Annotation of early-roguelike/rogue5/rogue.h, Revision 1.1.1.1
1.1 rubenllo 1: /*
2: * Rogue definitions and variable declarations
3: *
4: * @(#)rogue.h 5.42 (Berkeley) 08/06/83
5: *
6: * Rogue: Exploring the Dungeons of Doom
7: * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
8: * All rights reserved.
9: *
10: * See the file LICENSE.TXT for full copyright and licensing information.
11: */
12:
13: #include "extern.h"
14:
15: #undef lines
16:
17: #define NOOP(x) (x += 0)
18: #define CCHAR(x) ( (x) & A_CHARTEXT )
19:
20: #define MAXDAEMONS 20
21: #define EMPTY 0
22:
23: /*
24: * Maximum number of different things
25: */
26: #define MAXROOMS 9
27: #define MAXTHINGS 9
28: #define MAXOBJ 9
29: #define MAXPACK 23
30: #define MAXTRAPS 10
31: #define AMULETLEVEL 26
32: #define NUMTHINGS 7 /* number of types of things */
33: #define MAXPASS 13 /* upper limit on number of passages */
34: #define NUMLINES 24
35: #define NUMCOLS 80
36: #define STATLINE (NUMLINES - 1)
37: #define BORE_LEVEL 50
38:
39: /*
40: * return values for get functions
41: */
42: #define NORM 0 /* normal exit */
43: #define QUIT 1 /* quit option setting */
44: #define MINUS 2 /* back up one option */
45:
46: /*
47: * inventory types
48: */
49: #define INV_OVER 0
50: #define INV_SLOW 1
51: #define INV_CLEAR 2
52:
53: /*
54: * All the fun defines
55: */
56: #define when break;case
57: #define otherwise break;default
58: #define until(expr) while(!(expr))
59: #define next(ptr) (*ptr).l_next
60: #define prev(ptr) (*ptr).l_prev
61: #define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x))
62: #define ce(a,b) ((a).x == (b).x && (a).y == (b).y)
63: #define hero player.t_pos
64: #define pstats player.t_stats
65: #define pack player.t_pack
66: #define proom player.t_room
67: #define max_hp player.t_stats.s_maxhp
68: #define attach(a,b) _attach(&a,b)
69: #define detach(a,b) _detach(&a,b)
70: #define free_list(a) _free_list(&a)
71: #undef max
72: #define max(a,b) ((a) > (b) ? (a) : (b))
73: #define on(thing,flag) ((((thing).t_flags & (flag)) != 0))
74: #define GOLDCALC (rnd(50 + 10 * level) + 2)
75: #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
76: #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
77: #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
78: #define INDEX(y,x) (&places[((x) << 5) + (y)])
79: #define chat(y,x) (places[((x) << 5) + (y)].p_ch)
80: #define flat(y,x) (places[((x) << 5) + (y)].p_flags)
81: #define moat(y,x) (places[((x) << 5) + (y)].p_monst)
82: #define unc(cp) (cp).y, (cp).x
83: #ifdef MASTER
84: #define debug if (wizard) msg
85: #endif
86:
87: /*
88: * things that appear on the screens
89: */
90: #define PASSAGE '#'
91: #define DOOR '+'
92: #define FLOOR '.'
93: #define PLAYER '@'
94: #define TRAP '^'
95: #define STAIRS '%'
96: #define GOLD '*'
97: #define POTION '!'
98: #define SCROLL '?'
99: #define MAGIC '$'
100: #define FOOD ':'
101: #define WEAPON ')'
102: #define ARMOR ']'
103: #define AMULET ','
104: #define RING '='
105: #define STICK '/'
106: #define CALLABLE -1
107: #define R_OR_S -2
108:
109: /*
110: * Various constants
111: */
112: #define BEARTIME spread(3)
113: #define SLEEPTIME spread(5)
114: #define HOLDTIME spread(2)
115: #define WANDERTIME spread(70)
116: #define BEFORE spread(1)
117: #define AFTER spread(2)
118: #define HEALTIME 30
119: #define HUHDURATION 20
120: #define SEEDURATION 850
121: #define HUNGERTIME 1300
122: #define MORETIME 150
123: #define STOMACHSIZE 2000
124: #define STARVETIME 850
125: #define ESCAPE 27
126: #define LEFT 0
127: #define RIGHT 1
128: #define BOLT_LENGTH 6
129: #define LAMPDIST 3
130: #ifdef MASTER
131: #ifndef PASSWD
132: #define PASSWD "mTBellIQOsLNA"
133: #endif
134: #endif
135:
136: /*
137: * Save against things
138: */
139: #define VS_POISON 00
140: #define VS_PARALYZATION 00
141: #define VS_DEATH 00
142: #define VS_BREATH 02
143: #define VS_MAGIC 03
144:
145: /*
146: * Various flag bits
147: */
148: /* flags for rooms */
149: #define ISDARK 0000001 /* room is dark */
150: #define ISGONE 0000002 /* room is gone (a corridor) */
151: #define ISMAZE 0000004 /* room is gone (a corridor) */
152:
153: /* flags for objects */
154: #define ISCURSED 000001 /* object is cursed */
155: #define ISKNOW 0000002 /* player knows details about the object */
156: #define ISMISL 0000004 /* object is a missile type */
157: #define ISMANY 0000010 /* object comes in groups */
158: /* ISFOUND 0000020 ...is used for both objects and creatures */
159: #define ISPROT 0000040 /* armor is permanently protected */
160:
161: /* flags for creatures */
162: #define CANHUH 0000001 /* creature can confuse */
163: #define CANSEE 0000002 /* creature can see invisible creatures */
164: #define ISBLIND 0000004 /* creature is blind */
165: #define ISCANC 0000010 /* creature has special qualities cancelled */
166: #define ISLEVIT 0000010 /* hero is levitating */
167: #define ISFOUND 0000020 /* creature has been seen (used for objects) */
168: #define ISGREED 0000040 /* creature runs to protect gold */
169: #define ISHASTE 0000100 /* creature has been hastened */
170: #define ISTARGET 000200 /* creature is the target of an 'f' command */
171: #define ISHELD 0000400 /* creature has been held */
172: #define ISHUH 0001000 /* creature is confused */
173: #define ISINVIS 0002000 /* creature is invisible */
174: #define ISMEAN 0004000 /* creature can wake when player enters room */
175: #define ISHALU 0004000 /* hero is on acid trip */
176: #define ISREGEN 0010000 /* creature can regenerate */
177: #define ISRUN 0020000 /* creature is running at the player */
178: #define SEEMONST 040000 /* hero can detect unseen monsters */
179: #define ISFLY 0040000 /* creature can fly */
180: #define ISSLOW 0100000 /* creature has been slowed */
181:
182: /*
183: * Flags for level map
184: */
185: #define F_PASS 0x80 /* is a passageway */
186: #define F_SEEN 0x40 /* have seen this spot before */
187: #define F_DROPPED 0x20 /* object was dropped here */
188: #define F_LOCKED 0x20 /* door is locked */
189: #define F_REAL 0x10 /* what you see is what you get */
190: #define F_PNUM 0x0f /* passage number mask */
191: #define F_TMASK 0x07 /* trap number mask */
192:
193: /*
194: * Trap types
195: */
196: #define T_DOOR 00
197: #define T_ARROW 01
198: #define T_SLEEP 02
199: #define T_BEAR 03
200: #define T_TELEP 04
201: #define T_DART 05
202: #define T_RUST 06
203: #define T_MYST 07
204: #define NTRAPS 8
205:
206: /*
207: * Potion types
208: */
209: #define P_CONFUSE 0
210: #define P_LSD 1
211: #define P_POISON 2
212: #define P_STRENGTH 3
213: #define P_SEEINVIS 4
214: #define P_HEALING 5
215: #define P_MFIND 6
216: #define P_TFIND 7
217: #define P_RAISE 8
218: #define P_XHEAL 9
219: #define P_HASTE 10
220: #define P_RESTORE 11
221: #define P_BLIND 12
222: #define P_LEVIT 13
223: #define MAXPOTIONS 14
224:
225: /*
226: * Scroll types
227: */
228: #define S_CONFUSE 0
229: #define S_MAP 1
230: #define S_HOLD 2
231: #define S_SLEEP 3
232: #define S_ARMOR 4
233: #define S_ID_POTION 5
234: #define S_ID_SCROLL 6
235: #define S_ID_WEAPON 7
236: #define S_ID_ARMOR 8
237: #define S_ID_R_OR_S 9
238: #define S_SCARE 10
239: #define S_FDET 11
240: #define S_TELEP 12
241: #define S_ENCH 13
242: #define S_CREATE 14
243: #define S_REMOVE 15
244: #define S_AGGR 16
245: #define S_PROTECT 17
246: #define MAXSCROLLS 18
247:
248: /*
249: * Weapon types
250: */
251: #define MACE 0
252: #define SWORD 1
253: #define BOW 2
254: #define ARROW 3
255: #define DAGGER 4
256: #define TWOSWORD 5
257: #define DART 6
258: #define SHIRAKEN 7
259: #define SPEAR 8
260: #define FLAME 9 /* fake entry for dragon breath (ick) */
261: #define MAXWEAPONS 9 /* this should equal FLAME */
262:
263: /*
264: * Armor types
265: */
266: #define LEATHER 0
267: #define RING_MAIL 1
268: #define STUDDED_LEATHER 2
269: #define SCALE_MAIL 3
270: #define CHAIN_MAIL 4
271: #define SPLINT_MAIL 5
272: #define BANDED_MAIL 6
273: #define PLATE_MAIL 7
274: #define MAXARMORS 8
275:
276: /*
277: * Ring types
278: */
279: #define R_PROTECT 0
280: #define R_ADDSTR 1
281: #define R_SUSTSTR 2
282: #define R_SEARCH 3
283: #define R_SEEINVIS 4
284: #define R_NOP 5
285: #define R_AGGR 6
286: #define R_ADDHIT 7
287: #define R_ADDDAM 8
288: #define R_REGEN 9
289: #define R_DIGEST 10
290: #define R_TELEPORT 11
291: #define R_STEALTH 12
292: #define R_SUSTARM 13
293: #define MAXRINGS 14
294:
295: /*
296: * Rod/Wand/Staff types
297: */
298: #define WS_LIGHT 0
299: #define WS_INVIS 1
300: #define WS_ELECT 2
301: #define WS_FIRE 3
302: #define WS_COLD 4
303: #define WS_POLYMORPH 5
304: #define WS_MISSILE 6
305: #define WS_HASTE_M 7
306: #define WS_SLOW_M 8
307: #define WS_DRAIN 9
308: #define WS_NOP 10
309: #define WS_TELAWAY 11
310: #define WS_TELTO 12
311: #define WS_CANCEL 13
312: #define MAXSTICKS 14
313:
314: /*
315: * Now we define the structures and types
316: */
317:
318: /*
319: * Help list
320: */
321: struct h_list {
322: int h_ch;
323: const char *h_desc;
324: int h_print;
325: };
326:
327: /*
328: * Coordinate data type
329: */
330: typedef struct coord {
331: int x;
332: int y;
333: } coord;
334:
335: /*
336: * Stuff about objects
337: */
338: struct obj_info {
339: const char *oi_name;
340: int oi_prob;
341: int oi_worth;
342: char *oi_guess;
343: int oi_know;
344: };
345:
346: /*
347: * Room structure
348: */
349: struct room {
350: coord r_pos; /* Upper left corner */
351: coord r_max; /* Size of room */
352: coord r_gold; /* Where the gold is */
353: int r_goldval; /* How much the gold is worth */
354: int r_flags; /* info about the room */
355: int r_nexits; /* Number of exits */
356: coord r_exit[12]; /* Where the exits are */
357: };
358:
359: /*
360: * Structure describing a fighting being
361: */
362: struct stats {
363: int s_str; /* Strength */
364: int s_exp; /* Experience */
365: int s_lvl; /* level of mastery */
366: int s_arm; /* Armor class */
367: int s_hpt; /* Hit points */
368: char s_dmg[13]; /* String describing damage done */
369: int s_maxhp; /* Max hit points */
370: };
371:
372: /*
373: * Structure for monsters and player
374: */
375: union thing {
376: struct {
377: union thing *_l_next, *_l_prev; /* Next pointer in link */
378: coord _t_pos; /* Position */
379: int _t_turn; /* If slowed, is it a turn to move */
380: int _t_type; /* What it is */
381: int _t_disguise; /* What mimic looks like */
382: int _t_oldch; /* Character that was where it was */
383: const coord *_t_dest; /* Where it is running to */
384: int _t_flags; /* State word */
385: struct stats _t_stats; /* Physical description */
386: struct room *_t_room; /* Current room for thing */
387: union thing *_t_pack; /* What the thing is carrying */
388: int _t_reserved;
389: } _t;
390: struct {
391: union thing *_l_next, *_l_prev; /* Next pointer in link */
392: int _o_type; /* What kind of object it is */
393: coord _o_pos; /* Where it lives on the screen */
394: char *_o_text; /* What it says if you read it */
395: int _o_launch; /* What you need to launch it */
396: int _o_packch; /* What character it is in the pack */
397: char _o_damage[8]; /* Damage if used like sword */
398: char _o_hurldmg[8]; /* Damage if thrown */
399: int _o_count; /* count for plural objects */
400: int _o_which; /* Which object of a type it is */
401: int _o_hplus; /* Plusses to hit */
402: int _o_dplus; /* Plusses to damage */
403: int _o_arm; /* Armor protection */
404: int _o_flags; /* information about objects */
405: int _o_group; /* group number for this object */
406: char *_o_label; /* Label for object */
407: } _o;
408: };
409:
410: typedef union thing THING;
411:
412: #define l_next _t._l_next
413: #define l_prev _t._l_prev
414: #define t_pos _t._t_pos
415: #define t_turn _t._t_turn
416: #define t_type _t._t_type
417: #define t_disguise _t._t_disguise
418: #define t_oldch _t._t_oldch
419: #define t_dest _t._t_dest
420: #define t_flags _t._t_flags
421: #define t_stats _t._t_stats
422: #define t_pack _t._t_pack
423: #define t_room _t._t_room
424: #define t_reserved _t._t_reserved
425: #define o_type _o._o_type
426: #define o_pos _o._o_pos
427: #define o_text _o._o_text
428: #define o_launch _o._o_launch
429: #define o_packch _o._o_packch
430: #define o_damage _o._o_damage
431: #define o_hurldmg _o._o_hurldmg
432: #define o_count _o._o_count
433: #define o_which _o._o_which
434: #define o_hplus _o._o_hplus
435: #define o_dplus _o._o_dplus
436: #define o_arm _o._o_arm
437: #define o_charges o_arm
438: #define o_goldval o_arm
439: #define o_flags _o._o_flags
440: #define o_group _o._o_group
441: #define o_label _o._o_label
442:
443: /*
444: * describe a place on the level map
445: */
446: typedef struct PLACE {
447: int p_ch;
448: int p_flags;
449: THING *p_monst;
450: } PLACE;
451:
452: /*
453: * Array containing information on all the various types of monsters
454: */
455: struct monster {
456: const char *m_name; /* What to call the monster */
457: int m_carry; /* Probability of carrying something */
458: int m_flags; /* things about the monster */
459: struct stats m_stats; /* Initial stats */
460: };
461:
462: struct delayed_action {
463: int d_type;
464: void (*d_func)();
465: int d_arg;
466: int d_time;
467: };
468:
469: struct STONE {
470: char *st_name;
471: int st_value;
472: };
473:
474: typedef struct STONE STONE;
475:
476: /*
477: * External variables
478: */
479:
480: extern int after, again, allscore, door_stop, fight_flush,
481: firstmove, has_hit, inv_describe, jump, kamikaze,
482: lower_msg, move_on, msg_esc, pack_used[],
483: passgo, playing, q_comm, running, save_msg, see_floor,
484: seenstairs, stat_msg, terse, to_death, tombstone,
485: amulet, count, dir_ch, food_left, hungry_state, inpack,
486: inv_type, lastscore, level, max_hit, max_level, mpos, take,
487: n_objs, no_command, no_food, no_move, noscore, ntraps, purse,
488: quiet, vf_hit, runch, last_comm, l_last_comm, last_dir, l_last_dir,
489: numscores, total, between, group, cNWOOD, cNMETAL, cNSTONES,
490: cNCOLORS;
491:
492: extern char file_name[], home[], huh[], *Numname, outbuf[],
493: *ws_type[], *s_names[];
494:
495: extern const char *ws_made[], *inv_t_name[], *p_colors[], *r_stones[],
496: *release, *tr_name[], *rainbow[], *wood[], *metal[],
497: encstr[], statlist[], version[];
498:
499: extern const int a_class[], e_levels[];
500:
501: extern unsigned int dnum, seed;
502:
503: extern WINDOW *hw;
504:
505: extern coord delta, oldpos, stairs;
506:
507: extern PLACE places[];
508:
509: extern THING *cur_armor, *cur_ring[], *cur_weapon, *l_last_pick,
510: *last_pick, *lvl_obj, *mlist, player;
511:
512: extern const struct h_list helpstr[];
513:
514: extern struct room *oldrp, passages[], rooms[];
515:
516: extern struct stats max_stats;
517:
518: extern struct monster monsters[];
519:
520: extern struct obj_info arm_info[], pot_info[], ring_info[],
521: scr_info[], things[], ws_info[], weap_info[];
522:
523: extern struct delayed_action d_list[MAXDAEMONS];
524:
525: extern const STONE stones[];
526:
527: /*
528: * Function types
529: */
530:
531: void _attach(THING **list, THING *item);
532: void _detach(THING **list, THING *item);
533: void _free_list(THING **ptr);
534: void addmsg(const char *fmt, ...);
535: int add_haste(int potion);
536: int add_line(const char *fmt, const char *arg);
537: void add_pack(THING *obj, int silent);
538: void add_pass(void);
539: void add_str(int *sp, int amt);
540: void accnt_maze(int y, int x, int ny, int nx);
541: void aggravate(void);
542: int attack(THING *mp);
543: void auto_save(int);
544: void badcheck(const char *name, const struct obj_info *info, int bound);
545: int be_trapped(const coord *tc);
546: void bounce(const THING *weap, const char *mname, int noend);
547: void call(void);
548: void call_it(struct obj_info *info);
549: int cansee(int y, int x);
550: int center(const char *str);
551: int chase(THING *tp, const coord *ee);
552: int checkout(void);
553: const char *charge_str(const THING *obj);
554: void chg_str(int amt);
555: void check_level(void);
556: const char *choose_str(const char *ts, const char *ns);
557: void conn(int r1, int r2);
558: void come_down(void);
559: void command(void);
560: void create_obj(void);
561: void current(const THING *cur, const char *how, const char *where);
562: void d_level(void);
563: void death(int monst);
564: int death_monst(void);
565: int diag_ok(const coord *sp, const coord *ep);
566: void dig(int y, int x);
567: void discard(THING *item);
568: void discovered(void);
569: int dist(int y1, int x1, int y2, int x2);
570: int dist_cp(const coord *c1, const coord *c2);
571: int do_chase(THING *th);
572: void do_daemons(int flag);
573: void do_fuses(int flag);
574: void do_maze(const struct room *rp);
575: void do_motion(THING *obj, int ydelta, int xdelta);
576: void do_move(int dy, int dx);
577: void do_passages(void);
578: void do_pot(int type, int knowit);
579: void do_rooms(void);
580: void do_run(int ch);
581: void do_zap(void);
582: void doadd(const char *fmt, va_list args);
583: void doctor(void);
584: void door(struct room *rm, const coord *cp);
585: void door_open(const struct room *rp);
586: void drain(void);
587: void draw_room(const struct room *rp);
588: void drop(void);
589: int dropcheck(const THING *obj);
590: void eat(void);
591: int encclearerr();
592: int encerror();
593: void encseterr();
594: size_t encread(char *start, size_t size, FILE *inf);
595: size_t encwrite(const char *start, size_t size, FILE *outf);
596: void end_line(void);
597: void endit(int sig);
598: int endmsg(void);
599: void enter_room(const coord *cp);
600: void erase_lamp(const coord *pos, const struct room *rp);
601: int exp_add(const THING *tp);
602: void extinguish(void (*func)());
603: void fall(THING *obj, int pr);
604: int fallpos(const coord *pos, coord *newpos);
605: void fatal(const char *s);
606: void fire_bolt(const coord *start, coord *dir, const char *name);
607: int floor_at(void);
608: int floor_ch(void);
609: void flush_type(void);
610: const coord *find_dest(const THING *tp);
611: int find_floor(const struct room *rp, coord *cp, int limit, int monst);
612: THING *find_obj(int y, int x);
613: int fight(const coord *mp, const THING *weap, int thrown);
614: void fix_stick(THING *cur);
615: void fuse(void (*func)(), int arg, int time, int type);
616: int get_bool(void *vp, WINDOW *win);
617: int get_dir(void);
618: int get_inv_t(void *vp, WINDOW *win);
619: THING *get_item(const char *purpose, int type);
620: int get_num(void *vp, WINDOW *win);
621: int get_sf(void *vp, WINDOW *win);
622: int get_str(void *vopt, WINDOW *win);
623: int gethand(void);
624: void getltchars(void);
625: void give_pack(THING *tp);
626: void help(void);
627: void hit(const char *er, const char *ee, int noend);
628: void horiz(const struct room *rp, int starty);
629: void leave_room(const coord *cp);
630: void lengthen(void (*func)(), int xtime);
631: void look(int wakeup);
632: int hit_monster(int y, int x, const THING *obj);
633: void identify(void);
634: void illcom(int ch);
635: void init_check(void);
636: void init_colors(void);
637: void init_materials(void);
638: void init_names(void);
639: void init_player(void);
640: void init_probs(void);
641: void init_stones(void);
642: void init_weapon(THING *weap, int which);
643: char *inv_name(const THING *obj, int drop);
644: int inventory(const THING *list, int type);
645: void invis_on(void);
646: int is_current(const THING *obj);
647: int is_magic(const THING *obj);
648: int is_symlink(const char *sp);
649: void kill_daemon(void (*func)());
650: void killed(THING *tp, int pr);
651: const char *killname(int monst, int doart);
652: void land(void);
653: void leave(int);
654: THING *leave_pack(THING *obj, int newobj, int all);
655: int levit_check(void);
656: int lock_sc(void);
657: void miss(const char *er, const char *ee, int noend);
658: void missile(int ydelta, int xdelta);
659: void money(int value);
660: int move_monst(THING *tp);
661: void move_msg(const THING *obj);
662: int msg(const char *fmt, ...);
663: void my_exit(int sig);
664: void nameit(const THING *obj, const char *type, const char *which, const struct obj_info *op, const char *(*prfunc)(const THING *));
665: THING *new_item(void);
666: void new_level(void);
667: void new_monster(THING *tp, int type, const coord *cp);
668: THING *new_thing(void);
669: void nohaste(void);
670: const char *nothing(int type);
671: const char *nullstr(const THING *ignored);
672: const char *num(int n1, int n2, int type);
673: void numpass(int y, int x);
674: void option(void);
675: void open_log(void);
676: void open_score(void);
677: int pack_char(void);
678: int pack_room(int from_floor, THING *obj);
679: void parse_opts(char *str);
680: void passnum(void);
681: int passwd(void);
682: const char *pick_color(const char *col);
683: int pick_one(const struct obj_info *info, int nitems);
684: void pick_up(int ch);
685: void picky_inven(void);
686: void playit(void);
687: void playltchars(void);
688: void pr_spec(const struct obj_info *info, int nitems);
689: void pr_list(void);
690: void print_disc(int);
691: void put_bool(void *b);
692: void put_inv_t(void *ip);
693: void put_str(void *str);
694: void put_things(void);
695: void putpass(const coord *cp);
696: void quaff(void);
697: void quit(int);
698: void raise_level(void);
699: int randmonster(int wander);
700: void read_scroll(void);
701: int readchar(void);
702: void relocate(THING *th, const coord *new_loc);
703: void remove_mon(const coord *mp, THING *tp, int waskill);
704: void reset_last(void);
705: void resetltchars(void);
706: int restore(const char *file);
707: int ring_eat(int hand);
708: void ring_on(void);
709: void ring_off(void);
710: const char *ring_num(const THING *obj);
711: int rnd(int range);
712: int rnd_room(void);
713: int rnd_thing(void);
714: coord rndmove(const THING *who);
715: int roll(int number, int sides);
716: int roll_em(const THING *thatt, THING *thdef, const THING *weap, int hurl);
717: void rollwand(void);
718: struct room *roomin(const coord *cp);
719: int rs_save_file(FILE *savef);
720: int rs_restore_file(FILE *inf);
721: void runners(void);
722: void runto(const coord *runner);
723: void rust_armor(THING *arm);
724: int save(int which);
725: void save_file(FILE *savef);
726: void save_game(void);
727: int save_throw(int which, const THING *tp);
728: void score(int amount, int flags, int monst);
729: void search(void);
730: int see_monst(const THING *mp);
731: int seen_stairs(void);
732: void set_know(THING *obj, struct obj_info *info);
733: const char *set_mname(const THING *tp);
734: void set_oldch(THING *tp, const coord *cp);
735: void set_order(int *order, int numthings);
736: void setup(void);
737: void shell(void);
738: int show_floor(void);
739: void show_map(void);
740: void show_win(const char *message);
741: void sight(void);
742: int sign(int nm);
743: int spread(int nm);
744: void start_daemon(void (*func)(), int arg, int type);
745: void start_score(void);
746: void status(void);
747: int step_ok(int ch);
748: void stomach(void);
749: void strucpy(char *s1, const char *s2, size_t len);
750: void swander(void);
751: int swing(int at_lvl, int op_arm, int wplus);
752: void take_off(void);
753: void teleport(void);
754: void total_winner(void);
755: void thunk(const THING *weap, const char *mname, int noend);
756: void treas_room(void);
757: int trip_ch(int y, int x, int ch);
758: void tstp(int ignored);
759: int turn_ok(int y, int x);
760: int turn_see(int turn_off);
761: void turn_see_off(void);
762: void turnref(void);
763: const char *type_name(int type);
764: void u_level(void);
765: void unconfuse(void);
766: void uncurse(THING *obj);
767: void unlock_sc(void);
768: void unsee(void);
769: void vert(const struct room *rp, int startx);
770: void visuals(void);
771: char *vowelstr(const char *str);
772: void wait_for(WINDOW *win, int ch);
773: const THING *wake_monster(int y, int x);
774: void wanderer(void);
775: void waste_time(void);
776: void wear(void);
777: void whatis(int insist, int type);
778: void wield(void);
779: int wreadchar(WINDOW *win);
780: void writelog(int amount, int flags, int monst);
781:
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