view rogue5/rogue.h @ 227:696277507a2e

Rogue V4, V5: disable a cheat granting permanent monster detection. In these two games, a potion of monster detection turns on the player's SEEMONST flag. A fuse is set to call turn_see() to turn the flag back off. But the save and restore functions do not recognize turn_see() and fail to set the fuse up again. When restoring, Rogue V4 merely sets the fuse's function to NULL and leaves it burning. When it goes off, a segfault results. Rogue V5 clears all the fuse's fields, and the player retains the ability to see all monsters on the level. The save and restore code can now handle the fuse. The function used is a new wrapper, turn_see_off(), which should lead to less problems with daemons being multiple incompatible types. Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon and fuse slots when restoring a saved game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 12:10:20 -0500
parents 655c317b6237
children
line wrap: on
line source

/*
 * Rogue definitions and variable declarations
 *
 * @(#)rogue.h	5.42 (Berkeley) 08/06/83
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "extern.h"

#undef lines 

#define NOOP(x) (x += 0)
#define CCHAR(x) ( (x) & A_CHARTEXT )

#define MAXDAEMONS 20
#define EMPTY 0

/*
 * Maximum number of different things
 */
#define MAXROOMS	9
#define MAXTHINGS	9
#define MAXOBJ		9
#define MAXPACK		23
#define MAXTRAPS	10
#define AMULETLEVEL	26
#define	NUMTHINGS	7	/* number of types of things */
#define MAXPASS		13	/* upper limit on number of passages */
#define	NUMLINES	24
#define	NUMCOLS		80
#define STATLINE		(NUMLINES - 1)
#define BORE_LEVEL	50

/*
 * return values for get functions
 */
#define	NORM	0	/* normal exit */
#define	QUIT	1	/* quit option setting */
#define	MINUS	2	/* back up one option */

/*
 * inventory types
 */
#define	INV_OVER	0
#define	INV_SLOW	1
#define	INV_CLEAR	2

/*
 * All the fun defines
 */
#define when		break;case
#define otherwise	break;default
#define until(expr)	while(!(expr))
#define next(ptr)	(*ptr).l_next
#define prev(ptr)	(*ptr).l_prev
#define winat(y,x)	(moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x))
#define ce(a,b)		((a).x == (b).x && (a).y == (b).y)
#define hero		player.t_pos
#define pstats		player.t_stats
#define pack		player.t_pack
#define proom		player.t_room
#define max_hp		player.t_stats.s_maxhp
#define attach(a,b)	_attach(&a,b)
#define detach(a,b)	_detach(&a,b)
#define free_list(a)	_free_list(&a)
#undef max
#define max(a,b)	((a) > (b) ? (a) : (b))
#define on(thing,flag)	((((thing).t_flags & (flag)) != 0))
#define GOLDCALC	(rnd(50 + 10 * level) + 2)
#define ISRING(h,r)	(cur_ring[h] != NULL && cur_ring[h]->o_which == r)
#define ISWEARING(r)	(ISRING(LEFT, r) || ISRING(RIGHT, r))
#define ISMULT(type) 	(type == POTION || type == SCROLL || type == FOOD)
#define INDEX(y,x)	(&places[((x) << 5) + (y)])
#define chat(y,x)	(places[((x) << 5) + (y)].p_ch)
#define flat(y,x)	(places[((x) << 5) + (y)].p_flags)
#define moat(y,x)	(places[((x) << 5) + (y)].p_monst)
#define unc(cp)		(cp).y, (cp).x
#ifdef MASTER
#define debug		if (wizard) msg
#endif

/*
 * things that appear on the screens
 */
#define PASSAGE		'#'
#define DOOR		'+'
#define FLOOR		'.'
#define PLAYER		'@'
#define TRAP		'^'
#define STAIRS		'%'
#define GOLD		'*'
#define POTION		'!'
#define SCROLL		'?'
#define MAGIC		'$'
#define FOOD		':'
#define WEAPON		')'
#define ARMOR		']'
#define AMULET		','
#define RING		'='
#define STICK		'/'
#define CALLABLE	-1
#define R_OR_S		-2

/*
 * Various constants
 */
#define BEARTIME	spread(3)
#define SLEEPTIME	spread(5)
#define HOLDTIME	spread(2)
#define WANDERTIME	spread(70)
#define BEFORE		spread(1)
#define AFTER		spread(2)
#define HEALTIME	30
#define HUHDURATION	20
#define SEEDURATION	850
#define HUNGERTIME	1300
#define MORETIME	150
#define STOMACHSIZE	2000
#define STARVETIME	850
#define ESCAPE		27
#define LEFT		0
#define RIGHT		1
#define BOLT_LENGTH	6
#define LAMPDIST	3
#ifdef MASTER
#ifndef PASSWD
#define	PASSWD		"mTBellIQOsLNA"
#endif
#endif

/*
 * Save against things
 */
#define VS_POISON	00
#define VS_PARALYZATION	00
#define VS_DEATH	00
#define VS_BREATH	02
#define VS_MAGIC	03

/*
 * Various flag bits
 */
/* flags for rooms */
#define ISDARK	0000001		/* room is dark */
#define ISGONE	0000002		/* room is gone (a corridor) */
#define ISMAZE	0000004		/* room is gone (a corridor) */

/* flags for objects */
#define ISCURSED 000001		/* object is cursed */
#define ISKNOW	0000002		/* player knows details about the object */
#define ISMISL	0000004		/* object is a missile type */
#define ISMANY	0000010		/* object comes in groups */
/*	ISFOUND 0000020		...is used for both objects and creatures */
#define	ISPROT	0000040		/* armor is permanently protected */

/* flags for creatures */
#define CANHUH	0000001		/* creature can confuse */
#define CANSEE	0000002		/* creature can see invisible creatures */
#define ISBLIND	0000004		/* creature is blind */
#define ISCANC	0000010		/* creature has special qualities cancelled */
#define ISLEVIT	0000010		/* hero is levitating */
#define ISFOUND	0000020		/* creature has been seen (used for objects) */
#define ISGREED	0000040		/* creature runs to protect gold */
#define ISHASTE	0000100		/* creature has been hastened */
#define ISTARGET 000200		/* creature is the target of an 'f' command */
#define ISHELD	0000400		/* creature has been held */
#define ISHUH	0001000		/* creature is confused */
#define ISINVIS	0002000		/* creature is invisible */
#define ISMEAN	0004000		/* creature can wake when player enters room */
#define ISHALU	0004000		/* hero is on acid trip */
#define ISREGEN	0010000		/* creature can regenerate */
#define ISRUN	0020000		/* creature is running at the player */
#define SEEMONST 040000		/* hero can detect unseen monsters */
#define ISFLY	0040000		/* creature can fly */
#define ISSLOW	0100000		/* creature has been slowed */

/*
 * Flags for level map
 */
#define F_PASS		0x80		/* is a passageway */
#define F_SEEN		0x40		/* have seen this spot before */
#define F_DROPPED	0x20		/* object was dropped here */
#define F_LOCKED	0x20		/* door is locked */
#define F_REAL		0x10		/* what you see is what you get */
#define F_PNUM		0x0f		/* passage number mask */
#define F_TMASK		0x07		/* trap number mask */

/*
 * Trap types
 */
#define T_DOOR	00
#define T_ARROW	01
#define T_SLEEP	02
#define T_BEAR	03
#define T_TELEP	04
#define T_DART	05
#define T_RUST	06
#define T_MYST  07
#define NTRAPS	8

/*
 * Potion types
 */
#define P_CONFUSE	0
#define P_LSD		1
#define P_POISON	2
#define P_STRENGTH	3
#define P_SEEINVIS	4
#define P_HEALING	5
#define P_MFIND		6
#define	P_TFIND 	7
#define	P_RAISE		8
#define P_XHEAL		9
#define P_HASTE		10
#define P_RESTORE	11
#define P_BLIND		12
#define P_LEVIT		13
#define MAXPOTIONS	14

/*
 * Scroll types
 */
#define S_CONFUSE	0
#define S_MAP		1
#define S_HOLD		2
#define S_SLEEP		3
#define S_ARMOR		4
#define S_ID_POTION	5
#define S_ID_SCROLL	6
#define S_ID_WEAPON	7
#define S_ID_ARMOR	8
#define S_ID_R_OR_S	9
#define S_SCARE		10
#define S_FDET		11
#define S_TELEP		12
#define S_ENCH		13
#define S_CREATE	14
#define S_REMOVE	15
#define S_AGGR		16
#define S_PROTECT	17
#define MAXSCROLLS	18

/*
 * Weapon types
 */
#define MACE		0
#define SWORD		1
#define BOW		2
#define ARROW		3
#define DAGGER		4
#define TWOSWORD	5
#define DART		6
#define SHIRAKEN	7
#define SPEAR		8
#define FLAME		9	/* fake entry for dragon breath (ick) */
#define MAXWEAPONS	9	/* this should equal FLAME */

/*
 * Armor types
 */
#define LEATHER		0
#define RING_MAIL	1
#define STUDDED_LEATHER	2
#define SCALE_MAIL	3
#define CHAIN_MAIL	4
#define SPLINT_MAIL	5
#define BANDED_MAIL	6
#define PLATE_MAIL	7
#define MAXARMORS	8

/*
 * Ring types
 */
#define R_PROTECT	0
#define R_ADDSTR	1
#define R_SUSTSTR	2
#define R_SEARCH	3
#define R_SEEINVIS	4
#define R_NOP		5
#define R_AGGR		6
#define R_ADDHIT	7
#define R_ADDDAM	8
#define R_REGEN		9
#define R_DIGEST	10
#define R_TELEPORT	11
#define R_STEALTH	12
#define R_SUSTARM	13
#define MAXRINGS	14

/*
 * Rod/Wand/Staff types
 */
#define WS_LIGHT	0
#define WS_INVIS	1
#define WS_ELECT	2
#define WS_FIRE		3
#define WS_COLD		4
#define WS_POLYMORPH	5
#define WS_MISSILE	6
#define WS_HASTE_M	7
#define WS_SLOW_M	8
#define WS_DRAIN	9
#define WS_NOP		10
#define WS_TELAWAY	11
#define WS_TELTO	12
#define WS_CANCEL	13
#define MAXSTICKS	14

/*
 * Now we define the structures and types
 */

/*
 * Help list
 */
struct h_list {
    int h_ch;
    const char *h_desc;
    int h_print;
};

/*
 * Coordinate data type
 */
typedef struct coord {
    int x;
    int y;
} coord;

/*
 * Stuff about objects
 */
struct obj_info {
    const char *oi_name;
    int oi_prob;
    int oi_worth;
    char *oi_guess;
    int oi_know;
};

/*
 * Room structure
 */
struct room {
    coord r_pos;			/* Upper left corner */
    coord r_max;			/* Size of room */
    coord r_gold;			/* Where the gold is */
    int r_goldval;			/* How much the gold is worth */
    int r_flags;			/* info about the room */
    int r_nexits;			/* Number of exits */
    coord r_exit[12];			/* Where the exits are */
};

/*
 * Structure describing a fighting being
 */
struct stats {
    int s_str;			/* Strength */
    int s_exp;				/* Experience */
    int s_lvl;				/* level of mastery */
    int s_arm;				/* Armor class */
    int s_hpt;			/* Hit points */
    char s_dmg[13];			/* String describing damage done */
    int  s_maxhp;			/* Max hit points */
};

/*
 * Structure for monsters and player
 */
union thing {
    struct {
	union thing *_l_next, *_l_prev;	/* Next pointer in link */
	coord _t_pos;			/* Position */
	int _t_turn;			/* If slowed, is it a turn to move */
	int _t_type;			/* What it is */
	int _t_disguise;		/* What mimic looks like */
	int _t_oldch;			/* Character that was where it was */
	const coord *_t_dest;		/* Where it is running to */
	int _t_flags;			/* State word */
	struct stats _t_stats;		/* Physical description */
	struct room *_t_room;		/* Current room for thing */
	union thing *_t_pack;		/* What the thing is carrying */
        int _t_reserved;
    } _t;
    struct {
	union thing *_l_next, *_l_prev;	/* Next pointer in link */
	int _o_type;			/* What kind of object it is */
	coord _o_pos;			/* Where it lives on the screen */
	char *_o_text;			/* What it says if you read it */
	int  _o_launch;			/* What you need to launch it */
	int _o_packch;			/* What character it is in the pack */
	char _o_damage[8];		/* Damage if used like sword */
	char _o_hurldmg[8];		/* Damage if thrown */
	int _o_count;			/* count for plural objects */
	int _o_which;			/* Which object of a type it is */
	int _o_hplus;			/* Plusses to hit */
	int _o_dplus;			/* Plusses to damage */
	int _o_arm;			/* Armor protection */
	int _o_flags;			/* information about objects */
	int _o_group;			/* group number for this object */
	char *_o_label;			/* Label for object */
    } _o;
};

typedef union thing THING;

#define l_next		_t._l_next
#define l_prev		_t._l_prev
#define t_pos		_t._t_pos
#define t_turn		_t._t_turn
#define t_type		_t._t_type
#define t_disguise	_t._t_disguise
#define t_oldch		_t._t_oldch
#define t_dest		_t._t_dest
#define t_flags		_t._t_flags
#define t_stats		_t._t_stats
#define t_pack		_t._t_pack
#define t_room		_t._t_room
#define t_reserved      _t._t_reserved
#define o_type		_o._o_type
#define o_pos		_o._o_pos
#define o_text		_o._o_text
#define o_launch	_o._o_launch
#define o_packch	_o._o_packch
#define o_damage	_o._o_damage
#define o_hurldmg	_o._o_hurldmg
#define o_count		_o._o_count
#define o_which		_o._o_which
#define o_hplus		_o._o_hplus
#define o_dplus		_o._o_dplus
#define o_arm		_o._o_arm
#define o_charges	o_arm
#define o_goldval	o_arm
#define o_flags		_o._o_flags
#define o_group		_o._o_group
#define o_label		_o._o_label

/*
 * describe a place on the level map
 */
typedef struct PLACE {
    int p_ch;
    int p_flags;
    THING *p_monst;
} PLACE;

/*
 * Array containing information on all the various types of monsters
 */
struct monster {
    const char *m_name;			/* What to call the monster */
    int m_carry;			/* Probability of carrying something */
    int m_flags;			/* things about the monster */
    struct stats m_stats;		/* Initial stats */
};

struct delayed_action {
    int d_type;
    void (*d_func)();
    int d_arg;
    int d_time;
};

struct STONE {
    char	*st_name;
    int		st_value;
};

typedef struct STONE STONE;

/*
 * External variables
 */

extern int after, again, allscore, door_stop, fight_flush,
	   firstmove, has_hit, inv_describe, jump, kamikaze,
	   lower_msg, move_on, msg_esc, pack_used[],
	   passgo, playing, q_comm, running, save_msg, see_floor,
	   seenstairs, stat_msg, terse, to_death, tombstone,
           amulet, count, dir_ch, food_left, hungry_state, inpack,
	   inv_type, lastscore, level, max_hit, max_level, mpos, take,
	   n_objs, no_command, no_food, no_move, noscore, ntraps, purse,
	   quiet, vf_hit, runch, last_comm, l_last_comm, last_dir, l_last_dir,
	   numscores, total, between, group, cNWOOD, cNMETAL, cNSTONES,
	   cNCOLORS;

extern char file_name[], home[], huh[], *Numname, outbuf[], 
	    *ws_type[], *s_names[];

extern const char *ws_made[], *inv_t_name[], *p_colors[], *r_stones[], 
                  *release, *tr_name[], *rainbow[], *wood[], *metal[],
		  encstr[], statlist[], version[];

extern const int a_class[], e_levels[];

extern unsigned int dnum, seed;

extern WINDOW *hw;

extern coord delta, oldpos, stairs;

extern PLACE places[];

extern THING *cur_armor, *cur_ring[], *cur_weapon, *l_last_pick,
	     *last_pick, *lvl_obj, *mlist, player;

extern const struct h_list helpstr[];

extern struct room *oldrp, passages[], rooms[];

extern struct stats max_stats;

extern struct monster monsters[];

extern struct obj_info arm_info[], pot_info[], ring_info[],
			scr_info[], things[], ws_info[], weap_info[];

extern struct delayed_action d_list[MAXDAEMONS];

extern const STONE    stones[];

/*
 * Function types
 */

void	_attach(THING **list, THING *item);
void	_detach(THING **list, THING *item);
void	_free_list(THING **ptr);
void	addmsg(const char *fmt, ...);
int 	add_haste(int potion);
int	add_line(const char *fmt, const char *arg);
void	add_pack(THING *obj, int silent);
void	add_pass(void);
void	add_str(int *sp, int amt);
void	accnt_maze(int y, int x, int ny, int nx);
void	aggravate(void);
int	attack(THING *mp);
void    auto_save(int);
void	badcheck(const char *name, const struct obj_info *info, int bound);
int 	be_trapped(const coord *tc);
void	bounce(const THING *weap, const char *mname, int noend);
void	call(void);
void	call_it(struct obj_info *info);
int 	cansee(int y, int x);
int	center(const char *str);
int	chase(THING *tp, const coord *ee);
int	checkout(void);
const char *charge_str(const THING *obj);
void	chg_str(int amt);
void	check_level(void);
const char *choose_str(const char *ts, const char *ns);
void	conn(int r1, int r2);
void	come_down(void);
void	command(void);
void	create_obj(void);
void	current(const THING *cur, const char *how, const char *where);
void	d_level(void);
void	death(int monst);
int 	death_monst(void);
int	diag_ok(const coord *sp, const coord *ep);
void	dig(int y, int x);
void	discard(THING *item);
void	discovered(void);
int	dist(int y1, int x1, int y2, int x2);
int	dist_cp(const coord *c1, const coord *c2);
int	do_chase(THING *th);
void	do_daemons(int flag);
void	do_fuses(int flag);
void	do_maze(const struct room *rp);
void	do_motion(THING *obj, int ydelta, int xdelta);
void	do_move(int dy, int dx);
void	do_passages(void);
void	do_pot(int type, int knowit);
void	do_rooms(void);
void	do_run(int ch);
void	do_zap(void);
void	doadd(const char *fmt, va_list args);
void	doctor(void);
void	door(struct room *rm, const coord *cp);
void	door_open(const struct room *rp);
void	drain(void);
void	draw_room(const struct room *rp);
void	drop(void);
int 	dropcheck(const THING *obj);
void	eat(void);
int     encclearerr();
int     encerror();
void    encseterr();
size_t  encread(char *start, size_t size, FILE *inf);
size_t	encwrite(const char *start, size_t size, FILE *outf);
void    end_line(void);
void    endit(int sig);
int	endmsg(void);
void	enter_room(const coord *cp);
void	erase_lamp(const coord *pos, const struct room *rp);
int	exp_add(const THING *tp);
void	extinguish(void (*func)());
void	fall(THING *obj, int pr);
int	fallpos(const coord *pos, coord *newpos);
void	fatal(const char *s);
void	fire_bolt(const coord *start, coord *dir, const char *name);
int 	floor_at(void);
int	floor_ch(void);
void	flush_type(void);
const coord *find_dest(const THING *tp);
int 	find_floor(const struct room *rp, coord *cp, int limit, int monst);
THING   *find_obj(int y, int x);
int	fight(const coord *mp, const THING *weap, int thrown);
void	fix_stick(THING *cur);
void	fuse(void (*func)(), int arg, int time, int type);
int	get_bool(void *vp, WINDOW *win);
int	get_dir(void);
int	get_inv_t(void *vp, WINDOW *win);
THING   *get_item(const char *purpose, int type);
int	get_num(void *vp, WINDOW *win);
int	get_sf(void *vp, WINDOW *win);
int	get_str(void *vopt, WINDOW *win);
int	gethand(void);
void	getltchars(void);
void	give_pack(THING *tp);
void	help(void);
void	hit(const char *er, const char *ee, int noend);
void	horiz(const struct room *rp, int starty);
void	leave_room(const coord *cp);
void	lengthen(void (*func)(), int xtime);
void	look(int wakeup);
int	hit_monster(int y, int x, const THING *obj);
void	identify(void);
void	illcom(int ch);
void	init_check(void);
void	init_colors(void);
void	init_materials(void);
void	init_names(void);
void	init_player(void);
void	init_probs(void);
void	init_stones(void);
void	init_weapon(THING *weap, int which);
char	*inv_name(const THING *obj, int drop);
int	inventory(const THING *list, int type);
void	invis_on(void);
int	is_current(const THING *obj);
int 	is_magic(const THING *obj);
int     is_symlink(const char *sp); 
void	kill_daemon(void (*func)());
void	killed(THING *tp, int pr);
const char *killname(int monst, int doart);
void	land(void);
void    leave(int);
THING   *leave_pack(THING *obj, int newobj, int all);
int 	levit_check(void);
int	lock_sc(void);
void	miss(const char *er, const char *ee, int noend);
void	missile(int ydelta, int xdelta);
void	money(int value);
int	move_monst(THING *tp);
void	move_msg(const THING *obj);
int	msg(const char *fmt, ...);
void	my_exit(int sig);
void	nameit(const THING *obj, const char *type, const char *which, const struct obj_info *op, const char *(*prfunc)(const THING *));
THING   *new_item(void);
void	new_level(void);
void	new_monster(THING *tp, int type, const coord *cp);
THING   *new_thing(void);
void	nohaste(void);
const char *nothing(int type);
const char *nullstr(const THING *ignored);
const char *num(int n1, int n2, int type);
void	numpass(int y, int x);
void	option(void);
void	open_log(void);
void	open_score(void);
int	pack_char(void);
int	pack_room(int from_floor, THING *obj);
void	parse_opts(char *str);
void 	passnum(void);
int	passwd(void);
const char *pick_color(const char *col);
int	pick_one(const struct obj_info *info, int nitems);
void	pick_up(int ch);
void	picky_inven(void);
void	playit(void);
void    playltchars(void);
void	pr_spec(const struct obj_info *info, int nitems);
void	pr_list(void);
void	print_disc(int);
void	put_bool(void *b);
void	put_inv_t(void *ip);
void	put_str(void *str);
void	put_things(void);
void	putpass(const coord *cp);
void	quaff(void);
void    quit(int);
void	raise_level(void);
int 	randmonster(int wander);
void	read_scroll(void);
int	readchar(void);
void    relocate(THING *th, const coord *new_loc);
void	remove_mon(const coord *mp, THING *tp, int waskill);
void	reset_last(void);
void    resetltchars(void);
int     restore(const char *file);
int	ring_eat(int hand);
void	ring_on(void);
void	ring_off(void);
const char *ring_num(const THING *obj);
int	rnd(int range);
int	rnd_room(void);
int	rnd_thing(void);
coord	rndmove(const THING *who);
int	roll(int number, int sides);
int	roll_em(const THING *thatt, THING *thdef, const THING *weap, int hurl);
void	rollwand(void);
struct room *roomin(const coord *cp);
int	rs_save_file(FILE *savef);
int	rs_restore_file(FILE *inf);
void	runners(void);
void	runto(const coord *runner);
void	rust_armor(THING *arm);
int	save(int which);
void	save_file(FILE *savef);
void	save_game(void);
int	save_throw(int which, const THING *tp);
void	score(int amount, int flags, int monst);
void	search(void);
int	see_monst(const THING *mp);
int	seen_stairs(void);
void	set_know(THING *obj, struct obj_info *info);
const char *set_mname(const THING *tp);
void	set_oldch(THING *tp, const coord *cp);
void    set_order(int *order, int numthings);
void	setup(void);
void	shell(void);
int 	show_floor(void);
void	show_map(void);
void	show_win(const char *message);
void	sight(void);
int	sign(int nm);
int	spread(int nm);
void	start_daemon(void (*func)(), int arg, int type);
void	start_score(void);
void	status(void);
int	step_ok(int ch);
void	stomach(void);
void	strucpy(char *s1, const char *s2, size_t len);
void	swander(void);
int	swing(int at_lvl, int op_arm, int wplus);
void	take_off(void);
void	teleport(void);
void	total_winner(void);
void	thunk(const THING *weap, const char *mname, int noend);
void	treas_room(void);
int	trip_ch(int y, int x, int ch);
void	tstp(int ignored);
int     turn_ok(int y, int x);
int	turn_see(int turn_off);
void    turn_see_off(void);
void	turnref(void);
const char *type_name(int type);
void	u_level(void);
void	unconfuse(void);
void	uncurse(THING *obj);
void	unlock_sc(void);
void	unsee(void);
void	vert(const struct room *rp, int startx);
void	visuals(void);
char	*vowelstr(const char *str);
void	wait_for(WINDOW *win, int ch);
const THING *wake_monster(int y, int x);
void	wanderer(void);
void	waste_time(void);
void	wear(void);
void	whatis(int insist, int type);
void	wield(void);
int	wreadchar(WINDOW *win);
void	writelog(int amount, int flags, int monst);