int);
    537 void	go_blind(void);
    538 boolean	gold_at(int, int);
    539 void	gr_armor(object *);
    540 char	gr_dir(void);
    541 char	gr_obj_char(void);
    542 void	gr_potion(object *);
    543 void	gr_ring(object *, boolean);
    544 short	gr_room(void);
    545 void	gr_row_col(short *, short *, unsigned short);
    546 void	gr_scroll(object *);
    547 void	gr_wand(object *);
    548 void	gr_weapon(object *, int);
    549 void	hallucinate(void);
    550 boolean	has_amulet(void);
    551 boolean	has_been_touched(const struct rogue_time *, const struct rogue_time *);
    552 void	heal(void);
    553 void	hide_boxed_passage(int, int, int, int, int);
    554 void	hold_monster(void);
    555 int	hp_raise(void);
    556 void	id_all(void);
    557 void	id_com(void);
    558 void	id_trap(void);
    559 void	id_type(void);
    560 void	idntfy(void);
    561 boolean	imitating(int, int);
    562 int	init(int, char **);
    563 void	init_str(char **, const char *);
    564 void	insert_score(char [][], char [][], const char *, short, short, const object *, int);
    565 void	inv_armor_weapon(boolean);
    566 void	inv_rings(void);
    567 void	inventory(const object *, unsigned short);
    568 boolean	is_all_connected(void);
    569 boolean	is_digit(int);
    570 boolean	is_direction(short, short *);
    571 boolean	is_pack_letter(short *, unsigned short *);
    572 boolean	is_passable(int, int);
    573 boolean	is_vowel(short);
    574 void	kick_into_pack(void);
    575 void	killed_by(const object *, short) __attribute__((__noreturn__));
    576 long	lget_number(const char *);
    577 void	light_passage(int, int);
    578 void	light_up_room(int);
    579 boolean	m_confuse(object *);
    580 void	make_level(void);
    581 void	make_maze(short, short, short, short, short, short);
    582 void	make_party(void);
    583 void	make_room(short, short, short, short);
    584 void	make_scroll_titles(void);
    585 boolean	mask_pack(const object *, unsigned short);
    586 boolean	mask_room(short, short *, short *, unsigned short);
    587 boolean	md_df(const char *);
    588 void	md_exit(int) __attribute__((__noreturn__));
    589 void	md_gct(struct rogue_time *);
    590 int	md_get_file_id(const char *);
    591 void	md_gfmt(const char *, struct rogue_time *);
    592 int	md_gseed(void);
    593 void	md_heed_signals(void);
    594 void	md_ignore_signals(void);
    595 int	md_link_count(const char *);
    596 void	md_lock(boolean);
    597 void	md_shell(const char *);
    598 void	md_sleep(int);
    599 void	md_slurp(void);
    600 void	message(const char *, boolean);
    601 void	mix_colors(void);
    602 void	mix_random_rooms(void);
    603 int	mon_can_go(const object *, int, int);
    604 int	mon_damage(object *, short);
    605 void	mon_hit(object *);
    606 boolean	mon_sees(const object *, int, int);
    607 int	move_confused(object *);
    608 void	move_mon_to(object *, int, int);
    609 void	move_onto(void);
    610 int	mtry(object *, int, int);
    611 void	multiple_move_rogue(short);
    612 void	mv_1_monster(object *, int, int);
    613 void	mv_aquatars(void);
    614 void	mv_mons(void);
    615 int	name_cmp(char *, const char *);
    616 short	next_avail_ichar(void);
    617 boolean	next_to_something(int, int);
    618 void	nickize(char *, const char *, const char *);
    619 int	no_room_for_monster(int);
    620 int	one_move_rogue(short, short);
    621 void	onintr(int);
    622 void	opt_erase(int);
    623 void	opt_go(int);
    624 void	opt_show(int);
    625 short	pack_count(const object *);
    626 short	pack_letter(const char *, unsigned short);
    627 void	pad(const char *, short);
    628 void	party_monsters(int, int);
    629 short	party_objects(int);
    630 void	place_at(object *, int, int);
    631 void	plant_gold(int, int, boolean);
    632 void	play_level(void);
    633 void	player_init(void);
    634 void	potion_heal(int);
    635 int	pr_com_id(int);
    636 int	pr_motion_char(int);
    637 void	print_stats(int);
    638 void	put_amulet(void);
    639 void	put_door(room *, short, short *, short *);
    640 void	put_gold(void);
    641 void	put_m_at(int, int, object *);
    642 void	put_mons(void);
    643 void	put_objects(void);
    644 void	put_on_ring(void);
    645 void	put_player(short);
    646 void	put_scores(const object *, short) __attribute__((__noreturn__));
    647 void	put_stairs(void);
    648 void	quaff(void);
    649 void	quit(boolean);
    650 int	r_index(const char *, int, boolean);
    651 void	r_read(FILE *, char *, int);
    652 void	r_write(FILE *, const char *, int);
    653 void	rand_around(short, short *, short *);
    654 int	rand_percent(int);
    655 void	rand_place(object *);
    656 void	read_pack(object *, FILE *, boolean);
    657 void	read_scroll(void);
    658 void	read_string(char *, FILE *, size_t);
    659 void	recursive_deadend(short, const short *, short, short);
    660 boolean	reg_move(void);
    661 void	relight(void);
    662 void	remessage(short);
    663 void	remove_ring(void);
    664 void	rest(int);
    665 void	restore(const char *);
    666 int	rgetchar(void);
    667 void	ring_stats(boolean);
    668 int	rogue_can_see(int, int);
    669 void	rogue_damage(short, object *, short);
    670 void	rogue_hit(object *, boolean);
    671 int	rogue_is_around(int, int);
    672 long	rrandom(void);
    673 void	rust(object *);
    674 void	rw_dungeon(FILE *, boolean);
    675 void	rw_id(struct id *, FILE *, int, boolean);
    676 void	rw_rooms(FILE *, boolean);
    677 void	s_con_mon(object *);
    678 int	same_col(int, int);
    679 int	same_row(int, int);
    680 void	save_game(void);
    681 void	save_into_file(const char *);
    682 void	save_screen(void);
    683 void	search(short, boolean);
    684 boolean	seek_gold(object *);
    685 void	sell_pack(void);
    686 void	sf_error(void) __attribute__((__noreturn__));
    687 void	show_average_hp(void);
    688 void	show_monsters(void);
    689 void	show_objects(void);
    690 void	show_traps(void);
    691 void	single_inv(short);
    692 void	sound_bell(void);
    693 void	special_hit(object *);
    694 void	srrandom(int);
    695 void	start_window(void);
    696 void	steal_gold(object *);
    697 void	steal_item(object *);
    698 void	sting(object *);
    699 void	stop_window(void);
    700 void	take_a_nap(void);
    701 void	take_from_pack(object *, object *);
    702 void	take_off(void);
    703 void	tele(void);
    704 void	tele_away(object *);
    705 void	throw(void);
    706 boolean	throw_at_monster(object *, object *);
    707 int	to_hit(const object *);
    708 short	trap_at(int, int);
    709 void	trap_player(int, int);
    710 boolean	try_to_cough(short, short, object *);
    711 void	turn_passage(short, boolean);
    712 void	un_put_on(object *);
    713 void	unblind(void);
    714 void	unconfuse(void);
    715 void	uncurse_all(void);
    716 void	unhallucinate(void);
    717 void	unwear(object *);
    718 void	unwield(object *);
    719 void	vanish(object *, short, object *);
    720 void	visit_rooms(int);
    721 void	wait_for_ack(void);
    722 void	wake_room(short, boolean, short, short);
    723 void	wake_up(object *);
    724 void	wanderer(void);
    725 void	wdrain_life(object *);
    726 void	wear(void);
    727 void	wield(void);
    728 void	win(void) __attribute__((__noreturn__));
    729 void	wizardize(void);
    730 void	write_pack(const object *, FILE *);
    731 void	write_string(char *, FILE *);
    732 long	xxx(boolean);
    733 void	xxxx(char *, short);
    734 void	zap_monster(object *, unsigned short);
    735 void	zapp(void);
    736 object *add_to_pack(object *, object *, int);
    737 struct id *get_id_table(const object *);
    738 unsigned short gr_what_is(void);
    739 
    740 extern	boolean	ask_quit;
    741 extern	boolean	being_held;
    742 extern	boolean	cant_int;
    743 extern	boolean	con_mon;
    744 extern	boolean	detect_monster;
    745 extern	boolean	did_int;
    746 extern	boolean	interrupted;
    747 extern	boolean	is_wood[];
    748 extern	boolean	jump;
    749 extern	boolean	maintain_armor;
    750 extern	boolean	mon_disappeared;
    751 extern	boolean	msg_cleared;
    752 extern	boolean	no_skull;
    753 extern	boolean	passgo;
    754 extern	boolean	r_see_invisible;
    755 extern	boolean	r_teleport;
    756 extern	boolean	save_is_interactive;
    757 extern	boolean	score_only;
    758 extern	boolean	see_invisible;
    759 extern	boolean	sustain_strength;
    760 extern	boolean	trap_door;
    761 extern	boolean	wizard;
    762 extern	char	hit_message[];
    763 #define HUNGER_STR_LEN 8
    764 extern	char	hunger_str[HUNGER_STR_LEN];
    765 extern	char	login_name[MAX_OPT_LEN];
    766 extern	const char   *byebye_string;
    767 extern	const char   *curse_message;
    768 extern	const char   *error_file;
    769 extern	char   *fruit;
    770 extern	const char   *const m_names[];
    771 extern	const char   *more;
    772 extern	const char   *new_level_message;
    773 extern	char   *nick_name;
    774 extern	const char   *press_space;
    775 extern	char   *save_file;
    776 extern	const char   *you_can_move_again;
    777 extern	const long	level_points[];
    778 extern	short	add_strength;
    779 extern	short	auto_search;
    780 extern	short	bear_trap;
    781 extern	short	blind;
    782 extern	short	confused;
    783 extern	short	cur_level;
    784 extern	short	cur_room;
    785 extern	short	e_rings;
    786 extern	short	extra_hp;
    787 extern	short	foods;
    788 extern	short	halluc;
    789 extern	short	haste_self;
    790 extern	short	less_hp;
    791 extern	short	levitate;
    792 extern	short	m_moves;
    793 extern	short	max_level;
    794 extern	short	party_room;
    795 extern	short	r_rings;
    796 extern	short	regeneration;
    797 extern	short	ring_exp;
    798 extern	short	stealthy;
    799 extern	gid_t	gid;
    800 extern	gid_t	egid;
    801