view arogue7/rogue.h @ 219:f9ef86cf22b2

Advanced Rogue 7: convert to ANSI-style function declarations. Almost 1500 lines of compiler warnings remain, and the GCC developers are already working on a new version with even more warnings turned on by default.
author John "Elwin" Edwards
date Fri, 19 Feb 2016 21:02:28 -0500
parents aa8e1fc62926
children b67b99f6c92b
line wrap: on
line source

/*
 * rogue.h - Rogue definitions and variable declarations
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

/*
 * Rogue definitions and variable declarations
 *
 */

#define reg register
#undef lines /* AIX's term.h defines this, causing a conflict */
#ifdef BSD
#undef tolower(c)
#define _tolower(c)	((c)-'A'+'a')
extern char tolower();
#undef toupper(c)
#define _toupper(c)	((c)-'a'+'A')
extern char toupper();
#define strchr index

#define exfork vfork	/* Better way to do a fork followed by an exec */
#else
#define exfork fork	/* Standard fork with no paging available */
#endif

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

/*
 * Maximum number of different things
 */
#define MAXDAEMONS	10
#define MAXFUSES	20
#define	MAXROOMS	9
#define	MAXTHINGS	9
#define	MAXOBJ		9
#define MAXSTATS	72	/* max total of all stats at startup */
#define	MAXPACK		23
#define MAXDOUBLE	14	/* Maximum number of times exppts is doubled */
#define	MAXCONTENTS	10
#define MAXENCHANT	10	/* max number of enchantments on an item */
#define	MAXTREAS	15	/* number monsters/treasure in treasure room */
#define	MAXTRAPS	25
#define	MAXTRPTRY	8	/* attempts/level allowed for setting traps */
#define	MAXDOORS	4	/* Maximum doors to a room */
#define	MAXCHANTS	16	/* Maximum number of chants for a druid */
#define	MAXPRAYERS	18	/* Maximum number of prayers for cleric */
#define	MAXSPELLS	20	/* Maximum number of spells (for magician) */
#define MAXQUILL	13	/* scrolls the Quill of Nagrom can write */
#define QUILLCHARGES	160	/* max num of charges in the Quill of Nagrom */
#define	NUMMONST	125	/* Current number of monsters */
#define NUM_CNAMES	17	/* number of names per character level */
#define NUMUNIQUE	27	/* number of UNIQUE creatures */
#define	NLEVMONS	3	/* Number of new monsters per level */
#define NUMSCORE	10	/* number of entries in score file */
#define HARDER		35	/* at this level start making things harder */
#define LINELEN		256	/* characters in a buffer */
#define JUG_EMPTY	-1	/* signifys that the alchemy jug is empty */
#define MAXPURCH	(pstats.s_charisma/3) /* # of purchases at post */

/* Movement penalties */
#define BACKPENALTY 3
#define SHOTPENALTY 2		/* In line of sight of missile */
#define DOORPENALTY 1		/* Moving out of current room */

/*
 * these defines are used in calls to get_item() to signify what
 * it is we want
 */
#define	ALL		-1
#define	WEARABLE	-2
#define	CALLABLE	-3
#define WIELDABLE	-4
#define USEABLE		-5
#define IDENTABLE	-6
#define REMOVABLE	-7
#define PROTECTABLE	-8
#define ZAPPABLE	-9
#define READABLE	-10
#define QUAFFABLE	-11

/*
 * stuff to do with encumberance
 */
#define NORMENCB	1500	/* normal encumberance */
#define F_SATIATED	 0	/* player's stomach is very full */
#define F_OKAY		 1	/* have plenty of food in stomach */
#define F_HUNGRY	 2	/* player is hungry */
#define F_WEAK		 3	/* weak from lack of food */
#define F_FAINT		 4	/* fainting from lack of food */

/*
 * actions a player/monster will take
 */
#define A_MOVE		0200	/* normal movement */
#define A_FREEZE	0201	/* frozen in place */
#define A_ATTACK	0202	/* trying to hit */
#define A_SELL		0203	/* trying to sell goods */
#define A_NIL		0204	/* not doing anything */
#define A_BREATHE	0205	/* breathing */
#define A_MISSILE	0206	/* Firing magic missiles */
#define A_SONIC		0207	/* Sounding a sonic blast */
#define A_SUMMON	0210	/* Summoning help */
#define A_USERELIC	0211	/* Monster uses a relic */
#define A_SLOW		0212	/* monster slows the player */
#define A_ZAP		0213	/* monster shoots a wand */
#define A_PICKUP	0214	/* player is picking something up */
#define A_USEWAND	0215	/* monster is shooting a wand */
#define A_THROW		't'
#define C_CAST		'C'
#define C_COUNT		'*'
#define C_DIP		'D'
#define C_DROP		'd'
#define C_EAT		'e'
#define C_PRAY		'p'
#define C_CHANT		'c'
#define C_QUAFF		'q'
#define C_READ		'r'
#define C_SEARCH	's'
#define C_SETTRAP	'^'
#define C_TAKEOFF	'T'
#define C_USE		CTRL('U')
#define C_WEAR		'W'
#define C_WIELD		'w'
#define C_ZAP		'z'

/* Possible ways for the hero to move */
#define	H_TELEPORT 0

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

/* 
 * The character types
 */
#define	C_FIGHTER	0
#define C_RANGER	1
#define C_PALADIN	2
#define	C_MAGICIAN	3
#define	C_CLERIC	4
#define	C_THIEF		5
#define C_ASSASIN	6
#define C_DRUID		7
#define C_MONK		8
#define	C_MONSTER	9
#define NUM_CHARTYPES	10

/*
 * define the ability types
 */
#define	A_INTELLIGENCE	0
#define	A_STRENGTH	1
#define	A_WISDOM	2
#define	A_DEXTERITY	3
#define	A_CONSTITUTION	4
#define	A_CHARISMA	5
#define	NUMABILITIES	6

/*
 * values for games end
 */
#define UPDATE  -2
#define SCOREIT -1
#define KILLED 	 0
#define CHICKEN  1
#define WINNER   2

/*
 * definitions for function step_ok:
 *	MONSTOK indicates it is OK to step on a monster -- it
 *	is only OK when stepping diagonally AROUND a monster;
 *	it is also OK if the stepper is a friendly monster and
 *	is in a fighting mood.
 */
#define MONSTOK 1
#define NOMONST 2
#define	FIGHTOK 3

/*
 * used for ring stuff
 */
#define LEFT_1		 0
#define LEFT_2		 1
#define LEFT_3		 2
#define LEFT_4		 3
#define RIGHT_1		 4
#define RIGHT_2		 5
#define RIGHT_3		 6
#define RIGHT_4		 7
#define NUM_FINGERS	 8

/*
 * used for micellaneous magic (MM) stuff
 */
#define WEAR_BOOTS	0
#define WEAR_BRACERS	1
#define WEAR_CLOAK	2
#define WEAR_GAUNTLET	3
#define WEAR_JEWEL	4
#define WEAR_NECKLACE	5
#define NUM_MM		6

/*
 * All the fun defines
 */
#define next(ptr) (*ptr).l_next
#define prev(ptr) (*ptr).l_prev
#define ldata(ptr) (*ptr).l_data
#define inroom(rp, cp) (\
    (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
 && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
#define winat(y, x) (mvwinch(mw, y, x)==' '?mvwinch(stdscr, y, x):winch(mw))
#define debug if (wizard) msg
#define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
#define unc(cp) (cp).y, (cp).x
#define cmov(xy) move((xy).y, (xy).x)
#define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
#define OBJPTR(what)	(struct object *)((*what).l_data)
#define THINGPTR(what)	(struct thing *)((*what).l_data)
#define DOORPTR(what)	(coord *)((*what).l_data)
#define when break;case
#define otherwise break;default
#define until(expr) while(!(expr))
#define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
#define draw(window) wrefresh(window)
#define hero player.t_pos
#define pstats player.t_stats
#define max_stats player.maxstats
#define pack player.t_pack
#define attach(a, b) _attach(&a, b)
#define detach(a, b) _detach(&a, b)
#define o_free_list(a) _o_free_list(&a)
#define r_free_list(a) _r_free_list(&a)
#define t_free_list(a) _t_free_list(&a)
#ifndef max
#define max(a, b) ((a) > (b) ? (a) : (b))
#define min(a, b) ((a) < (b) ? (a) : (b))
#endif
#define on(thing, flag) \
    (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) != 0)
#define off(thing, flag) \
    (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) == 0)
#define turn_on(thing, flag) \
    ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] |= (flag & ~FLAGMASK))
#define turn_off(thing, flag) \
    ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] &= ~flag)

#undef CTRL
#define CTRL(ch) (ch & 037)

#define ALLOC(x) calloc((unsigned int) x,1)
#define FREE(x) free((char *) x)
#define	EQSTR(a, b, c)	(strncmp(a, b, c) == 0)
#define	EQUAL(a, b)	(strcmp(a, b) == 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_1, r) || ISRING(LEFT_2, r) ||\
			 ISRING(LEFT_3, r) || ISRING(LEFT_4, r) ||\
			 ISRING(RIGHT_1, r) || ISRING(RIGHT_2, r) ||\
			 ISRING(RIGHT_3, r) || ISRING(RIGHT_4, r))
#define newgrp() ++group
#define o_charges o_ac
#define	o_kind o_ac
#define ISMULT(type) (type == FOOD)
#define isrock(ch) ((ch == WALL) || (ch == '-') || (ch == '|') || (ch == SECRETDOOR))
#define invisible(monst) \
	    (((on(*monst, ISINVIS) || \
	       (on(*monst, ISSHADOW) && rnd(100) < 90)) && \
	      off(player, CANSEE)) || \
	     (on(*monst, CANSURPRISE) && !ISWEARING(R_ALERT)))
#define is_stealth(tp) \
    (rnd(25) < (tp)->t_stats.s_dext || (tp == &player && ISWEARING(R_STEALTH)))

#define has_light(rp) (((rp)->r_flags & HASFIRE) || ISWEARING(R_LIGHT))

#define mi_wght mi_worth
#define mi_food mi_curse

/*
 * Ways to die
 */
#define	D_PETRIFY	-1
#define	D_ARROW		-2
#define	D_DART		-3
#define	D_POISON	-4
#define	D_BOLT		-5
#define	D_SUFFOCATION	-6
#define	D_POTION	-7
#define	D_INFESTATION	-8
#define D_DROWN		-9
#define D_ROT		-10
#define D_CONSTITUTION  -11
#define D_STRENGTH	-12
#define D_SIGNAL	-13
#define D_CHOKE		-14
#define D_STRANGLE	-15
#define D_FALL		-16
#define D_RELIC		-17
#define D_STARVATION	-18
#define D_FOOD_CHOKE	-19
#define D_SCROLL	-20
#define DEATHNUM	20	/* number of ways to die */

/*
 * Things that appear on the screens
 */
#define	WALL		' '
#define	PASSAGE		'#'
#define	DOOR		'+'
#define	FLOOR		'.'
#define VPLAYER 	'@'
#define IPLAYER 	'_'
#define	POST		'^'
#define	TRAPDOOR	'>'
#define	ARROWTRAP	'{'
#define	SLEEPTRAP	'$'
#define	BEARTRAP	'}'
#define	TELTRAP		'~'
#define	DARTTRAP	'`'
#define POOL		'"'
#define MAZETRAP	'\''
#define	SECRETDOOR	'&'
#define	STAIRS		'%'
#define	GOLD		'*'
#define	POTION		'!'
#define	SCROLL		'?'
#define	MAGIC		'$'
#define	BMAGIC		'>'	/*	Blessed	magic	*/
#define	CMAGIC		'<'	/*	Cursed	magic	*/
#define	FOOD		':'
#define	WEAPON		')'
#define MISSILE		'*'	/*	Magic Missile	*/
#define	ARMOR		']'
#define	MM		';'
#define RELIC		','
#define	RING		'='
#define	STICK		'/'
#define FOREST		'\\'

/*
 * Various constants
 */
#define	PASSWD		"mTdNfNGDrwAZ."
#define FIGHTBASE	10
#define SPELLTIME	((max(30-pstats.s_lvl,5)))
#define	BEARTIME	17
#define CLOAK_TIME	(roll(20,20))
#define	SLEEPTIME	7
#define	FREEZETIME	11
#define PAINTIME	(roll(2, 12))
#define	HEALTIME	30
#define	CHILLTIME	(roll(20, 4))
#define	SMELLTIME	20
#define	STONETIME	(roll(10,2))
#define HASTETIME	11
#define	SICKTIME	25
#define	WANDERTIME	(max(5, (HARDER*2)-rnd(vlevel)))
#define	BEFORE		1
#define	AFTER		2
#define	HUHDURATION	(50+rnd(30))
#define	SEEDURATION	850
#define SKILLDURATION	(100+rnd(50))
#define	CLRDURATION	50
#define GONETIME	200
#define FIRETIME	(200+roll(5,5))
#define COLDTIME	(200+roll(5,5))
#define BOLTTIME	(200+roll(5,5))
#define FLYTIME		300
#define DUSTTIME	(30+roll(5,10))
#define	PHASEDURATION	300
#define	MORETIME	100
#define	STINKTIME	16
#define	STOMACHSIZE	1500
#define	ESCAPE		27
#define	BOLT_LENGTH	10
#define	MARKLEN		20
#define DAYLENGTH	400
#define ALCHEMYTIME	(400+rnd(150))

/*
 * Save against things
 */
#define	VS_POISON		00
#define	VS_PARALYZATION		00
#define	VS_DEATH		00
#define	VS_PETRIFICATION	01
#define	VS_WAND			02
#define	VS_BREATH		03
#define	VS_MAGIC		04

/*
 * attributes for treasures in dungeon
 */
#define ISCURSED     	       01
#define ISKNOW      	       02
#define ISPOST		       04	/* object is in a trading post */
#define	ISMETAL     	      010
#define ISPROT		      020	/* object is protected */
#define ISBLESSED     	      040
#define ISPOISON	     0100
#define ISMISL      	   020000
#define ISMANY     	   040000
/*
 * Various flag bits
 */
#define ISDARK	    	       01
#define ISGONE	    	       02
#define	ISTREAS     	       04
#define ISFOUND     	      010
#define ISTHIEFSET	      020
#define FORCEDARK	      040
/*
 * 1st set of creature flags (this might include player)
 */
#define ISBLIND		0x00000001
#define	ISINWALL     	0x00000002
#define ISRUN		0x00000004
#define	ISFLEE		0x00000008
#define ISINVIS		0x00000010
#define ISMEAN		0x00000020
#define ISGREED		0x00000040
#define CANSHOOT	0x00000080
#define ISHELD		0x00000100
#define ISHUH		0x00000200
#define ISREGEN		0x00000400
#define CANHUH		0x00000800
#define CANSEE		0x00001000
#define HASFIRE		0x00002000
#define ISSLOW		0x00004000
#define ISHASTE		0x00008000
#define ISCLEAR		0x00010000
#define CANINWALL	0x00020000
#define ISDISGUISE	0x00040000
#define CANBLINK	0x00080000
#define CANSNORE	0x00100000
#define HALFDAMAGE	0x00200000
#define	CANSUCK		0x00400000
#define	CANRUST		0x00800000
#define	CANPOISON	0x01000000
#define	CANDRAIN	0x02000000
#define ISUNIQUE	0x04000000
#define	STEALGOLD	0x08000000
/* 
 * Second set of flags 
 */
#define	STEALMAGIC	0x10000001
#define	CANDISEASE	0x10000002
#define HASDISEASE	0x10000004
#define CANSUFFOCATE	0x10000008
#define DIDSUFFOCATE	0x10000010
#define BOLTDIVIDE	0x10000020
#define BLOWDIVIDE	0x10000040
#define NOCOLD		0x10000080
#define	TOUCHFEAR	0x10000100
#define BMAGICHIT	0x10000200
#define NOFIRE		0x10000400
#define NOBOLT		0x10000800
#define CARRYGOLD	0x10001000
#define CANITCH		0x10002000
#define HASITCH		0x10004000
#define DIDDRAIN	0x10008000
#define WASTURNED	0x10010000
#define CANSELL		0x10020000
#define CANBLIND	0x10040000
#define NOACID		0x10080000
#define NOSLOW		0x10100000
#define NOFEAR		0x10200000
#define NOSLEEP		0x10400000
#define NOPARALYZE	0x10800000
#define NOGAS		0x11000000
#define CANMISSILE	0x12000000
#define CMAGICHIT	0x14000000
#define CANPAIN		0x18000000

/* 
 * Third set of flags 
 */
#define CANSLOW		0x20000001
#define CANTUNNEL	0x20000002
#define TAKEWISDOM	0x20000004
#define NOMETAL		0x20000008
#define MAGICHIT	0x20000010
#define CANINFEST	0x20000020
#define HASINFEST	0x20000040
#define NOMOVE		0x20000080
#define CANSHRIEK	0x20000100
#define CANDRAW		0x20000200
#define CANSMELL	0x20000400
#define CANPARALYZE	0x20000800
#define CANROT		0x20001000
#define ISSCAVENGE	0x20002000
#define DOROT		0x20004000
#define CANSTINK	0x20008000
#define HASSTINK	0x20010000
#define ISSHADOW	0x20020000
#define CANCHILL	0x20040000
#define	CANHUG		0x20080000
#define CANSURPRISE	0x20100000
#define CANFRIGHTEN	0x20200000
#define CANSUMMON	0x20400000
#define TOUCHSTONE	0x20800000
#define LOOKSTONE	0x21000000
#define CANHOLD		0x22000000
#define DIDHOLD		0x24000000
#define DOUBLEDRAIN	0x28000000

/* 
 * Fourth set of flags 
 */
#define CANBRANDOM	0x30000001	/* Types of breath */
#define CANBACID	0x30000002	/* acid */
#define CANBFIRE	0x30000004	/* Fire */
#define CANBCGAS	0x30000008	/* confusion gas */
#define CANBBOLT	0x30000010	/* lightning bolt */
#define CANBGAS		0x30000020	/* clorine gas */
#define CANBICE		0x30000040	/* ice */
#define CANBFGAS	0x30000080	/* Fear gas */
#define CANBPGAS	0x30000100	/* Paralyze gas */
#define CANBSGAS	0x30000200	/* Sleeping gas */
#define CANBSLGAS	0x30000400	/* Slow gas */
#define CANBREATHE	0x300007ff	/* Can it breathe at all? */
/*
 * Fifth set of flags
 */
#define ISUNDEAD	0x40000001
#define CANSONIC	0x40000002
#define TURNABLE	0x40000004
#define TAKEINTEL	0x40000008
#define NOSTAB		0x40000010
#define CANDISSOLVE	0x40000020
#define ISFLY		0x40000040	/* creature can fly */
#define CANTELEPORT	0x40000080	/* creature can teleport */
#define CANEXPLODE	0x40000100	/* creature explodes when hit */
#define CANDANCE	0x40000200	/* creature can make hero "dance" */
#define ISDANCE		0x40000400	/* creature (hero) is dancing */
#define CARRYFOOD	0x40000800
#define CARRYSCROLL	0x40001000
#define CARRYPOTION	0x40002000
#define CARRYRING	0x40004000
#define CARRYSTICK	0x40008000
#define CARRYMISC	0x40010000
#define CARRYMDAGGER	0x40020000	/* Dagger of Musty */
#define CARRYCLOAK	0x40040000	/* Cloak of Emori */
#define CARRYANKH	0x40080000	/* Ankh of Heil */
#define CARRYSTAFF	0x40100000	/* Staff of Ming */
#define CARRYWAND	0x40200000	/* Wand of Orcus */
#define	CARRYROD	0x40400000	/* Rod of Asmodeus */
#define	CARRYYAMULET	0x40800000	/* Amulet of Yendor */
#define	CARRYMANDOLIN	0x41000000	/* Mandolin of Brian */
#define MISSEDDISP	0x42000000	/* Missed Cloak of Displacement */
#define CANBSTAB	0x44000000	/* Can backstab */
#define ISGUARDIAN	0x48000000	/* Guardian of a treasure room */


#define CARRYHORN	0x50000001	/* Horn of Geryon */
#define CARRYMSTAR	0x50000002	/* Morning Star of Hruggek */
#define CARRYFLAIL	0x50000004	/* Flail of Yeenoghu */
#define CARRYWEAPON	0x50000008	/* A generic weapon */
#define CANAGE		0x50000010	/* can age you */
#define CARRYDAGGER	0x50000020	/* carry's a dumb old dagger */
#define AREMANY		0x50000040	/* they come in droves */
#define CARRYEYE	0x50000080	/* has the eye of Vecna */
#define HASSUMMONED	0x50000100	/* has already summoned */
#define ISSTONE		0x50000200	/* has been turned to stone */
#define NODETECT	0x50000400	/* detect monster will not show him */
#define NOSTONE		0x50000800	/* creature made its save vrs stone */
#define CARRYQUILL	0x50001000	/* has the quill of Nagrom */
#define CARRYAXE	0x50002000	/* has the axe of Aklad */
#define TOUCHSLOW	0x50004000	/* touch will slow hero */
#define WASDISRUPTED	0x50008000	/* creature was disrupted by player */
#define	CARRYARMOR	0x50010000	/* creature will pick up armor */
#define CARRYBAMULET	0x50020000	/* amulet of skoraus stonebones */
#define CARRYSURTURRING	0x50040000	/* ring of Surtur */
#define	ISCHARMED	0x50080000	/* is the monster charmed? */
#define	ISFRIENDLY	0x50080000	/* monster friendly for any reason? */

#define ISREADY		0x60000001
#define ISDEAD		0x60000002
#define ISELSEWHERE	0x60000004

/* Masks for choosing the right flag */
#define FLAGMASK     0xf0000000
#define FLAGINDEX    0x0000000f
#define FLAGSHIFT    28
#define MAXFLAGS     25			/* max initial flags per creature */

/* 
 * Mask for cancelling special abilities 
 * The flags listed here will be the ones left on after the
 * cancellation takes place
 */
#define CANC0MASK (	ISBLIND		| ISINWALL	| ISRUN		| \
			ISFLEE		| ISMEAN	| ISGREED	| \
			CANSHOOT	| ISHELD	| ISHUH		| \
			ISSLOW		| ISHASTE	| ISCLEAR	| \
			ISUNIQUE )
#define CANC1MASK (	HASDISEASE	| DIDSUFFOCATE	| CARRYGOLD 	| \
			HASITCH		| CANSELL 	| DIDDRAIN	| \
			WASTURNED )
#define CANC2MASK (	HASINFEST	| NOMOVE	| ISSCAVENGE	| \
			DOROT		| HASSTINK	| DIDHOLD )
#define CANC3MASK (	CANBREATHE )
#define CANC4MASK (	ISUNDEAD	| CANSONIC	| NOSTAB	| \
			ISFLY		| CARRYFOOD	| CANEXPLODE	| \
			ISDANCE		| CARRYSCROLL	| CARRYPOTION	| \
			CARRYRING	| CARRYSTICK	| CARRYMISC	| \
			CARRYMDAGGER	| CARRYCLOAK	| CARRYANKH	| \
			CARRYSTAFF	| CARRYWAND	| CARRYROD	| \
			CARRYYAMULET	| CARRYMANDOLIN | ISGUARDIAN )
#define CANC5MASK (	CARRYHORN	| CARRYMSTAR 	| CARRYFLAIL	| \
			CARRYEYE	| CARRYDAGGER	| HASSUMMONED	| \
			AREMANY		| CARRYWEAPON	| NOSTONE	| \
			CARRYQUILL	| CARRYAXE	| WASDISRUPTED	| \
			CARRYARMOR	| CARRYBAMULET 	| CARRYSURTURRING )
#define CANC6MASK ( 0 )
#define CANC7MASK ( 0 )
#define CANC8MASK ( 0 )
#define CANC9MASK ( 0 )
#define CANCAMASK ( 0 )
#define CANCBMASK ( 0 )
#define CANCCMASK ( 0 )
#define CANCDMASK ( 0 )
#define CANCEMASK ( 0 )
#define CANCFMASK ( 0 )

/* types of things */
#define TYP_POTION	0
#define TYP_SCROLL	1
#define TYP_FOOD	2
#define TYP_WEAPON	3
#define TYP_ARMOR	4
#define TYP_RING	5
#define TYP_STICK	6
#define TYP_MM		7
#define	TYP_RELIC	8
#define	NUMTHINGS	9
/*
 * food types
 */
#define E_RATION	0
#define E_APPLE		1
#define E_BANANA	2
#define E_BLUEBERRY	3
#define E_CANDLEBERRY	4
#define E_CAPRIFIG	5
#define E_DEWBERRY	6
#define E_ELDERBERRY	7
#define E_GOOSEBERRY	8
#define E_GUANABANA	9
#define E_HAGBERRY	10
#define E_JABOTICABA	11
#define E_PEACH		12
#define E_PITANGA	13
#define E_PRICKLEY	14
#define E_RAMBUTAN	15
#define E_SAPODILLA	16
#define E_SOURSOP	17
#define E_STRAWBERRY	18
#define E_SWEETSOP	19
#define E_WHORTLEBERRY	20
#define	MAXFOODS	21
/*
 * Potion types
 */
#define	P_CLEAR		0
#define	P_ABIL		1
#define	P_SEEINVIS	2
#define	P_HEALING	3
#define	P_MFIND		4
#define	P_TFIND		5
#define	P_RAISE		6
#define	P_HASTE		7
#define	P_RESTORE	8
#define	P_PHASE		9
#define P_INVIS		10
#define P_FLY		11
#define P_FFIND		12
#define P_SKILL		13
#define P_FIRE		14
#define P_COLD		15
#define P_LIGHTNING	16
#define P_POISON	17
#define	MAXPOTIONS	18
/*
 * Scroll types
 */
#define	S_CONFUSE	0
#define	S_MAP		1
#define	S_LIGHT		2
#define	S_HOLD		3
#define	S_SLEEP		4
#define	S_ALLENCH	5
#define	S_IDENT		6
#define	S_SCARE		7
#define	S_GFIND		8
#define	S_TELEP		9
#define	S_CREATE	10
#define	S_REMOVE	11
#define	S_PETRIFY	12
#define	S_GENOCIDE	13
#define	S_CURING	14
#define S_MAKEIT	15
#define S_PROTECT	16
#define S_FINDTRAPS	17
#define S_RUNES		18
#define S_CHARM		19
#define	MAXSCROLLS	20

/*
 * Weapon types
 */
#define MACE		0		/* mace */
#define SWORD		1		/* long sword */
#define BOW		2		/* short bow */
#define ARROW		3		/* arrow */
#define DAGGER		4		/* dagger */
#define ROCK		5		/* rocks */
#define TWOSWORD	6		/* two-handed sword */
#define SLING		7		/* sling */
#define DART		8		/* darts */
#define CROSSBOW	9		/* crossbow */
#define BOLT		10		/* crossbow bolt */
#define SPEAR		11		/* spear */
#define TRIDENT		12		/* trident */
#define SPETUM		13		/* spetum */
#define BARDICHE	14 		/* bardiche */
#define PIKE		15		/* pike */
#define BASWORD		16		/* bastard sword */
#define HALBERD		17		/* halberd */
#define BATTLEAXE	18		/* battle axe */
#define MAXWEAPONS	19		/* types of weapons */
#define NONE		100		/* no weapon */

/*
 * Armor types
 */
#define	LEATHER		0
#define	RING_MAIL	1
#define	STUDDED_LEATHER	2
#define	SCALE_MAIL	3
#define	PADDED_ARMOR	4
#define	CHAIN_MAIL	5
#define	SPLINT_MAIL	6
#define	BANDED_MAIL	7
#define	PLATE_MAIL	8
#define	PLATE_ARMOR	9
#define	MAXARMORS	10

/*
 * Ring types
 */
#define	R_PROTECT	0
#define	R_ADDSTR	1
#define	R_SUSABILITY	2
#define	R_SEARCH	3
#define	R_SEEINVIS	4
#define	R_ALERT		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_ADDINTEL	13
#define	R_ADDWISDOM	14
#define	R_HEALTH	15
#define R_CARRY		16
#define R_LIGHT		17
#define R_DELUSION	18
#define R_FEAR		19
#define R_HEROISM	20
#define R_FIRE		21
#define R_WARMTH	22
#define R_VAMPREGEN	23
#define R_FREEDOM	24
#define R_TELCONTROL	25
#define	MAXRINGS	26

/*
 * Rod/Wand/Staff types
 */

#define	WS_LIGHT	0
#define	WS_HIT		1
#define	WS_ELECT	2
#define	WS_FIRE		3
#define	WS_COLD		4
#define	WS_POLYMORPH	5
#define	WS_MISSILE	6
#define	WS_SLOW_M	7
#define	WS_DRAIN	8
#define	WS_CHARGE	9
#define	WS_TELMON	10
#define	WS_CANCEL	11
#define WS_CONFMON	12
#define WS_DISINTEGRATE	13
#define WS_PETRIFY	14
#define WS_PARALYZE	15
#define WS_MDEG		16
#define WS_CURING	17
#define WS_WONDER	18
#define WS_FEAR		19
#define	MAXSTICKS	20

/*
 * miscellaneous magic items
 */
#define	MM_JUG		0
#define	MM_BEAKER	1
#define	MM_BOOK		2
#define	MM_ELF_BOOTS	3
#define MM_BRACERS	4
#define MM_OPEN		5
#define MM_HUNGER	6
#define MM_DISP		7
#define MM_PROTECT	8
#define MM_DRUMS	9
#define MM_DISAPPEAR	10
#define MM_CHOKE	11
#define MM_G_DEXTERITY	12
#define MM_G_OGRE	13
#define MM_JEWEL	14
#define MM_KEOGHTOM	15
#define MM_R_POWERLESS	16
#define MM_FUMBLE	17
#define MM_ADAPTION	18
#define MM_STRANGLE	19
#define MM_DANCE	20
#define MM_SKILLS	21
#define MAXMM		22

/*
 * Relic types
 */
#define MUSTY_DAGGER		0
#define EMORI_CLOAK		1
#define HEIL_ANKH		2
#define MING_STAFF		3
#define ORCUS_WAND		4
#define ASMO_ROD		5
#define YENDOR_AMULET		6
#define BRIAN_MANDOLIN		7
#define GERYON_HORN		8
#define HRUGGEK_MSTAR		9
#define YEENOGHU_FLAIL		10
#define EYE_VECNA		11
#define AXE_AKLAD		12
#define QUILL_NAGROM		13
#define STONEBONES_AMULET	14
#define	SURTUR_RING		15
#define MAXRELIC		16


#define LEVEL  600
#define vlevel max(level, turns/LEVEL + 1)
/*
 * Now we define the structures and types
 */
/*
 * character types
 */
struct character_types {
    char	name[40];	/* name of character class		*/
    long	start_exp;	/* starting exp pts for 2nd level	*/
    long	cap;		/* stop doubling here			*/
    int		hit_pts;	/* hit pts gained per level		*/
    int		base;		/* Base to-hit value (AC 10)		*/
    int		max_lvl;	/* Maximum level for changing value	*/
    int		factor;		/* Amount base changes each time	*/
    int		offset;		/* What to offset level			*/
    int		range;		/* Range of levels for each offset	*/
};

/*
 * level types
 */
typedef enum {
	NORMLEV,	/* normal level */
	POSTLEV,	/* trading post level */
	MAZELEV,	/* maze level */
	OUTSIDE,	/* outside level */
	STARTLEV	/* beginning of the game */
} LEVTYPE;

/*
 * Help list
 */

struct h_list {
    char h_ch;
    char *h_desc;
};

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

/*
 * structure for the ways to die
 */
struct death_type {
    int reason;
    char *name;
};


/*
 * Linked list data type
 */
struct linked_list {
    struct linked_list *l_next;
    struct linked_list *l_prev;
    char *l_data;			/* Various structure pointers */
};

/*
 * Stuff about magic items
 */

struct magic_item {
    char *mi_name;
    int mi_prob;
    int mi_worth;
    int mi_curse;
    int mi_bless;
};

/*
 * Room structure
 */
struct room {
    coord r_pos;			/* Upper left corner */
    coord r_max;			/* Size of room */
    long r_flags;			/* Info about the room */
    struct linked_list *r_fires;	/* List of fire creatures in room */
    struct linked_list *r_exit;		/* Linked list of exits */
};

/*
 * Array of all traps on this level
 */

struct trap {
    char tr_type;			/* What kind of trap */
    char tr_show;			/* Where disguised trap looks like */
    coord tr_pos;			/* Where trap is */
    long tr_flags;			/* Info about trap (i.e. ISFOUND) */
};

/*
 * Structure describing a fighting being
 */
struct stats {
    short s_str;			/* Strength */
    short s_intel;			/* Intelligence */
    short s_wisdom;			/* Wisdom */
    short s_dext;			/* Dexterity */
    short s_const;			/* Constitution */
    short s_charisma;			/* Charisma */
    unsigned long s_exp;		/* Experience */
    int s_lvladj;			/* how much level is adjusted */
    int s_lvl;				/* Level of mastery */
    int s_arm;				/* Armor class */
    int s_hpt;				/* Hit points */
    int s_pack;				/* current weight of his pack */
    int s_carry;			/* max weight he can carry */
    char s_dmg[30];			/* String describing damage done */
};

/*
 * Structure describing a fighting being (monster at initialization)
 */
struct mstats {
    short s_str;			/* Strength */
    short s_dex;			/* dexterity */
    short s_move;			/* movement rate */
    unsigned long s_exp;		/* Experience */
    short s_lvl;			/* Level of mastery */
    short s_arm;			/* Armor class */
    char *s_hpt;			/* Hit points */
    char *s_dmg;			/* String describing damage done */
};

/*
 * Structure for monsters and player
 */
struct thing {
    bool t_wasshot;			/* Was character shot last round? */
    char t_type;			/* What it is */
    char t_disguise;			/* What mimic looks like */
    char t_oldch;			/* Character that was where it was */
    short t_ctype;			/* Character type */
    short t_index;			/* Index into monster table */
    short t_no_move;			/* How long the thing can't move */
    short t_quiet;			/* used in healing */
    short t_movement;			/* Base movement rate */
    short t_action;			/* Action we're waiting to do */
    short t_artifact;			/* base chance of using artifact */
    short t_wand;			/* base chance of using wands */
    short t_summon;			/* base chance of summoning */
    short t_cast;			/* base chance of casting a spell */
    short t_breathe;			/* base chance to swing at player */
    char  *t_name;			/* name player gave his pet */
    coord *t_doorgoal;			/* What door are we heading to? */
    coord *t_dest;			/* Where it is running to */
    coord t_pos;			/* Position */
    coord t_oldpos;			/* Last position */
    coord t_newpos;			/* Where we want to go */
    unsigned long t_flags[16];		/* State word */
    struct linked_list *t_pack;		/* What the thing is carrying */
    struct linked_list *t_using;	/* What the thing is using */
    int t_selection;
    struct stats t_stats;		/* Physical description */
    struct stats maxstats;		/* maximum(or initial) stats */
    int t_reserved;
};

/*
 * Array containing information on all the various types of monsters
 */
struct monster {
    char *m_name;			/* What to call the monster */
    short m_carry;			/* Probability of carrying something */
    bool m_normal;			/* Does monster exist? */
    bool m_wander;			/* Does monster wander? */
    char m_appear;			/* What does monster look like? */
    char *m_intel;			/* Intelligence range */
    long m_flags[MAXFLAGS];		/* Things about the monster */
    char *m_typesum;			/* type of creature can he summon */
    short m_numsum;			/* how many creatures can he summon */
    short m_add_exp;			/* Added experience per hit point */
    struct mstats m_stats;		/* Initial stats */
};

/*
 * Structure for a thing that the rogue can carry
 */

struct object {
    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 */
    char o_launch;			/* What you need to launch it */
    char o_damage[8];			/* Damage if used like sword */
    char o_hurldmg[8];			/* Damage if thrown */
    struct linked_list *contents;	/* contents of this object */
    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_ac;				/* Armor class */
    long o_flags;			/* Information about objects */
    int o_group;			/* Group number for this object */
    int o_weight;			/* weight of this object */
    char o_mark[MARKLEN];		/* Mark the specific object */
};
/*
 * weapon structure
 */
struct init_weps {
    char *w_name;		/* name of weapon */
    char *w_dam;		/* hit damage */
    char *w_hrl;		/* hurl damage */
    char w_launch;		/* need to launch it */
    int  w_flags;		/* flags */
    int  w_rate;		/* rate of fire */
    int  w_wght;		/* weight of weapon */
    int  w_worth;		/* worth of this weapon */
};

/*
 * armor structure 
 */
struct init_armor {
	char *a_name;		/* name of armor */
	int  a_prob;		/* chance of getting armor */
	int  a_class;		/* normal armor class */
	int  a_worth;		/* worth of armor */
	int  a_wght;		/* weight of armor */
};

struct spells {
    short s_which;		/* which scroll or potion */
    short s_cost;		/* cost of casting spell */
    short s_type;		/* scroll or potion */
    int   s_flag;		/* is the spell blessed/cursed? */
};

struct quill {
    short s_which;		/* which scroll to write */
    short s_cost;		/* cost of writing it */
};

struct delayed_action {
	int d_type;
	int (*d_func)();
	union {
	    int arg;
	    void *varg;
	} d_;
	int d_time;
} ;

void    _attach(struct linked_list **list, struct linked_list *item);
void    _detach(struct linked_list **list, struct linked_list *item);
void    _o_free_list(struct linked_list **ptr);
void    _r_free_list(struct linked_list **ptr);
void    _t_free_list(struct linked_list **ptr);
int     ac_compute(bool ignoremetal);
void    activity(void);
void    add_charisma(int change);
void    add_constitution(int change);
void    add_dexterity(int change);
void    add_haste(bool blessed);
void    add_intelligence(int change);
bool    add_pack(struct linked_list *item, bool silent, 
                 struct linked_list **packret);
void    add_slow(void);
void    add_strength(int change);
void    add_wisdom(int change);
void    addmsg(char *fmt, ...);
void    affect(void);
void    aggravate(bool do_uniques, bool do_good);
void    alchemy(struct object *obj);
void    appear(void);
bool    attack(struct thing *mp, struct object *weapon, bool thrown);
void    auto_save(int sig);
char    be_trapped(struct thing *th, coord *tc);
bool    blue_light(bool blessed, bool cursed);
void    bugkill(int sig);
void    buy_it(void);
void    byebye(int sig);
bool    can_blink(struct thing *tp);
coord  *can_shoot(coord *er, coord *ee);
bool    cansee(int y, int x);
void    carry_obj(struct thing *mp, int chance);
void    cast(void);
void    changeclass(int newclass);
void    chant(void);
void    chant_recovery(void);
void    chase(struct thing *tp, coord *ee, struct room *rer, struct room *ree, 
              bool flee);
long    check_level(void);
void    check_residue(struct thing *tp);
void    chg_str(int amt);
void    cloak_charge(struct object *obj);
void    command(void);
void    confus_player(void);
int     const_bonus(void);
void    corr_move(int dy, int dx);
struct linked_list *creat_item(void);
bool    creat_mons(struct thing *person, short monster, bool report);
void    create_obj(bool prompt, int which_item, int which_type);
void    cur_null(struct object *op);
void    cure_disease(void);
void    dbotline(WINDOW *scr, char *message);
void    death(short monst);
void    del_pack(struct linked_list *item);
void    destroy_item(struct linked_list *item);
int     dex_compute(void);
int     dext_plus(int dexterity);
int     dext_prot(int dexterity);
bool    diag_ok(coord *sp, coord *ep, struct thing *flgptr);
void    dip_it(void);
void    do_chase(struct thing *th);
void    do_daemons(int flag);
void    do_fuses(int flag);
void    do_maze(void);
void    do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp);
void    do_move(int dy, int dx);
void    do_passages(void);
void    do_post(bool startup);
void    do_rooms(void);
void    do_run(char ch);
void    do_terrain(int basey, int basex, int deltay, int deltax, bool fresh);
void    do_zap(struct thing *zapper, struct object *obj, coord *direction,
               int which, int flags);
void    doctor(struct thing *tp);
coord  *doorway(struct room *rp, coord *door);
void    draw_room(struct room *rp);
int     dress_units(struct linked_list *item);
bool    drop(struct linked_list *item);
bool    dropcheck(struct object *op);
void    dsrpt_monster(struct thing *tp, bool always, bool see_him);
void    dsrpt_player(void);
void    dust_appear(void);
void    eat(void);
void    eat_gold(struct object *obj);
int     effect(struct thing *att, struct thing *def, struct object *weap, 
               bool thrown, bool see_att, bool see_def);
int     encread(char *start, unsigned int size, int inf);
int     encwrite(char *start, unsigned int size, int outf);
void    endmsg(void);
void    explode(struct thing *tp);
void    extinguish(int (*func)());
void    fall(struct linked_list *item, bool pr);
coord  *fallpos(coord *pos, bool be_clear, int range);
void    fatal(char *s);
bool    fight(coord *mp, struct object *weap, bool thrown);
struct linked_list *find_mons(int y, int x);
struct linked_list *find_obj(int y, int x);
struct delayed_action *find_slot(int (*func)());
int     findmindex(char *name);
void    fix_stick(struct object *cur);
void    fumble(void);
void    fuse(int (*func)(), int arg, int time, int type);
void    genmonsters(int least, bool treas);
coord   get_coordinates(void);
bool    get_dir(coord *direction);
struct linked_list *get_hurl(struct thing *tp);
struct linked_list *get_item(struct linked_list *list, char *purpose, int type,
                             bool askfirst, bool showcost);
int     get_str(char *opt, WINDOW *win);
int     get_worth(struct object *obj);
int     getdeath(void);
bool    getdelta(char match, int *dy, int *dx);
int     grab(int y, int x);
void    gsense(void);
bool    hit_monster(int y, int x, struct object *obj, struct thing *tp);
int     hitweight(void);
short   id_monst(char monster);
void    idenpack(void);
void    init_colors(void);
void    init_foods(void);
void    init_materials(void);
void    init_misc(void);
void    init_names(void);
void    init_player(void);
void    init_stones(void);
void    init_terrain(void);
void    init_things(void);
void    init_weapon(struct object *weap, char type);
char   *inv_name(struct object *obj, bool drop);
bool    inventory(struct linked_list *list, int type);
bool    is_current(struct object *obj);
bool    is_magic(struct object *obj);
bool    isatrap(char ch);
int     itemweight(struct object *wh);
void    kill_daemon(int (*func)());
void    killed(struct linked_list *item, bool pr, bool points, bool treasure);
void    lake_check(coord *place);
void    land(void);
void    lengthen(int (*func)(), int xtime);
void    light(coord *cp);
bool    lit_room(struct room *rp);
void    look(bool wakeup, bool runend);
void    lower_level(short who);
void    m_use_relic(struct thing *monster);
void    m_use_wand(struct thing *monster);
void    make_sell_pack(struct thing *tp);
short   makemonster(bool showall, char *label, char *action) ;
bool    maze_view(int y, int x);
char   *misc_name(struct object *obj);
void    missile(int ydelta, int xdelta, struct linked_list *item, 
                struct thing *tp);
char   *monster_name(struct thing *tp);
bool    move_hero(int why);
short   movement(struct thing *tp);
void    msg(char *fmt, ...);
void    nameitem(struct linked_list *item, bool mark);
bool    need_dir(int type, int which);
unsigned long netread(int *error, int size, FILE *stream);
int     netwrite(unsigned long value, int size, FILE *stream);
char   *new(int size);
struct linked_list *new_item(int size);
void    new_level(LEVTYPE ltype);
void    new_monster(struct linked_list *item, short type, coord *cp, 
                    bool max_monster);
struct linked_list *new_thing(int thing_type, bool allow_curse);
void    nobolt(void);
void    nocold(void);
void    nofire(void);
void    nohaste(void);
void    noslow(void);
char   *num(int n1, int n2);
void    o_discard(struct linked_list *item);
void    option(void);
void    over_win(WINDOW *oldwin, WINDOW *newin, int maxy, int maxx, int cursory,
                 int cursorx, char redraw);
char    pack_char(struct linked_list *list, struct object *obj);
void    parse_opts(char *str);
bool    passwd(void);
void    picky_inven(void);
bool    player_zap(int which, int flag);
void    playit(void);
void    pray(void);
void    prayer_recovery(void);
bool    price_it(void);
char   *prname(char *who, bool upper);
void    quaff(int which, int kind, int flags, bool is_potion);
void    quill_charge(void);
void    quit(int sig);
void    raise_level(void);
short   randmonster(bool wander, bool no_unique);
void    read_scroll(int which, int flag, bool is_scroll);
int     readchar(void);
void    res_charisma(int howmuch);
void    res_constitution(int howmuch);
void    res_dexterity(int howmuch);
void    res_intelligence(int howmuch);
void    res_strength(int howmuch);
void    res_wisdom(int howmuch);
bool    restore(char *file, char *envp[]);
void    restscr(WINDOW *scr);
int     ring_eat(int hand);
char   *ring_num(struct object *obj);
int     ring_value(int type);
void    ring_on(struct linked_list *item);
void    ring_search(void);
void    ring_teleport(void);
int     rnd(int range);
void    rnd_pos(struct room *rp, coord *cp);
int     rnd_room(void);
coord  *rndmove(struct thing *who);
int     roll(int number, int sides);
void    rollwand(void);
struct room *roomin(coord *cp);
int     rs_restore_file(int inf);
int     rs_save_file(FILE *savef);
int     runners(int segments);
void    runto(struct thing *runner, coord *spot);
bool    save(int which, struct thing *who, int adj);
bool    save_game(void);
void    score(unsigned long amount, int flags, short monst);
void    search(bool is_thief, bool door_chime);
char    secretdoor(int y, int x);
void    sell(struct thing *tp);
void    sell_it(void);
void    set_trap(struct thing *tp, int y, int x);
void    setup(void);
void    shoot_bolt(struct thing *shooter, coord start, coord dir, 
                   bool get_points, short reason, char *name, int damage);
bool    shoot_ok(char ch);
char    show(int y, int x);
void    sight(void);
bool    skirmish(struct thing *attacker, coord *mp, struct object *weap, 
                 bool thrown);
struct linked_list *spec_item(int type, int which, int hit, int damage);
void    spell_recovery(void);
void    start_daemon(int (*func)(), int arg, int type);
void    status(bool display);
void    steal(void);
bool    step_ok(int y, int x, int can_on_monst, struct thing *flgptr);
void    stomach(void);
int     str_compute(void);
int     str_plus(short str);
void    strangle(void);
void    strucpy(char *s1, char *s2, int len);
void    suffocate(void);
void    swander(void);
bool    swing(short class, int at_lvl, int op_arm, int wplus);
void    take_off(void);
int     teleport(void);
void    total_winner(void);
int     totalenc(struct thing *tp);
char   *tr_name(char ch);
struct trap *trap_at(int y, int x);
void    trap_look(void);
void    updpack(int getmax, struct thing *tp);
void    unclrhead(void);
void    unchoke(void);
void    unconfuse(void);
void    undance(void);
void    unphase(void);
void    unsee(void);
void    unskill(void);
void    unstink(void);
int     usage_time(struct linked_list *item);
void    use_mm(int which);
char   *vowelstr(char *str);
void    wait_for(char ch);
struct linked_list *wake_monster(int y, int x);
void    wake_room(struct room *rp);
void    wanderer(void);
void    waste_time(void);
int     weap_move(struct thing *wielder, struct object *weap);
char   *weap_name(struct object *obj);
void    wear(void);
void    wghtchk(void);
void    whatis(struct linked_list *what);
void    wield(void);
struct linked_list *wield_weap(struct object *thrown, struct thing *mp);
void    writelog(unsigned long amount, int flags, short monst);

char   *md_crypt(char *key, char *salt);
int     md_erasechar(void);
FILE   *md_fdopen(int fd, char *mode);
int     md_fileno(FILE *fp);
void    md_flushinp(void);
char   *md_gethomedir(void);
char   *md_gethostname(void);
char   *md_getpass(char *prompt);
char   *md_getroguedir(void);
int     md_getuid(void);
char   *md_getusername(void);
void    md_init(void);
int     md_killchar(void);
long    md_memused(void);
int     md_normaluser(void);
int     md_rand(void);
void    md_reopen_score(void);
int     md_readchar(WINDOW *win);
int     md_shellescape(void);
int     md_srand(int seed);
int     md_unlink(char *file);
int     md_unlink_open_file(char *file, int inf);

#ifdef CHECKTIME
int checkout();
#endif

#ifdef PC7300
void endhardwin(void);
#endif

/*
 * Now all the global variables
 */

extern struct trap traps[];
extern struct h_list helpstr[];
extern struct h_list wiz_help[];
extern struct character_types char_class[];/* character classes */
extern struct room rooms[];		/* One for each room -- A level */
extern struct room *oldrp;		/* Roomin(&oldpos) */
extern struct linked_list *mlist;	/* List of monsters on the level */
extern struct linked_list *tlist;	/* list of monsters fallen down traps */
extern struct death_type deaths[];	/* all the ways to die */
extern struct thing player;		/* The rogue */
extern struct monster monsters[NUMMONST+1];	/* The initial monster states */
extern struct linked_list *lvl_obj;	/* List of objects on this level */
extern struct linked_list *monst_dead;	/* Indicates monster that got killed */
extern struct object *cur_weapon;	/* Which weapon he is weilding */
extern struct object *cur_armor;	/* What a well dresssed rogue wears */
extern struct object *cur_ring[];	/* Which rings are being worn */
extern struct object *cur_misc[];	/* which MM's are in use */
extern struct magic_item things[];	/* Chances for each type of item */
extern struct magic_item s_magic[];	/* Names and chances for scrolls */
extern struct magic_item p_magic[];	/* Names and chances for potions */
extern struct magic_item r_magic[];	/* Names and chances for rings */
extern struct magic_item ws_magic[];	/* Names and chances for sticks */
extern struct magic_item m_magic[];	/* Names and chances for MM */
extern struct magic_item rel_magic[];	/* Names and chances for relics */
extern struct magic_item foods[];	/* Names and chances for foods */
extern struct spells magic_spells[];	/* spells for magic users */
extern struct spells cleric_spells[];	/* spells for clerics */
extern struct spells druid_spells[];	/* spells for druids */
extern struct quill quill_scrolls[];	/* scrolls for quill */
extern char *cnames[][17];		/* Character level names */
extern char *abilities[NUMABILITIES];	/* Names of the various abilities */
extern char curpurch[];			/* name of item ready to buy */
extern char PLAYER;			/* what the player looks like */
extern char nfloors;			/* Number of floors in this dungeon */
extern int cols;			/* number of columns on terminal */
extern int lines;			/* number of lines in terminal */
extern int char_type;			/* what type of character is player */
extern int foodlev;			/* how fast he eats food */
extern int level;			/* What level rogue is on */
extern int trader;			/* number of purchases */
extern int curprice;			/* price of an item */
extern int purse;			/* How much gold the rogue has */
extern int mpos;			/* Where cursor is on top line */
extern int ntraps;			/* Number of traps on this level */
extern int inpack;			/* Number of things in pack */
extern int total;			/* Total dynamic memory bytes */
extern int lastscore;			/* Score before this turn */
extern int no_food;			/* Number of levels without food */
extern int foods_this_level;		/* num of foods this level */
extern int seed;			/* Random number seed */
extern int count;			/* Number of times to repeat command */
extern int dnum;			/* Dungeon number */
extern int max_level;			/* Deepest player has gone */
extern int cur_max;			/* Deepest player has gone currently */
extern int food_left;			/* Amount of food in hero's stomach */
extern int group;			/* Current group number */
extern int hungry_state;		/* How hungry is he */
extern int infest_dam;			/* Damage from parasites */
extern int lost_str;			/* Amount of strength lost */
extern int hold_count;			/* Number of monsters holding player */
extern int trap_tries;			/* Number of attempts to set traps */
extern int chant_time;			/* Number of chant points/exp level */
extern int pray_time;			/* Number of prayer points/exp level */
extern int spell_power;			/* Spell power left at this level */
extern int turns;			/* Number of turns player has taken */
extern int quest_item;			/* Item hero is looking for */
extern int scorefd;			/* File descriptor for score file */
extern int cur_relic[];			/* Current relics */
extern char take;			/* Thing the rogue is taking */
extern char prbuf[];			/* Buffer for sprintfs */
extern char outbuf[];			/* Output buffer for stdout */
extern char runch;			/* Direction player is running */
extern char *s_names[];			/* Names of the scrolls */
extern char *p_colors[];		/* Colors of the potions */
extern char *r_stones[];		/* Stone settings of the rings */
extern struct init_weps weaps[];	/* weapons and attributes */
extern struct init_armor armors[];	/* armors and attributes */
extern char *ws_made[];			/* What sticks are made of */
extern char *release;			/* Release number of rogue */
extern char whoami[];			/* Name of player */
extern char fruit[];			/* Favorite fruit */
extern char huh[];			/* The last message printed */
extern char *s_guess[];			/* Players guess at what scroll is */
extern char *p_guess[];			/* Players guess at what potion is */
extern char *r_guess[];			/* Players guess at what ring is */
extern char *ws_guess[];		/* Players guess at what wand is */
extern char *m_guess[];			/* Players guess at what MM is */
extern char *ws_type[];			/* Is it a wand or a staff */
extern char file_name[];		/* Save file name */
extern char score_file[];		/* Score file name */
extern char home[];			/* User's home directory */
extern WINDOW *cw;			/* Window that the player sees */
extern WINDOW *hw;			/* Used for the help command */
extern WINDOW *mw;			/* Used to store mosnters */
extern WINDOW *msgw;			/* Message window */
extern bool pool_teleport;		/* just teleported from a pool */
extern bool inwhgt;			/* true if from wghtchk() */
extern bool running;			/* True if player is running */
extern bool playing;			/* True until he quits */
extern bool wizard;			/* True if allows wizard commands */
extern bool after;			/* True if we want after daemons */
extern bool notify;			/* True if player wants to know */
extern bool fight_flush;		/* True if toilet input */
extern bool terse;			/* True if we should be short */
extern bool auto_pickup;		/* pick up things automatically? */
extern bool menu_overlay;		/* use overlay type menu */
extern bool door_stop;			/* Stop running when we pass a door */
extern bool jump;			/* Show running as series of jumps */
extern bool slow_invent;		/* Inventory one line at a time */
extern bool firstmove;			/* First move after setting door_stop */
extern bool waswizard;			/* Was a wizard sometime */
extern bool askme;			/* Ask about unidentified things */
extern bool use_savedir;		/* Are savefiles in SAVEDIR */
extern bool s_know[];			/* Does he know what a scroll does */
extern bool p_know[];			/* Does he know what a potion does */
extern bool r_know[];			/* Does he know what a ring does */
extern bool ws_know[];			/* Does he know what a stick does */
extern bool m_know[];			/* Does he know what a MM does */
extern bool in_shell;			/* True if executing a shell */
extern bool daytime;			/* Indicates whether it is daytime */
extern coord oldpos;			/* Position before last look() call */
extern coord grid[];			/* used for random pos generation */
extern char *nothing;			/* "nothing happens" msg */
extern char *spacemsg;
extern char *morestr;
extern char *retstr;
extern FILE *logfile;
extern LEVTYPE levtype;
extern void (*add_abil[NUMABILITIES])(); /* Functions to change abilities */
extern void (*res_abil[NUMABILITIES])(); /* Functions to change abilities */
extern int  cNCOLORS, cNWOOD, cNMETAL, cNSTONES;
extern char *rainbow[], *stones[], *wood[], *metal[];
extern struct delayed_action d_list[MAXDAEMONS];
extern struct delayed_action f_list[MAXFUSES];
extern int demoncnt, fusecnt, between, chance;
#define CCHAR(x) ( (char) (x & A_CHARTEXT) )