xref: /netbsd/games/rogue/rogue.h (revision a2b822b6)
1 /*	$NetBSD: rogue.h,v 1.24 2013/08/11 03:44:27 dholland 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 aquator */
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		NULL
246 #define INIT_RINGS	NULL
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,NULL,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL}
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 level_monsters;
353 
354 #define MONSTERS 26
355 
356 #define HASTED					01L
357 #define SLOWED					02L
358 #define INVISIBLE				04L
359 #define ASLEEP				   010L
360 #define WAKENS				   020L
361 #define WANDERS				   040L
362 #define FLIES				  0100L
363 #define FLITS				  0200L
364 #define CAN_FLIT			  0400L		/* can, but usually doesn't, flit */
365 #define CONFUSED	 		 01000L
366 #define RUSTS				 02000L
367 #define HOLDS				 04000L
368 #define FREEZES				010000L
369 #define STEALS_GOLD			020000L
370 #define STEALS_ITEM			040000L
371 #define STINGS			   0100000L
372 #define DRAINS_LIFE		   0200000L
373 #define DROPS_LEVEL		   0400000L
374 #define SEEKS_GOLD		  01000000L
375 #define FREEZING_ROGUE	  02000000L
376 #define RUST_VANISHED	  04000000L
377 #define CONFUSES		 010000000L
378 #define IMITATES		 020000000L
379 #define FLAMES			 040000000L
380 #define STATIONARY		0100000000L		/* damage will be 1,2,3,... */
381 #define NAPPING			0200000000L		/* can't wake up for a while */
382 #define ALREADY_MOVED	0400000000L
383 
384 #define SPECIAL_HIT		(RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
385 
386 #define WAKE_PERCENT 45
387 #define FLIT_PERCENT 40
388 #define PARTY_WAKE_PERCENT 75
389 
390 #define HYPOTHERMIA 1
391 #define STARVATION 2
392 #define POISON_DART 3
393 #define QUIT 4
394 #define WIN 5
395 #define KFIRE 6
396 
397 #define UPWARD 0
398 #define UPRIGHT 1
399 #define RIGHT 2
400 #define DOWNRIGHT 3
401 #define DOWN 4
402 #define DOWNLEFT 5
403 #define LEFT 6
404 #define UPLEFT 7
405 #define DIRS 8
406 
407 #define ROW1 7
408 #define ROW2 15
409 
410 #define COL1 26
411 #define COL2 52
412 
413 #define MOVED 0
414 #define MOVE_FAILED -1
415 #define STOPPED_ON_SOMETHING -2
416 #define CANCEL '\033'
417 #define LIST '*'
418 
419 #define HUNGRY 300
420 #define WEAK 150
421 #define FAINT 20
422 #define STARVE 0
423 
424 #define MIN_ROW 1
425 
426 struct rogue_time {
427 	short year;		/* >= 1987 */
428 	short month;	/* 1 - 12 */
429 	short day;		/* 1 - 31 */
430 	short hour;		/* 0 - 23 */
431 	short minute;	/* 0 - 59 */
432 	short second;	/* 0 - 59 */
433 };
434 
435 #include <curses.h>
436 
437 /*
438  * external routine declarations.
439  */
440 #include <stdio.h>
441 #include <string.h>
442 #include <sys/types.h>
443 #include <unistd.h>
444 
445 object	*alloc_object(void);
446 object	*get_letter_object(int);
447 object	*gr_monster(object *, int);
448 object	*gr_object(void);
449 char	*md_getenv(const char *);
450 const char *
451 	md_gln(void);
452 void	*md_malloc(size_t);
453 const char	*mon_name(const object *);
454 const char	*name_of(const object *);
455 object	*object_at(object *, short, short);
456 object	*pick_up(int, int, short *);
457 void	add_exp(int, boolean);
458 void	add_traps(void);
459 void	aggravate(void);
460 void	bounce(short, short, short, short, short);
461 void	byebye(int);
462 void	c_object_for_wizard(void);
463 void	call_it(void);
464 boolean	can_move(int, int, int, int);
465 void	check_gold_seeker(object *);
466 boolean	check_imitator(object *);
467 void	check_message(void);
468 int	check_up(void);
469 void	clean_up(const char *) __dead;
470 void	clear_level(void);
471 void	cnfs(void);
472 int	coin_toss(void);
473 void	cough_up(object *);
474 void	create_monster(void);
475 void	darken_room(short);
476 void	do_put_on(object *, boolean);
477 void	do_shell(void);
478 void	do_wear(object *);
479 void	do_wield(object *);
480 void	dr_course(object *, boolean, short, short);
481 void	draw_magic_map(void);
482 void	drop(void);
483 int	drop_check(void);
484 void	eat(void);
485 void	edit_opts(void);
486 void	error_save(int) __dead;
487 void	fight(boolean);
488 boolean	flame_broil(object *);
489 void	free_object(object *);
490 void	free_stuff(object *);
491 int	get_armor_class(const object *);
492 int	get_damage(const char *, boolean);
493 void	get_desc(const object *, char *, size_t);
494 void	get_dir_rc(short, short *, short *, short);
495 char	get_dungeon_char(short, short);
496 void	get_food(object *, boolean);
497 int	get_hit_chance(const object *);
498 int	get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean);
499 char	get_mask_char(unsigned short);
500 int	get_number(const char *);
501 int	get_rand(int, int);
502 short	get_room_number(int, int);
503 void	get_wand_and_ring_materials(void);
504 int	get_weapon_damage(const object *);
505 char	gmc(object *);
506 char	gmc_row_col(int, int);
507 char	gr_obj_char(void);
508 void	gr_ring(object *, boolean);
509 short	gr_room(void);
510 void	gr_row_col(short *, short *, unsigned short);
511 void	hallucinate(void);
512 boolean	has_amulet(void);
513 int	hp_raise(void);
514 void	id_com(void);
515 void	id_trap(void);
516 void	id_type(void);
517 boolean	imitating(short, short);
518 int	init(int, char **);
519 void	insert_score(char [][82], char [][30], const char *, short, short, const object *, int);
520 void	inv_armor_weapon(boolean);
521 void	inv_rings(void);
522 void	inventory(const object *, unsigned short);
523 boolean	is_all_connected(void);
524 boolean	is_digit(int);
525 boolean	is_direction(short, short *);
526 boolean	is_passable(int, int);
527 boolean	is_vowel(short);
528 void	kick_into_pack(void);
529 void	killed_by(const object *, short) __dead;
530 long	lget_number(const char *);
531 void	light_passage(int, int);
532 void	light_up_room(int);
533 boolean	m_confuse(object *);
534 void	make_level(void);
535 void	make_scroll_titles(void);
536 boolean	md_df(const char *);
537 void	md_exit(int) __dead;
538 void	md_gct(struct rogue_time *);
539 int	md_get_file_id(const char *);
540 void	md_gfmt(const char *, struct rogue_time *);
541 int	md_gseed(void);
542 void	md_heed_signals(void);
543 void	md_ignore_signals(void);
544 int	md_link_count(const char *);
545 void	md_lock(boolean);
546 void	md_shell(const char *);
547 void	md_sleep(int);
548 void	md_slurp(void);
549 /*void	message(const char *, boolean);*/
550 void	messagef(boolean, const char *, ...) __printflike(2, 3);
551 void	mix_colors(void);
552 int	mon_can_go(const object *, short, short);
553 int	mon_damage(object *, short);
554 void	mon_hit(object *);
555 boolean	mon_sees(const object *, int, int);
556 void	move_mon_to(object *, short, short);
557 void	move_onto(void);
558 void	multiple_move_rogue(short);
559 void	mv_1_monster(object *, short, short);
560 void	mv_aquatars(void);
561 void	mv_mons(void);
562 int	name_cmp(char *, const char *);
563 void	nickize(char *, const char *, const char *);
564 int	one_move_rogue(short, short);
565 void	onintr(int);
566 short	pack_count(const object *);
567 short	pack_letter(const char *, unsigned short);
568 void	pad(const char *, short);
569 void	party_monsters(int, int);
570 short	party_objects(int);
571 void	place_at(object *, int, int);
572 void	play_level(void);
573 void	print_stats(int);
574 void	put_amulet(void);
575 void	put_mons(void);
576 void	put_objects(void);
577 void	put_on_ring(void);
578 void	put_player(short);
579 void	put_scores(const object *, short) __dead;
580 void	put_stairs(void);
581 void	quaff(void);
582 void	quit(boolean);
583 int	r_index(const char *, int, boolean);
584 void	rand_around(short, short *, short *);
585 int	rand_percent(int);
586 void	read_scroll(void);
587 boolean	reg_move(void);
588 void	relight(void);
589 void	remessage(short);
590 void	remove_ring(void);
591 void	rest(int);
592 void	restore(const char *);
593 int	rgetchar(void);
594 void	ring_stats(boolean);
595 int	rogue_can_see(int, int);
596 void	rogue_damage(short, object *, short);
597 void	rogue_hit(object *, boolean);
598 void	rust(object *);
599 void	s_con_mon(object *);
600 void	save_game(void);
601 void	save_into_file(const char *);
602 void	search(short, boolean);
603 boolean	seek_gold(object *);
604 void	show_average_hp(void);
605 void	show_monsters(void);
606 void	show_objects(void);
607 void	show_traps(void);
608 void	single_inv(short);
609 void	sound_bell(void);
610 void	special_hit(object *);
611 void	srrandom(int);
612 void	start_window(void);
613 void	stop_window(void);
614 void	take_a_nap(void);
615 void	take_from_pack(object *, object *);
616 void	take_off(void);
617 void	tele(void);
618 void	throw(void);
619 void	trap_player(short, short);
620 void	un_put_on(object *);
621 void	unblind(void);
622 void	unconfuse(void);
623 void	unhallucinate(void);
624 void	unwear(object *);
625 void	unwield(object *);
626 void	vanish(object *, short, object *);
627 void	wait_for_ack(void);
628 void	wake_room(short, boolean, short, short);
629 void	wake_up(object *);
630 void	wanderer(void);
631 void	wear(void);
632 void	wield(void);
633 void	win(void) __dead;
634 void	wizardize(void);
635 long	xxx(boolean);
636 void	xxxx(char *, short);
637 void	zapp(void);
638 object *add_to_pack(object *, object *, int);
639 struct id *get_id_table(const object *);
640 
641 extern	boolean	ask_quit;
642 extern	boolean	being_held;
643 extern	boolean	cant_int;
644 extern	boolean	con_mon;
645 extern	boolean	detect_monster;
646 extern	boolean	did_int;
647 extern	boolean	interrupted;
648 extern	boolean	is_wood[];
649 extern	boolean	jump;
650 extern	boolean	maintain_armor;
651 extern	boolean	mon_disappeared;
652 extern	boolean	msg_cleared;
653 extern	boolean	no_skull;
654 extern	boolean	passgo;
655 extern	boolean	r_see_invisible;
656 extern	boolean	r_teleport;
657 extern	boolean	save_is_interactive;
658 extern	boolean	score_only;
659 extern	boolean	see_invisible;
660 extern	boolean	sustain_strength;
661 extern	boolean	trap_door;
662 extern	boolean	wizard;
663 #define HIT_MESSAGE_SIZE 80
664 extern	char	hit_message[HIT_MESSAGE_SIZE];
665 #define HUNGER_STR_LEN 8
666 extern	char	hunger_str[HUNGER_STR_LEN];
667 extern	char	login_name[MAX_OPT_LEN];
668 extern	const char   *byebye_string;
669 extern	const char   curse_message[];
670 extern	const char   *error_file;
671 extern	char   *fruit;
672 extern	const char   *const m_names[];
673 extern	const char   *more;
674 extern	const char   *new_level_message;
675 extern	char   *nick_name;
676 extern	const char   *press_space;
677 extern	char   *save_file;
678 extern	const char   you_can_move_again[];
679 extern	const long	level_points[];
680 extern	short	add_strength;
681 extern	short	auto_search;
682 extern	short	bear_trap;
683 extern	short	blind;
684 extern	short	confused;
685 extern	short	cur_level;
686 extern	short	cur_room;
687 extern	short	e_rings;
688 extern	short	extra_hp;
689 extern	short	foods;
690 extern	short	halluc;
691 extern	short	haste_self;
692 extern	short	less_hp;
693 extern	short	levitate;
694 extern	short	m_moves;
695 extern	short	max_level;
696 extern	short	party_room;
697 extern	short	r_rings;
698 extern	short	regeneration;
699 extern	short	ring_exp;
700 extern	short	stealthy;
701 extern	gid_t	gid;
702 extern	gid_t	egid;
703