754 lines
19 KiB
C
754 lines
19 KiB
C
/*
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* Rogue definitions and variable declarations
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*
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* @(#)rogue.h 5.42 (Berkeley) 08/06/83
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "extern.h"
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#undef lines
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#define NOOP(x) (x += 0)
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#define CCHAR(x) ( (char) (x & A_CHARTEXT) )
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/*
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* Maximum number of different things
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*/
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#define MAXROOMS 9
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#define MAXTHINGS 9
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#define MAXOBJ 9
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#define MAXPACK 23
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#define MAXTRAPS 10
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#define AMULETLEVEL 26
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#define NUMTHINGS 7 /* number of types of things */
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#define MAXPASS 13 /* upper limit on number of passages */
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#define NUMLINES 24
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#define NUMCOLS 80
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#define STATLINE (NUMLINES - 1)
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#define BORE_LEVEL 50
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/*
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* return values for get functions
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*/
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#define NORM 0 /* normal exit */
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#define QUIT 1 /* quit option setting */
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#define MINUS 2 /* back up one option */
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/*
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* inventory types
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*/
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#define INV_OVER 0
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#define INV_SLOW 1
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#define INV_CLEAR 2
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/*
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* All the fun defines
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*/
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#define when break;case
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#define otherwise break;default
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#define until(expr) while(!(expr))
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#define next(ptr) (*ptr).l_next
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#define prev(ptr) (*ptr).l_prev
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#define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x))
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#define ce(a,b) ((a).x == (b).x && (a).y == (b).y)
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#define hero player.t_pos
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#define pstats player.t_stats
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#define pack player.t_pack
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#define proom player.t_room
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#define max_hp player.t_stats.s_maxhp
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#define attach(a,b) _attach(&a,b)
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#define detach(a,b) _detach(&a,b)
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#define free_list(a) _free_list(&a)
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#undef max
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#define max(a,b) ((a) > (b) ? (a) : (b))
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#define on(thing,flag) ((bool)(((thing).t_flags & (flag)) != 0))
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#define GOLDCALC (rnd(50 + 10 * level) + 2)
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#define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
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#define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
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#define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
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#define INDEX(y,x) (&places[((x) << 5) + (y)])
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#define chat(y,x) (places[((x) << 5) + (y)].p_ch)
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#define flat(y,x) (places[((x) << 5) + (y)].p_flags)
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#define moat(y,x) (places[((x) << 5) + (y)].p_monst)
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#define unc(cp) (cp).y, (cp).x
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#ifdef MASTER
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#define debug if (wizard) msg
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#endif
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/*
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* things that appear on the screens
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*/
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#define PASSAGE '#'
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#define DOOR '+'
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#define FLOOR '.'
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#define PLAYER '@'
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#define TRAP '^'
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#define STAIRS '%'
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#define GOLD '*'
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#define POTION '!'
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#define SCROLL '?'
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#define MAGIC '$'
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#define FOOD ':'
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#define WEAPON ')'
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#define ARMOR ']'
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#define AMULET ','
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#define RING '='
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#define STICK '/'
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#define CALLABLE -1
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#define R_OR_S -2
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/*
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* Various constants
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*/
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#define BEARTIME spread(3)
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#define SLEEPTIME spread(5)
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#define HOLDTIME spread(2)
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#define WANDERTIME spread(70)
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#define BEFORE spread(1)
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#define AFTER spread(2)
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#define HEALTIME 30
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#define HUHDURATION 20
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#define SEEDURATION 850
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#define HUNGERTIME 1300
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#define MORETIME 150
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#define STOMACHSIZE 2000
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#define STARVETIME 850
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#define ESCAPE 27
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#define LEFT 0
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#define RIGHT 1
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#define BOLT_LENGTH 6
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#define LAMPDIST 3
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#ifdef MASTER
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#ifndef PASSWD
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#define PASSWD "mTBellIQOsLNA"
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#endif
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#endif
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/*
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* Save against things
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*/
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#define VS_POISON 00
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#define VS_PARALYZATION 00
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#define VS_DEATH 00
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#define VS_BREATH 02
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#define VS_MAGIC 03
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/*
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* Various flag bits
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*/
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/* flags for rooms */
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#define ISDARK 0000001 /* room is dark */
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#define ISGONE 0000002 /* room is gone (a corridor) */
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#define ISMAZE 0000004 /* room is gone (a corridor) */
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/* flags for objects */
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#define ISCURSED 000001 /* object is cursed */
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#define ISKNOW 0000002 /* player knows details about the object */
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#define ISMISL 0000004 /* object is a missile type */
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#define ISMANY 0000010 /* object comes in groups */
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/* ISFOUND 0000020 ...is used for both objects and creatures */
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#define ISPROT 0000040 /* armor is permanently protected */
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/* flags for creatures */
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#define CANHUH 0000001 /* creature can confuse */
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#define CANSEE 0000002 /* creature can see invisible creatures */
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#define ISBLIND 0000004 /* creature is blind */
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#define ISCANC 0000010 /* creature has special qualities cancelled */
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#define ISLEVIT 0000010 /* hero is levitating */
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#define ISFOUND 0000020 /* creature has been seen (used for objects) */
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#define ISGREED 0000040 /* creature runs to protect gold */
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#define ISHASTE 0000100 /* creature has been hastened */
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#define ISTARGET 000200 /* creature is the target of an 'f' command */
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#define ISHELD 0000400 /* creature has been held */
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#define ISHUH 0001000 /* creature is confused */
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#define ISINVIS 0002000 /* creature is invisible */
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#define ISMEAN 0004000 /* creature can wake when player enters room */
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#define ISHALU 0004000 /* hero is on acid trip */
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#define ISREGEN 0010000 /* creature can regenerate */
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#define ISRUN 0020000 /* creature is running at the player */
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#define SEEMONST 040000 /* hero can detect unseen monsters */
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#define ISFLY 0040000 /* creature can fly */
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#define ISSLOW 0100000 /* creature has been slowed */
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/*
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* Flags for level map
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*/
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#define F_PASS 0x80 /* is a passageway */
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#define F_SEEN 0x40 /* have seen this spot before */
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#define F_DROPPED 0x20 /* object was dropped here */
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#define F_LOCKED 0x20 /* door is locked */
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#define F_REAL 0x10 /* what you see is what you get */
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#define F_PNUM 0x0f /* passage number mask */
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#define F_TMASK 0x07 /* trap number mask */
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/*
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* Trap types
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*/
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#define T_DOOR 00
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#define T_ARROW 01
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#define T_SLEEP 02
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#define T_BEAR 03
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#define T_TELEP 04
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#define T_DART 05
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#define T_RUST 06
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#define T_MYST 07
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#define NTRAPS 8
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/*
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* Potion types
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*/
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#define P_CONFUSE 0
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#define P_LSD 1
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#define P_POISON 2
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#define P_STRENGTH 3
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#define P_SEEINVIS 4
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#define P_HEALING 5
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#define P_MFIND 6
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#define P_TFIND 7
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#define P_RAISE 8
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#define P_XHEAL 9
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#define P_HASTE 10
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#define P_RESTORE 11
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#define P_BLIND 12
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#define P_LEVIT 13
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#define MAXPOTIONS 14
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/*
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* Scroll types
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*/
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#define S_CONFUSE 0
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#define S_MAP 1
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#define S_HOLD 2
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#define S_SLEEP 3
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#define S_ARMOR 4
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#define S_ID_POTION 5
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#define S_ID_SCROLL 6
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#define S_ID_WEAPON 7
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#define S_ID_ARMOR 8
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#define S_ID_R_OR_S 9
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#define S_SCARE 10
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#define S_FDET 11
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#define S_TELEP 12
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#define S_ENCH 13
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#define S_CREATE 14
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#define S_REMOVE 15
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#define S_AGGR 16
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#define S_PROTECT 17
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#define MAXSCROLLS 18
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/*
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* Weapon types
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*/
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#define MACE 0
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#define SWORD 1
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#define BOW 2
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#define ARROW 3
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#define DAGGER 4
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#define TWOSWORD 5
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#define DART 6
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#define SHIRAKEN 7
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#define SPEAR 8
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#define FLAME 9 /* fake entry for dragon breath (ick) */
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#define MAXWEAPONS 9 /* this should equal FLAME */
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/*
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* Armor types
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*/
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#define LEATHER 0
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#define RING_MAIL 1
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#define STUDDED_LEATHER 2
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#define SCALE_MAIL 3
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#define CHAIN_MAIL 4
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#define SPLINT_MAIL 5
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#define BANDED_MAIL 6
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#define PLATE_MAIL 7
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#define MAXARMORS 8
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/*
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* Ring types
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*/
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#define R_PROTECT 0
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#define R_ADDSTR 1
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#define R_SUSTSTR 2
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#define R_SEARCH 3
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#define R_SEEINVIS 4
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#define R_NOP 5
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#define R_AGGR 6
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#define R_ADDHIT 7
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#define R_ADDDAM 8
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#define R_REGEN 9
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#define R_DIGEST 10
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#define R_TELEPORT 11
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#define R_STEALTH 12
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#define R_SUSTARM 13
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#define MAXRINGS 14
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/*
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* Rod/Wand/Staff types
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*/
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#define WS_LIGHT 0
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#define WS_INVIS 1
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#define WS_ELECT 2
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#define WS_FIRE 3
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#define WS_COLD 4
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#define WS_POLYMORPH 5
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#define WS_MISSILE 6
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#define WS_HASTE_M 7
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#define WS_SLOW_M 8
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#define WS_DRAIN 9
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#define WS_NOP 10
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#define WS_TELAWAY 11
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#define WS_TELTO 12
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#define WS_CANCEL 13
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#define MAXSTICKS 14
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/*
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* Now we define the structures and types
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*/
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/*
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* Help list
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*/
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struct h_list {
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char h_ch;
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char *h_desc;
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bool h_print;
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};
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/*
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* Coordinate data type
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*/
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typedef struct {
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int x;
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int y;
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} coord;
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typedef unsigned int str_t;
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/*
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* Stuff about objects
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*/
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struct obj_info {
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char *oi_name;
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int oi_prob;
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int oi_worth;
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char *oi_guess;
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bool oi_know;
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};
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/*
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* Room structure
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*/
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struct room {
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coord r_pos; /* Upper left corner */
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coord r_max; /* Size of room */
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coord r_gold; /* Where the gold is */
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int r_goldval; /* How much the gold is worth */
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short r_flags; /* info about the room */
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int r_nexits; /* Number of exits */
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coord r_exit[12]; /* Where the exits are */
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};
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/*
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* Structure describing a fighting being
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*/
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struct stats {
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str_t s_str; /* Strength */
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int s_exp; /* Experience */
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int s_lvl; /* level of mastery */
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int s_arm; /* Armor class */
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int s_hpt; /* Hit points */
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char s_dmg[13]; /* String describing damage done */
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int s_maxhp; /* Max hit points */
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};
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/*
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* Structure for monsters and player
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*/
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union thing {
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struct {
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union thing *_l_next, *_l_prev; /* Next pointer in link */
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coord _t_pos; /* Position */
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bool _t_turn; /* If slowed, is it a turn to move */
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char _t_type; /* What it is */
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char _t_disguise; /* What mimic looks like */
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char _t_oldch; /* Character that was where it was */
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coord *_t_dest; /* Where it is running to */
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short _t_flags; /* State word */
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struct stats _t_stats; /* Physical description */
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struct room *_t_room; /* Current room for thing */
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union thing *_t_pack; /* What the thing is carrying */
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int _t_reserved;
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} _t;
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struct {
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union thing *_l_next, *_l_prev; /* Next pointer in link */
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int _o_type; /* What kind of object it is */
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coord _o_pos; /* Where it lives on the screen */
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char *_o_text; /* What it says if you read it */
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int _o_launch; /* What you need to launch it */
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char _o_packch; /* What character it is in the pack */
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char _o_damage[8]; /* Damage if used like sword */
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char _o_hurldmg[8]; /* Damage if thrown */
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int _o_count; /* count for plural objects */
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int _o_which; /* Which object of a type it is */
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int _o_hplus; /* Plusses to hit */
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int _o_dplus; /* Plusses to damage */
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int _o_arm; /* Armor protection */
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int _o_flags; /* information about objects */
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int _o_group; /* group number for this object */
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char *_o_label; /* Label for object */
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} _o;
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};
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typedef union thing THING;
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#define l_next _t._l_next
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#define l_prev _t._l_prev
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#define t_pos _t._t_pos
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#define t_turn _t._t_turn
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#define t_type _t._t_type
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#define t_disguise _t._t_disguise
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#define t_oldch _t._t_oldch
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#define t_dest _t._t_dest
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#define t_flags _t._t_flags
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#define t_stats _t._t_stats
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#define t_pack _t._t_pack
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#define t_room _t._t_room
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#define t_reserved _t._t_reserved
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#define o_type _o._o_type
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#define o_pos _o._o_pos
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#define o_text _o._o_text
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#define o_launch _o._o_launch
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#define o_packch _o._o_packch
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#define o_damage _o._o_damage
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#define o_hurldmg _o._o_hurldmg
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#define o_count _o._o_count
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#define o_which _o._o_which
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#define o_hplus _o._o_hplus
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#define o_dplus _o._o_dplus
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#define o_arm _o._o_arm
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#define o_charges o_arm
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#define o_goldval o_arm
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#define o_flags _o._o_flags
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#define o_group _o._o_group
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#define o_label _o._o_label
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/*
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* describe a place on the level map
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*/
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typedef struct {
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char p_ch;
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char p_flags;
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THING *p_monst;
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} PLACE;
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/*
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* Array containing information on all the various types of monsters
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*/
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struct monster {
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char *m_name; /* What to call the monster */
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int m_carry; /* Probability of carrying something */
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short m_flags; /* things about the monster */
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struct stats m_stats; /* Initial stats */
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};
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/*
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* External variables
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*/
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extern bool after, again, allscore, amulet, door_stop, fight_flush,
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firstmove, has_hit, inv_describe, jump, kamikaze,
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lower_msg, move_on, msg_esc, pack_used[],
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passgo, playing, q_comm, running, save_msg, see_floor,
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seenstairs, stat_msg, terse, to_death, tombstone;
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extern char dir_ch, file_name[], home[], huh[], *inv_t_name[],
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l_last_comm, l_last_dir, last_comm, last_dir, *Numname,
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outbuf[], *p_colors[], *r_stones[], *release, runch,
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*s_names[], take, *tr_name[], *ws_made[], *ws_type[];
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extern int a_class[], count, food_left, hungry_state, inpack,
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inv_type, lastscore, level, max_hit, max_level, mpos,
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n_objs, no_command, no_food, no_move, noscore, ntraps, purse,
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quiet, vf_hit;
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extern unsigned int numscores;
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extern int dnum, e_levels[], seed;
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extern WINDOW *hw;
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extern coord delta, oldpos, stairs;
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extern PLACE places[];
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extern THING *cur_armor, *cur_ring[], *cur_weapon, *l_last_pick,
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*last_pick, *lvl_obj, *mlist, player;
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extern struct h_list helpstr[];
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extern struct room *oldrp, passages[], rooms[];
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extern struct stats max_stats;
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extern struct monster monsters[];
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extern struct obj_info arm_info[], pot_info[], ring_info[],
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scr_info[], things[], ws_info[], weap_info[];
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/*
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* Function types
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*/
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void _attach(THING **list, THING *item);
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void _detach(THING **list, THING *item);
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void _free_list(THING **ptr);
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void addmsg(char *fmt, ...);
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bool add_haste(bool potion);
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void add_pack(THING *obj, bool silent);
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void add_pass();
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void add_str(str_t *sp, int amt);
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void accnt_maze(int y, int x, int ny, int nx);
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void aggravate();
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int attack(THING *mp);
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void badcheck(char *name, struct obj_info *info, int bound);
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void bounce(THING *weap, char *mname, bool noend);
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void call();
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void call_it(struct obj_info *info);
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bool cansee(int y, int x);
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int center(char *str);
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void chg_str(int amt);
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void check_level();
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void conn(int r1, int r2);
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void command();
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void create_obj();
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void current(THING *cur, char *how, char *where);
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void d_level();
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void death(char monst);
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char death_monst();
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void dig(int y, int x);
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void discard(THING *item);
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void discovered();
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int dist(int y1, int x1, int y2, int x2);
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int dist_cp(coord *c1, coord *c2);
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int do_chase(THING *th);
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void do_daemons(int flag);
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void do_fuses(int flag);
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void do_maze(struct room *rp);
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void do_motion(THING *obj, int ydelta, int xdelta);
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void do_move(int dy, int dx);
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void do_passages();
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void do_pot(int type, bool knowit);
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void do_rooms();
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void do_run(char ch);
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void do_zap();
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void doadd(char *fmt, va_list args);
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void door(struct room *rm, coord *cp);
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void door_open(struct room *rp);
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void drain();
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void draw_room(struct room *rp);
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void drop();
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void eat();
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size_t encread(char *start, size_t size, FILE *inf);
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size_t encwrite(char *start, size_t size, FILE *outf);
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int endmsg();
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void enter_room(coord *cp);
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void erase_lamp(coord *pos, struct room *rp);
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int exp_add(THING *tp);
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void extinguish(void (*func)());
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void fall(THING *obj, bool pr);
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void fire_bolt(coord *start, coord *dir, char *name);
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char floor_at();
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void flush_type();
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int fight(coord *mp, THING *weap, bool thrown);
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void fix_stick(THING *cur);
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void fuse(void (*func)(), int arg, int time, int type);
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bool get_dir();
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int gethand();
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void give_pack(THING *tp);
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void help();
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void hit(char *er, char *ee, bool noend);
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void horiz(struct room *rp, int starty);
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|
void leave_room(coord *cp);
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|
void lengthen(void (*func)(), int xtime);
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|
void look(bool wakeup);
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|
int hit_monster(int y, int x, THING *obj);
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|
void identify();
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|
void illcom(int ch);
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|
void init_check();
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|
void init_colors();
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|
void init_materials();
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|
void init_names();
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|
void init_player();
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|
void init_probs();
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|
void init_stones();
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|
void init_weapon(THING *weap, int which);
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|
bool inventory(THING *list, int type);
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|
void invis_on();
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|
void killed(THING *tp, bool pr);
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|
void kill_daemon(void (*func)());
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|
bool lock_sc();
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|
void miss(char *er, char *ee, bool noend);
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|
void missile(int ydelta, int xdelta);
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|
void money(int value);
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|
int move_monst(THING *tp);
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|
void move_msg(THING *obj);
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|
int msg(char *fmt, ...);
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|
void nameit(THING *obj, char *type, char *which, struct obj_info *op, char *(*prfunc)(THING *));
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|
void new_level();
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|
void new_monster(THING *tp, char type, coord *cp);
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|
void numpass(int y, int x);
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|
void option();
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|
void open_score();
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|
void parse_opts(char *str);
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|
void passnum();
|
|
char *pick_color(char *col);
|
|
int pick_one(struct obj_info *info, int nitems);
|
|
void pick_up(char ch);
|
|
void picky_inven();
|
|
void pr_spec(struct obj_info *info, int nitems);
|
|
void pr_list();
|
|
void put_bool(void *b);
|
|
void put_inv_t(void *ip);
|
|
void put_str(void *str);
|
|
void put_things();
|
|
void putpass(coord *cp);
|
|
void quaff();
|
|
void raise_level();
|
|
char randmonster(bool wander);
|
|
void read_scroll();
|
|
void relocate(THING *th, coord *new_loc);
|
|
void remove_mon(coord *mp, THING *tp, bool waskill);
|
|
void reset_last();
|
|
bool restore(char *file, char **envp);
|
|
int ring_eat(int hand);
|
|
void ring_on();
|
|
void ring_off();
|
|
int rnd(int range);
|
|
int rnd_room();
|
|
int roll(int number, int sides);
|
|
int rs_save_file(FILE *savef);
|
|
int rs_restore_file(FILE *inf);
|
|
void runto(coord *runner);
|
|
void rust_armor(THING *arm);
|
|
int save(int which);
|
|
void save_file(FILE *savef);
|
|
void save_game();
|
|
int save_throw(int which, THING *tp);
|
|
void score(int amount, int flags, char monst);
|
|
void search();
|
|
void set_know(THING *obj, struct obj_info *info);
|
|
void set_oldch(THING *tp, coord *cp);
|
|
void setup();
|
|
void shell();
|
|
bool show_floor();
|
|
void show_map();
|
|
void show_win(char *message);
|
|
int sign(int nm);
|
|
int spread(int nm);
|
|
void start_daemon(void (*func)(), int arg, int type);
|
|
void start_score();
|
|
void status();
|
|
int step_ok(int ch);
|
|
void strucpy(char *s1, char *s2, int len);
|
|
int swing(int at_lvl, int op_arm, int wplus);
|
|
void take_off();
|
|
void teleport();
|
|
void total_winner();
|
|
void thunk(THING *weap, char *mname, bool noend);
|
|
void treas_room();
|
|
void turnref();
|
|
void u_level();
|
|
void uncurse(THING *obj);
|
|
void unlock_sc();
|
|
void vert(struct room *rp, int startx);
|
|
void wait_for(int ch);
|
|
THING *wake_monster(int y, int x);
|
|
void wanderer();
|
|
void waste_time();
|
|
void wear();
|
|
void whatis(bool insist, int type);
|
|
void wield();
|
|
|
|
bool chase(THING *tp, coord *ee);
|
|
bool diag_ok(coord *sp, coord *ep);
|
|
bool dropcheck(THING *obj);
|
|
bool fallpos(coord *pos, coord *newpos);
|
|
bool find_floor(struct room *rp, coord *cp, int limit, bool monst);
|
|
bool is_magic(THING *obj);
|
|
bool is_symlink(char *sp);
|
|
bool levit_check();
|
|
bool pack_room(bool from_floor, THING *obj);
|
|
bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl);
|
|
bool see_monst(THING *mp);
|
|
bool seen_stairs();
|
|
bool turn_ok(int y, int x);
|
|
bool turn_see(bool turn_off);
|
|
bool is_current(THING *obj);
|
|
int passwd();
|
|
|
|
char be_trapped(coord *tc);
|
|
char floor_ch();
|
|
char pack_char();
|
|
char readchar();
|
|
char rnd_thing();
|
|
|
|
char *charge_str(THING *obj);
|
|
char *choose_str(char *ts, char *ns);
|
|
char *inv_name(THING *obj, bool drop);
|
|
char *nullstr(THING *ignored);
|
|
char *num(int n1, int n2, char type);
|
|
char *ring_num(THING *obj);
|
|
char *set_mname(THING *tp);
|
|
char *vowelstr(char *str);
|
|
|
|
int get_bool(void *vp, WINDOW *win);
|
|
int get_inv_t(void *vp, WINDOW *win);
|
|
int get_num(void *vp, WINDOW *win);
|
|
int get_sf(void *vp, WINDOW *win);
|
|
int get_str(void *vopt, WINDOW *win);
|
|
int trip_ch(int y, int x, int ch);
|
|
|
|
coord *find_dest(THING *tp);
|
|
coord *rndmove(THING *who);
|
|
|
|
THING *find_obj(int y, int x);
|
|
THING *get_item(char *purpose, int type);
|
|
THING *leave_pack(THING *obj, bool newobj, bool all);
|
|
THING *new_item();
|
|
THING *new_thing();
|
|
|
|
struct room *roomin(coord *cp);
|
|
|
|
#define MAXDAEMONS 20
|
|
|
|
extern struct delayed_action {
|
|
int d_type;
|
|
void (*d_func)();
|
|
int d_arg;
|
|
int d_time;
|
|
} d_list[MAXDAEMONS];
|
|
|
|
typedef struct {
|
|
char *st_name;
|
|
int st_value;
|
|
} STONE;
|
|
|
|
extern int total;
|
|
extern int between;
|
|
extern int group;
|
|
extern coord nh;
|
|
extern char *rainbow[];
|
|
extern int cNCOLORS;
|
|
extern STONE stones[];
|
|
extern int cNSTONES;
|
|
extern char *wood[];
|
|
extern int cNWOOD;
|
|
extern char *metal[];
|
|
extern int cNMETAL;
|