comparison rogue5/rogue.h @ 33:f502bf60e6e4

Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
parents
children 655c317b6237
comparison
equal deleted inserted replaced
32:2dcd75e6a736 33:f502bf60e6e4
1 /*
2 * Rogue definitions and variable declarations
3 *
4 * @(#)rogue.h 5.42 (Berkeley) 08/06/83
5 *
6 * Rogue: Exploring the Dungeons of Doom
7 * Copyright (C) 1980-1983, 1985, 1999 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 "extern.h"
14
15 #undef lines
16
17 #define NOOP(x) (x += 0)
18 #define CCHAR(x) ( (x) & A_CHARTEXT )
19
20 #define MAXDAEMONS 20
21 #define EMPTY 0
22
23 /*
24 * Maximum number of different things
25 */
26 #define MAXROOMS 9
27 #define MAXTHINGS 9
28 #define MAXOBJ 9
29 #define MAXPACK 23
30 #define MAXTRAPS 10
31 #define AMULETLEVEL 26
32 #define NUMTHINGS 7 /* number of types of things */
33 #define MAXPASS 13 /* upper limit on number of passages */
34 #define NUMLINES 24
35 #define NUMCOLS 80
36 #define STATLINE (NUMLINES - 1)
37 #define BORE_LEVEL 50
38
39 /*
40 * return values for get functions
41 */
42 #define NORM 0 /* normal exit */
43 #define QUIT 1 /* quit option setting */
44 #define MINUS 2 /* back up one option */
45
46 /*
47 * inventory types
48 */
49 #define INV_OVER 0
50 #define INV_SLOW 1
51 #define INV_CLEAR 2
52
53 /*
54 * All the fun defines
55 */
56 #define when break;case
57 #define otherwise break;default
58 #define until(expr) while(!(expr))
59 #define next(ptr) (*ptr).l_next
60 #define prev(ptr) (*ptr).l_prev
61 #define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x))
62 #define ce(a,b) ((a).x == (b).x && (a).y == (b).y)
63 #define hero player.t_pos
64 #define pstats player.t_stats
65 #define pack player.t_pack
66 #define proom player.t_room
67 #define max_hp player.t_stats.s_maxhp
68 #define attach(a,b) _attach(&a,b)
69 #define detach(a,b) _detach(&a,b)
70 #define free_list(a) _free_list(&a)
71 #undef max
72 #define max(a,b) ((a) > (b) ? (a) : (b))
73 #define on(thing,flag) ((((thing).t_flags & (flag)) != 0))
74 #define GOLDCALC (rnd(50 + 10 * level) + 2)
75 #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
76 #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
77 #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
78 #define INDEX(y,x) (&places[((x) << 5) + (y)])
79 #define chat(y,x) (places[((x) << 5) + (y)].p_ch)
80 #define flat(y,x) (places[((x) << 5) + (y)].p_flags)
81 #define moat(y,x) (places[((x) << 5) + (y)].p_monst)
82 #define unc(cp) (cp).y, (cp).x
83 #ifdef MASTER
84 #define debug if (wizard) msg
85 #endif
86
87 /*
88 * things that appear on the screens
89 */
90 #define PASSAGE '#'
91 #define DOOR '+'
92 #define FLOOR '.'
93 #define PLAYER '@'
94 #define TRAP '^'
95 #define STAIRS '%'
96 #define GOLD '*'
97 #define POTION '!'
98 #define SCROLL '?'
99 #define MAGIC '$'
100 #define FOOD ':'
101 #define WEAPON ')'
102 #define ARMOR ']'
103 #define AMULET ','
104 #define RING '='
105 #define STICK '/'
106 #define CALLABLE -1
107 #define R_OR_S -2
108
109 /*
110 * Various constants
111 */
112 #define BEARTIME spread(3)
113 #define SLEEPTIME spread(5)
114 #define HOLDTIME spread(2)
115 #define WANDERTIME spread(70)
116 #define BEFORE spread(1)
117 #define AFTER spread(2)
118 #define HEALTIME 30
119 #define HUHDURATION 20
120 #define SEEDURATION 850
121 #define HUNGERTIME 1300
122 #define MORETIME 150
123 #define STOMACHSIZE 2000
124 #define STARVETIME 850
125 #define ESCAPE 27
126 #define LEFT 0
127 #define RIGHT 1
128 #define BOLT_LENGTH 6
129 #define LAMPDIST 3
130 #ifdef MASTER
131 #ifndef PASSWD
132 #define PASSWD "mTBellIQOsLNA"
133 #endif
134 #endif
135
136 /*
137 * Save against things
138 */
139 #define VS_POISON 00
140 #define VS_PARALYZATION 00
141 #define VS_DEATH 00
142 #define VS_BREATH 02
143 #define VS_MAGIC 03
144
145 /*
146 * Various flag bits
147 */
148 /* flags for rooms */
149 #define ISDARK 0000001 /* room is dark */
150 #define ISGONE 0000002 /* room is gone (a corridor) */
151 #define ISMAZE 0000004 /* room is gone (a corridor) */
152
153 /* flags for objects */
154 #define ISCURSED 000001 /* object is cursed */
155 #define ISKNOW 0000002 /* player knows details about the object */
156 #define ISMISL 0000004 /* object is a missile type */
157 #define ISMANY 0000010 /* object comes in groups */
158 /* ISFOUND 0000020 ...is used for both objects and creatures */
159 #define ISPROT 0000040 /* armor is permanently protected */
160
161 /* flags for creatures */
162 #define CANHUH 0000001 /* creature can confuse */
163 #define CANSEE 0000002 /* creature can see invisible creatures */
164 #define ISBLIND 0000004 /* creature is blind */
165 #define ISCANC 0000010 /* creature has special qualities cancelled */
166 #define ISLEVIT 0000010 /* hero is levitating */
167 #define ISFOUND 0000020 /* creature has been seen (used for objects) */
168 #define ISGREED 0000040 /* creature runs to protect gold */
169 #define ISHASTE 0000100 /* creature has been hastened */
170 #define ISTARGET 000200 /* creature is the target of an 'f' command */
171 #define ISHELD 0000400 /* creature has been held */
172 #define ISHUH 0001000 /* creature is confused */
173 #define ISINVIS 0002000 /* creature is invisible */
174 #define ISMEAN 0004000 /* creature can wake when player enters room */
175 #define ISHALU 0004000 /* hero is on acid trip */
176 #define ISREGEN 0010000 /* creature can regenerate */
177 #define ISRUN 0020000 /* creature is running at the player */
178 #define SEEMONST 040000 /* hero can detect unseen monsters */
179 #define ISFLY 0040000 /* creature can fly */
180 #define ISSLOW 0100000 /* creature has been slowed */
181
182 /*
183 * Flags for level map
184 */
185 #define F_PASS 0x80 /* is a passageway */
186 #define F_SEEN 0x40 /* have seen this spot before */
187 #define F_DROPPED 0x20 /* object was dropped here */
188 #define F_LOCKED 0x20 /* door is locked */
189 #define F_REAL 0x10 /* what you see is what you get */
190 #define F_PNUM 0x0f /* passage number mask */
191 #define F_TMASK 0x07 /* trap number mask */
192
193 /*
194 * Trap types
195 */
196 #define T_DOOR 00
197 #define T_ARROW 01
198 #define T_SLEEP 02
199 #define T_BEAR 03
200 #define T_TELEP 04
201 #define T_DART 05
202 #define T_RUST 06
203 #define T_MYST 07
204 #define NTRAPS 8
205
206 /*
207 * Potion types
208 */
209 #define P_CONFUSE 0
210 #define P_LSD 1
211 #define P_POISON 2
212 #define P_STRENGTH 3
213 #define P_SEEINVIS 4
214 #define P_HEALING 5
215 #define P_MFIND 6
216 #define P_TFIND 7
217 #define P_RAISE 8
218 #define P_XHEAL 9
219 #define P_HASTE 10
220 #define P_RESTORE 11
221 #define P_BLIND 12
222 #define P_LEVIT 13
223 #define MAXPOTIONS 14
224
225 /*
226 * Scroll types
227 */
228 #define S_CONFUSE 0
229 #define S_MAP 1
230 #define S_HOLD 2
231 #define S_SLEEP 3
232 #define S_ARMOR 4
233 #define S_ID_POTION 5
234 #define S_ID_SCROLL 6
235 #define S_ID_WEAPON 7
236 #define S_ID_ARMOR 8
237 #define S_ID_R_OR_S 9
238 #define S_SCARE 10
239 #define S_FDET 11
240 #define S_TELEP 12
241 #define S_ENCH 13
242 #define S_CREATE 14
243 #define S_REMOVE 15
244 #define S_AGGR 16
245 #define S_PROTECT 17
246 #define MAXSCROLLS 18
247
248 /*
249 * Weapon types
250 */
251 #define MACE 0
252 #define SWORD 1
253 #define BOW 2
254 #define ARROW 3
255 #define DAGGER 4
256 #define TWOSWORD 5
257 #define DART 6
258 #define SHIRAKEN 7
259 #define SPEAR 8
260 #define FLAME 9 /* fake entry for dragon breath (ick) */
261 #define MAXWEAPONS 9 /* this should equal FLAME */
262
263 /*
264 * Armor types
265 */
266 #define LEATHER 0
267 #define RING_MAIL 1
268 #define STUDDED_LEATHER 2
269 #define SCALE_MAIL 3
270 #define CHAIN_MAIL 4
271 #define SPLINT_MAIL 5
272 #define BANDED_MAIL 6
273 #define PLATE_MAIL 7
274 #define MAXARMORS 8
275
276 /*
277 * Ring types
278 */
279 #define R_PROTECT 0
280 #define R_ADDSTR 1
281 #define R_SUSTSTR 2
282 #define R_SEARCH 3
283 #define R_SEEINVIS 4
284 #define R_NOP 5
285 #define R_AGGR 6
286 #define R_ADDHIT 7
287 #define R_ADDDAM 8
288 #define R_REGEN 9
289 #define R_DIGEST 10
290 #define R_TELEPORT 11
291 #define R_STEALTH 12
292 #define R_SUSTARM 13
293 #define MAXRINGS 14
294
295 /*
296 * Rod/Wand/Staff types
297 */
298 #define WS_LIGHT 0
299 #define WS_INVIS 1
300 #define WS_ELECT 2
301 #define WS_FIRE 3
302 #define WS_COLD 4
303 #define WS_POLYMORPH 5
304 #define WS_MISSILE 6
305 #define WS_HASTE_M 7
306 #define WS_SLOW_M 8
307 #define WS_DRAIN 9
308 #define WS_NOP 10
309 #define WS_TELAWAY 11
310 #define WS_TELTO 12
311 #define WS_CANCEL 13
312 #define MAXSTICKS 14
313
314 /*
315 * Now we define the structures and types
316 */
317
318 /*
319 * Help list
320 */
321 struct h_list {
322 int h_ch;
323 const char *h_desc;
324 int h_print;
325 };
326
327 /*
328 * Coordinate data type
329 */
330 typedef struct coord {
331 int x;
332 int y;
333 } coord;
334
335 /*
336 * Stuff about objects
337 */
338 struct obj_info {
339 const char *oi_name;
340 int oi_prob;
341 int oi_worth;
342 char *oi_guess;
343 int oi_know;
344 };
345
346 /*
347 * Room structure
348 */
349 struct room {
350 coord r_pos; /* Upper left corner */
351 coord r_max; /* Size of room */
352 coord r_gold; /* Where the gold is */
353 int r_goldval; /* How much the gold is worth */
354 int r_flags; /* info about the room */
355 int r_nexits; /* Number of exits */
356 coord r_exit[12]; /* Where the exits are */
357 };
358
359 /*
360 * Structure describing a fighting being
361 */
362 struct stats {
363 int s_str; /* Strength */
364 int s_exp; /* Experience */
365 int s_lvl; /* level of mastery */
366 int s_arm; /* Armor class */
367 int s_hpt; /* Hit points */
368 char s_dmg[13]; /* String describing damage done */
369 int s_maxhp; /* Max hit points */
370 };
371
372 /*
373 * Structure for monsters and player
374 */
375 union thing {
376 struct {
377 union thing *_l_next, *_l_prev; /* Next pointer in link */
378 coord _t_pos; /* Position */
379 int _t_turn; /* If slowed, is it a turn to move */
380 int _t_type; /* What it is */
381 int _t_disguise; /* What mimic looks like */
382 int _t_oldch; /* Character that was where it was */
383 const coord *_t_dest; /* Where it is running to */
384 int _t_flags; /* State word */
385 struct stats _t_stats; /* Physical description */
386 struct room *_t_room; /* Current room for thing */
387 union thing *_t_pack; /* What the thing is carrying */
388 int _t_reserved;
389 } _t;
390 struct {
391 union thing *_l_next, *_l_prev; /* Next pointer in link */
392 int _o_type; /* What kind of object it is */
393 coord _o_pos; /* Where it lives on the screen */
394 char *_o_text; /* What it says if you read it */
395 int _o_launch; /* What you need to launch it */
396 int _o_packch; /* What character it is in the pack */
397 char _o_damage[8]; /* Damage if used like sword */
398 char _o_hurldmg[8]; /* Damage if thrown */
399 int _o_count; /* count for plural objects */
400 int _o_which; /* Which object of a type it is */
401 int _o_hplus; /* Plusses to hit */
402 int _o_dplus; /* Plusses to damage */
403 int _o_arm; /* Armor protection */
404 int _o_flags; /* information about objects */
405 int _o_group; /* group number for this object */
406 char *_o_label; /* Label for object */
407 } _o;
408 };
409
410 typedef union thing THING;
411
412 #define l_next _t._l_next
413 #define l_prev _t._l_prev
414 #define t_pos _t._t_pos
415 #define t_turn _t._t_turn
416 #define t_type _t._t_type
417 #define t_disguise _t._t_disguise
418 #define t_oldch _t._t_oldch
419 #define t_dest _t._t_dest
420 #define t_flags _t._t_flags
421 #define t_stats _t._t_stats
422 #define t_pack _t._t_pack
423 #define t_room _t._t_room
424 #define t_reserved _t._t_reserved
425 #define o_type _o._o_type
426 #define o_pos _o._o_pos
427 #define o_text _o._o_text
428 #define o_launch _o._o_launch
429 #define o_packch _o._o_packch
430 #define o_damage _o._o_damage
431 #define o_hurldmg _o._o_hurldmg
432 #define o_count _o._o_count
433 #define o_which _o._o_which
434 #define o_hplus _o._o_hplus
435 #define o_dplus _o._o_dplus
436 #define o_arm _o._o_arm
437 #define o_charges o_arm
438 #define o_goldval o_arm
439 #define o_flags _o._o_flags
440 #define o_group _o._o_group
441 #define o_label _o._o_label
442
443 /*
444 * describe a place on the level map
445 */
446 typedef struct PLACE {
447 int p_ch;
448 int p_flags;
449 THING *p_monst;
450 } PLACE;
451
452 /*
453 * Array containing information on all the various types of monsters
454 */
455 struct monster {
456 const char *m_name; /* What to call the monster */
457 int m_carry; /* Probability of carrying something */
458 int m_flags; /* things about the monster */
459 struct stats m_stats; /* Initial stats */
460 };
461
462 struct delayed_action {
463 int d_type;
464 void (*d_func)();
465 int d_arg;
466 int d_time;
467 };
468
469 struct STONE {
470 char *st_name;
471 int st_value;
472 };
473
474 typedef struct STONE STONE;
475
476 /*
477 * External variables
478 */
479
480 extern int after, again, allscore, door_stop, fight_flush,
481 firstmove, has_hit, inv_describe, jump, kamikaze,
482 lower_msg, move_on, msg_esc, pack_used[],
483 passgo, playing, q_comm, running, save_msg, see_floor,
484 seenstairs, stat_msg, terse, to_death, tombstone,
485 amulet, count, dir_ch, food_left, hungry_state, inpack,
486 inv_type, lastscore, level, max_hit, max_level, mpos, take,
487 n_objs, no_command, no_food, no_move, noscore, ntraps, purse,
488 quiet, vf_hit, runch, last_comm, l_last_comm, last_dir, l_last_dir,
489 numscores, total, between, group, cNWOOD, cNMETAL, cNSTONES,
490 cNCOLORS;
491
492 extern char file_name[], home[], huh[], *Numname, outbuf[],
493 *ws_type[], *s_names[];
494
495 extern const char *ws_made[], *inv_t_name[], *p_colors[], *r_stones[],
496 *release, *tr_name[], *rainbow[], *wood[], *metal[],
497 encstr[], statlist[], version[];
498
499 extern const int a_class[], e_levels[];
500
501 extern unsigned int dnum, seed;
502
503 extern WINDOW *hw;
504
505 extern coord delta, oldpos, stairs;
506
507 extern PLACE places[];
508
509 extern THING *cur_armor, *cur_ring[], *cur_weapon, *l_last_pick,
510 *last_pick, *lvl_obj, *mlist, player;
511
512 extern const struct h_list helpstr[];
513
514 extern struct room *oldrp, passages[], rooms[];
515
516 extern struct stats max_stats;
517
518 extern struct monster monsters[];
519
520 extern struct obj_info arm_info[], pot_info[], ring_info[],
521 scr_info[], things[], ws_info[], weap_info[];
522
523 extern struct delayed_action d_list[MAXDAEMONS];
524
525 extern const STONE stones[];
526
527 /*
528 * Function types
529 */
530
531 void _attach(THING **list, THING *item);
532 void _detach(THING **list, THING *item);
533 void _free_list(THING **ptr);
534 void addmsg(const char *fmt, ...);
535 int add_haste(int potion);
536 int add_line(const char *fmt, const char *arg);
537 void add_pack(THING *obj, int silent);
538 void add_pass(void);
539 void add_str(int *sp, int amt);
540 void accnt_maze(int y, int x, int ny, int nx);
541 void aggravate(void);
542 int attack(THING *mp);
543 void auto_save(int);
544 void badcheck(const char *name, const struct obj_info *info, int bound);
545 int be_trapped(const coord *tc);
546 void bounce(const THING *weap, const char *mname, int noend);
547 void call(void);
548 void call_it(struct obj_info *info);
549 int cansee(int y, int x);
550 int center(const char *str);
551 int chase(THING *tp, const coord *ee);
552 int checkout(void);
553 const char *charge_str(const THING *obj);
554 void chg_str(int amt);
555 void check_level(void);
556 const char *choose_str(const char *ts, const char *ns);
557 void conn(int r1, int r2);
558 void come_down(void);
559 void command(void);
560 void create_obj(void);
561 void current(const THING *cur, const char *how, const char *where);
562 void d_level(void);
563 void death(int monst);
564 int death_monst(void);
565 int diag_ok(const coord *sp, const coord *ep);
566 void dig(int y, int x);
567 void discard(THING *item);
568 void discovered(void);
569 int dist(int y1, int x1, int y2, int x2);
570 int dist_cp(const coord *c1, const coord *c2);
571 int do_chase(THING *th);
572 void do_daemons(int flag);
573 void do_fuses(int flag);
574 void do_maze(const struct room *rp);
575 void do_motion(THING *obj, int ydelta, int xdelta);
576 void do_move(int dy, int dx);
577 void do_passages(void);
578 void do_pot(int type, int knowit);
579 void do_rooms(void);
580 void do_run(int ch);
581 void do_zap(void);
582 void doadd(const char *fmt, va_list args);
583 void doctor(void);
584 void door(struct room *rm, const coord *cp);
585 void door_open(const struct room *rp);
586 void drain(void);
587 void draw_room(const struct room *rp);
588 void drop(void);
589 int dropcheck(const THING *obj);
590 void eat(void);
591 int encclearerr();
592 int encerror();
593 void encseterr();
594 size_t encread(char *start, size_t size, FILE *inf);
595 size_t encwrite(const char *start, size_t size, FILE *outf);
596 void end_line(void);
597 void endit(int sig);
598 int endmsg(void);
599 void enter_room(const coord *cp);
600 void erase_lamp(const coord *pos, const struct room *rp);
601 int exp_add(const THING *tp);
602 void extinguish(void (*func)());
603 void fall(THING *obj, int pr);
604 int fallpos(const coord *pos, coord *newpos);
605 void fatal(const char *s);
606 void fire_bolt(const coord *start, coord *dir, const char *name);
607 int floor_at(void);
608 int floor_ch(void);
609 void flush_type(void);
610 const coord *find_dest(const THING *tp);
611 int find_floor(const struct room *rp, coord *cp, int limit, int monst);
612 THING *find_obj(int y, int x);
613 int fight(const coord *mp, const THING *weap, int thrown);
614 void fix_stick(THING *cur);
615 void fuse(void (*func)(), int arg, int time, int type);
616 int get_bool(void *vp, WINDOW *win);
617 int get_dir(void);
618 int get_inv_t(void *vp, WINDOW *win);
619 THING *get_item(const char *purpose, int type);
620 int get_num(void *vp, WINDOW *win);
621 int get_sf(void *vp, WINDOW *win);
622 int get_str(void *vopt, WINDOW *win);
623 int gethand(void);
624 void getltchars(void);
625 void give_pack(THING *tp);
626 void help(void);
627 void hit(const char *er, const char *ee, int noend);
628 void horiz(const struct room *rp, int starty);
629 void leave_room(const coord *cp);
630 void lengthen(void (*func)(), int xtime);
631 void look(int wakeup);
632 int hit_monster(int y, int x, const THING *obj);
633 void identify(void);
634 void illcom(int ch);
635 void init_check(void);
636 void init_colors(void);
637 void init_materials(void);
638 void init_names(void);
639 void init_player(void);
640 void init_probs(void);
641 void init_stones(void);
642 void init_weapon(THING *weap, int which);
643 char *inv_name(const THING *obj, int drop);
644 int inventory(const THING *list, int type);
645 void invis_on(void);
646 int is_current(const THING *obj);
647 int is_magic(const THING *obj);
648 int is_symlink(const char *sp);
649 void kill_daemon(void (*func)());
650 void killed(THING *tp, int pr);
651 const char *killname(int monst, int doart);
652 void land(void);
653 void leave(int);
654 THING *leave_pack(THING *obj, int newobj, int all);
655 int levit_check(void);
656 int lock_sc(void);
657 void miss(const char *er, const char *ee, int noend);
658 void missile(int ydelta, int xdelta);
659 void money(int value);
660 int move_monst(THING *tp);
661 void move_msg(const THING *obj);
662 int msg(const char *fmt, ...);
663 void my_exit(int sig);
664 void nameit(const THING *obj, const char *type, const char *which, const struct obj_info *op, const char *(*prfunc)(const THING *));
665 THING *new_item(void);
666 void new_level(void);
667 void new_monster(THING *tp, int type, const coord *cp);
668 THING *new_thing(void);
669 void nohaste(void);
670 const char *nothing(int type);
671 const char *nullstr(const THING *ignored);
672 const char *num(int n1, int n2, int type);
673 void numpass(int y, int x);
674 void option(void);
675 void open_score(void);
676 int pack_char(void);
677 int pack_room(int from_floor, THING *obj);
678 void parse_opts(char *str);
679 void passnum(void);
680 int passwd(void);
681 const char *pick_color(const char *col);
682 int pick_one(const struct obj_info *info, int nitems);
683 void pick_up(int ch);
684 void picky_inven(void);
685 void playit(void);
686 void playltchars(void);
687 void pr_spec(const struct obj_info *info, int nitems);
688 void pr_list(void);
689 void print_disc(int);
690 void put_bool(void *b);
691 void put_inv_t(void *ip);
692 void put_str(void *str);
693 void put_things(void);
694 void putpass(const coord *cp);
695 void quaff(void);
696 void quit(int);
697 void raise_level(void);
698 int randmonster(int wander);
699 void read_scroll(void);
700 int readchar(void);
701 void relocate(THING *th, const coord *new_loc);
702 void remove_mon(const coord *mp, THING *tp, int waskill);
703 void reset_last(void);
704 void resetltchars(void);
705 int restore(const char *file);
706 int ring_eat(int hand);
707 void ring_on(void);
708 void ring_off(void);
709 const char *ring_num(const THING *obj);
710 int rnd(int range);
711 int rnd_room(void);
712 int rnd_thing(void);
713 coord rndmove(const THING *who);
714 int roll(int number, int sides);
715 int roll_em(const THING *thatt, THING *thdef, const THING *weap, int hurl);
716 void rollwand(void);
717 struct room *roomin(const coord *cp);
718 int rs_save_file(FILE *savef);
719 int rs_restore_file(FILE *inf);
720 void runners(void);
721 void runto(const coord *runner);
722 void rust_armor(THING *arm);
723 int save(int which);
724 void save_file(FILE *savef);
725 void save_game(void);
726 int save_throw(int which, const THING *tp);
727 void score(int amount, int flags, int monst);
728 void search(void);
729 int see_monst(const THING *mp);
730 int seen_stairs(void);
731 void set_know(THING *obj, struct obj_info *info);
732 const char *set_mname(const THING *tp);
733 void set_oldch(THING *tp, const coord *cp);
734 void set_order(int *order, int numthings);
735 void setup(void);
736 void shell(void);
737 int show_floor(void);
738 void show_map(void);
739 void show_win(const char *message);
740 void sight(void);
741 int sign(int nm);
742 int spread(int nm);
743 void start_daemon(void (*func)(), int arg, int type);
744 void start_score(void);
745 void status(void);
746 int step_ok(int ch);
747 void stomach(void);
748 void strucpy(char *s1, const char *s2, size_t len);
749 void swander(void);
750 int swing(int at_lvl, int op_arm, int wplus);
751 void take_off(void);
752 void teleport(void);
753 void total_winner(void);
754 void thunk(const THING *weap, const char *mname, int noend);
755 void treas_room(void);
756 int trip_ch(int y, int x, int ch);
757 void tstp(int ignored);
758 int turn_ok(int y, int x);
759 int turn_see(int turn_off);
760 void turnref(void);
761 const char *type_name(int type);
762 void u_level(void);
763 void unconfuse(void);
764 void uncurse(THING *obj);
765 void unlock_sc(void);
766 void unsee(void);
767 void vert(const struct room *rp, int startx);
768 void visuals(void);
769 char *vowelstr(const char *str);
770 void wait_for(WINDOW *win, int ch);
771 const THING *wake_monster(int y, int x);
772 void wanderer(void);
773 void waste_time(void);
774 void wear(void);
775 void whatis(int insist, int type);
776 void wield(void);
777 int wreadchar(WINDOW *win);
778