comparison rogue3/rogue.h @ 0:527e2150eaf0

Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author edwarj4
date Tue, 13 Oct 2009 13:33:34 +0000
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children b4856d4d4c4e
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-1:000000000000 0:527e2150eaf0
1 /*
2 * Rogue definitions and variable declarations
3 *
4 * @(#)rogue.h 3.38 (Berkeley) 6/15/81
5 *
6 * Rogue: Exploring the Dungeons of Doom
7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
8 * All rights reserved.
9 *
10 * See the file LICENSE.TXT for full copyright and licensing information.
11 */
12
13 #include "mdport.h"
14
15 /*
16 * Maximum number of different things
17 */
18 #define MAXROOMS 9
19 #define MAXTHINGS 9
20 #define MAXOBJ 9
21 #define MAXPACK 23
22 #define MAXTRAPS 10
23 #define NUMTHINGS 7 /* number of types of things (scrolls, rings, etc.) */
24
25 /*
26 * return values for get functions
27 */
28 #define NORM 0 /* normal exit */
29 #define QUIT 1 /* quit option setting */
30 #define MINUS 2 /* back up one option */
31
32 /*
33 * All the fun defines
34 */
35 #define next(ptr) (*ptr).l_next
36 #define prev(ptr) (*ptr).l_prev
37 #define ldata(ptr) (*ptr).l_data
38 #define inroom(rp, cp) (\
39 (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
40 && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
41 #define winat(y, x) (mvwinch(mw,y,x)==' '?mvwinch(stdscr,y,x):winch(mw))
42 #define debug if (wizard) msg
43 #define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
44 #define unc(cp) (cp).y, (cp).x
45 #define cmov(xy) move((xy).y, (xy).x)
46 #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
47 #define OBJPTR(what) (struct object *)((*what).l_data)
48 #define THINGPTR(what) (struct thing *)((*what).l_data)
49 #define when break;case
50 #define otherwise break;default
51 #define until(expr) while(!(expr))
52 #define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
53 #define draw(window) wrefresh(window)
54 #define hero player.t_pos
55 #define pstats player.t_stats
56 #define pack player.t_pack
57 #define attach(a,b) _attach(&a,b)
58 #define detach(a,b) _detach(&a,b)
59 #define free_list(a) _free_list(&a)
60 #ifndef max
61 #define max(a, b) ((a) > (b) ? (a) : (b))
62 #endif
63 #define on(thing, flag) (((thing).t_flags & flag) != 0)
64 #define off(thing, flag) (((thing).t_flags & flag) == 0)
65 #undef CTRL
66 #define CTRL(ch) (ch & 037)
67 #define ALLOC(x) malloc((unsigned int) x)
68 #define FREE(x) free((char *) x)
69 #define EQSTR(a, b, c) (strncmp(a, b, c) == 0)
70 #define GOLDCALC (rnd(50 + 10 * level) + 2)
71 #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
72 #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
73 #define newgrp() ++group
74 #define o_charges o_ac
75 #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
76
77 /*
78 * Things that appear on the screens
79 */
80 #define PASSAGE '#'
81 #define DOOR '+'
82 #define FLOOR '.'
83 #define PLAYER '@'
84 #define TRAP '^'
85 #define TRAPDOOR '>'
86 #define ARROWTRAP '{'
87 #define SLEEPTRAP '$'
88 #define BEARTRAP '}'
89 #define TELTRAP '~'
90 #define DARTTRAP '`'
91 #define SECRETDOOR '&'
92 #define STAIRS '%'
93 #define GOLD '*'
94 #define POTION '!'
95 #define SCROLL '?'
96 #define MAGIC '$'
97 #define FOOD ':'
98 #define WEAPON ')'
99 #define ARMOR ']'
100 #define AMULET ','
101 #define RING '='
102 #define STICK '/'
103 #define CALLABLE -1
104
105 /*
106 * Various constants
107 */
108 #define PASSWD "mTBellIQOsLNA"
109 #define BEARTIME 3
110 #define SLEEPTIME 5
111 #define HEALTIME 30
112 #define HOLDTIME 2
113 #define STPOS 0
114 #define WANDERTIME 70
115 #define BEFORE 1
116 #define AFTER 2
117 #define HUHDURATION 20
118 #define SEEDURATION 850
119 #define HUNGERTIME 1300
120 #define MORETIME 150
121 #define STOMACHSIZE 2000
122 #define ESCAPE 27
123 #define LEFT 0
124 #define RIGHT 1
125 #define BOLT_LENGTH 6
126
127 /*
128 * Save against things
129 */
130 #define VS_POISON 00
131 #define VS_PARALYZATION 00
132 #define VS_DEATH 00
133 #define VS_PETRIFICATION 01
134 #define VS_BREATH 02
135 #define VS_MAGIC 03
136
137 /*
138 * Various flag bits
139 */
140 #define ISDARK 0000001
141 #define ISCURSED 000001
142 #define ISBLIND 0000001
143 #define ISGONE 0000002
144 #define ISKNOW 0000002
145 #define ISRUN 0000004
146 #define ISFOUND 0000010
147 #define ISINVIS 0000020
148 #define ISMEAN 0000040
149 #define ISGREED 0000100
150 #define ISBLOCK 0000200
151 #define ISHELD 0000400
152 #define ISHUH 0001000
153 #define ISREGEN 0002000
154 #define CANHUH 0004000
155 #define CANSEE 0010000
156 #define ISMISL 0020000
157 #define ISCANC 0020000
158 #define ISMANY 0040000
159 #define ISSLOW 0040000
160 #define ISHASTE 0100000
161
162 /*
163 * Potion types
164 */
165 #define P_CONFUSE 0
166 #define P_PARALYZE 1
167 #define P_POISON 2
168 #define P_STRENGTH 3
169 #define P_SEEINVIS 4
170 #define P_HEALING 5
171 #define P_MFIND 6
172 #define P_TFIND 7
173 #define P_RAISE 8
174 #define P_XHEAL 9
175 #define P_HASTE 10
176 #define P_RESTORE 11
177 #define P_BLIND 12
178 #define P_NOP 13
179 #define MAXPOTIONS 14
180
181 /*
182 * Scroll types
183 */
184 #define S_CONFUSE 0
185 #define S_MAP 1
186 #define S_LIGHT 2
187 #define S_HOLD 3
188 #define S_SLEEP 4
189 #define S_ARMOR 5
190 #define S_IDENT 6
191 #define S_SCARE 7
192 #define S_GFIND 8
193 #define S_TELEP 9
194 #define S_ENCH 10
195 #define S_CREATE 11
196 #define S_REMOVE 12
197 #define S_AGGR 13
198 #define S_NOP 14
199 #define S_GENOCIDE 15
200 #define MAXSCROLLS 16
201
202 /*
203 * Weapon types
204 */
205 #define MACE 0
206 #define SWORD 1
207 #define BOW 2
208 #define ARROW 3
209 #define DAGGER 4
210 #define ROCK 5
211 #define TWOSWORD 6
212 #define SLING 7
213 #define DART 8
214 #define CROSSBOW 9
215 #define BOLT 10
216 #define SPEAR 11
217 #define MAXWEAPONS 12
218
219 /*
220 * Armor types
221 */
222 #define LEATHER 0
223 #define RING_MAIL 1
224 #define STUDDED_LEATHER 2
225 #define SCALE_MAIL 3
226 #define CHAIN_MAIL 4
227 #define SPLINT_MAIL 5
228 #define BANDED_MAIL 6
229 #define PLATE_MAIL 7
230 #define MAXARMORS 8
231
232 /*
233 * Ring types
234 */
235 #define R_PROTECT 0
236 #define R_ADDSTR 1
237 #define R_SUSTSTR 2
238 #define R_SEARCH 3
239 #define R_SEEINVIS 4
240 #define R_NOP 5
241 #define R_AGGR 6
242 #define R_ADDHIT 7
243 #define R_ADDDAM 8
244 #define R_REGEN 9
245 #define R_DIGEST 10
246 #define R_TELEPORT 11
247 #define R_STEALTH 12
248 #define MAXRINGS 13
249
250 /*
251 * Rod/Wand/Staff types
252 */
253
254 #define WS_LIGHT 0
255 #define WS_HIT 1
256 #define WS_ELECT 2
257 #define WS_FIRE 3
258 #define WS_COLD 4
259 #define WS_POLYMORPH 5
260 #define WS_MISSILE 6
261 #define WS_HASTE_M 7
262 #define WS_SLOW_M 8
263 #define WS_DRAIN 9
264 #define WS_NOP 10
265 #define WS_TELAWAY 11
266 #define WS_TELTO 12
267 #define WS_CANCEL 13
268 #define MAXSTICKS 14
269
270 /*
271 * Now we define the structures and types
272 */
273
274 /*
275 * Help list
276 */
277
278 struct h_list {
279 int h_ch;
280 char *h_desc;
281 };
282
283 extern struct h_list helpstr[];
284
285 /*
286 * Coordinate data type
287 */
288 typedef struct {
289 int x;
290 int y;
291 } coord;
292
293 typedef struct {
294 int st_str;
295 int st_add;
296 } str_t;
297
298 /*
299 * Linked list data type
300 */
301 struct linked_list {
302 struct linked_list *l_next;
303 struct linked_list *l_prev;
304 char *l_data; /* Various structure pointers */
305 };
306
307 /*
308 * Stuff about magic items
309 */
310
311 struct magic_item {
312 char mi_name[30];
313 int mi_prob;
314 int mi_worth;
315 };
316
317 /*
318 * Room structure
319 */
320 struct room {
321 coord r_pos; /* Upper left corner */
322 coord r_max; /* Size of room */
323 coord r_gold; /* Where the gold is */
324 int r_goldval; /* How much the gold is worth */
325 int r_flags; /* Info about the room */
326 int r_nexits; /* Number of exits */
327 coord r_exit[4]; /* Where the exits are */
328 };
329
330 /*
331 * Array of all traps on this level
332 */
333 struct trap {
334 coord tr_pos; /* Where trap is */
335 int tr_type; /* What kind of trap */
336 int tr_flags; /* Info about trap (i.e. ISFOUND) */
337 };
338
339 extern struct trap traps[MAXTRAPS];
340
341 /*
342 * Structure describing a fighting being
343 */
344 struct stats {
345 str_t s_str; /* Strength */
346 int s_exp; /* Experience */
347 int s_lvl; /* Level of mastery */
348 int s_arm; /* Armor class */
349 int s_hpt; /* Hit points */
350 char s_dmg[30]; /* String describing damage done */
351 };
352
353 /*
354 * Structure for monsters and player
355 */
356 struct thing {
357 coord t_pos; /* Position */
358 int t_turn; /* If slowed, is it a turn to move */
359 int t_type; /* What it is */
360 int t_disguise; /* What mimic looks like */
361 int t_oldch; /* Character that was where it was */
362 coord *t_dest; /* Where it is running to */
363 int t_flags; /* State word */
364 struct stats t_stats; /* Physical description */
365 struct linked_list *t_pack; /* What the thing is carrying */
366 int t_reserved; /* reserved for save/restore code */
367 };
368
369 /*
370 * Array containing information on all the various types of mosnters
371 */
372 struct monster {
373 char m_name[20]; /* What to call the monster */
374 int m_carry; /* Probability of carrying something */
375 int m_flags; /* Things about the monster */
376 struct stats m_stats; /* Initial stats */
377 };
378
379 /*
380 * Structure for a thing that the rogue can carry
381 */
382
383 struct object {
384 int o_type; /* What kind of object it is */
385 coord o_pos; /* Where it lives on the screen */
386 int o_launch; /* What you need to launch it */
387 char o_damage[8]; /* Damage if used like sword */
388 char o_hurldmg[8]; /* Damage if thrown */
389 int o_count; /* Count for plural objects */
390 int o_which; /* Which object of a type it is */
391 int o_hplus; /* Plusses to hit */
392 int o_dplus; /* Plusses to damage */
393 int o_ac; /* Armor class */
394 int o_flags; /* Information about objects */
395 int o_group; /* Group number for this object */
396 };
397
398 struct delayed_action {
399 int d_type;
400 void (*d_func)();
401 int d_arg;
402 int d_time;
403 };
404
405 /*
406 * Now all the global variables
407 */
408
409 extern int a_chances[MAXARMORS]; /* Probabilities for armor */
410 extern int a_class[MAXARMORS]; /* Armor class for various armors */
411 extern char * a_names[MAXARMORS]; /* Names of armor types */
412 extern int after; /* True if we want after daemons */
413 extern int amulet; /* He found the amulet */
414 extern int askme; /* Ask about unidentified things */
415 extern int between;
416 extern coord ch_ret;
417 extern int count; /* Number of times to repeat command */
418 extern int cNCOLORS;
419 extern int cNMETAL;
420 extern int cNSTONES;
421 extern int cNWOOD;
422 extern struct object * cur_armor; /* What a well dresssed rogue wears */
423 extern struct object * cur_ring[2]; /* Which rings are being worn */
424 extern struct object * cur_weapon; /* Which weapon he is weilding */
425 extern WINDOW * cw; /* Window that the player sees */
426 extern coord delta; /* Change indicated to get_dir() */
427 extern int dnum; /* Dungeon number */
428 extern int door_stop; /* Stop running when we pass a door */
429 extern struct delayed_action d_list[20];
430 extern int fight_flush; /* True if toilet input */
431 extern char file_name[80]; /* Save file name */
432 extern int firstmove; /* First move after setting door_stop */
433 extern int food_left; /* Amount of food in hero's stomach */
434 extern char fruit[80]; /* Favorite fruit */
435 extern int fung_hit; /* Number of time fungi has hit */
436 extern int group; /* Current group number */
437 extern char home[]; /* User's home directory */
438 extern WINDOW * hw; /* Used for the help command */
439 extern char huh[80]; /* The last message printed */
440 extern int hungry_state; /* How hungry is he */
441 extern int in_shell; /* True if executing a shell */
442 extern int inpack; /* Number of things in pack */
443 extern int jump; /* Show running as series of jumps */
444 extern int lastscore; /* Score before this turn */
445 extern int level; /* What level rogue is on */
446 extern char lvl_mons[27];
447 extern struct linked_list * lvl_obj; /* List of objects on this level */
448 extern int max_hp; /* Player's max hit points */
449 extern int max_level; /* Deepest player has gone */
450 extern struct stats max_stats; /* The maximum for the player */
451 extern char * metal[];
452 extern struct linked_list * mlist; /* List of monsters on the level */
453 extern struct monster monsters[26]; /* The initial monster states */
454 extern int mpos; /* Where cursor is on top line */
455 extern WINDOW * mw; /* Used to store mosnters */
456 extern coord nh;
457 extern int no_command; /* Number of turns asleep */
458 extern int no_food; /* Number of levels without food */
459 extern int no_move; /* Number of turns held in place */
460 extern int notify; /* True if player wants to know */
461 extern int ntraps; /* Number of traps on this level */
462 extern int num_checks;
463 extern coord oldpos; /* Position before last look() call */
464 extern struct room * oldrp; /* Roomin(&oldpos) */
465 extern char * p_colors[MAXPOTIONS]; /* Colors of the potions */
466 extern char * p_guess[MAXPOTIONS]; /* Players guess at what potion is */
467 extern int p_know[MAXPOTIONS]; /* Does he know what a potion does */
468 extern struct magic_item p_magic[MAXPOTIONS]; /* Names and chances for potions */
469 extern struct thing player; /* The rogue */
470 extern int playing; /* True until he quits */
471 extern unsigned char prbuf[80]; /* Buffer for sprintfs */
472 extern int purse; /* How much gold the rogue has */
473 extern int quiet; /* Number of quiet turns */
474 extern char * r_guess[MAXRINGS]; /* Players guess at what ring is */
475 extern int r_know[MAXRINGS]; /* Does he know what a ring does */
476 extern struct magic_item r_magic[MAXRINGS]; /* Names and chances for rings */
477 extern char * r_stones[MAXRINGS]; /* Stone settings of the rings */
478 extern char * rainbow[];
479 extern char * release; /* Release number of rogue */
480 extern struct room rooms[MAXROOMS]; /* One for each room -- A level */
481 extern int runch; /* Direction player is running */
482 extern int running; /* True if player is running */
483 extern int seed; /* Random number seed */
484 extern char * s_guess[MAXSCROLLS]; /* Players guess at what scroll is */
485 extern int s_know[MAXSCROLLS]; /* Does he know what a scroll does */
486 extern struct magic_item s_magic[MAXSCROLLS]; /* Names and chances for scrolls */
487 extern char * s_names[MAXSCROLLS]; /* Names of the scrolls */
488 extern FILE * scoreboard;
489 extern int slow_invent; /* Inventory one line at a time */
490 extern char * stones[];
491 extern int take; /* Thing the rogue is taking */
492 extern int terse; /* True if we should be int */
493 extern struct magic_item things[NUMTHINGS]; /* Chances for each type of item */
494 extern int total; /* Total dynamic memory bytes */
495 extern char * w_names[MAXWEAPONS]; /* Names of the various weapons */
496 extern char wand_mons[27];
497 extern int waswizard; /* Was a wizard sometime */
498 extern char whoami[80]; /* Name of player */
499 extern int wizard; /* True if allows wizard commands */
500 extern char * wood[];
501 extern char * ws_guess[MAXSTICKS]; /* Players guess at what wand is */
502 extern int ws_know[MAXSTICKS]; /* Does he know what a stick does */
503 extern char * ws_made[MAXSTICKS]; /* What sticks are made of */
504 extern struct magic_item ws_magic[MAXSTICKS]; /* Names and chances for sticks */
505 extern char * ws_type[MAXSTICKS]; /* Is it a wand or a staff */
506
507 void _attach(struct linked_list **list, struct linked_list *item);
508 void _detach(struct linked_list **list, struct linked_list *item);
509 void _free_list(struct linked_list **ptr);
510 char * _new(size_t size);
511 int add_dam(str_t *str);
512 void add_haste(int potion);
513 void add_pack(struct linked_list *item, int silent);
514 void add_pass(void);
515 void addmsg(char *fmt, ...);
516 void aggravate(void);
517 int attack(struct thing *mp);
518 int author(void);
519 void auto_save(int p);
520 void badcheck(char *name, struct magic_item *magic, int bound);
521 int be_trapped(coord *tc);
522 void bounce(struct object *weap, char *mname);
523 void call(void);
524 int cansee(int y, int x);
525 char * charge_str(struct object *obj);
526 int chase(struct thing *tp, coord *ee);
527 void check_level(void);
528 void checkout(int p);
529 void chg_str(int amt);
530 void chmsg(char *fmt, ...);
531 void command(void);
532 void conn(int r1, int r2);
533 void create_obj(void);
534 void death(int monst);
535 int diag_ok(coord *sp, coord *ep);
536 void discard(struct linked_list *item);
537 void d_level(void);
538 int do_chase(struct thing *th);
539 void do_daemons(int flag);
540 void do_fuses(int flag);
541 void do_motion(struct object *obj, int ydelta, int xdelta);
542 void do_move(int dy, int dx);
543 void do_passages(void);
544 void do_rooms(void);
545 void do_run(int ch);
546 void do_zap(int gotdir);
547 void doadd(char *fmt, va_list ap);
548 void doctor(void);
549 void door(struct room *rm, coord *cp);
550 void drain(int ymin, int ymax, int xmin, int xmax);
551 void draw_room(struct room *rp);
552 void drop(void);
553 int dropcheck(struct object *op);
554 void eat(void);
555 int encerror(void);
556 void encseterr(int err);
557 int encclearerr(void);
558 size_t encread(void *buf, size_t size, FILE *inf);
559 size_t encwrite(const void *buf, size_t size, FILE *outf);
560 void endmsg(void);
561 void extinguish(void (*func)());
562 void fall(struct linked_list *item, int pr);
563 int fallpos(coord *pos, coord *newpos, int passages);
564 void fatal(char *s);
565 struct linked_list * find_mons(int y, int x);
566 struct linked_list * find_obj(int y, int x);
567 struct delayed_action * find_slot(void (*func)());
568 int fight(coord *mp, int mn, struct object *weap, int thrown);
569 void fix_stick(struct object *cur);
570 void flush_type(void);
571 void fuse(void (*func)(), int arg, int time, int type);
572 void genocide(void);
573 int get_bool(void *vp, WINDOW *win);
574 int get_dir(void);
575 struct linked_list * get_item(char *purpose, int type);
576 int get_str(void *vopt, WINDOW *win);
577 int gethand(void);
578 void help(void);
579 void hit(char *er, char *ee);
580 int hit_monster(int y, int x, struct object *obj);
581 void horiz(int cnt);
582 void identify(void);
583 void init_colors(void);
584 void init_materials(void);
585 void init_names(void);
586 void init_player(void);
587 void init_stones(void);
588 void init_things(void);
589 void init_weapon(struct object *weap, int type);
590 char * inv_name(struct object *obj, int drop);
591 int inventory(struct linked_list *list, int type);
592 int is_current(struct object *obj);
593 int is_magic(struct object *obj);
594 void kill_daemon(void (*func)());
595 void killed(struct linked_list *item, int pr);
596 char * killname(int monst);
597 void lengthen(void (*func)(), int xtime);
598 void light(coord *cp);
599 void look(int wakeup);
600 void miss(char *er, char *ee);
601 void missile(int ydelta, int xdelta);
602 void money(void);
603 void msg(char *fmt, ...);
604 void new_level(void);
605 struct linked_list * new_item(int size);
606 void new_monster(struct linked_list *item, int type, coord *cp);
607 struct linked_list * new_thing(void);
608 char * num(int n1, int n2);
609 void nohaste(void);
610 void open_score(void);
611 void option(void);
612 int pack_char(struct object *obj);
613 void parse_opts(char *str);
614 int passwd(void);
615 int pick_one(struct magic_item *magic, int nitems);
616 void pick_up(int ch);
617 void picky_inven(void);
618 void playit(void);
619 void put_bool(void *b);
620 void put_str(void *str);
621 void put_things(void);
622 int readchar(WINDOW *win);
623 int restore(char *file, char **envp);
624 int roll(int number, int sides);
625 struct room * roomin(coord *cp);
626 int step_ok(int ch);
627 void strucpy(char *s1, char *s2, size_t len);
628 void swander(void);
629 void take_off(void);
630 void tstp(int p);
631 void quaff(void);
632 void quit(int p);
633 void raise_level(void);
634 int randmonster(int wander);
635 void read_scroll(void);
636 void remove_monster(coord *mp, struct linked_list *item);
637 int ring_eat(int hand);
638 void ring_off(void);
639 void ring_on(void);
640 char * ring_num(struct object *obj);
641 int rnd(int range);
642 void rnd_pos(struct room *rp, coord *cp);
643 int rnd_room(void);
644 coord * rndmove(struct thing *who);
645 int roll_em(struct stats *att, struct stats *def, struct object *weap, int hurl);
646 void rollwand(void);
647 int rs_save_file(FILE *savef);
648 int rs_restore_file(FILE *inf);
649 void runners(void);
650 void runto(coord *runner, coord *spot);
651 int save(int which);
652 int save_file(FILE *savef);
653 int save_game(void);
654 int save_throw(int which, struct thing *tp);
655 void score(int amount, int flags, int monst);
656 void shell(void);
657 int show(int y, int x);
658 void sight(void);
659 void search(void);
660 int secretdoor(int y, int x);
661 void setup(void);
662 void show_win(WINDOW *scr, char *message);
663 void start_daemon(void (*func)(), int arg, int type);
664 void status(void);
665 void stomach(void);
666 int str_plus(str_t *str);
667 int swing(int at_lvl, int op_arm, int wplus);
668 int teleport(void);
669 int too_much(void);
670 void total_winner(void);
671 char * tr_name(int ch);
672 struct trap * trap_at(int y, int x);
673 void thunk(struct object *weap, char *mname);
674 void u_level(void);
675 void unconfuse(void);
676 void unsee(void);
677 void vert(int cnt);
678 char * vowelstr(char *str);
679 void wait_for(WINDOW *win, int ch);
680 struct linked_list * wake_monster(int y, int x);
681 void wanderer(void);
682 void waste_time(void);
683 void wear(void);
684 void whatis(void);
685 void wield(void);