xref: /dragonfly/games/rogue/rogue.h (revision abf903a5)
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