Annotation of early-roguelike/rogue3/rogue.h, Revision 1.1.1.1
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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