Annotation of early-roguelike/rogue3/rogue.h, Revision 1.1
1.1 ! rubenllo 1: /*
! 2: * Rogue definitions and variable declarations
! 3: *
! 4: * @(#)rogue.h 3.38 (Berkeley) 6/15/81
! 5: *
! 6: * Rogue: Exploring the Dungeons of Doom
! 7: * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
! 8: * All rights reserved.
! 9: *
! 10: * See the file LICENSE.TXT for full copyright and licensing information.
! 11: */
! 12:
! 13: #include "mdport.h"
! 14:
! 15: /*
! 16: * Maximum number of different things
! 17: */
! 18: #define MAXROOMS 9
! 19: #define MAXTHINGS 9
! 20: #define MAXOBJ 9
! 21: #define MAXPACK 23
! 22: #define MAXTRAPS 10
! 23: #define NUMTHINGS 7 /* number of types of things (scrolls, rings, etc.) */
! 24:
! 25: /*
! 26: * return values for get functions
! 27: */
! 28: #define NORM 0 /* normal exit */
! 29: #define QUIT 1 /* quit option setting */
! 30: #define MINUS 2 /* back up one option */
! 31:
! 32: /*
! 33: * All the fun defines
! 34: */
! 35: #define next(ptr) (*ptr).l_next
! 36: #define prev(ptr) (*ptr).l_prev
! 37: #define ldata(ptr) (*ptr).l_data
! 38: #define inroom(rp, cp) (\
! 39: (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
! 40: && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
! 41: #define winat(y, x) (mvwinch(mw,y,x)==' '?mvwinch(stdscr,y,x):winch(mw))
! 42: #define debug if (wizard) msg
! 43: #define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
! 44: #define unc(cp) (cp).y, (cp).x
! 45: #define cmov(xy) move((xy).y, (xy).x)
! 46: #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
! 47: #define OBJPTR(what) (struct object *)((*what).l_data)
! 48: #define THINGPTR(what) (struct thing *)((*what).l_data)
! 49: #define when break;case
! 50: #define otherwise break;default
! 51: #define until(expr) while(!(expr))
! 52: #define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
! 53: #define draw(window) wrefresh(window)
! 54: #define hero player.t_pos
! 55: #define pstats player.t_stats
! 56: #define pack player.t_pack
! 57: #define attach(a,b) _attach(&a,b)
! 58: #define detach(a,b) _detach(&a,b)
! 59: #define free_list(a) _free_list(&a)
! 60: #ifndef max
! 61: #define max(a, b) ((a) > (b) ? (a) : (b))
! 62: #endif
! 63: #define on(thing, flag) (((thing).t_flags & flag) != 0)
! 64: #define off(thing, flag) (((thing).t_flags & flag) == 0)
! 65: #undef CTRL
! 66: #define CTRL(ch) (ch & 037)
! 67: #define ALLOC(x) malloc((unsigned int) x)
! 68: #define FREE(x) free((char *) x)
! 69: #define EQSTR(a, b, c) (strncmp(a, b, c) == 0)
! 70: #define GOLDCALC (rnd(50 + 10 * level) + 2)
! 71: #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
! 72: #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
! 73: #define newgrp() ++group
! 74: #define o_charges o_ac
! 75: #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
! 76:
! 77: /*
! 78: * Things that appear on the screens
! 79: */
! 80: #define PASSAGE '#'
! 81: #define DOOR '+'
! 82: #define FLOOR '.'
! 83: #define PLAYER '@'
! 84: #define TRAP '^'
! 85: #define TRAPDOOR '>'
! 86: #define ARROWTRAP '{'
! 87: #define SLEEPTRAP '$'
! 88: #define BEARTRAP '}'
! 89: #define TELTRAP '~'
! 90: #define DARTTRAP '`'
! 91: #define SECRETDOOR '&'
! 92: #define STAIRS '%'
! 93: #define GOLD '*'
! 94: #define POTION '!'
! 95: #define SCROLL '?'
! 96: #define MAGIC '$'
! 97: #define FOOD ':'
! 98: #define WEAPON ')'
! 99: #define ARMOR ']'
! 100: #define AMULET ','
! 101: #define RING '='
! 102: #define STICK '/'
! 103: #define CALLABLE -1
! 104:
! 105: /*
! 106: * Various constants
! 107: */
! 108: #define PASSWD "mTBellIQOsLNA"
! 109: #define BEARTIME 3
! 110: #define SLEEPTIME 5
! 111: #define HEALTIME 30
! 112: #define HOLDTIME 2
! 113: #define STPOS 0
! 114: #define WANDERTIME 70
! 115: #define BEFORE 1
! 116: #define AFTER 2
! 117: #define HUHDURATION 20
! 118: #define SEEDURATION 850
! 119: #define HUNGERTIME 1300
! 120: #define MORETIME 150
! 121: #define STOMACHSIZE 2000
! 122: #define ESCAPE 27
! 123: #define LEFT 0
! 124: #define RIGHT 1
! 125: #define BOLT_LENGTH 6
! 126:
! 127: /*
! 128: * Save against things
! 129: */
! 130: #define VS_POISON 00
! 131: #define VS_PARALYZATION 00
! 132: #define VS_DEATH 00
! 133: #define VS_PETRIFICATION 01
! 134: #define VS_BREATH 02
! 135: #define VS_MAGIC 03
! 136:
! 137: /*
! 138: * Various flag bits
! 139: */
! 140: #define ISDARK 0000001
! 141: #define ISCURSED 000001
! 142: #define ISBLIND 0000001
! 143: #define ISGONE 0000002
! 144: #define ISKNOW 0000002
! 145: #define ISRUN 0000004
! 146: #define ISFOUND 0000010
! 147: #define ISINVIS 0000020
! 148: #define ISMEAN 0000040
! 149: #define ISGREED 0000100
! 150: #define ISBLOCK 0000200
! 151: #define ISHELD 0000400
! 152: #define ISHUH 0001000
! 153: #define ISREGEN 0002000
! 154: #define CANHUH 0004000
! 155: #define CANSEE 0010000
! 156: #define ISMISL 0020000
! 157: #define ISCANC 0020000
! 158: #define ISMANY 0040000
! 159: #define ISSLOW 0040000
! 160: #define ISHASTE 0100000
! 161:
! 162: /*
! 163: * Potion types
! 164: */
! 165: #define P_CONFUSE 0
! 166: #define P_PARALYZE 1
! 167: #define P_POISON 2
! 168: #define P_STRENGTH 3
! 169: #define P_SEEINVIS 4
! 170: #define P_HEALING 5
! 171: #define P_MFIND 6
! 172: #define P_TFIND 7
! 173: #define P_RAISE 8
! 174: #define P_XHEAL 9
! 175: #define P_HASTE 10
! 176: #define P_RESTORE 11
! 177: #define P_BLIND 12
! 178: #define P_NOP 13
! 179: #define MAXPOTIONS 14
! 180:
! 181: /*
! 182: * Scroll types
! 183: */
! 184: #define S_CONFUSE 0
! 185: #define S_MAP 1
! 186: #define S_LIGHT 2
! 187: #define S_HOLD 3
! 188: #define S_SLEEP 4
! 189: #define S_ARMOR 5
! 190: #define S_IDENT 6
! 191: #define S_SCARE 7
! 192: #define S_GFIND 8
! 193: #define S_TELEP 9
! 194: #define S_ENCH 10
! 195: #define S_CREATE 11
! 196: #define S_REMOVE 12
! 197: #define S_AGGR 13
! 198: #define S_NOP 14
! 199: #define S_GENOCIDE 15
! 200: #define MAXSCROLLS 16
! 201:
! 202: /*
! 203: * Weapon types
! 204: */
! 205: #define MACE 0
! 206: #define SWORD 1
! 207: #define BOW 2
! 208: #define ARROW 3
! 209: #define DAGGER 4
! 210: #define ROCK 5
! 211: #define TWOSWORD 6
! 212: #define SLING 7
! 213: #define DART 8
! 214: #define CROSSBOW 9
! 215: #define BOLT 10
! 216: #define SPEAR 11
! 217: #define MAXWEAPONS 12
! 218:
! 219: /*
! 220: * Armor types
! 221: */
! 222: #define LEATHER 0
! 223: #define RING_MAIL 1
! 224: #define STUDDED_LEATHER 2
! 225: #define SCALE_MAIL 3
! 226: #define CHAIN_MAIL 4
! 227: #define SPLINT_MAIL 5
! 228: #define BANDED_MAIL 6
! 229: #define PLATE_MAIL 7
! 230: #define MAXARMORS 8
! 231:
! 232: /*
! 233: * Ring types
! 234: */
! 235: #define R_PROTECT 0
! 236: #define R_ADDSTR 1
! 237: #define R_SUSTSTR 2
! 238: #define R_SEARCH 3
! 239: #define R_SEEINVIS 4
! 240: #define R_NOP 5
! 241: #define R_AGGR 6
! 242: #define R_ADDHIT 7
! 243: #define R_ADDDAM 8
! 244: #define R_REGEN 9
! 245: #define R_DIGEST 10
! 246: #define R_TELEPORT 11
! 247: #define R_STEALTH 12
! 248: #define MAXRINGS 13
! 249:
! 250: /*
! 251: * Rod/Wand/Staff types
! 252: */
! 253:
! 254: #define WS_LIGHT 0
! 255: #define WS_HIT 1
! 256: #define WS_ELECT 2
! 257: #define WS_FIRE 3
! 258: #define WS_COLD 4
! 259: #define WS_POLYMORPH 5
! 260: #define WS_MISSILE 6
! 261: #define WS_HASTE_M 7
! 262: #define WS_SLOW_M 8
! 263: #define WS_DRAIN 9
! 264: #define WS_NOP 10
! 265: #define WS_TELAWAY 11
! 266: #define WS_TELTO 12
! 267: #define WS_CANCEL 13
! 268: #define MAXSTICKS 14
! 269:
! 270: /*
! 271: * Now we define the structures and types
! 272: */
! 273:
! 274: /*
! 275: * Help list
! 276: */
! 277:
! 278: struct h_list {
! 279: int h_ch;
! 280: char *h_desc;
! 281: };
! 282:
! 283: extern struct h_list helpstr[];
! 284:
! 285: /*
! 286: * Coordinate data type
! 287: */
! 288: typedef struct {
! 289: int x;
! 290: int y;
! 291: } coord;
! 292:
! 293: typedef struct {
! 294: int st_str;
! 295: int st_add;
! 296: } str_t;
! 297:
! 298: /*
! 299: * Linked list data type
! 300: */
! 301: struct linked_list {
! 302: struct linked_list *l_next;
! 303: struct linked_list *l_prev;
! 304: char *l_data; /* Various structure pointers */
! 305: };
! 306:
! 307: /*
! 308: * Stuff about magic items
! 309: */
! 310:
! 311: struct magic_item {
! 312: char mi_name[30];
! 313: int mi_prob;
! 314: int mi_worth;
! 315: };
! 316:
! 317: /*
! 318: * Room structure
! 319: */
! 320: struct room {
! 321: coord r_pos; /* Upper left corner */
! 322: coord r_max; /* Size of room */
! 323: coord r_gold; /* Where the gold is */
! 324: int r_goldval; /* How much the gold is worth */
! 325: int r_flags; /* Info about the room */
! 326: int r_nexits; /* Number of exits */
! 327: coord r_exit[4]; /* Where the exits are */
! 328: };
! 329:
! 330: /*
! 331: * Array of all traps on this level
! 332: */
! 333: struct trap {
! 334: coord tr_pos; /* Where trap is */
! 335: int tr_type; /* What kind of trap */
! 336: int tr_flags; /* Info about trap (i.e. ISFOUND) */
! 337: };
! 338:
! 339: extern struct trap traps[MAXTRAPS];
! 340:
! 341: /*
! 342: * Structure describing a fighting being
! 343: */
! 344: struct stats {
! 345: str_t s_str; /* Strength */
! 346: int s_exp; /* Experience */
! 347: int s_lvl; /* Level of mastery */
! 348: int s_arm; /* Armor class */
! 349: int s_hpt; /* Hit points */
! 350: char s_dmg[30]; /* String describing damage done */
! 351: };
! 352:
! 353: /*
! 354: * Structure for monsters and player
! 355: */
! 356: struct thing {
! 357: coord t_pos; /* Position */
! 358: int t_turn; /* If slowed, is it a turn to move */
! 359: int t_type; /* What it is */
! 360: int t_disguise; /* What mimic looks like */
! 361: int t_oldch; /* Character that was where it was */
! 362: coord *t_dest; /* Where it is running to */
! 363: int t_flags; /* State word */
! 364: struct stats t_stats; /* Physical description */
! 365: struct linked_list *t_pack; /* What the thing is carrying */
! 366: int t_reserved; /* reserved for save/restore code */
! 367: };
! 368:
! 369: /*
! 370: * Array containing information on all the various types of mosnters
! 371: */
! 372: struct monster {
! 373: char m_name[20]; /* What to call the monster */
! 374: int m_carry; /* Probability of carrying something */
! 375: int m_flags; /* Things about the monster */
! 376: struct stats m_stats; /* Initial stats */
! 377: };
! 378:
! 379: /*
! 380: * Structure for a thing that the rogue can carry
! 381: */
! 382:
! 383: struct object {
! 384: int o_type; /* What kind of object it is */
! 385: coord o_pos; /* Where it lives on the screen */
! 386: int o_launch; /* What you need to launch it */
! 387: char o_damage[8]; /* Damage if used like sword */
! 388: char o_hurldmg[8]; /* Damage if thrown */
! 389: int o_count; /* Count for plural objects */
! 390: int o_which; /* Which object of a type it is */
! 391: int o_hplus; /* Plusses to hit */
! 392: int o_dplus; /* Plusses to damage */
! 393: int o_ac; /* Armor class */
! 394: int o_flags; /* Information about objects */
! 395: int o_group; /* Group number for this object */
! 396: };
! 397:
! 398: struct delayed_action {
! 399: int d_type;
! 400: void (*d_func)();
! 401: int d_arg;
! 402: int d_time;
! 403: };
! 404:
! 405: /*
! 406: * Now all the global variables
! 407: */
! 408:
! 409: extern int a_chances[MAXARMORS]; /* Probabilities for armor */
! 410: extern int a_class[MAXARMORS]; /* Armor class for various armors */
! 411: extern char * a_names[MAXARMORS]; /* Names of armor types */
! 412: extern int after; /* True if we want after daemons */
! 413: extern int amulet; /* He found the amulet */
! 414: extern int askme; /* Ask about unidentified things */
! 415: extern int between;
! 416: extern coord ch_ret;
! 417: extern int count; /* Number of times to repeat command */
! 418: extern int cNCOLORS;
! 419: extern int cNMETAL;
! 420: extern int cNSTONES;
! 421: extern int cNWOOD;
! 422: extern struct object * cur_armor; /* What a well dresssed rogue wears */
! 423: extern struct object * cur_ring[2]; /* Which rings are being worn */
! 424: extern struct object * cur_weapon; /* Which weapon he is weilding */
! 425: extern WINDOW * cw; /* Window that the player sees */
! 426: extern coord delta; /* Change indicated to get_dir() */
! 427: extern int dnum; /* Dungeon number */
! 428: extern int door_stop; /* Stop running when we pass a door */
! 429: extern struct delayed_action d_list[20];
! 430: extern int fight_flush; /* True if toilet input */
! 431: extern char file_name[256]; /* Save file name */
! 432: extern int firstmove; /* First move after setting door_stop */
! 433: extern int food_left; /* Amount of food in hero's stomach */
! 434: extern char fruit[80]; /* Favorite fruit */
! 435: extern int fung_hit; /* Number of time fungi has hit */
! 436: extern int group; /* Current group number */
! 437: extern char home[]; /* User's home directory */
! 438: extern WINDOW * hw; /* Used for the help command */
! 439: extern char huh[80]; /* The last message printed */
! 440: extern int hungry_state; /* How hungry is he */
! 441: extern int in_shell; /* True if executing a shell */
! 442: extern int inpack; /* Number of things in pack */
! 443: extern int jump; /* Show running as series of jumps */
! 444: extern int lastscore; /* Score before this turn */
! 445: extern int level; /* What level rogue is on */
! 446: extern FILE * logfi;
! 447: extern char lvl_mons[27];
! 448: extern struct linked_list * lvl_obj; /* List of objects on this level */
! 449: extern int max_hp; /* Player's max hit points */
! 450: extern int max_level; /* Deepest player has gone */
! 451: extern struct stats max_stats; /* The maximum for the player */
! 452: extern char * metal[];
! 453: extern struct linked_list * mlist; /* List of monsters on the level */
! 454: extern struct monster monsters[26]; /* The initial monster states */
! 455: extern int mpos; /* Where cursor is on top line */
! 456: extern WINDOW * mw; /* Used to store mosnters */
! 457: extern coord nh;
! 458: extern int no_command; /* Number of turns asleep */
! 459: extern int no_food; /* Number of levels without food */
! 460: extern int no_move; /* Number of turns held in place */
! 461: extern int notify; /* True if player wants to know */
! 462: extern int ntraps; /* Number of traps on this level */
! 463: extern int num_checks;
! 464: extern coord oldpos; /* Position before last look() call */
! 465: extern struct room * oldrp; /* Roomin(&oldpos) */
! 466: extern char * p_colors[MAXPOTIONS]; /* Colors of the potions */
! 467: extern char * p_guess[MAXPOTIONS]; /* Players guess at what potion is */
! 468: extern int p_know[MAXPOTIONS]; /* Does he know what a potion does */
! 469: extern struct magic_item p_magic[MAXPOTIONS]; /* Names and chances for potions */
! 470: extern struct thing player; /* The rogue */
! 471: extern int playing; /* True until he quits */
! 472: extern char prbuf[80]; /* Buffer for sprintfs */
! 473: extern int purse; /* How much gold the rogue has */
! 474: extern int quiet; /* Number of quiet turns */
! 475: extern char * r_guess[MAXRINGS]; /* Players guess at what ring is */
! 476: extern int r_know[MAXRINGS]; /* Does he know what a ring does */
! 477: extern struct magic_item r_magic[MAXRINGS]; /* Names and chances for rings */
! 478: extern char * r_stones[MAXRINGS]; /* Stone settings of the rings */
! 479: extern char * rainbow[];
! 480: extern char * release; /* Release number of rogue */
! 481: extern struct room rooms[MAXROOMS]; /* One for each room -- A level */
! 482: extern int runch; /* Direction player is running */
! 483: extern int running; /* True if player is running */
! 484: extern int seed; /* Random number seed */
! 485: extern char * s_guess[MAXSCROLLS]; /* Players guess at what scroll is */
! 486: extern int s_know[MAXSCROLLS]; /* Does he know what a scroll does */
! 487: extern struct magic_item s_magic[MAXSCROLLS]; /* Names and chances for scrolls */
! 488: extern char * s_names[MAXSCROLLS]; /* Names of the scrolls */
! 489: extern FILE * scoreboard;
! 490: extern int slow_invent; /* Inventory one line at a time */
! 491: extern char * stones[];
! 492: extern int take; /* Thing the rogue is taking */
! 493: extern int terse; /* True if we should be int */
! 494: extern struct magic_item things[NUMTHINGS]; /* Chances for each type of item */
! 495: extern int total; /* Total dynamic memory bytes */
! 496: extern int use_savedir; /* True if using system savedir */
! 497: extern char * w_names[MAXWEAPONS]; /* Names of the various weapons */
! 498: extern char wand_mons[27];
! 499: extern int waswizard; /* Was a wizard sometime */
! 500: extern char whoami[80]; /* Name of player */
! 501: extern int wizard; /* True if allows wizard commands */
! 502: extern char * wood[];
! 503: extern char * ws_guess[MAXSTICKS]; /* Players guess at what wand is */
! 504: extern int ws_know[MAXSTICKS]; /* Does he know what a stick does */
! 505: extern char * ws_made[MAXSTICKS]; /* What sticks are made of */
! 506: extern struct magic_item ws_magic[MAXSTICKS]; /* Names and chances for sticks */
! 507: extern char * ws_type[MAXSTICKS]; /* Is it a wand or a staff */
! 508:
! 509: void _attach(struct linked_list **list, struct linked_list *item);
! 510: void _detach(struct linked_list **list, struct linked_list *item);
! 511: void _free_list(struct linked_list **ptr);
! 512: char * _new(size_t size);
! 513: int add_dam(str_t *str);
! 514: bool add_haste(int potion);
! 515: void add_pack(struct linked_list *item, int silent);
! 516: void add_pass(void);
! 517: void addmsg(char *fmt, ...);
! 518: void aggravate(void);
! 519: int attack(struct thing *mp);
! 520: int author(void);
! 521: void auto_save(int p);
! 522: void badcheck(char *name, struct magic_item *magic, int bound);
! 523: int be_trapped(coord *tc);
! 524: void bounce(struct object *weap, char *mname);
! 525: void call(void);
! 526: int cansee(int y, int x);
! 527: char * charge_str(struct object *obj);
! 528: int chase(struct thing *tp, coord *ee);
! 529: void check_level(void);
! 530: void checkout(int p);
! 531: void chg_str(int amt);
! 532: void chmsg(char *fmt, ...);
! 533: void command(void);
! 534: void conn(int r1, int r2);
! 535: void create_obj(void);
! 536: void death(int monst);
! 537: int diag_ok(coord *sp, coord *ep);
! 538: void discard(struct linked_list *item);
! 539: void d_level(void);
! 540: int do_chase(struct thing *th);
! 541: void do_daemons(int flag);
! 542: void do_fuses(int flag);
! 543: void do_motion(struct object *obj, int ydelta, int xdelta);
! 544: void do_move(int dy, int dx);
! 545: void do_passages(void);
! 546: void do_rooms(void);
! 547: void do_run(int ch);
! 548: void do_zap(int gotdir);
! 549: void doadd(char *fmt, va_list ap);
! 550: void doctor(void);
! 551: void door(struct room *rm, coord *cp);
! 552: void drain(int ymin, int ymax, int xmin, int xmax);
! 553: void draw_room(struct room *rp);
! 554: void drop(void);
! 555: int dropcheck(struct object *op);
! 556: void eat(void);
! 557: int encerror(void);
! 558: void encseterr(int err);
! 559: int encclearerr(void);
! 560: size_t encread(void *buf, size_t size, FILE *inf);
! 561: size_t encwrite(const void *buf, size_t size, FILE *outf);
! 562: void endmsg(void);
! 563: void extinguish(void (*func)());
! 564: void fall(struct linked_list *item, int pr);
! 565: int fallpos(coord *pos, coord *newpos, int passages);
! 566: void fatal(char *s);
! 567: struct linked_list * find_mons(int y, int x);
! 568: struct linked_list * find_obj(int y, int x);
! 569: struct delayed_action * find_slot(void (*func)());
! 570: int fight(coord *mp, int mn, struct object *weap, int thrown);
! 571: void fix_stick(struct object *cur);
! 572: void flush_type(void);
! 573: void fuse(void (*func)(), int arg, int time, int type);
! 574: void genocide(void);
! 575: int get_bool(void *vp, WINDOW *win);
! 576: int get_dir(void);
! 577: struct linked_list * get_item(char *purpose, int type);
! 578: int get_str(void *vopt, WINDOW *win);
! 579: int gethand(void);
! 580: void help(void);
! 581: void hit(char *er, char *ee);
! 582: int hit_monster(int y, int x, struct object *obj);
! 583: void horiz(int cnt);
! 584: void identify(void);
! 585: void init_colors(void);
! 586: void init_materials(void);
! 587: void init_names(void);
! 588: void init_player(void);
! 589: void init_stones(void);
! 590: void init_things(void);
! 591: void init_weapon(struct object *weap, int type);
! 592: char * inv_name(struct object *obj, int drop);
! 593: int inventory(struct linked_list *list, int type);
! 594: int is_current(struct object *obj);
! 595: int is_magic(struct object *obj);
! 596: void kill_daemon(void (*func)());
! 597: void killed(struct linked_list *item, int pr);
! 598: char * killname(int monst);
! 599: void lengthen(void (*func)(), int xtime);
! 600: void light(coord *cp);
! 601: void look(int wakeup);
! 602: void miss(char *er, char *ee);
! 603: void missile(int ydelta, int xdelta);
! 604: void money(void);
! 605: void msg(char *fmt, ...);
! 606: void new_level(void);
! 607: struct linked_list * new_item(int size);
! 608: void new_monster(struct linked_list *item, int type, coord *cp);
! 609: struct linked_list * new_thing(void);
! 610: char * num(int n1, int n2);
! 611: void nohaste(void);
! 612: void open_log(void);
! 613: void open_score(void);
! 614: void option(void);
! 615: int pack_char(struct object *obj);
! 616: void parse_opts(char *str);
! 617: int passwd(void);
! 618: int pick_one(struct magic_item *magic, int nitems);
! 619: void pick_up(int ch);
! 620: void picky_inven(void);
! 621: void playit(void);
! 622: void put_bool(void *b);
! 623: void put_str(void *str);
! 624: void put_things(void);
! 625: int readchar(WINDOW *win);
! 626: int restore(char *file, char **envp);
! 627: int roll(int number, int sides);
! 628: struct room * roomin(coord *cp);
! 629: int step_ok(int ch);
! 630: void strucpy(char *s1, char *s2, size_t len);
! 631: void swander(void);
! 632: void take_off(void);
! 633: void tstp(int p);
! 634: void quaff(void);
! 635: void quit(int p);
! 636: void raise_level(void);
! 637: int randmonster(int wander);
! 638: void read_scroll(void);
! 639: void remove_monster(coord *mp, struct linked_list *item);
! 640: int ring_eat(int hand);
! 641: void ring_off(void);
! 642: void ring_on(void);
! 643: char * ring_num(struct object *obj);
! 644: int rnd(int range);
! 645: void rnd_pos(struct room *rp, coord *cp);
! 646: int rnd_room(void);
! 647: coord * rndmove(struct thing *who);
! 648: int roll_em(struct stats *att, struct stats *def, struct object *weap, int hurl);
! 649: void rollwand(void);
! 650: int rs_save_file(FILE *savef);
! 651: int rs_restore_file(FILE *inf);
! 652: void runners(void);
! 653: void runto(coord *runner, coord *spot);
! 654: int save(int which);
! 655: int save_file(FILE *savef);
! 656: int save_game(void);
! 657: int save_throw(int which, struct thing *tp);
! 658: void score(int amount, int flags, int monst);
! 659: void shell(void);
! 660: int show(int y, int x);
! 661: void sight(void);
! 662: void search(void);
! 663: int secretdoor(int y, int x);
! 664: void setup(void);
! 665: void show_win(WINDOW *scr, char *message);
! 666: void start_daemon(void (*func)(), int arg, int type);
! 667: void status(void);
! 668: void stomach(void);
! 669: int str_plus(str_t *str);
! 670: int swing(int at_lvl, int op_arm, int wplus);
! 671: int teleport(void);
! 672: int too_much(void);
! 673: void total_winner(void);
! 674: char * tr_name(int ch);
! 675: struct trap * trap_at(int y, int x);
! 676: void thunk(struct object *weap, char *mname);
! 677: void u_level(void);
! 678: void unconfuse(void);
! 679: void unsee(void);
! 680: void vert(int cnt);
! 681: char * vowelstr(char *str);
! 682: void wait_for(WINDOW *win, int ch);
! 683: struct linked_list * wake_monster(int y, int x);
! 684: void wanderer(void);
! 685: void waste_time(void);
! 686: void wear(void);
! 687: void whatis(void);
! 688: void wield(void);
! 689: void writelog(int amount, int flags, int monst);
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