comparison arogue7/rogue.h @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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children c697782a9b37
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124:d10fc4a065ac 125:adfa37e67084
1 /*
2 * rogue.h - Rogue definitions and variable declarations
3 *
4 * Advanced Rogue
5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
6 * All rights reserved.
7 *
8 * Based on "Rogue: Exploring the Dungeons of Doom"
9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
10 * All rights reserved.
11 *
12 * See the file LICENSE.TXT for full copyright and licensing information.
13 */
14
15 /*
16 * Rogue definitions and variable declarations
17 *
18 */
19
20 #define reg register
21 #undef lines /* AIX's term.h defines this, causing a conflict */
22 #ifdef BSD
23 #undef tolower(c)
24 #define _tolower(c) ((c)-'A'+'a')
25 extern char tolower();
26 #undef toupper(c)
27 #define _toupper(c) ((c)-'a'+'A')
28 extern char toupper();
29 #define strchr index
30
31 #define exfork vfork /* Better way to do a fork followed by an exec */
32 #else
33 #define exfork fork /* Standard fork with no paging available */
34 #endif
35
36 /*
37 * Maximum number of different things
38 */
39 #define MAXDAEMONS 10
40 #define MAXFUSES 20
41 #define MAXROOMS 9
42 #define MAXTHINGS 9
43 #define MAXOBJ 9
44 #define MAXSTATS 72 /* max total of all stats at startup */
45 #define MAXPACK 23
46 #define MAXDOUBLE 14 /* Maximum number of times exppts is doubled */
47 #define MAXCONTENTS 10
48 #define MAXENCHANT 10 /* max number of enchantments on an item */
49 #define MAXTREAS 15 /* number monsters/treasure in treasure room */
50 #define MAXTRAPS 25
51 #define MAXTRPTRY 8 /* attempts/level allowed for setting traps */
52 #define MAXDOORS 4 /* Maximum doors to a room */
53 #define MAXCHANTS 16 /* Maximum number of chants for a druid */
54 #define MAXPRAYERS 18 /* Maximum number of prayers for cleric */
55 #define MAXSPELLS 20 /* Maximum number of spells (for magician) */
56 #define MAXQUILL 13 /* scrolls the Quill of Nagrom can write */
57 #define QUILLCHARGES 160 /* max num of charges in the Quill of Nagrom */
58 #define NUMMONST 125 /* Current number of monsters */
59 #define NUM_CNAMES 17 /* number of names per character level */
60 #define NUMUNIQUE 27 /* number of UNIQUE creatures */
61 #define NLEVMONS 3 /* Number of new monsters per level */
62 #define NUMSCORE 10 /* number of entries in score file */
63 #define HARDER 35 /* at this level start making things harder */
64 #define LINELEN 256 /* characters in a buffer */
65 #define JUG_EMPTY -1 /* signifys that the alchemy jug is empty */
66 #define MAXPURCH (pstats.s_charisma/3) /* # of purchases at post */
67
68 /* Movement penalties */
69 #define BACKPENALTY 3
70 #define SHOTPENALTY 2 /* In line of sight of missile */
71 #define DOORPENALTY 1 /* Moving out of current room */
72
73 /*
74 * these defines are used in calls to get_item() to signify what
75 * it is we want
76 */
77 #define ALL -1
78 #define WEARABLE -2
79 #define CALLABLE -3
80 #define WIELDABLE -4
81 #define USEABLE -5
82 #define IDENTABLE -6
83 #define REMOVABLE -7
84 #define PROTECTABLE -8
85 #define ZAPPABLE -9
86 #define READABLE -10
87 #define QUAFFABLE -11
88
89 /*
90 * stuff to do with encumberance
91 */
92 #define NORMENCB 1500 /* normal encumberance */
93 #define F_SATIATED 0 /* player's stomach is very full */
94 #define F_OKAY 1 /* have plenty of food in stomach */
95 #define F_HUNGRY 2 /* player is hungry */
96 #define F_WEAK 3 /* weak from lack of food */
97 #define F_FAINT 4 /* fainting from lack of food */
98
99 /*
100 * actions a player/monster will take
101 */
102 #define A_MOVE 0200 /* normal movement */
103 #define A_FREEZE 0201 /* frozen in place */
104 #define A_ATTACK 0202 /* trying to hit */
105 #define A_SELL 0203 /* trying to sell goods */
106 #define A_NIL 0204 /* not doing anything */
107 #define A_BREATHE 0205 /* breathing */
108 #define A_MISSILE 0206 /* Firing magic missiles */
109 #define A_SONIC 0207 /* Sounding a sonic blast */
110 #define A_SUMMON 0210 /* Summoning help */
111 #define A_USERELIC 0211 /* Monster uses a relic */
112 #define A_SLOW 0212 /* monster slows the player */
113 #define A_ZAP 0213 /* monster shoots a wand */
114 #define A_PICKUP 0214 /* player is picking something up */
115 #define A_USEWAND 0215 /* monster is shooting a wand */
116 #define A_THROW 't'
117 #define C_CAST 'C'
118 #define C_COUNT '*'
119 #define C_DIP 'D'
120 #define C_DROP 'd'
121 #define C_EAT 'e'
122 #define C_PRAY 'p'
123 #define C_CHANT 'c'
124 #define C_QUAFF 'q'
125 #define C_READ 'r'
126 #define C_SEARCH 's'
127 #define C_SETTRAP '^'
128 #define C_TAKEOFF 'T'
129 #define C_USE CTRL('U')
130 #define C_WEAR 'W'
131 #define C_WIELD 'w'
132 #define C_ZAP 'z'
133
134 /* Possible ways for the hero to move */
135 #define H_TELEPORT 0
136
137 /*
138 * return values for get functions
139 */
140 #define NORM 0 /* normal exit */
141 #define QUIT 1 /* quit option setting */
142 #define MINUS 2 /* back up one option */
143
144 /*
145 * The character types
146 */
147 #define C_FIGHTER 0
148 #define C_RANGER 1
149 #define C_PALADIN 2
150 #define C_MAGICIAN 3
151 #define C_CLERIC 4
152 #define C_THIEF 5
153 #define C_ASSASIN 6
154 #define C_DRUID 7
155 #define C_MONK 8
156 #define C_MONSTER 9
157 #define NUM_CHARTYPES 10
158
159 /*
160 * define the ability types
161 */
162 #define A_INTELLIGENCE 0
163 #define A_STRENGTH 1
164 #define A_WISDOM 2
165 #define A_DEXTERITY 3
166 #define A_CONSTITUTION 4
167 #define A_CHARISMA 5
168 #define NUMABILITIES 6
169
170 /*
171 * values for games end
172 */
173 #define UPDATE -2
174 #define SCOREIT -1
175 #define KILLED 0
176 #define CHICKEN 1
177 #define WINNER 2
178
179 /*
180 * definitions for function step_ok:
181 * MONSTOK indicates it is OK to step on a monster -- it
182 * is only OK when stepping diagonally AROUND a monster;
183 * it is also OK if the stepper is a friendly monster and
184 * is in a fighting mood.
185 */
186 #define MONSTOK 1
187 #define NOMONST 2
188 #define FIGHTOK 3
189
190 /*
191 * used for ring stuff
192 */
193 #define LEFT_1 0
194 #define LEFT_2 1
195 #define LEFT_3 2
196 #define LEFT_4 3
197 #define RIGHT_1 4
198 #define RIGHT_2 5
199 #define RIGHT_3 6
200 #define RIGHT_4 7
201 #define NUM_FINGERS 8
202
203 /*
204 * used for micellaneous magic (MM) stuff
205 */
206 #define WEAR_BOOTS 0
207 #define WEAR_BRACERS 1
208 #define WEAR_CLOAK 2
209 #define WEAR_GAUNTLET 3
210 #define WEAR_JEWEL 4
211 #define WEAR_NECKLACE 5
212 #define NUM_MM 6
213
214 /*
215 * All the fun defines
216 */
217 #define next(ptr) (*ptr).l_next
218 #define prev(ptr) (*ptr).l_prev
219 #define ldata(ptr) (*ptr).l_data
220 #define inroom(rp, cp) (\
221 (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
222 && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
223 #define winat(y, x) (mvwinch(mw, y, x)==' '?mvwinch(stdscr, y, x):winch(mw))
224 #define debug if (wizard) msg
225 #define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
226 #define unc(cp) (cp).y, (cp).x
227 #define cmov(xy) move((xy).y, (xy).x)
228 #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
229 #define OBJPTR(what) (struct object *)((*what).l_data)
230 #define THINGPTR(what) (struct thing *)((*what).l_data)
231 #define DOORPTR(what) (coord *)((*what).l_data)
232 #define when break;case
233 #define otherwise break;default
234 #define until(expr) while(!(expr))
235 #define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
236 #define draw(window) wrefresh(window)
237 #define hero player.t_pos
238 #define pstats player.t_stats
239 #define max_stats player.maxstats
240 #define pack player.t_pack
241 #define attach(a, b) _attach(&a, b)
242 #define detach(a, b) _detach(&a, b)
243 #define o_free_list(a) _o_free_list(&a)
244 #define r_free_list(a) _r_free_list(&a)
245 #define t_free_list(a) _t_free_list(&a)
246 #ifndef max
247 #define max(a, b) ((a) > (b) ? (a) : (b))
248 #define min(a, b) ((a) < (b) ? (a) : (b))
249 #endif
250 #define on(thing, flag) \
251 (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) != 0)
252 #define off(thing, flag) \
253 (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) == 0)
254 #define turn_on(thing, flag) \
255 ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] |= (flag & ~FLAGMASK))
256 #define turn_off(thing, flag) \
257 ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] &= ~flag)
258
259 #undef CTRL
260 #define CTRL(ch) (ch & 037)
261
262 #define ALLOC(x) calloc((unsigned int) x,1)
263 #define FREE(x) free((char *) x)
264 #define EQSTR(a, b, c) (strncmp(a, b, c) == 0)
265 #define EQUAL(a, b) (strcmp(a, b) == 0)
266 #define GOLDCALC (rnd(50 + 10 * level) + 2)
267 #define ISRING(h, r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
268 #define ISWEARING(r) (ISRING(LEFT_1, r) || ISRING(LEFT_2, r) ||\
269 ISRING(LEFT_3, r) || ISRING(LEFT_4, r) ||\
270 ISRING(RIGHT_1, r) || ISRING(RIGHT_2, r) ||\
271 ISRING(RIGHT_3, r) || ISRING(RIGHT_4, r))
272 #define newgrp() ++group
273 #define o_charges o_ac
274 #define o_kind o_ac
275 #define ISMULT(type) (type == FOOD)
276 #define isrock(ch) ((ch == WALL) || (ch == '-') || (ch == '|') || (ch == SECRETDOOR))
277 #define invisible(monst) \
278 (((on(*monst, ISINVIS) || \
279 (on(*monst, ISSHADOW) && rnd(100) < 90)) && \
280 off(player, CANSEE)) || \
281 (on(*monst, CANSURPRISE) && !ISWEARING(R_ALERT)))
282 #define is_stealth(tp) \
283 (rnd(25) < (tp)->t_stats.s_dext || (tp == &player && ISWEARING(R_STEALTH)))
284
285 #define has_light(rp) (((rp)->r_flags & HASFIRE) || ISWEARING(R_LIGHT))
286
287 #define mi_wght mi_worth
288 #define mi_food mi_curse
289
290 /*
291 * Ways to die
292 */
293 #define D_PETRIFY -1
294 #define D_ARROW -2
295 #define D_DART -3
296 #define D_POISON -4
297 #define D_BOLT -5
298 #define D_SUFFOCATION -6
299 #define D_POTION -7
300 #define D_INFESTATION -8
301 #define D_DROWN -9
302 #define D_ROT -10
303 #define D_CONSTITUTION -11
304 #define D_STRENGTH -12
305 #define D_SIGNAL -13
306 #define D_CHOKE -14
307 #define D_STRANGLE -15
308 #define D_FALL -16
309 #define D_RELIC -17
310 #define D_STARVATION -18
311 #define D_FOOD_CHOKE -19
312 #define D_SCROLL -20
313 #define DEATHNUM 20 /* number of ways to die */
314
315 /*
316 * Things that appear on the screens
317 */
318 #define WALL ' '
319 #define PASSAGE '#'
320 #define DOOR '+'
321 #define FLOOR '.'
322 #define VPLAYER '@'
323 #define IPLAYER '_'
324 #define POST '^'
325 #define TRAPDOOR '>'
326 #define ARROWTRAP '{'
327 #define SLEEPTRAP '$'
328 #define BEARTRAP '}'
329 #define TELTRAP '~'
330 #define DARTTRAP '`'
331 #define POOL '"'
332 #define MAZETRAP '\''
333 #define SECRETDOOR '&'
334 #define STAIRS '%'
335 #define GOLD '*'
336 #define POTION '!'
337 #define SCROLL '?'
338 #define MAGIC '$'
339 #define BMAGIC '>' /* Blessed magic */
340 #define CMAGIC '<' /* Cursed magic */
341 #define FOOD ':'
342 #define WEAPON ')'
343 #define MISSILE '*' /* Magic Missile */
344 #define ARMOR ']'
345 #define MM ';'
346 #define RELIC ','
347 #define RING '='
348 #define STICK '/'
349 #define FOREST '\\'
350
351 /*
352 * Various constants
353 */
354 #define PASSWD "mTdNfNGDrwAZ."
355 #define FIGHTBASE 10
356 #define SPELLTIME ((max(30-pstats.s_lvl,5)))
357 #define BEARTIME 17
358 #define CLOAK_TIME (roll(20,20))
359 #define SLEEPTIME 7
360 #define FREEZETIME 11
361 #define PAINTIME (roll(2, 12))
362 #define HEALTIME 30
363 #define CHILLTIME (roll(20, 4))
364 #define SMELLTIME 20
365 #define STONETIME (roll(10,2))
366 #define HASTETIME 11
367 #define SICKTIME 25
368 #define WANDERTIME (max(5, (HARDER*2)-rnd(vlevel)))
369 #define BEFORE 1
370 #define AFTER 2
371 #define HUHDURATION (50+rnd(30))
372 #define SEEDURATION 850
373 #define SKILLDURATION (100+rnd(50))
374 #define CLRDURATION 50
375 #define GONETIME 200
376 #define FIRETIME (200+roll(5,5))
377 #define COLDTIME (200+roll(5,5))
378 #define BOLTTIME (200+roll(5,5))
379 #define FLYTIME 300
380 #define DUSTTIME (30+roll(5,10))
381 #define PHASEDURATION 300
382 #define MORETIME 100
383 #define STINKTIME 16
384 #define STOMACHSIZE 1500
385 #define ESCAPE 27
386 #define BOLT_LENGTH 10
387 #define MARKLEN 20
388 #define DAYLENGTH 400
389 #define ALCHEMYTIME (400+rnd(150))
390
391 /*
392 * Save against things
393 */
394 #define VS_POISON 00
395 #define VS_PARALYZATION 00
396 #define VS_DEATH 00
397 #define VS_PETRIFICATION 01
398 #define VS_WAND 02
399 #define VS_BREATH 03
400 #define VS_MAGIC 04
401
402 /*
403 * attributes for treasures in dungeon
404 */
405 #define ISCURSED 01
406 #define ISKNOW 02
407 #define ISPOST 04 /* object is in a trading post */
408 #define ISMETAL 010
409 #define ISPROT 020 /* object is protected */
410 #define ISBLESSED 040
411 #define ISPOISON 0100
412 #define ISMISL 020000
413 #define ISMANY 040000
414 /*
415 * Various flag bits
416 */
417 #define ISDARK 01
418 #define ISGONE 02
419 #define ISTREAS 04
420 #define ISFOUND 010
421 #define ISTHIEFSET 020
422 #define FORCEDARK 040
423 /*
424 * 1st set of creature flags (this might include player)
425 */
426 #define ISBLIND 0x00000001
427 #define ISINWALL 0x00000002
428 #define ISRUN 0x00000004
429 #define ISFLEE 0x00000008
430 #define ISINVIS 0x00000010
431 #define ISMEAN 0x00000020
432 #define ISGREED 0x00000040
433 #define CANSHOOT 0x00000080
434 #define ISHELD 0x00000100
435 #define ISHUH 0x00000200
436 #define ISREGEN 0x00000400
437 #define CANHUH 0x00000800
438 #define CANSEE 0x00001000
439 #define HASFIRE 0x00002000
440 #define ISSLOW 0x00004000
441 #define ISHASTE 0x00008000
442 #define ISCLEAR 0x00010000
443 #define CANINWALL 0x00020000
444 #define ISDISGUISE 0x00040000
445 #define CANBLINK 0x00080000
446 #define CANSNORE 0x00100000
447 #define HALFDAMAGE 0x00200000
448 #define CANSUCK 0x00400000
449 #define CANRUST 0x00800000
450 #define CANPOISON 0x01000000
451 #define CANDRAIN 0x02000000
452 #define ISUNIQUE 0x04000000
453 #define STEALGOLD 0x08000000
454 /*
455 * Second set of flags
456 */
457 #define STEALMAGIC 0x10000001
458 #define CANDISEASE 0x10000002
459 #define HASDISEASE 0x10000004
460 #define CANSUFFOCATE 0x10000008
461 #define DIDSUFFOCATE 0x10000010
462 #define BOLTDIVIDE 0x10000020
463 #define BLOWDIVIDE 0x10000040
464 #define NOCOLD 0x10000080
465 #define TOUCHFEAR 0x10000100
466 #define BMAGICHIT 0x10000200
467 #define NOFIRE 0x10000400
468 #define NOBOLT 0x10000800
469 #define CARRYGOLD 0x10001000
470 #define CANITCH 0x10002000
471 #define HASITCH 0x10004000
472 #define DIDDRAIN 0x10008000
473 #define WASTURNED 0x10010000
474 #define CANSELL 0x10020000
475 #define CANBLIND 0x10040000
476 #define NOACID 0x10080000
477 #define NOSLOW 0x10100000
478 #define NOFEAR 0x10200000
479 #define NOSLEEP 0x10400000
480 #define NOPARALYZE 0x10800000
481 #define NOGAS 0x11000000
482 #define CANMISSILE 0x12000000
483 #define CMAGICHIT 0x14000000
484 #define CANPAIN 0x18000000
485
486 /*
487 * Third set of flags
488 */
489 #define CANSLOW 0x20000001
490 #define CANTUNNEL 0x20000002
491 #define TAKEWISDOM 0x20000004
492 #define NOMETAL 0x20000008
493 #define MAGICHIT 0x20000010
494 #define CANINFEST 0x20000020
495 #define HASINFEST 0x20000040
496 #define NOMOVE 0x20000080
497 #define CANSHRIEK 0x20000100
498 #define CANDRAW 0x20000200
499 #define CANSMELL 0x20000400
500 #define CANPARALYZE 0x20000800
501 #define CANROT 0x20001000
502 #define ISSCAVENGE 0x20002000
503 #define DOROT 0x20004000
504 #define CANSTINK 0x20008000
505 #define HASSTINK 0x20010000
506 #define ISSHADOW 0x20020000
507 #define CANCHILL 0x20040000
508 #define CANHUG 0x20080000
509 #define CANSURPRISE 0x20100000
510 #define CANFRIGHTEN 0x20200000
511 #define CANSUMMON 0x20400000
512 #define TOUCHSTONE 0x20800000
513 #define LOOKSTONE 0x21000000
514 #define CANHOLD 0x22000000
515 #define DIDHOLD 0x24000000
516 #define DOUBLEDRAIN 0x28000000
517
518 /*
519 * Fourth set of flags
520 */
521 #define CANBRANDOM 0x30000001 /* Types of breath */
522 #define CANBACID 0x30000002 /* acid */
523 #define CANBFIRE 0x30000004 /* Fire */
524 #define CANBCGAS 0x30000008 /* confusion gas */
525 #define CANBBOLT 0x30000010 /* lightning bolt */
526 #define CANBGAS 0x30000020 /* clorine gas */
527 #define CANBICE 0x30000040 /* ice */
528 #define CANBFGAS 0x30000080 /* Fear gas */
529 #define CANBPGAS 0x30000100 /* Paralyze gas */
530 #define CANBSGAS 0x30000200 /* Sleeping gas */
531 #define CANBSLGAS 0x30000400 /* Slow gas */
532 #define CANBREATHE 0x300007ff /* Can it breathe at all? */
533 /*
534 * Fifth set of flags
535 */
536 #define ISUNDEAD 0x40000001
537 #define CANSONIC 0x40000002
538 #define TURNABLE 0x40000004
539 #define TAKEINTEL 0x40000008
540 #define NOSTAB 0x40000010
541 #define CANDISSOLVE 0x40000020
542 #define ISFLY 0x40000040 /* creature can fly */
543 #define CANTELEPORT 0x40000080 /* creature can teleport */
544 #define CANEXPLODE 0x40000100 /* creature explodes when hit */
545 #define CANDANCE 0x40000200 /* creature can make hero "dance" */
546 #define ISDANCE 0x40000400 /* creature (hero) is dancing */
547 #define CARRYFOOD 0x40000800
548 #define CARRYSCROLL 0x40001000
549 #define CARRYPOTION 0x40002000
550 #define CARRYRING 0x40004000
551 #define CARRYSTICK 0x40008000
552 #define CARRYMISC 0x40010000
553 #define CARRYMDAGGER 0x40020000 /* Dagger of Musty */
554 #define CARRYCLOAK 0x40040000 /* Cloak of Emori */
555 #define CARRYANKH 0x40080000 /* Ankh of Heil */
556 #define CARRYSTAFF 0x40100000 /* Staff of Ming */
557 #define CARRYWAND 0x40200000 /* Wand of Orcus */
558 #define CARRYROD 0x40400000 /* Rod of Asmodeus */
559 #define CARRYYAMULET 0x40800000 /* Amulet of Yendor */
560 #define CARRYMANDOLIN 0x41000000 /* Mandolin of Brian */
561 #define MISSEDDISP 0x42000000 /* Missed Cloak of Displacement */
562 #define CANBSTAB 0x44000000 /* Can backstab */
563 #define ISGUARDIAN 0x48000000 /* Guardian of a treasure room */
564
565
566 #define CARRYHORN 0x50000001 /* Horn of Geryon */
567 #define CARRYMSTAR 0x50000002 /* Morning Star of Hruggek */
568 #define CARRYFLAIL 0x50000004 /* Flail of Yeenoghu */
569 #define CARRYWEAPON 0x50000008 /* A generic weapon */
570 #define CANAGE 0x50000010 /* can age you */
571 #define CARRYDAGGER 0x50000020 /* carry's a dumb old dagger */
572 #define AREMANY 0x50000040 /* they come in droves */
573 #define CARRYEYE 0x50000080 /* has the eye of Vecna */
574 #define HASSUMMONED 0x50000100 /* has already summoned */
575 #define ISSTONE 0x50000200 /* has been turned to stone */
576 #define NODETECT 0x50000400 /* detect monster will not show him */
577 #define NOSTONE 0x50000800 /* creature made its save vrs stone */
578 #define CARRYQUILL 0x50001000 /* has the quill of Nagrom */
579 #define CARRYAXE 0x50002000 /* has the axe of Aklad */
580 #define TOUCHSLOW 0x50004000 /* touch will slow hero */
581 #define WASDISRUPTED 0x50008000 /* creature was disrupted by player */
582 #define CARRYARMOR 0x50010000 /* creature will pick up armor */
583 #define CARRYBAMULET 0x50020000 /* amulet of skoraus stonebones */
584 #define CARRYSURTURRING 0x50040000 /* ring of Surtur */
585 #define ISCHARMED 0x50080000 /* is the monster charmed? */
586 #define ISFRIENDLY 0x50080000 /* monster friendly for any reason? */
587
588 #define ISREADY 0x60000001
589 #define ISDEAD 0x60000002
590 #define ISELSEWHERE 0x60000004
591
592 /* Masks for choosing the right flag */
593 #define FLAGMASK 0xf0000000
594 #define FLAGINDEX 0x0000000f
595 #define FLAGSHIFT 28
596 #define MAXFLAGS 25 /* max initial flags per creature */
597
598 /*
599 * Mask for cancelling special abilities
600 * The flags listed here will be the ones left on after the
601 * cancellation takes place
602 */
603 #define CANC0MASK ( ISBLIND | ISINWALL | ISRUN | \
604 ISFLEE | ISMEAN | ISGREED | \
605 CANSHOOT | ISHELD | ISHUH | \
606 ISSLOW | ISHASTE | ISCLEAR | \
607 ISUNIQUE )
608 #define CANC1MASK ( HASDISEASE | DIDSUFFOCATE | CARRYGOLD | \
609 HASITCH | CANSELL | DIDDRAIN | \
610 WASTURNED )
611 #define CANC2MASK ( HASINFEST | NOMOVE | ISSCAVENGE | \
612 DOROT | HASSTINK | DIDHOLD )
613 #define CANC3MASK ( CANBREATHE )
614 #define CANC4MASK ( ISUNDEAD | CANSONIC | NOSTAB | \
615 ISFLY | CARRYFOOD | CANEXPLODE | \
616 ISDANCE | CARRYSCROLL | CARRYPOTION | \
617 CARRYRING | CARRYSTICK | CARRYMISC | \
618 CARRYMDAGGER | CARRYCLOAK | CARRYANKH | \
619 CARRYSTAFF | CARRYWAND | CARRYROD | \
620 CARRYYAMULET | CARRYMANDOLIN | ISGUARDIAN )
621 #define CANC5MASK ( CARRYHORN | CARRYMSTAR | CARRYFLAIL | \
622 CARRYEYE | CARRYDAGGER | HASSUMMONED | \
623 AREMANY | CARRYWEAPON | NOSTONE | \
624 CARRYQUILL | CARRYAXE | WASDISRUPTED | \
625 CARRYARMOR | CARRYBAMULET | CARRYSURTURRING )
626 #define CANC6MASK ( 0 )
627 #define CANC7MASK ( 0 )
628 #define CANC8MASK ( 0 )
629 #define CANC9MASK ( 0 )
630 #define CANCAMASK ( 0 )
631 #define CANCBMASK ( 0 )
632 #define CANCCMASK ( 0 )
633 #define CANCDMASK ( 0 )
634 #define CANCEMASK ( 0 )
635 #define CANCFMASK ( 0 )
636
637 /* types of things */
638 #define TYP_POTION 0
639 #define TYP_SCROLL 1
640 #define TYP_FOOD 2
641 #define TYP_WEAPON 3
642 #define TYP_ARMOR 4
643 #define TYP_RING 5
644 #define TYP_STICK 6
645 #define TYP_MM 7
646 #define TYP_RELIC 8
647 #define NUMTHINGS 9
648 /*
649 * food types
650 */
651 #define E_RATION 0
652 #define E_APPLE 1
653 #define E_BANANA 2
654 #define E_BLUEBERRY 3
655 #define E_CANDLEBERRY 4
656 #define E_CAPRIFIG 5
657 #define E_DEWBERRY 6
658 #define E_ELDERBERRY 7
659 #define E_GOOSEBERRY 8
660 #define E_GUANABANA 9
661 #define E_HAGBERRY 10
662 #define E_JABOTICABA 11
663 #define E_PEACH 12
664 #define E_PITANGA 13
665 #define E_PRICKLEY 14
666 #define E_RAMBUTAN 15
667 #define E_SAPODILLA 16
668 #define E_SOURSOP 17
669 #define E_STRAWBERRY 18
670 #define E_SWEETSOP 19
671 #define E_WHORTLEBERRY 20
672 #define MAXFOODS 21
673 /*
674 * Potion types
675 */
676 #define P_CLEAR 0
677 #define P_ABIL 1
678 #define P_SEEINVIS 2
679 #define P_HEALING 3
680 #define P_MFIND 4
681 #define P_TFIND 5
682 #define P_RAISE 6
683 #define P_HASTE 7
684 #define P_RESTORE 8
685 #define P_PHASE 9
686 #define P_INVIS 10
687 #define P_FLY 11
688 #define P_FFIND 12
689 #define P_SKILL 13
690 #define P_FIRE 14
691 #define P_COLD 15
692 #define P_LIGHTNING 16
693 #define P_POISON 17
694 #define MAXPOTIONS 18
695 /*
696 * Scroll types
697 */
698 #define S_CONFUSE 0
699 #define S_MAP 1
700 #define S_LIGHT 2
701 #define S_HOLD 3
702 #define S_SLEEP 4
703 #define S_ALLENCH 5
704 #define S_IDENT 6
705 #define S_SCARE 7
706 #define S_GFIND 8
707 #define S_TELEP 9
708 #define S_CREATE 10
709 #define S_REMOVE 11
710 #define S_PETRIFY 12
711 #define S_GENOCIDE 13
712 #define S_CURING 14
713 #define S_MAKEIT 15
714 #define S_PROTECT 16
715 #define S_FINDTRAPS 17
716 #define S_RUNES 18
717 #define S_CHARM 19
718 #define MAXSCROLLS 20
719
720 /*
721 * Weapon types
722 */
723 #define MACE 0 /* mace */
724 #define SWORD 1 /* long sword */
725 #define BOW 2 /* short bow */
726 #define ARROW 3 /* arrow */
727 #define DAGGER 4 /* dagger */
728 #define ROCK 5 /* rocks */
729 #define TWOSWORD 6 /* two-handed sword */
730 #define SLING 7 /* sling */
731 #define DART 8 /* darts */
732 #define CROSSBOW 9 /* crossbow */
733 #define BOLT 10 /* crossbow bolt */
734 #define SPEAR 11 /* spear */
735 #define TRIDENT 12 /* trident */
736 #define SPETUM 13 /* spetum */
737 #define BARDICHE 14 /* bardiche */
738 #define PIKE 15 /* pike */
739 #define BASWORD 16 /* bastard sword */
740 #define HALBERD 17 /* halberd */
741 #define BATTLEAXE 18 /* battle axe */
742 #define MAXWEAPONS 19 /* types of weapons */
743 #define NONE 100 /* no weapon */
744
745 /*
746 * Armor types
747 */
748 #define LEATHER 0
749 #define RING_MAIL 1
750 #define STUDDED_LEATHER 2
751 #define SCALE_MAIL 3
752 #define PADDED_ARMOR 4
753 #define CHAIN_MAIL 5
754 #define SPLINT_MAIL 6
755 #define BANDED_MAIL 7
756 #define PLATE_MAIL 8
757 #define PLATE_ARMOR 9
758 #define MAXARMORS 10
759
760 /*
761 * Ring types
762 */
763 #define R_PROTECT 0
764 #define R_ADDSTR 1
765 #define R_SUSABILITY 2
766 #define R_SEARCH 3
767 #define R_SEEINVIS 4
768 #define R_ALERT 5
769 #define R_AGGR 6
770 #define R_ADDHIT 7
771 #define R_ADDDAM 8
772 #define R_REGEN 9
773 #define R_DIGEST 10
774 #define R_TELEPORT 11
775 #define R_STEALTH 12
776 #define R_ADDINTEL 13
777 #define R_ADDWISDOM 14
778 #define R_HEALTH 15
779 #define R_CARRY 16
780 #define R_LIGHT 17
781 #define R_DELUSION 18
782 #define R_FEAR 19
783 #define R_HEROISM 20
784 #define R_FIRE 21
785 #define R_WARMTH 22
786 #define R_VAMPREGEN 23
787 #define R_FREEDOM 24
788 #define R_TELCONTROL 25
789 #define MAXRINGS 26
790
791 /*
792 * Rod/Wand/Staff types
793 */
794
795 #define WS_LIGHT 0
796 #define WS_HIT 1
797 #define WS_ELECT 2
798 #define WS_FIRE 3
799 #define WS_COLD 4
800 #define WS_POLYMORPH 5
801 #define WS_MISSILE 6
802 #define WS_SLOW_M 7
803 #define WS_DRAIN 8
804 #define WS_CHARGE 9
805 #define WS_TELMON 10
806 #define WS_CANCEL 11
807 #define WS_CONFMON 12
808 #define WS_DISINTEGRATE 13
809 #define WS_PETRIFY 14
810 #define WS_PARALYZE 15
811 #define WS_MDEG 16
812 #define WS_CURING 17
813 #define WS_WONDER 18
814 #define WS_FEAR 19
815 #define MAXSTICKS 20
816
817 /*
818 * miscellaneous magic items
819 */
820 #define MM_JUG 0
821 #define MM_BEAKER 1
822 #define MM_BOOK 2
823 #define MM_ELF_BOOTS 3
824 #define MM_BRACERS 4
825 #define MM_OPEN 5
826 #define MM_HUNGER 6
827 #define MM_DISP 7
828 #define MM_PROTECT 8
829 #define MM_DRUMS 9
830 #define MM_DISAPPEAR 10
831 #define MM_CHOKE 11
832 #define MM_G_DEXTERITY 12
833 #define MM_G_OGRE 13
834 #define MM_JEWEL 14
835 #define MM_KEOGHTOM 15
836 #define MM_R_POWERLESS 16
837 #define MM_FUMBLE 17
838 #define MM_ADAPTION 18
839 #define MM_STRANGLE 19
840 #define MM_DANCE 20
841 #define MM_SKILLS 21
842 #define MAXMM 22
843
844 /*
845 * Relic types
846 */
847 #define MUSTY_DAGGER 0
848 #define EMORI_CLOAK 1
849 #define HEIL_ANKH 2
850 #define MING_STAFF 3
851 #define ORCUS_WAND 4
852 #define ASMO_ROD 5
853 #define YENDOR_AMULET 6
854 #define BRIAN_MANDOLIN 7
855 #define GERYON_HORN 8
856 #define HRUGGEK_MSTAR 9
857 #define YEENOGHU_FLAIL 10
858 #define EYE_VECNA 11
859 #define AXE_AKLAD 12
860 #define QUILL_NAGROM 13
861 #define STONEBONES_AMULET 14
862 #define SURTUR_RING 15
863 #define MAXRELIC 16
864
865
866 #define LEVEL 600
867 #define vlevel max(level, turns/LEVEL + 1)
868 /*
869 * Now we define the structures and types
870 */
871 /*
872 * character types
873 */
874 struct character_types {
875 char name[40]; /* name of character class */
876 long start_exp; /* starting exp pts for 2nd level */
877 long cap; /* stop doubling here */
878 int hit_pts; /* hit pts gained per level */
879 int base; /* Base to-hit value (AC 10) */
880 int max_lvl; /* Maximum level for changing value */
881 int factor; /* Amount base changes each time */
882 int offset; /* What to offset level */
883 int range; /* Range of levels for each offset */
884 };
885
886 /*
887 * level types
888 */
889 typedef enum {
890 NORMLEV, /* normal level */
891 POSTLEV, /* trading post level */
892 MAZELEV, /* maze level */
893 OUTSIDE, /* outside level */
894 STARTLEV /* beginning of the game */
895 } LEVTYPE;
896
897 /*
898 * Help list
899 */
900
901 struct h_list {
902 char h_ch;
903 char *h_desc;
904 };
905
906 /*
907 * Coordinate data type
908 */
909 typedef struct {
910 int x;
911 int y;
912 } coord;
913
914 /*
915 * structure for the ways to die
916 */
917 struct death_type {
918 int reason;
919 char *name;
920 };
921
922
923 /*
924 * Linked list data type
925 */
926 struct linked_list {
927 struct linked_list *l_next;
928 struct linked_list *l_prev;
929 char *l_data; /* Various structure pointers */
930 };
931
932 /*
933 * Stuff about magic items
934 */
935
936 struct magic_item {
937 char *mi_name;
938 int mi_prob;
939 int mi_worth;
940 int mi_curse;
941 int mi_bless;
942 };
943
944 /*
945 * Room structure
946 */
947 struct room {
948 coord r_pos; /* Upper left corner */
949 coord r_max; /* Size of room */
950 long r_flags; /* Info about the room */
951 struct linked_list *r_fires; /* List of fire creatures in room */
952 struct linked_list *r_exit; /* Linked list of exits */
953 };
954
955 /*
956 * Array of all traps on this level
957 */
958
959 struct trap {
960 char tr_type; /* What kind of trap */
961 char tr_show; /* Where disguised trap looks like */
962 coord tr_pos; /* Where trap is */
963 long tr_flags; /* Info about trap (i.e. ISFOUND) */
964 };
965
966 /*
967 * Structure describing a fighting being
968 */
969 struct stats {
970 short s_str; /* Strength */
971 short s_intel; /* Intelligence */
972 short s_wisdom; /* Wisdom */
973 short s_dext; /* Dexterity */
974 short s_const; /* Constitution */
975 short s_charisma; /* Charisma */
976 unsigned long s_exp; /* Experience */
977 int s_lvladj; /* how much level is adjusted */
978 int s_lvl; /* Level of mastery */
979 int s_arm; /* Armor class */
980 int s_hpt; /* Hit points */
981 int s_pack; /* current weight of his pack */
982 int s_carry; /* max weight he can carry */
983 char s_dmg[30]; /* String describing damage done */
984 };
985
986 /*
987 * Structure describing a fighting being (monster at initialization)
988 */
989 struct mstats {
990 short s_str; /* Strength */
991 short s_dex; /* dexterity */
992 short s_move; /* movement rate */
993 unsigned long s_exp; /* Experience */
994 short s_lvl; /* Level of mastery */
995 short s_arm; /* Armor class */
996 char *s_hpt; /* Hit points */
997 char *s_dmg; /* String describing damage done */
998 };
999
1000 /*
1001 * Structure for monsters and player
1002 */
1003 struct thing {
1004 bool t_wasshot; /* Was character shot last round? */
1005 char t_type; /* What it is */
1006 char t_disguise; /* What mimic looks like */
1007 char t_oldch; /* Character that was where it was */
1008 short t_ctype; /* Character type */
1009 short t_index; /* Index into monster table */
1010 short t_no_move; /* How long the thing can't move */
1011 short t_quiet; /* used in healing */
1012 short t_movement; /* Base movement rate */
1013 short t_action; /* Action we're waiting to do */
1014 short t_artifact; /* base chance of using artifact */
1015 short t_wand; /* base chance of using wands */
1016 short t_summon; /* base chance of summoning */
1017 short t_cast; /* base chance of casting a spell */
1018 short t_breathe; /* base chance to swing at player */
1019 char *t_name; /* name player gave his pet */
1020 coord *t_doorgoal; /* What door are we heading to? */
1021 coord *t_dest; /* Where it is running to */
1022 coord t_pos; /* Position */
1023 coord t_oldpos; /* Last position */
1024 coord t_newpos; /* Where we want to go */
1025 unsigned long t_flags[16]; /* State word */
1026 struct linked_list *t_pack; /* What the thing is carrying */
1027 struct linked_list *t_using; /* What the thing is using */
1028 int t_selection;
1029 struct stats t_stats; /* Physical description */
1030 struct stats maxstats; /* maximum(or initial) stats */
1031 int t_reserved;
1032 };
1033
1034 /*
1035 * Array containing information on all the various types of monsters
1036 */
1037 struct monster {
1038 char *m_name; /* What to call the monster */
1039 short m_carry; /* Probability of carrying something */
1040 bool m_normal; /* Does monster exist? */
1041 bool m_wander; /* Does monster wander? */
1042 char m_appear; /* What does monster look like? */
1043 char *m_intel; /* Intelligence range */
1044 long m_flags[MAXFLAGS]; /* Things about the monster */
1045 char *m_typesum; /* type of creature can he summon */
1046 short m_numsum; /* how many creatures can he summon */
1047 short m_add_exp; /* Added experience per hit point */
1048 struct mstats m_stats; /* Initial stats */
1049 };
1050
1051 /*
1052 * Structure for a thing that the rogue can carry
1053 */
1054
1055 struct object {
1056 int o_type; /* What kind of object it is */
1057 coord o_pos; /* Where it lives on the screen */
1058 char *o_text; /* What it says if you read it */
1059 char o_launch; /* What you need to launch it */
1060 char o_damage[8]; /* Damage if used like sword */
1061 char o_hurldmg[8]; /* Damage if thrown */
1062 struct linked_list *contents; /* contents of this object */
1063 int o_count; /* Count for plural objects */
1064 int o_which; /* Which object of a type it is */
1065 int o_hplus; /* Plusses to hit */
1066 int o_dplus; /* Plusses to damage */
1067 int o_ac; /* Armor class */
1068 long o_flags; /* Information about objects */
1069 int o_group; /* Group number for this object */
1070 int o_weight; /* weight of this object */
1071 char o_mark[MARKLEN]; /* Mark the specific object */
1072 };
1073 /*
1074 * weapon structure
1075 */
1076 struct init_weps {
1077 char *w_name; /* name of weapon */
1078 char *w_dam; /* hit damage */
1079 char *w_hrl; /* hurl damage */
1080 char w_launch; /* need to launch it */
1081 int w_flags; /* flags */
1082 int w_rate; /* rate of fire */
1083 int w_wght; /* weight of weapon */
1084 int w_worth; /* worth of this weapon */
1085 };
1086
1087 /*
1088 * armor structure
1089 */
1090 struct init_armor {
1091 char *a_name; /* name of armor */
1092 int a_prob; /* chance of getting armor */
1093 int a_class; /* normal armor class */
1094 int a_worth; /* worth of armor */
1095 int a_wght; /* weight of armor */
1096 };
1097
1098 struct spells {
1099 short s_which; /* which scroll or potion */
1100 short s_cost; /* cost of casting spell */
1101 short s_type; /* scroll or potion */
1102 int s_flag; /* is the spell blessed/cursed? */
1103 };
1104
1105 struct quill {
1106 short s_which; /* which scroll to write */
1107 short s_cost; /* cost of writing it */
1108 };
1109
1110 struct delayed_action {
1111 int d_type;
1112 int (*d_func)();
1113 union {
1114 int arg;
1115 void *varg;
1116 } d_;
1117 int d_time;
1118 } ;
1119
1120 struct linked_list *find_mons(), *find_obj(), *get_item(), *new_item(),
1121 *new_thing(), *wake_monster(), *get_hurl(),
1122 *spec_item(), *creat_item(), *wield_weap();
1123 struct room *roomin();
1124 struct trap *trap_at();
1125
1126 /* char *malloc(), *getenv(), *tr_name(), *new(), *sprintf(), */
1127 char *getenv(), *tr_name(), *new(),
1128 *vowelstr(), *inv_name(), *strcpy(), *strcat();
1129 char *num(), *ring_num(), *misc_num(), *blesscurse(), *p_kind(),
1130 *typ_name(), *prname(), *monster_name(), *weap_name(), *misc_name();
1131 coord *rndmove(), *can_shoot(), *fallpos(), *doorway(), get_coordinates();
1132 short randmonster(), id_monst(), movement();
1133 void quit(int), auto_save(int), bugkill(int), endit(int), tstp(int),
1134 byebye(int);
1135 int nohaste(), spell_recovery(),
1136 doctor(), runners(), swander(), unconfuse(), unsee(), fumble(),
1137 unclrhead(), unphase(), noslow(), rollwand(), stomach(), sight(),
1138 unstink(), suffocate(), cure_disease(), shoot_bolt(), changeclass(),
1139 appear(), dust_appear(), unchoke(), alchemy(), trap_look(), strangle(),
1140 ring_teleport(), ring_search(), grab(), dsrpt_player(), quill_charge(),
1141 make_sell_pack(), unskill(), findmindex(), nobolt(), nofire(), nocold(),
1142 usage_time(), eat_gold(), chant_recovery(), prayer_recovery(),
1143 dsrpt_monster();
1144 bool blue_light(), can_blink(), creat_mons(), add_pack(),
1145 straight_shot(), maze_view(), lit_room(), getdelta(), save_file(),
1146 save_game(), m_use_it(), m_use_pack(), get_dir(), need_dir();
1147 long lseek(), check_level();
1148 void genmonsters(),
1149 add_intelligence(), add_strength(), add_wisdom(), add_dexterity(),
1150 add_constitution(), add_charisma(), res_intelligence(), res_strength(int),
1151 res_wisdom(), res_dexterity(), res_constitution(), res_charisma();
1152
1153
1154 #ifdef CHECKTIME
1155 int checkout();
1156 #endif
1157
1158
1159 /*
1160 * Now all the global variables
1161 */
1162
1163 extern struct trap traps[];
1164 extern struct h_list helpstr[];
1165 extern struct h_list wiz_help[];
1166 extern struct character_types char_class[];/* character classes */
1167 extern struct room rooms[]; /* One for each room -- A level */
1168 extern struct room *oldrp; /* Roomin(&oldpos) */
1169 extern struct linked_list *mlist; /* List of monsters on the level */
1170 extern struct linked_list *tlist; /* list of monsters fallen down traps */
1171 extern struct death_type deaths[]; /* all the ways to die */
1172 extern struct thing player; /* The rogue */
1173 extern struct monster monsters[NUMMONST+1]; /* The initial monster states */
1174 extern struct linked_list *lvl_obj; /* List of objects on this level */
1175 extern struct linked_list *monst_dead; /* Indicates monster that got killed */
1176 extern struct object *cur_weapon; /* Which weapon he is weilding */
1177 extern struct object *cur_armor; /* What a well dresssed rogue wears */
1178 extern struct object *cur_ring[]; /* Which rings are being worn */
1179 extern struct object *cur_misc[]; /* which MM's are in use */
1180 extern struct magic_item things[]; /* Chances for each type of item */
1181 extern struct magic_item s_magic[]; /* Names and chances for scrolls */
1182 extern struct magic_item p_magic[]; /* Names and chances for potions */
1183 extern struct magic_item r_magic[]; /* Names and chances for rings */
1184 extern struct magic_item ws_magic[]; /* Names and chances for sticks */
1185 extern struct magic_item m_magic[]; /* Names and chances for MM */
1186 extern struct magic_item rel_magic[]; /* Names and chances for relics */
1187 extern struct magic_item foods[]; /* Names and chances for foods */
1188 extern struct spells magic_spells[]; /* spells for magic users */
1189 extern struct spells cleric_spells[]; /* spells for clerics */
1190 extern struct spells druid_spells[]; /* spells for druids */
1191 extern struct quill quill_scrolls[]; /* scrolls for quill */
1192 extern char *cnames[][17]; /* Character level names */
1193 extern char *abilities[NUMABILITIES]; /* Names of the various abilities */
1194 extern char curpurch[]; /* name of item ready to buy */
1195 extern char PLAYER; /* what the player looks like */
1196 extern char nfloors; /* Number of floors in this dungeon */
1197 extern int cols; /* number of columns on terminal */
1198 extern int lines; /* number of lines in terminal */
1199 extern int char_type; /* what type of character is player */
1200 extern int foodlev; /* how fast he eats food */
1201 extern int level; /* What level rogue is on */
1202 extern int trader; /* number of purchases */
1203 extern int curprice; /* price of an item */
1204 extern int purse; /* How much gold the rogue has */
1205 extern int mpos; /* Where cursor is on top line */
1206 extern int ntraps; /* Number of traps on this level */
1207 extern int inpack; /* Number of things in pack */
1208 extern int total; /* Total dynamic memory bytes */
1209 extern int lastscore; /* Score before this turn */
1210 extern int no_food; /* Number of levels without food */
1211 extern int foods_this_level; /* num of foods this level */
1212 extern int seed; /* Random number seed */
1213 extern int count; /* Number of times to repeat command */
1214 extern int dnum; /* Dungeon number */
1215 extern int max_level; /* Deepest player has gone */
1216 extern int cur_max; /* Deepest player has gone currently */
1217 extern int food_left; /* Amount of food in hero's stomach */
1218 extern int group; /* Current group number */
1219 extern int hungry_state; /* How hungry is he */
1220 extern int infest_dam; /* Damage from parasites */
1221 extern int lost_str; /* Amount of strength lost */
1222 extern int hold_count; /* Number of monsters holding player */
1223 extern int trap_tries; /* Number of attempts to set traps */
1224 extern int chant_time; /* Number of chant points/exp level */
1225 extern int pray_time; /* Number of prayer points/exp level */
1226 extern int spell_power; /* Spell power left at this level */
1227 extern int turns; /* Number of turns player has taken */
1228 extern int quest_item; /* Item hero is looking for */
1229 extern int cur_relic[]; /* Current relics */
1230 extern char take; /* Thing the rogue is taking */
1231 extern char prbuf[]; /* Buffer for sprintfs */
1232 extern char outbuf[]; /* Output buffer for stdout */
1233 extern char runch; /* Direction player is running */
1234 extern char *s_names[]; /* Names of the scrolls */
1235 extern char *p_colors[]; /* Colors of the potions */
1236 extern char *r_stones[]; /* Stone settings of the rings */
1237 extern struct init_weps weaps[]; /* weapons and attributes */
1238 extern struct init_armor armors[]; /* armors and attributes */
1239 extern char *ws_made[]; /* What sticks are made of */
1240 extern char *release; /* Release number of rogue */
1241 extern char whoami[]; /* Name of player */
1242 extern char fruit[]; /* Favorite fruit */
1243 extern char huh[]; /* The last message printed */
1244 extern char *s_guess[]; /* Players guess at what scroll is */
1245 extern char *p_guess[]; /* Players guess at what potion is */
1246 extern char *r_guess[]; /* Players guess at what ring is */
1247 extern char *ws_guess[]; /* Players guess at what wand is */
1248 extern char *m_guess[]; /* Players guess at what MM is */
1249 extern char *ws_type[]; /* Is it a wand or a staff */
1250 extern char file_name[]; /* Save file name */
1251 extern char score_file[]; /* Score file name */
1252 extern char home[]; /* User's home directory */
1253 extern WINDOW *cw; /* Window that the player sees */
1254 extern WINDOW *hw; /* Used for the help command */
1255 extern WINDOW *mw; /* Used to store mosnters */
1256 extern WINDOW *msgw; /* Message window */
1257 extern bool pool_teleport; /* just teleported from a pool */
1258 extern bool inwhgt; /* true if from wghtchk() */
1259 extern bool running; /* True if player is running */
1260 extern bool playing; /* True until he quits */
1261 extern bool wizard; /* True if allows wizard commands */
1262 extern bool after; /* True if we want after daemons */
1263 extern bool notify; /* True if player wants to know */
1264 extern bool fight_flush; /* True if toilet input */
1265 extern bool terse; /* True if we should be short */
1266 extern bool auto_pickup; /* pick up things automatically? */
1267 extern bool menu_overlay; /* use overlay type menu */
1268 extern bool door_stop; /* Stop running when we pass a door */
1269 extern bool jump; /* Show running as series of jumps */
1270 extern bool slow_invent; /* Inventory one line at a time */
1271 extern bool firstmove; /* First move after setting door_stop */
1272 extern bool waswizard; /* Was a wizard sometime */
1273 extern bool askme; /* Ask about unidentified things */
1274 extern bool s_know[]; /* Does he know what a scroll does */
1275 extern bool p_know[]; /* Does he know what a potion does */
1276 extern bool r_know[]; /* Does he know what a ring does */
1277 extern bool ws_know[]; /* Does he know what a stick does */
1278 extern bool m_know[]; /* Does he know what a MM does */
1279 extern bool in_shell; /* True if executing a shell */
1280 extern bool daytime; /* Indicates whether it is daytime */
1281 extern coord oldpos; /* Position before last look() call */
1282 extern coord grid[]; /* used for random pos generation */
1283 extern char *nothing; /* "nothing happens" msg */
1284 extern char *spacemsg;
1285 extern char *morestr;
1286 extern char *retstr;
1287 extern LEVTYPE levtype;
1288 extern void (*add_abil[NUMABILITIES])(); /* Functions to change abilities */
1289 extern void (*res_abil[NUMABILITIES])(); /* Functions to change abilities */
1290 extern int cNCOLORS, cNWOOD, cNMETAL, cNSTONES;
1291 extern char *rainbow[], *stones[], *wood[], *metal[];
1292 extern int land(), wghtchk(), undance(), cloak_charge(struct object *);
1293 extern struct delayed_action d_list[MAXDAEMONS];
1294 extern struct delayed_action f_list[MAXFUSES];
1295 extern int demoncnt, fusecnt, between, chance;
1296 #define CCHAR(x) ( (char) (x & A_CHARTEXT) )
1297 extern char *md_gethostname(), *md_getusername(), *md_gethomedir(), *md_getroguedir(), *md_crypt();