xref: /netbsd/games/rogue/rogue.h (revision c4a72b64)
1 /*	$NetBSD: rogue.h,v 1.13 2002/10/01 14:18:57 mrg Exp $	*/
2 
3 /*
4  * Copyright (c) 1988, 1993
5  *	The Regents of the University of California.  All rights reserved.
6  *
7  * This code is derived from software contributed to Berkeley by
8  * Timothy C. Stoehr.
9  *
10  * Redistribution and use in source and binary forms, with or without
11  * modification, are permitted provided that the following conditions
12  * are met:
13  * 1. Redistributions of source code must retain the above copyright
14  *    notice, this list of conditions and the following disclaimer.
15  * 2. Redistributions in binary form must reproduce the above copyright
16  *    notice, this list of conditions and the following disclaimer in the
17  *    documentation and/or other materials provided with the distribution.
18  * 3. All advertising materials mentioning features or use of this software
19  *    must display the following acknowledgement:
20  *	This product includes software developed by the University of
21  *	California, Berkeley and its contributors.
22  * 4. Neither the name of the University nor the names of its contributors
23  *    may be used to endorse or promote products derived from this software
24  *    without specific prior written permission.
25  *
26  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36  * SUCH DAMAGE.
37  *
38  *	@(#)rogue.h	8.1 (Berkeley) 5/31/93
39  */
40 
41 /*
42  * rogue.h
43  *
44  * This source herein may be modified and/or distributed by anybody who
45  * so desires, with the following restrictions:
46  *    1.)  This notice shall not be removed.
47  *    2.)  Credit shall not be taken for the creation of this source.
48  *    3.)  This code is not to be traded, sold, or used for personal
49  *         gain or profit.
50  */
51 
52 #define boolean char
53 
54 #define NOTHING		((unsigned short)     0)
55 #define OBJECT		((unsigned short)    01)
56 #define MONSTER		((unsigned short)    02)
57 #define STAIRS		((unsigned short)    04)
58 #define HORWALL		((unsigned short)   010)
59 #define VERTWALL	((unsigned short)   020)
60 #define DOOR		((unsigned short)   040)
61 #define FLOOR		((unsigned short)  0100)
62 #define TUNNEL		((unsigned short)  0200)
63 #define TRAP		((unsigned short)  0400)
64 #define HIDDEN		((unsigned short) 01000)
65 
66 #define ARMOR		((unsigned short)   01)
67 #define WEAPON		((unsigned short)   02)
68 #define SCROL		((unsigned short)   04)
69 #define POTION		((unsigned short)  010)
70 #define GOLD		((unsigned short)  020)
71 #define FOOD		((unsigned short)  040)
72 #define WAND		((unsigned short) 0100)
73 #define RING		((unsigned short) 0200)
74 #define AMULET		((unsigned short) 0400)
75 #define ALL_OBJECTS	((unsigned short) 0777)
76 
77 #define LEATHER 0
78 #define RINGMAIL 1
79 #define SCALE 2
80 #define CHAIN 3
81 #define BANDED 4
82 #define SPLINT 5
83 #define PLATE 6
84 #define ARMORS 7
85 
86 #define BOW 0
87 #define DART 1
88 #define ARROW 2
89 #define DAGGER 3
90 #define SHURIKEN 4
91 #define MACE 5
92 #define LONG_SWORD 6
93 #define TWO_HANDED_SWORD 7
94 #define WEAPONS 8
95 
96 #define MAX_PACK_COUNT 24
97 
98 #define PROTECT_ARMOR 0
99 #define HOLD_MONSTER 1
100 #define ENCH_WEAPON 2
101 #define ENCH_ARMOR 3
102 #define IDENTIFY 4
103 #define TELEPORT 5
104 #define SLEEP 6
105 #define SCARE_MONSTER 7
106 #define REMOVE_CURSE 8
107 #define CREATE_MONSTER 9
108 #define AGGRAVATE_MONSTER 10
109 #define MAGIC_MAPPING 11
110 #define CON_MON 12
111 #define SCROLS 13
112 
113 #define INCREASE_STRENGTH 0
114 #define RESTORE_STRENGTH 1
115 #define HEALING 2
116 #define EXTRA_HEALING 3
117 #define POISON 4
118 #define RAISE_LEVEL 5
119 #define BLINDNESS 6
120 #define HALLUCINATION 7
121 #define DETECT_MONSTER 8
122 #define DETECT_OBJECTS 9
123 #define CONFUSION 10
124 #define LEVITATION 11
125 #define HASTE_SELF 12
126 #define SEE_INVISIBLE 13
127 #define POTIONS 14
128 
129 #define TELE_AWAY 0
130 #define SLOW_MONSTER 1
131 #define INVISIBILITY 2
132 #define POLYMORPH 3
133 #define HASTE_MONSTER 4
134 #define MAGIC_MISSILE 5
135 #define CANCELLATION 6
136 #define DO_NOTHING 7
137 #define DRAIN_LIFE 8
138 #define COLD 9
139 #define FIRE 10
140 #define WANDS 11
141 
142 #define STEALTH 0
143 #define R_TELEPORT 1
144 #define REGENERATION 2
145 #define SLOW_DIGEST 3
146 #define ADD_STRENGTH 4
147 #define SUSTAIN_STRENGTH 5
148 #define DEXTERITY 6
149 #define ADORNMENT 7
150 #define R_SEE_INVISIBLE 8
151 #define MAINTAIN_ARMOR 9
152 #define SEARCHING 10
153 #define RINGS 11
154 
155 #define RATION 0
156 #define FRUIT 1
157 
158 #define NOT_USED	((unsigned short)   0)
159 #define BEING_WIELDED	((unsigned short)  01)
160 #define BEING_WORN	((unsigned short)  02)
161 #define ON_LEFT_HAND	((unsigned short)  04)
162 #define ON_RIGHT_HAND	((unsigned short) 010)
163 #define ON_EITHER_HAND	((unsigned short) 014)
164 #define BEING_USED	((unsigned short) 017)
165 
166 #define NO_TRAP -1
167 #define TRAP_DOOR 0
168 #define BEAR_TRAP 1
169 #define TELE_TRAP 2
170 #define DART_TRAP 3
171 #define SLEEPING_GAS_TRAP 4
172 #define RUST_TRAP 5
173 #define TRAPS 6
174 
175 #define STEALTH_FACTOR 3
176 #define R_TELE_PERCENT 8
177 
178 #define UNIDENTIFIED	((unsigned short) 00)	/* MUST BE ZERO! */
179 #define IDENTIFIED	((unsigned short) 01)
180 #define CALLED		((unsigned short) 02)
181 
182 #define DROWS 24
183 #define DCOLS 80
184 #define NMESSAGES 5
185 #define MAX_TITLE_LENGTH 30
186 #define MAXSYLLABLES 40
187 #define MAX_METAL 14
188 #define WAND_MATERIALS 30
189 #define GEMS 14
190 
191 #define GOLD_PERCENT 46
192 
193 #define MAX_OPT_LEN 40
194 
195 #define MAX_ID_TITLE_LEN 64
196 struct id {
197 	short value;
198 	char title[MAX_ID_TITLE_LEN];
199 	char *real;
200 	unsigned short id_status;
201 };
202 
203 /* The following #defines provide more meaningful names for some of the
204  * struct object fields that are used for monsters.  This, since each monster
205  * and object (scrolls, potions, etc) are represented by a struct object.
206  * Ideally, this should be handled by some kind of union structure.
207  */
208 
209 #define m_damage damage
210 #define hp_to_kill quantity
211 #define m_char ichar
212 #define first_level is_protected
213 #define last_level is_cursed
214 #define m_hit_chance class
215 #define stationary_damage identified
216 #define drop_percent which_kind
217 #define trail_char d_enchant
218 #define slowed_toggle quiver
219 #define moves_confused hit_enchant
220 #define nap_length picked_up
221 #define disguise what_is
222 #define next_monster next_object
223 
224 struct obj {				/* comment is monster meaning */
225 	unsigned long m_flags;	/* monster flags */
226 	const char *damage;		/* damage it does */
227 	short quantity;			/* hit points to kill */
228 	short ichar;			/* 'A' is for aquatar */
229 	short kill_exp;			/* exp for killing it */
230 	short is_protected;		/* level starts */
231 	short is_cursed;		/* level ends */
232 	short class;			/* chance of hitting you */
233 	short identified;		/* 'F' damage, 1,2,3... */
234 	unsigned short which_kind; /* item carry/drop % */
235 	short o_row, o_col, o;	/* o is how many times stuck at o_row, o_col */
236 	short row, col;			/* current row, col */
237 	short d_enchant;		/* room char when detect_monster */
238 	short quiver;			/* monster slowed toggle */
239 	short trow, tcol;		/* target row, col */
240 	short hit_enchant;		/* how many moves is confused */
241 	unsigned short what_is;	/* imitator's charactor (?!%: */
242 	short picked_up;		/* sleep from wand of sleep */
243 	unsigned short in_use_flags;
244 	struct obj *next_object;	/* next monster */
245 };
246 
247 typedef struct obj object;
248 
249 #define INIT_AW		(object*)0
250 #define INIT_RINGS	(object*)0
251 #define INIT_HP		12
252 #define INIT_STR	16
253 #define INIT_EXPLEVEL	1
254 #define INIT_EXP	0
255 #define INIT_PACK	{0}
256 #define INIT_GOLD	0
257 #define INIT_CHAR	'@'
258 #define INIT_MOVES	1250
259 
260 struct fightr {
261 	object *armor;
262 	object *weapon;
263 	object *left_ring, *right_ring;
264 	short hp_current;
265 	short hp_max;
266 	short str_current;
267 	short str_max;
268 	object pack;
269 	long gold;
270 	short exp;
271 	long exp_points;
272 	short row, col;
273 	short fchar;
274 	short moves_left;
275 };
276 
277 typedef struct fightr fighter;
278 
279 struct dr {
280 	short oth_room;
281 	short oth_row,
282 	      oth_col;
283 	short door_row,
284 		  door_col;
285 };
286 
287 typedef struct dr door;
288 
289 struct rm {
290 	short bottom_row, right_col, left_col, top_row;
291 	door doors[4];
292 	unsigned short is_room;
293 };
294 
295 typedef struct rm room;
296 
297 #define MAXROOMS 9
298 #define BIG_ROOM 10
299 
300 #define NO_ROOM -1
301 
302 #define PASSAGE -3		/* cur_room value */
303 
304 #define AMULET_LEVEL 26
305 
306 #define R_NOTHING	((unsigned short) 01)
307 #define R_ROOM		((unsigned short) 02)
308 #define R_MAZE		((unsigned short) 04)
309 #define R_DEADEND	((unsigned short) 010)
310 #define R_CROSS		((unsigned short) 020)
311 
312 #define MAX_EXP_LEVEL 21
313 #define MAX_EXP 10000001L
314 #define MAX_GOLD 999999
315 #define MAX_ARMOR 99
316 #define MAX_HP 999
317 #define MAX_STRENGTH 99
318 #define LAST_DUNGEON 99
319 
320 #define STAT_LEVEL 01
321 #define STAT_GOLD 02
322 #define STAT_HP 04
323 #define STAT_STRENGTH 010
324 #define STAT_ARMOR 020
325 #define STAT_EXP 040
326 #define STAT_HUNGER 0100
327 #define STAT_LABEL 0200
328 #define STAT_ALL 0377
329 
330 #define PARTY_TIME 10	/* one party somewhere in each 10 level span */
331 
332 #define MAX_TRAPS 10	/* maximum traps per level */
333 
334 #define HIDE_PERCENT 12
335 
336 struct tr {
337 	short trap_type;
338 	short trap_row, trap_col;
339 };
340 
341 typedef struct tr trap;
342 
343 extern fighter rogue;
344 extern room rooms[];
345 extern trap traps[];
346 extern unsigned short dungeon[DROWS][DCOLS];
347 extern object level_objects;
348 
349 extern struct id id_scrolls[];
350 extern struct id id_potions[];
351 extern struct id id_wands[];
352 extern struct id id_rings[];
353 extern struct id id_weapons[];
354 extern struct id id_armors[];
355 
356 extern object mon_tab[];
357 extern object level_monsters;
358 
359 #define MONSTERS 26
360 
361 #define HASTED					01L
362 #define SLOWED					02L
363 #define INVISIBLE				04L
364 #define ASLEEP				   010L
365 #define WAKENS				   020L
366 #define WANDERS				   040L
367 #define FLIES				  0100L
368 #define FLITS				  0200L
369 #define CAN_FLIT			  0400L		/* can, but usually doesn't, flit */
370 #define CONFUSED	 		 01000L
371 #define RUSTS				 02000L
372 #define HOLDS				 04000L
373 #define FREEZES				010000L
374 #define STEALS_GOLD			020000L
375 #define STEALS_ITEM			040000L
376 #define STINGS			   0100000L
377 #define DRAINS_LIFE		   0200000L
378 #define DROPS_LEVEL		   0400000L
379 #define SEEKS_GOLD		  01000000L
380 #define FREEZING_ROGUE	  02000000L
381 #define RUST_VANISHED	  04000000L
382 #define CONFUSES		 010000000L
383 #define IMITATES		 020000000L
384 #define FLAMES			 040000000L
385 #define STATIONARY		0100000000L		/* damage will be 1,2,3,... */
386 #define NAPPING			0200000000L		/* can't wake up for a while */
387 #define ALREADY_MOVED	0400000000L
388 
389 #define SPECIAL_HIT		(RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
390 
391 #define WAKE_PERCENT 45
392 #define FLIT_PERCENT 40
393 #define PARTY_WAKE_PERCENT 75
394 
395 #define HYPOTHERMIA 1
396 #define STARVATION 2
397 #define POISON_DART 3
398 #define QUIT 4
399 #define WIN 5
400 #define KFIRE 6
401 
402 #define UPWARD 0
403 #define UPRIGHT 1
404 #define RIGHT 2
405 #define DOWNRIGHT 3
406 #define DOWN 4
407 #define DOWNLEFT 5
408 #define LEFT 6
409 #define UPLEFT 7
410 #define DIRS 8
411 
412 #define ROW1 7
413 #define ROW2 15
414 
415 #define COL1 26
416 #define COL2 52
417 
418 #define MOVED 0
419 #define MOVE_FAILED -1
420 #define STOPPED_ON_SOMETHING -2
421 #define CANCEL '\033'
422 #define LIST '*'
423 
424 #define HUNGRY 300
425 #define WEAK 150
426 #define FAINT 20
427 #define STARVE 0
428 
429 #define MIN_ROW 1
430 
431 struct rogue_time {
432 	short year;		/* >= 1987 */
433 	short month;	/* 1 - 12 */
434 	short day;		/* 1 - 31 */
435 	short hour;		/* 0 - 23 */
436 	short minute;	/* 0 - 59 */
437 	short second;	/* 0 - 59 */
438 };
439 
440 #include <curses.h>
441 
442 /*
443  * external routine declarations.
444  */
445 #include <stdio.h>
446 #include <string.h>
447 #include <sys/types.h>
448 #include <unistd.h>
449 
450 object	*alloc_object __P((void));
451 object	*check_duplicate __P((object *, object *));
452 const char	*get_ench_color __P((void));
453 object	*get_letter_object __P((int));
454 object	*get_thrown_at_monster __P((object *, short, short *, short *));
455 object	*get_zapped_monster __P((short, short *, short *));
456 object	*gr_monster __P((object *, int));
457 object	*gr_object __P((void));
458 char	*md_getenv __P((const char *));
459 const char *
460 	md_gln __P((void));
461 char	*md_malloc __P((int));
462 const char	*mon_name __P((const object *));
463 const char	*name_of __P((const object *));
464 object	*object_at __P((object *, short, short));
465 object	*pick_up __P((int, int, short *));
466 void	add_exp __P((int, boolean));
467 void	add_mazes __P((void));
468 void	add_traps __P((void));
469 void	aggravate __P((void));
470 void	aim_monster __P((object *));
471 void	bounce __P((short, short, short, short, short));
472 void	byebye __P((int));
473 void	c_object_for_wizard __P((void));
474 void	call_it __P((void));
475 boolean	can_move __P((int, int, int, int));
476 boolean	can_turn __P((int, int));
477 void	center __P((short, const char *));
478 void	check_gold_seeker __P((object *));
479 boolean	check_hunger __P((boolean));
480 boolean	check_imitator __P((object *));
481 void	check_message __P((void));
482 int	check_up __P((void));
483 void	clean_up __P((const char *)) __attribute__((__noreturn__));
484 void	clear_level __P((void));
485 void	cnfs __P((void));
486 int	coin_toss __P((void));
487 int	connect_rooms __P((short, short));
488 void	cough_up __P((object *));
489 void	create_monster __P((void));
490 int	damage_for_strength __P((void));
491 void	darken_room __P((short));
492 void	disappear __P((object *));
493 void	do_args __P((int, char **));
494 void	do_opts __P((void));
495 void	do_put_on __P((object *, boolean));
496 void	do_shell __P((void));
497 void	do_wear __P((object *));
498 void	do_wield __P((object *));
499 void	dr_course __P((object *, boolean, short, short));
500 void	drain_life __P((void));
501 void	draw_magic_map __P((void));
502 void	draw_simple_passage __P((short, short, short, short, short));
503 void	drop __P((void));
504 int	drop_check __P((void));
505 void	drop_level __P((void));
506 void	eat __P((void));
507 void	edit_opts __P((void));
508 void	env_get_value __P((char **, char *, boolean));
509 void	error_save __P((int)) __attribute__((__noreturn__));
510 void	fight __P((int));
511 void	fill_it __P((int, boolean));
512 void	fill_out_level __P((void));
513 boolean	flame_broil __P((object *));
514 int	flit __P((object *));
515 void	flop_weapon __P((object *, short, short));
516 void	free_object __P((object *));
517 void	free_stuff __P((object *));
518 void	freeze __P((object *));
519 int	get_armor_class __P((const object *));
520 int	get_com_id __P((int *, short));
521 int	get_damage __P((const char *, boolean));
522 void	get_desc __P((const object *, char *));
523 int	get_dir __P((short, short, short, short));
524 void	get_dir_rc __P((short, short *, short *, short));
525 char	get_dungeon_char __P((short, short));
526 int	get_exp_level __P((long));
527 void	get_food __P((object *, boolean));
528 int	get_hit_chance __P((const object *));
529 int	get_input_line __P((const char *, const char *, char *, const char *, boolean, boolean));
530 char	get_mask_char __P((unsigned short));
531 int	get_number __P((const char *));
532 boolean	get_oth_room __P((short, short *, short *));
533 int	get_rand __P((int, int));
534 short	get_room_number __P((int, int));
535 int	get_value __P((const object *));
536 int	get_w_damage __P((const object *));
537 void	get_wand_and_ring_materials __P((void));
538 int	get_weapon_damage __P((const object *));
539 char	gmc __P((object *));
540 char	gmc_row_col __P((int, int));
541 void	go_blind __P((void));
542 boolean	gold_at __P((int, int));
543 void	gr_armor __P((object *));
544 char	gr_dir __P((void));
545 char	gr_obj_char __P((void));
546 void	gr_potion __P((object *));
547 void	gr_ring __P((object *, boolean));
548 short	gr_room __P((void));
549 void	gr_row_col __P((short *, short *, unsigned short));
550 void	gr_scroll __P((object *));
551 void	gr_wand __P((object *));
552 void	gr_weapon __P((object *, int));
553 void	hallucinate __P((void));
554 boolean	has_amulet __P((void));
555 boolean	has_been_touched __P((const struct rogue_time *, const struct rogue_time *));
556 void	heal __P((void));
557 void	hide_boxed_passage __P((int, int, int, int, int));
558 void	hold_monster __P((void));
559 int	hp_raise __P((void));
560 void	id_all __P((void));
561 void	id_com __P((void));
562 void	id_trap __P((void));
563 void	id_type __P((void));
564 void	idntfy __P((void));
565 boolean	imitating __P((int, int));
566 int	init __P((int, char **));
567 void	init_str __P((char **, const char *));
568 void	insert_score __P((char [][], char [][], const char *, short, short, const object *, int));
569 void	inv_armor_weapon __P((boolean));
570 void	inv_rings __P((void));
571 void	inventory __P((const object *, unsigned short));
572 boolean	is_all_connected __P((void));
573 boolean	is_digit __P((int));
574 boolean	is_direction __P((short, short *));
575 boolean	is_pack_letter __P((short *, unsigned short *));
576 boolean	is_passable __P((int, int));
577 boolean	is_vowel __P((short));
578 void	kick_into_pack __P((void));
579 void	killed_by __P((const object *, short)) __attribute__((__noreturn__));
580 long	lget_number __P((const char *));
581 void	light_passage __P((int, int));
582 void	light_up_room __P((int));
583 boolean	m_confuse __P((object *));
584 void	make_level __P((void));
585 void	make_maze __P((short, short, short, short, short, short));
586 void	make_party __P((void));
587 void	make_room __P((short, short, short, short));
588 void	make_scroll_titles __P((void));
589 boolean	mask_pack __P((const object *, unsigned short));
590 boolean	mask_room __P((short, short *, short *, unsigned short));
591 boolean	md_df __P((const char *));
592 void	md_exit __P((int)) __attribute__((__noreturn__));
593 void	md_gct __P((struct rogue_time *));
594 int	md_get_file_id __P((const char *));
595 void	md_gfmt __P((const char *, struct rogue_time *));
596 int	md_gseed __P((void));
597 void	md_heed_signals __P((void));
598 void	md_ignore_signals __P((void));
599 int	md_link_count __P((const char *));
600 void	md_lock __P((boolean));
601 void	md_shell __P((const char *));
602 void	md_sleep __P((int));
603 void	md_slurp __P((void));
604 void	message __P((const char *, boolean));
605 void	mix_colors __P((void));
606 void	mix_random_rooms __P((void));
607 int	mon_can_go __P((const object *, int, int));
608 int	mon_damage __P((object *, short));
609 void	mon_hit __P((object *));
610 boolean	mon_sees __P((const object *, int, int));
611 int	move_confused __P((object *));
612 void	move_mon_to __P((object *, int, int));
613 void	move_onto __P((void));
614 int	mtry __P((object *, int, int));
615 void	multiple_move_rogue __P((short));
616 void	mv_1_monster __P((object *, int, int));
617 void	mv_aquatars __P((void));
618 void	mv_mons __P((void));
619 int	name_cmp __P((char *, const char *));
620 short	next_avail_ichar __P((void));
621 boolean	next_to_something __P((int, int));
622 void	nickize __P((char *, const char *, const char *));
623 int	no_room_for_monster __P((int));
624 int	one_move_rogue __P((short, short));
625 void	onintr __P((int));
626 void	opt_erase __P((int));
627 void	opt_go __P((int));
628 void	opt_show __P((int));
629 short	pack_count __P((const object *));
630 short	pack_letter __P((const char *, unsigned short));
631 void	pad __P((const char *, short));
632 void	party_monsters __P((int, int));
633 short	party_objects __P((int));
634 void	place_at __P((object *, int, int));
635 void	plant_gold __P((int, int, boolean));
636 void	play_level __P((void));
637 void	player_init __P((void));
638 void	potion_heal __P((int));
639 int	pr_com_id __P((int));
640 int	pr_motion_char __P((int));
641 void	print_stats __P((int));
642 void	put_amulet __P((void));
643 void	put_door __P((room *, short, short *, short *));
644 void	put_gold __P((void));
645 void	put_m_at __P((int, int, object *));
646 void	put_mons __P((void));
647 void	put_objects __P((void));
648 void	put_on_ring __P((void));
649 void	put_player __P((short));
650 void	put_scores __P((const object *, short)) __attribute__((__noreturn__));
651 void	put_stairs __P((void));
652 void	quaff __P((void));
653 void	quit __P((boolean));
654 int	r_index __P((const char *, int, boolean));
655 void	r_read __P((FILE *, char *, int));
656 void	r_write __P((FILE *, const char *, int));
657 void	rand_around __P((short, short *, short *));
658 int	rand_percent __P((int));
659 void	rand_place __P((object *));
660 void	read_pack __P((object *, FILE *, boolean));
661 void	read_scroll __P((void));
662 void	read_string __P((char *, FILE *, size_t));
663 void	recursive_deadend __P((short, const short *, short, short));
664 boolean	reg_move __P((void));
665 void	relight __P((void));
666 void	remessage __P((short));
667 void	remove_ring __P((void));
668 void	rest __P((int));
669 void	restore __P((const char *));
670 int	rgetchar __P((void));
671 void	ring_stats __P((boolean));
672 int	rogue_can_see __P((int, int));
673 void	rogue_damage __P((short, object *, short));
674 void	rogue_hit __P((object *, boolean));
675 int	rogue_is_around __P((int, int));
676 long	rrandom __P((void));
677 void	rust __P((object *));
678 void	rw_dungeon __P((FILE *, boolean));
679 void	rw_id __P((struct id *, FILE *, int, boolean));
680 void	rw_rooms __P((FILE *, boolean));
681 void	s_con_mon __P((object *));
682 int	same_col __P((int, int));
683 int	same_row __P((int, int));
684 void	save_game __P((void));
685 void	save_into_file __P((const char *));
686 void	save_screen __P((void));
687 void	search __P((short, boolean));
688 boolean	seek_gold __P((object *));
689 void	sell_pack __P((void));
690 void	sf_error __P((void)) __attribute__((__noreturn__));
691 void	show_average_hp __P((void));
692 void	show_monsters __P((void));
693 void	show_objects __P((void));
694 void	show_traps __P((void));
695 void	single_inv __P((short));
696 void	sound_bell __P((void));
697 void	special_hit __P((object *));
698 void	srrandom __P((int));
699 void	start_window __P((void));
700 void	steal_gold __P((object *));
701 void	steal_item __P((object *));
702 void	sting __P((object *));
703 void	stop_window __P((void));
704 void	take_a_nap __P((void));
705 void	take_from_pack __P((object *, object *));
706 void	take_off __P((void));
707 void	tele __P((void));
708 void	tele_away __P((object *));
709 void	throw __P((void));
710 boolean	throw_at_monster __P((object *, object *));
711 int	to_hit __P((const object *));
712 short	trap_at __P((int, int));
713 void	trap_player __P((int, int));
714 boolean	try_to_cough __P((short, short, object *));
715 void	turn_passage __P((short, boolean));
716 void	un_put_on __P((object *));
717 void	unblind __P((void));
718 void	unconfuse __P((void));
719 void	uncurse_all __P((void));
720 void	unhallucinate __P((void));
721 void	unwear __P((object *));
722 void	unwield __P((object *));
723 void	vanish __P((object *, short, object *));
724 void	visit_rooms __P((int));
725 void	wait_for_ack __P((void));
726 void	wake_room __P((short, boolean, short, short));
727 void	wake_up __P((object *));
728 void	wanderer __P((void));
729 void	wdrain_life __P((object *));
730 void	wear __P((void));
731 void	wield __P((void));
732 void	win __P((void)) __attribute__((__noreturn__));
733 void	wizardize __P((void));
734 void	write_pack __P((const object *, FILE *));
735 void	write_string __P((char *, FILE *));
736 long	xxx __P((boolean));
737 void	xxxx __P((char *, short));
738 void	zap_monster __P((object *, unsigned short));
739 void	zapp __P((void));
740 object *add_to_pack __P((object *, object *, int));
741 struct id *get_id_table __P((const object *));
742 unsigned short gr_what_is __P((void));
743 
744 extern	boolean	ask_quit;
745 extern	boolean	being_held;
746 extern	boolean	cant_int;
747 extern	boolean	con_mon;
748 extern	boolean	detect_monster;
749 extern	boolean	did_int;
750 extern	boolean	interrupted;
751 extern	boolean	is_wood[];
752 extern	boolean	jump;
753 extern	boolean	maintain_armor;
754 extern	boolean	mon_disappeared;
755 extern	boolean	msg_cleared;
756 extern	boolean	no_skull;
757 extern	boolean	passgo;
758 extern	boolean	r_see_invisible;
759 extern	boolean	r_teleport;
760 extern	boolean	save_is_interactive;
761 extern	boolean	score_only;
762 extern	boolean	see_invisible;
763 extern	boolean	sustain_strength;
764 extern	boolean	trap_door;
765 extern	boolean	wizard;
766 extern	char	hit_message[];
767 #define HUNGER_STR_LEN 8
768 extern	char	hunger_str[HUNGER_STR_LEN];
769 extern	char	login_name[MAX_OPT_LEN];
770 extern	const char   *byebye_string;
771 extern	const char   *curse_message;
772 extern	const char   *error_file;
773 extern	char   *fruit;
774 extern	const char   *const m_names[];
775 extern	const char   *more;
776 extern	const char   *new_level_message;
777 extern	char   *nick_name;
778 extern	const char   *press_space;
779 extern	char   *save_file;
780 extern	const char   *you_can_move_again;
781 extern	const long	level_points[];
782 extern	short	add_strength;
783 extern	short	auto_search;
784 extern	short	bear_trap;
785 extern	short	blind;
786 extern	short	confused;
787 extern	short	cur_level;
788 extern	short	cur_room;
789 extern	short	e_rings;
790 extern	short	extra_hp;
791 extern	short	foods;
792 extern	short	halluc;
793 extern	short	haste_self;
794 extern	short	less_hp;
795 extern	short	levitate;
796 extern	short	m_moves;
797 extern	short	max_level;
798 extern	short	party_room;
799 extern	short	r_rings;
800 extern	short	regeneration;
801 extern	short	ring_exp;
802 extern	short	stealthy;
803 extern	gid_t	gid;
804 extern	gid_t	egid;
805