1 /*- 2 * Copyright (c) 1988, 1993 3 * The Regents of the University of California. All rights reserved. 4 * 5 * This code is derived from software contributed to Berkeley by 6 * Timothy C. Stoehr. 7 * 8 * Redistribution and use in source and binary forms, with or without 9 * modification, are permitted provided that the following conditions 10 * are met: 11 * 1. Redistributions of source code must retain the above copyright 12 * notice, this list of conditions and the following disclaimer. 13 * 2. Redistributions in binary form must reproduce the above copyright 14 * notice, this list of conditions and the following disclaimer in the 15 * documentation and/or other materials provided with the distribution. 16 * 3. Neither the name of the University nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 23 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 24 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 25 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 26 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 27 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 28 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 30 * SUCH DAMAGE. 31 * 32 * @(#)rogue.h 8.1 (Berkeley) 5/31/93 33 * $FreeBSD: src/games/rogue/rogue.h,v 1.3.2.1 2001/12/17 12:43:23 phantom Exp $ 34 */ 35 36 #include <curses.h> 37 #include <stdbool.h> 38 #include <stdlib.h> 39 #include <string.h> 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 bool 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 #define HIT_MESSAGE_SIZE 80 196 197 #define HUNGER_STR_LEN 8 198 199 #define MAX_ID_TITLE_LEN 64 200 201 struct id { 202 short value; 203 char title[MAX_ID_TITLE_LEN]; 204 const char *real; 205 unsigned short id_status; 206 }; 207 208 /* The following #defines provide more meaningful names for some of the 209 * struct object fields that are used for monsters. This, since each monster 210 * and object (scrolls, potions, etc) are represented by a struct object. 211 * Ideally, this should be handled by some kind of union structure. 212 */ 213 214 #define m_damage damage 215 #define hp_to_kill quantity 216 #define m_char ichar 217 #define first_level is_protected 218 #define last_level is_cursed 219 #define m_hit_chance class 220 #define stationary_damage identified 221 #define drop_percent which_kind 222 #define trail_char d_enchant 223 #define slowed_toggle quiver 224 #define moves_confused hit_enchant 225 #define nap_length picked_up 226 #define disguise what_is 227 #define next_monster next_object 228 229 struct obj { /* comment is monster meaning */ 230 unsigned long m_flags; /* monster flags */ 231 const char *damage; /* damage it does */ 232 short quantity; /* hit points to kill */ 233 short ichar; /* 'A' is for aquator */ 234 short kill_exp; /* exp for killing it */ 235 short is_protected; /* level starts */ 236 short is_cursed; /* level ends */ 237 short class; /* chance of hitting you */ 238 short identified; /* 'F' damage, 1,2,3... */ 239 unsigned short which_kind; /* item carry/drop % */ 240 short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */ 241 short row, col; /* current row, col */ 242 short d_enchant; /* room char when detect_monster */ 243 short quiver; /* monster slowed toggle */ 244 short trow, tcol; /* target row, col */ 245 short hit_enchant; /* how many moves is confused */ 246 unsigned short what_is; /* imitator's charactor (?!%: */ 247 short picked_up; /* sleep from wand of sleep */ 248 unsigned short in_use_flags; 249 struct obj *next_object; /* next monster */ 250 }; 251 252 typedef struct obj object; 253 254 #define INIT_AW NULL,NULL 255 #define INIT_RINGS NULL,NULL 256 #define INIT_HP 12 257 #define INIT_STR 16,16 258 #define INIT_EXP 1,0 259 #define INIT_PACK {0,"",0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL} 260 #define INIT_GOLD 0 261 #define INIT_CHAR '@' 262 #define INIT_MOVES 1250 263 264 struct fightr { 265 object *armor; 266 object *weapon; 267 object *left_ring, *right_ring; 268 short hp_current; 269 short hp_max; 270 short str_current; 271 short str_max; 272 object pack; 273 long gold; 274 short exp; 275 long exp_points; 276 short row, col; 277 short fchar; 278 short moves_left; 279 }; 280 281 typedef struct fightr fighter; 282 283 struct dr { 284 short oth_room; 285 short oth_row, 286 oth_col; 287 short door_row, 288 door_col; 289 }; 290 291 typedef struct dr door; 292 293 struct rm { 294 short bottom_row, right_col, left_col, top_row; 295 door doors[4]; 296 unsigned short is_room; 297 }; 298 299 typedef struct rm room; 300 301 #define MAXROOMS 9 302 #define BIG_ROOM 10 303 304 #define NO_ROOM (-1) 305 306 #define PASSAGE (-3) /* cur_room value */ 307 308 #define AMULET_LEVEL 26 309 310 #define R_NOTHING ((unsigned short) 01) 311 #define R_ROOM ((unsigned short) 02) 312 #define R_MAZE ((unsigned short) 04) 313 #define R_DEADEND ((unsigned short) 010) 314 #define R_CROSS ((unsigned short) 020) 315 316 #define MAX_EXP_LEVEL 21 317 #define MAX_EXP 10000001L 318 #define MAX_GOLD 999999 319 #define MAX_ARMOR 99 320 #define MAX_HP 999 321 #define MAX_STRENGTH 99 322 #define LAST_DUNGEON 99 323 324 #define STAT_LEVEL 01 325 #define STAT_GOLD 02 326 #define STAT_HP 04 327 #define STAT_STRENGTH 010 328 #define STAT_ARMOR 020 329 #define STAT_EXP 040 330 #define STAT_HUNGER 0100 331 #define STAT_LABEL 0200 332 #define STAT_ALL 0377 333 334 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */ 335 336 #define MAX_TRAPS 10 /* maximum traps per level */ 337 338 #define HIDE_PERCENT 12 339 340 struct tr { 341 short trap_type; 342 short trap_row, trap_col; 343 }; 344 345 typedef struct tr trap; 346 347 extern fighter rogue; 348 extern room rooms[]; 349 extern trap traps[]; 350 extern unsigned short dungeon[DROWS][DCOLS]; 351 extern object level_objects; 352 353 extern struct id id_scrolls[]; 354 extern struct id id_potions[]; 355 extern struct id id_wands[]; 356 extern struct id id_rings[]; 357 extern struct id id_weapons[]; 358 extern struct id id_armors[]; 359 360 extern object level_monsters; 361 362 #define MONSTERS 26 363 364 #define HASTED 01L 365 #define SLOWED 02L 366 #define INVISIBLE 04L 367 #define ASLEEP 010L 368 #define WAKENS 020L 369 #define WANDERS 040L 370 #define FLIES 0100L 371 #define FLITS 0200L 372 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */ 373 #define CONFUSED 01000L 374 #define RUSTS 02000L 375 #define HOLDS 04000L 376 #define FREEZES 010000L 377 #define STEALS_GOLD 020000L 378 #define STEALS_ITEM 040000L 379 #define STINGS 0100000L 380 #define DRAINS_LIFE 0200000L 381 #define DROPS_LEVEL 0400000L 382 #define SEEKS_GOLD 01000000L 383 #define FREEZING_ROGUE 02000000L 384 #define RUST_VANISHED 04000000L 385 #define CONFUSES 010000000L 386 #define IMITATES 020000000L 387 #define FLAMES 040000000L 388 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */ 389 #define NAPPING 0200000000L /* can't wake up for a while */ 390 #define ALREADY_MOVED 0400000000L 391 392 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL) 393 394 #define WAKE_PERCENT 45 395 #define FLIT_PERCENT 40 396 #define PARTY_WAKE_PERCENT 75 397 398 #define HYPOTHERMIA 1 399 #define STARVATION 2 400 #define POISON_DART 3 401 #define QUIT 4 402 #define WIN 5 403 #define KFIRE 6 404 405 #define UPWARD 0 406 #define UPRIGHT 1 407 #define RIGHT 2 408 #define DOWNRIGHT 3 409 #define DOWN 4 410 #define DOWNLEFT 5 411 #define LEFT 6 412 #define UPLEFT 7 413 #define DIRS 8 414 415 #define ROW1 7 416 #define ROW2 15 417 418 #define COL1 26 419 #define COL2 52 420 421 #define MOVED 0 422 #define MOVE_FAILED -1 423 #define STOPPED_ON_SOMETHING -2 424 #define CANCEL '\033' 425 #define LIST '*' 426 427 #define HUNGRY 300 428 #define WEAK 150 429 #define FAINT 20 430 #define STARVE 0 431 432 #define MIN_ROW 1 433 434 struct rogue_time { 435 short year; /* >= 1987 */ 436 short month; /* 1 - 12 */ 437 short day; /* 1 - 31 */ 438 short hour; /* 0 - 23 */ 439 short minute; /* 0 - 59 */ 440 short second; /* 0 - 59 */ 441 }; 442 443 /* 444 * external routine declarations. 445 */ 446 #define rrandom random 447 448 /* hit.c */ 449 void mon_hit(object *); 450 void rogue_hit(object *, boolean); 451 void rogue_damage(short, object *, short); 452 int get_damage(const char *, boolean); 453 int get_number(const char *); 454 long lget_number(const char *); 455 boolean mon_damage(object *, short); 456 void fight(boolean); 457 void get_dir_rc(short, short *, short *, short); 458 short get_hit_chance(const object *); 459 short get_weapon_damage(const object *); 460 void s_con_mon(object *); 461 462 /* init.c */ 463 boolean init(int, char**); 464 void clean_up(const char *) __dead2; 465 void start_window(void); 466 void stop_window(void); 467 void byebye(int); 468 void onintr(int); 469 void error_save(int) __dead2; 470 471 /* inventory.c */ 472 void inventory(const object *, unsigned short); 473 void id_com(void); 474 void mix_colors(void); 475 void make_scroll_titles(void); 476 void get_desc(const object *, char *); 477 void get_wand_and_ring_materials(void); 478 void single_inv(short); 479 struct id *get_id_table(const object *); 480 void inv_armor_weapon(boolean); 481 void id_type(void); 482 483 /* level.c */ 484 void make_level(void); 485 void clear_level(void); 486 void put_player(short); 487 boolean drop_check(void); 488 boolean check_up(void); 489 void add_exp(int, boolean); 490 int hp_raise(void); 491 void show_average_hp(void); 492 493 /* machdep.c */ 494 #ifdef UNIX 495 void md_slurp(void); 496 void md_control_keybord(boolean); 497 void md_heed_signals(void); 498 void md_ignore_signals(void); 499 int md_get_file_id(const char *); 500 int md_link_count(const char *); 501 void md_gct(struct rogue_time *); 502 void md_gfmt(const char *, struct rogue_time *); 503 boolean md_df(const char *); 504 const char *md_gln(void); 505 void md_sleep(int); 506 char *md_getenv(const char *); 507 char *md_malloc(int); 508 void md_exit(int) __dead2; 509 void md_lock(boolean); 510 void md_shell(const char *); 511 #endif 512 513 /* message.c */ 514 void message(const char *, boolean); 515 void remessage(short); 516 void check_message(void); 517 short get_input_line(const char *, const char *, char *, 518 const char *, boolean, boolean); 519 int rgetchar(void); 520 void print_stats(int); 521 void sound_bell(void); 522 boolean is_digit(short); 523 int r_index(const char *, int, boolean); 524 525 /* monster.c */ 526 void put_mons(void); 527 object *gr_monster(object *, int); 528 void mv_mons(void); 529 void party_monsters(int, int); 530 short gmc_row_col(int, int); 531 short gmc(object *); 532 void mv_1_monster(object *, short, short); 533 void move_mon_to(object *, short, short); 534 boolean mon_can_go(const object *, short, short); 535 void wake_up(object *); 536 void wake_room(short, boolean, short, short); 537 const char *mon_name(const object *); 538 void wanderer(void); 539 void show_monsters(void); 540 void create_monster(void); 541 int rogue_can_see(int, int); 542 char gr_obj_char(void); 543 void aggravate(void); 544 boolean mon_sees(const object *, int, int); 545 void mv_aquatars(void); 546 547 /* move.c */ 548 short one_move_rogue(short, short); 549 void multiple_move_rogue(short); 550 boolean is_passable(int, int); 551 boolean can_move(short, short, short, short); 552 void move_onto(void); 553 boolean is_direction(short, short *); 554 boolean reg_move(void); 555 void rest(int); 556 557 /* object.c */ 558 void put_objects(void); 559 void place_at(object *, int, int); 560 object *object_at(object *, short, short); 561 object *get_letter_object(int); 562 void free_stuff(object *); 563 const char *name_of(const object *); 564 object *gr_object(void); 565 void get_food(object *, boolean); 566 void put_stairs(void); 567 short get_armor_class(const object *); 568 object *alloc_object(void); 569 void free_object(object *); 570 void show_objects(void); 571 void put_amulet(void); 572 void c_object_for_wizard(void); 573 574 /* pack.c */ 575 object *add_to_pack(object *, object *, int); 576 void take_from_pack(object *, object *); 577 object *pick_up(int, int, short *); 578 void drop(void); 579 void wait_for_ack(void); 580 short pack_letter(const char *, unsigned short); 581 void take_off(void); 582 void wear(void); 583 void unwear(object *); 584 void do_wear(object *); 585 void wield(void); 586 void do_wield(object *); 587 void unwield(object *); 588 void call_it(void); 589 short pack_count(const object *); 590 boolean has_amulet(void); 591 void kick_into_pack(void); 592 593 /* play.c */ 594 void play_level(void); 595 596 /* random.c */ 597 int get_rand(int, int); 598 boolean rand_percent(int); 599 boolean coin_toss(void); 600 601 /* ring.c */ 602 void put_on_ring(void); 603 void do_put_on(object *, boolean); 604 void remove_ring(void); 605 void un_put_on(object *); 606 void gr_ring(object *, boolean); 607 void inv_rings(void); 608 void ring_stats(boolean); 609 610 /* room.c */ 611 void light_up_room(int); 612 void light_passage(int, int); 613 void darken_room(short); 614 char get_dungeon_char(int, int); 615 char get_mask_char(unsigned short); 616 void gr_row_col(short *, short *, unsigned short); 617 short gr_room(void); 618 short party_objects(short); 619 short get_room_number(int, int); 620 boolean is_all_connected(void); 621 void draw_magic_map(void); 622 void dr_course(object *, boolean, short, short); 623 void edit_opts(void); 624 void do_shell(void); 625 626 /* save.c */ 627 void save_game(void); 628 void save_into_file(const char *); 629 void restore(const char *); 630 631 /* score.c */ 632 void killed_by(const object *, short) __dead2; 633 void win(void) __dead2; 634 void quit(boolean); 635 void put_scores(const object *, short) __dead2; 636 boolean is_vowel(short); 637 void xxxx(char *, short); 638 long xxx(boolean); 639 640 /* spec_hit.c */ 641 void special_hit(object *); 642 void rust(object *); 643 void cough_up(object *); 644 boolean seek_gold(object *); 645 void check_gold_seeker(object *); 646 boolean check_imitator(object *); 647 boolean imitating(short, short); 648 boolean m_confuse(object *); 649 boolean flame_broil(object *); 650 651 /* throw.c */ 652 void throw(void); 653 void rand_around(short, short *, short *); 654 655 /* trap.c */ 656 void trap_player(short, short); 657 void add_traps(void); 658 void id_trap(void); 659 void show_traps(void); 660 void search(short, boolean); 661 662 /* use.c */ 663 void quaff(void); 664 void read_scroll(void); 665 void vanish(object *, short, object *); 666 void eat(void); 667 void tele(void); 668 void hallucinate(void); 669 void unhallucinate(void); 670 void unblind(void); 671 void relight(void); 672 void take_a_nap(void); 673 void cnfs(void); 674 void unconfuse(void); 675 676 /* zap.c */ 677 void zapp(void); 678 void wizardize(void); 679 void bounce(short, short, short, short, short); 680 681 /* 682 * external variable declarations. 683 */ 684 extern boolean ask_quit; 685 extern boolean being_held; 686 extern boolean cant_int; 687 extern boolean con_mon; 688 extern boolean detect_monster; 689 extern boolean did_int; 690 extern boolean flush; 691 extern boolean interrupted; 692 extern boolean is_wood[]; 693 extern boolean jump; 694 extern boolean maintain_armor; 695 extern boolean mon_disappeared; 696 extern boolean msg_cleared; 697 extern boolean no_skull; 698 extern boolean passgo; 699 extern boolean r_see_invisible; 700 extern boolean r_teleport; 701 extern boolean save_is_interactive; 702 extern boolean score_only; 703 extern boolean see_invisible; 704 extern boolean sustain_strength; 705 extern boolean trap_door; 706 extern boolean wizard; 707 extern char hit_message[HIT_MESSAGE_SIZE]; 708 extern char hunger_str[HUNGER_STR_LEN]; 709 extern char login_name[MAX_OPT_LEN]; 710 extern const char *byebye_string; 711 extern const char curse_message[]; 712 extern const char *error_file; 713 extern char *fruit; 714 extern const char *const m_names[]; 715 extern const char *more; 716 extern const char *new_level_message; 717 extern char *nick_name; 718 extern const char *press_space; 719 extern char *save_file; 720 extern const char you_can_move_again[]; 721 extern const long level_points[]; 722 extern short add_strength; 723 extern short auto_search; 724 extern short bear_trap; 725 extern short blind; 726 extern short confused; 727 extern short cur_level; 728 extern short cur_room; 729 extern short e_rings; 730 extern short extra_hp; 731 extern short foods; 732 extern short halluc; 733 extern short haste_self; 734 extern short less_hp; 735 extern short levitate; 736 extern short m_moves; 737 extern short max_level; 738 extern short party_room; 739 extern short r_rings; 740 extern short regeneration; 741 extern short ring_exp; 742 extern short stealthy; 743