/* * Rogue definitions and variable declarations * * @(#)rogue.h 5.42 (Berkeley) 08/06/83 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #ifndef H_ROGUE_H #define H_ROGUE_H #include #include #include #include #include #include #include /* we need va_list */ #include /* we want wchar_t */ #include #include #include #include #include #include #include #ifndef BUILD_ROGUE #include #else #include "cursesd.h" #endif #ifdef LINES #undef LINES #endif #ifdef COLS #undef COLS #endif #define LINES 24 #define COLS 80 #include "extern.h" #undef lines #define NOOP(x) (x += 0) #define CCHAR(x) ( (char) (x & A_CHARTEXT) ) /* * Maximum number of different things */ #define MAXROOMS 9 #define MAXTHINGS 9 #define MAXOBJ 9 #define MAXPACK 23 #define MAXTRAPS 10 #define AMULETLEVEL 26 #define NUMTHINGS 7 /* number of types of things */ #define MAXPASS 13 /* upper limit on number of passages */ #define NUMLINES 24 #define NUMCOLS 80 #define STATLINE (NUMLINES - 1) #define BORE_LEVEL 50 /* * return values for get functions */ #define NORM 0 /* normal exit */ #define QUIT 1 /* quit option setting */ #define MINUS 2 /* back up one option */ /* * inventory types */ #define INV_OVER 0 #define INV_SLOW 1 #define INV_CLEAR 2 /* * All the fun defines */ #define when break;case #define otherwise break;default #define until(expr) while(!(expr)) #define next(ptr) (*ptr).l_next #define prev(ptr) (*ptr).l_prev #define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x)) #define ce(a,b) ((a).x == (b).x && (a).y == (b).y) #define hero player.t_pos #define pstats player.t_stats #define pack player.t_pack #define proom player.t_room #define max_hp player.t_stats.s_maxhp #define attach(a,b) _attach(&a,b) #define detach(a,b) _detach(&a,b) #define free_list(a) _free_list(&a) #undef max #define max(a,b) ((a) > (b) ? (a) : (b)) #define on(thing,flag) ((bool)(((thing).t_flags & (flag)) != 0)) #define GOLDCALC (rnd(50 + 10 * level) + 2) #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r) #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r)) #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD) #define INDEX(y,x) (&places[((x) << 5) + (y)]) #define chat(y,x) (places[((x) << 5) + (y)].p_ch) #define flat(y,x) (places[((x) << 5) + (y)].p_flags) #define moat(y,x) (places[((x) << 5) + (y)].p_monst) #define unc(cp) (cp).y, (cp).x #ifdef MASTER #define debug if (wizard) msg #endif /* * things that appear on the screens */ #define PASSAGE '#' #define DOOR '+' #define FLOOR '.' #define PLAYER '@' #define TRAP '^' #define STAIRS '%' #define GOLD '*' #define POTION '!' #define SCROLL '?' #define MAGIC '$' #define FOOD ':' #define WEAPON ')' #define ARMOR ']' #define AMULET ',' #define RING '=' #define STICK '/' #define CALLABLE -1 #define R_OR_S -2 /* * Various constants */ #define BEARTIME spread(3) #define SLEEPTIME spread(5) #define HOLDTIME spread(2) #define WANDERTIME spread(70) #define BEFORE spread(1) #define AFTER spread(2) #define HEALTIME 30 #define HUHDURATION 20 #define SEEDURATION 850 #define HUNGERTIME 1300 #define MORETIME 150 #define STOMACHSIZE 2000 #define STARVETIME 850 #define ESCAPE 27 #define LEFT 0 #define RIGHT 1 #define BOLT_LENGTH 6 #define LAMPDIST 3 #ifdef MASTER #ifndef PASSWD #define PASSWD "mTBellIQOsLNA" #endif #endif /* * Save against things */ #define VS_POISON 00 #define VS_PARALYZATION 00 #define VS_DEATH 00 #define VS_BREATH 02 #define VS_MAGIC 03 /* * Various flag bits */ /* flags for rooms */ #define ISDARK 0000001 /* room is dark */ #define ISGONE 0000002 /* room is gone (a corridor) */ #define ISMAZE 0000004 /* room is gone (a corridor) */ /* flags for objects */ #define ISCURSED 000001 /* object is cursed */ #define ISKNOW 0000002 /* player knows details about the object */ #define ISMISL 0000004 /* object is a missile type */ #define ISMANY 0000010 /* object comes in groups */ /* ISFOUND 0000020 ...is used for both objects and creatures */ #define ISPROT 0000040 /* armor is permanently protected */ /* flags for creatures */ #define CANHUH 0000001 /* creature can confuse */ #define CANSEE 0000002 /* creature can see invisible creatures */ #define ISBLIND 0000004 /* creature is blind */ #define ISCANC 0000010 /* creature has special qualities cancelled */ #define ISLEVIT 0000010 /* hero is levitating */ #define ISFOUND 0000020 /* creature has been seen (used for objects) */ #define ISGREED 0000040 /* creature runs to protect gold */ #define ISHASTE 0000100 /* creature has been hastened */ #define ISTARGET 000200 /* creature is the target of an 'f' command */ #define ISHELD 0000400 /* creature has been held */ #define ISHUH 0001000 /* creature is confused */ #define ISINVIS 0002000 /* creature is invisible */ #define ISMEAN 0004000 /* creature can wake when player enters room */ #define ISHALU 0004000 /* hero is on acid trip */ #define ISREGEN 0010000 /* creature can regenerate */ #define ISRUN 0020000 /* creature is running at the player */ #define SEEMONST 040000 /* hero can detect unseen monsters */ #define ISFLY 0040000 /* creature can fly */ #define ISSLOW 0100000 /* creature has been slowed */ /* * Flags for level map */ #define F_PASS 0x80 /* is a passageway */ #define F_SEEN 0x40 /* have seen this spot before */ #define F_DROPPED 0x20 /* object was dropped here */ #define F_LOCKED 0x20 /* door is locked */ #define F_REAL 0x10 /* what you see is what you get */ #define F_PNUM 0x0f /* passage number mask */ #define F_TMASK 0x07 /* trap number mask */ /* * Trap types */ #define T_DOOR 00 #define T_ARROW 01 #define T_SLEEP 02 #define T_BEAR 03 #define T_TELEP 04 #define T_DART 05 #define T_RUST 06 #define T_MYST 07 #define NTRAPS 8 /* * Potion types */ #define P_CONFUSE 0 #define P_LSD 1 #define P_POISON 2 #define P_STRENGTH 3 #define P_SEEINVIS 4 #define P_HEALING 5 #define P_MFIND 6 #define P_TFIND 7 #define P_RAISE 8 #define P_XHEAL 9 #define P_HASTE 10 #define P_RESTORE 11 #define P_BLIND 12 #define P_LEVIT 13 #define MAXPOTIONS 14 /* * Scroll types */ #define S_CONFUSE 0 #define S_MAP 1 #define S_HOLD 2 #define S_SLEEP 3 #define S_ARMOR 4 #define S_ID_POTION 5 #define S_ID_SCROLL 6 #define S_ID_WEAPON 7 #define S_ID_ARMOR 8 #define S_ID_R_OR_S 9 #define S_SCARE 10 #define S_FDET 11 #define S_TELEP 12 #define S_ENCH 13 #define S_CREATE 14 #define S_REMOVE 15 #define S_AGGR 16 #define S_PROTECT 17 #define MAXSCROLLS 18 /* * Weapon types */ #define MACE 0 #define SWORD 1 #define BOW 2 #define ARROW 3 #define DAGGER 4 #define TWOSWORD 5 #define DART 6 #define SHIRAKEN 7 #define SPEAR 8 #define FLAME 9 /* fake entry for dragon breath (ick) */ #define MAXWEAPONS 9 /* this should equal FLAME */ /* * Armor types */ #define LEATHER 0 #define RING_MAIL 1 #define STUDDED_LEATHER 2 #define SCALE_MAIL 3 #define CHAIN_MAIL 4 #define SPLINT_MAIL 5 #define BANDED_MAIL 6 #define PLATE_MAIL 7 #define MAXARMORS 8 /* * Ring types */ #define R_PROTECT 0 #define R_ADDSTR 1 #define R_SUSTSTR 2 #define R_SEARCH 3 #define R_SEEINVIS 4 #define R_NOP 5 #define R_AGGR 6 #define R_ADDHIT 7 #define R_ADDDAM 8 #define R_REGEN 9 #define R_DIGEST 10 #define R_TELEPORT 11 #define R_STEALTH 12 #define R_SUSTARM 13 #define MAXRINGS 14 /* * Rod/Wand/Staff types */ #define WS_LIGHT 0 #define WS_INVIS 1 #define WS_ELECT 2 #define WS_FIRE 3 #define WS_COLD 4 #define WS_POLYMORPH 5 #define WS_MISSILE 6 #define WS_HASTE_M 7 #define WS_SLOW_M 8 #define WS_DRAIN 9 #define WS_NOP 10 #define WS_TELAWAY 11 #define WS_TELTO 12 #define WS_CANCEL 13 #define MAXSTICKS 14 /* * Now we define the structures and types */ #define SMALLVAL 0.000000000000001 #define SATOSHIDEN ((uint64_t)100000000L) #define dstr(x) ((double)(x) / SATOSHIDEN) #ifndef _BITS256 #define _BITS256 union _bits256 { uint8_t bytes[32]; uint16_t ushorts[16]; uint32_t uints[8]; uint64_t ulongs[4]; uint64_t txid; }; typedef union _bits256 bits256; #endif #include "rogue_player.h" // interface to rpc struct rogue_state { uint64_t seed; char *keystrokes,*keystrokeshex; uint32_t needflush,replaydone; int32_t numkeys,ind,num,guiflag,counter,sleeptime,playersize,restoring,lastnum; FILE *logfp; char countch, direction, newcount; struct rogue_player P; char buffered[10000]; uint8_t playerdata[10000]; }; extern struct rogue_state globalR; int rogue(int argc, char **argv, char **envp); void rogueiterate(struct rogue_state *rs); int32_t roguefname(char *fname,uint64_t seed,int32_t counter); int32_t flushkeystrokes(struct rogue_state *rs,int32_t waitflag); int32_t rogue_restorepack(struct rogue_state *rs); void restore_player(struct rogue_state *rs); int32_t rogue_replay2(uint8_t *newdata,uint64_t seed,char *keystrokes,int32_t num,struct rogue_player *player,int32_t sleepmillis); void rogue_bailout(struct rogue_state *rs); void rogue_progress(struct rogue_state *rs,int32_t waitflag,uint64_t seed,char *keystrokes,int32_t num); int32_t rogue_setplayerdata(struct rogue_state *rs,char *gametxidstr); #define ROGUE_MAXTOTAL (pstats.s_str*2) /* * Help list */ struct h_list { char h_ch; char *h_desc; bool h_print; }; /* * Coordinate data type */ typedef struct { int x; int y; } coord; typedef unsigned int str_t; /* * Stuff about objects */ struct obj_info { char *oi_name; int oi_prob; int oi_worth; char *oi_guess; bool oi_know; }; /* * Room structure */ struct room { coord r_pos; /* Upper left corner */ coord r_max; /* Size of room */ coord r_gold; /* Where the gold is */ int r_goldval; /* How much the gold is worth */ short r_flags; /* info about the room */ int r_nexits; /* Number of exits */ coord r_exit[12]; /* Where the exits are */ }; /* * Structure describing a fighting being */ struct stats { str_t s_str; /* Strength */ int s_exp; /* Experience */ int s_lvl; /* level of mastery */ int s_arm; /* Armor class */ int s_hpt; /* Hit points */ char s_dmg[13]; /* String describing damage done */ int s_maxhp; /* Max hit points */ }; /* * Structure for monsters and player */ union thing { struct { union thing *_l_next, *_l_prev; /* Next pointer in link */ coord _t_pos; /* Position */ bool _t_turn; /* If slowed, is it a turn to move */ char _t_type; /* What it is */ char _t_disguise; /* What mimic looks like */ char _t_oldch; /* Character that was where it was */ coord *_t_dest; /* Where it is running to */ short _t_flags; /* State word */ struct stats _t_stats; /* Physical description */ struct room *_t_room; /* Current room for thing */ union thing *_t_pack; /* What the thing is carrying */ int _t_reserved; } _t; struct { union thing *_l_next, *_l_prev; /* Next pointer in link */ int _o_type; /* What kind of object it is */ coord _o_pos; /* Where it lives on the screen */ char *_o_text; /* What it says if you read it */ int _o_launch; /* What you need to launch it */ char _o_packch; /* What character it is in the pack */ char _o_damage[8]; /* Damage if used like sword */ char _o_hurldmg[8]; /* Damage if thrown */ int _o_count; /* count for plural objects */ int _o_which; /* Which object of a type it is */ int _o_hplus; /* Plusses to hit */ int _o_dplus; /* Plusses to damage */ int _o_arm; /* Armor protection */ int _o_flags; /* information about objects */ int _o_group; /* group number for this object */ char *_o_label; /* Label for object */ } _o; }; typedef union thing THING; #define l_next _t._l_next #define l_prev _t._l_prev #define t_pos _t._t_pos #define t_turn _t._t_turn #define t_type _t._t_type #define t_disguise _t._t_disguise #define t_oldch _t._t_oldch #define t_dest _t._t_dest #define t_flags _t._t_flags #define t_stats _t._t_stats #define t_pack _t._t_pack #define t_room _t._t_room #define t_reserved _t._t_reserved #define o_type _o._o_type #define o_pos _o._o_pos #define o_text _o._o_text #define o_launch _o._o_launch #define o_packch _o._o_packch #define o_damage _o._o_damage #define o_hurldmg _o._o_hurldmg #define o_count _o._o_count #define o_which _o._o_which #define o_hplus _o._o_hplus #define o_dplus _o._o_dplus #define o_arm _o._o_arm #define o_charges o_arm #define o_goldval o_arm #define o_flags _o._o_flags #define o_group _o._o_group #define o_label _o._o_label /* * describe a place on the level map */ typedef struct { char p_ch; char p_flags; THING *p_monst; } PLACE; /* * Array containing information on all the various types of monsters */ struct monster { char *m_name; /* What to call the monster */ int m_carry; /* Probability of carrying something */ short m_flags; /* things about the monster */ struct stats m_stats; /* Initial stats */ }; /* * External variables */ extern const char *tr_name[],*inv_t_name[]; extern const int32_t a_class[], e_levels[]; extern const struct h_list helpstr[]; extern const char *h_names[],*m_names[]; extern const struct monster origmonsters[26]; extern const struct room origpassages[MAXPASS]; extern const struct obj_info origthings[NUMTHINGS],origring_info[MAXRINGS],origpot_info[MAXPOTIONS],origarm_info[MAXARMORS],origscr_info[MAXSCROLLS],origws_info[MAXSTICKS],origweap_info[MAXWEAPONS + 1]; extern struct monster monsters[26]; extern struct room passages[MAXPASS]; extern struct obj_info things[NUMTHINGS],ring_info[MAXRINGS],pot_info[MAXPOTIONS],arm_info[MAXARMORS],scr_info[MAXSCROLLS],weap_info[MAXWEAPONS + 1],ws_info[MAXSTICKS]; extern bool after, again, allscore, amulet, door_stop, fight_flush, firstmove, has_hit, inv_describe, jump, kamikaze, lower_msg, move_on, msg_esc, pack_used[], passgo, playing, q_comm, running, save_msg, see_floor, seenstairs, stat_msg, terse, to_death, tombstone; extern char dir_ch, file_name[], home[], huh[], l_last_comm, l_last_dir, last_comm, last_dir, *Numname, outbuf[], *release, *s_names[], runch, take; extern const char *ws_made[], *r_stones[], *p_colors[], *ws_type[]; extern int count, food_left, hungry_state, inpack, inv_type, lastscore, level, max_hit, max_level, mpos, n_objs, no_command, no_food, no_move, noscore, ntraps, purse, quiet, vf_hit; extern unsigned int numscores; extern uint64_t seed; extern WINDOW *hw; extern coord delta, oldpos, stairs; extern PLACE places[]; extern THING *cur_armor, *cur_ring[], *cur_weapon, *l_last_pick, *last_pick, *lvl_obj, *mlist, player; extern struct room *oldrp, rooms[]; extern struct stats max_stats; /* * Function types */ void _attach(THING **list, THING *item); void _detach(THING **list, THING *item); void _free_list(THING **ptr); void addmsg(struct rogue_state *rs,char *fmt, ...); bool add_haste(struct rogue_state *rs,bool potion); char add_line(struct rogue_state *rs,char *fmt, char *arg); void add_pack(struct rogue_state *rs,THING *obj, bool silent); void add_pass(void); void add_str(str_t *sp, int amt); void accnt_maze(int y, int x, int ny, int nx); void aggravate(struct rogue_state *rs); int attack(struct rogue_state *rs,THING *mp); void badcheck(char *name, struct obj_info *info, int bound); void bounce(struct rogue_state *rs,THING *weap, char *mname, bool noend); void call(struct rogue_state *rs); void call_it(struct rogue_state *rs,struct obj_info *info); bool cansee(struct rogue_state *rs,int y, int x); int center(char *str); void chg_str(int amt); void check_level(struct rogue_state *rs); void conn(struct rogue_state *rs,int r1, int r2); void command(struct rogue_state *rs); void create_obj(struct rogue_state *rs); void current(struct rogue_state *rs,THING *cur, char *how, char *where); void d_level(struct rogue_state *rs); void death(struct rogue_state *rs,char monst); char death_monst(void); void dig(struct rogue_state *rs,int y, int x); void discard(THING *item); void discovered(struct rogue_state *rs); int dist(int y1, int x1, int y2, int x2); int dist_cp(coord *c1, coord *c2); int do_chase(struct rogue_state *rs,THING *th); void do_daemons(struct rogue_state *rs,int flag); void do_fuses(struct rogue_state *rs,int flag); void do_maze(struct rogue_state *rs,struct room *rp); void do_motion(struct rogue_state *rs,THING *obj, int ydelta, int xdelta); void do_move(struct rogue_state *rs,int dy, int dx); void do_passages(struct rogue_state *rs); void do_pot(struct rogue_state *rs,int type, bool knowit); void do_rooms(struct rogue_state *rs); void do_run(char ch); void do_zap(struct rogue_state *rs); void doadd(struct rogue_state *rs,char *fmt, va_list args); void door(struct room *rm, coord *cp); void door_open(struct rogue_state *rs,struct room *rp); void drain(struct rogue_state *rs); void draw_room(struct rogue_state *rs,struct room *rp); void drop(struct rogue_state *rs); void eat(struct rogue_state *rs); size_t encread(char *start, size_t size, FILE *inf); size_t encwrite(char *start, size_t size, FILE *outf); int endmsg(struct rogue_state *rs); void enter_room(struct rogue_state *rs,coord *cp); void erase_lamp(coord *pos, struct room *rp); int exp_add(THING *tp); void extinguish(void (*func)(struct rogue_state *rs,int)); void fall(struct rogue_state *rs,THING *obj, bool pr); void fire_bolt(struct rogue_state *rs,coord *start, coord *dir, char *name); char floor_at(void); void flush_type(void); int fight(struct rogue_state *rs,coord *mp, THING *weap, bool thrown); void fix_stick(THING *cur); void fuse(void (*func)(struct rogue_state *rs,int), int arg, int time, int type); bool get_dir(struct rogue_state *rs); int gethand(struct rogue_state *rs); void give_pack(struct rogue_state *rs,THING *tp); void help(struct rogue_state *rs); void hit(struct rogue_state *rs,char *er, char *ee, bool noend); void horiz(struct room *rp, int starty); void leave_room(struct rogue_state *rs,coord *cp); void lengthen(void (*func)(struct rogue_state *rs,int), int xtime); void look(struct rogue_state *rs,bool wakeup); int hit_monster(struct rogue_state *rs,int y, int x, THING *obj); void identify(struct rogue_state *rs); void illcom(struct rogue_state *rs,int ch); void init_check(void); void init_colors(void); void init_materials(void); void init_names(void); void init_player(struct rogue_state *rs); void init_probs(void); void init_stones(void); void init_weapon(THING *weap, int which); bool inventory(struct rogue_state *rs,THING *list, int type); void invis_on(void); void killed(struct rogue_state *rs,THING *tp, bool pr); void kill_daemon(void (*func)(struct rogue_state *rs,int)); bool lock_sc(void); void miss(struct rogue_state *rs,char *er, char *ee, bool noend); void missile(struct rogue_state *rs,int ydelta, int xdelta); void money(struct rogue_state *rs,int value); int move_monst(struct rogue_state *rs,THING *tp); void move_msg(struct rogue_state *rs,THING *obj); int msg(struct rogue_state *rs,char *fmt, ...); void nameit(THING *obj, const char *type, const char *which, struct obj_info *op, char *(*prfunc)(THING *)); void new_level(struct rogue_state *rs); void new_monster(struct rogue_state *rs,THING *tp, char type, coord *cp); void numpass(int y, int x); void option(struct rogue_state *rs); void open_score(void); void parse_opts(char *str); void passnum(void); char *pick_color(char *col); int pick_one(struct rogue_state *rs,struct obj_info *info, int nitems); void pick_up(struct rogue_state *rs,char ch); void picky_inven(struct rogue_state *rs); void pr_spec(struct obj_info *info, int nitems); void pr_list(void); void put_bool(void *b); void put_inv_t(void *ip); void put_str(void *str); void put_things(struct rogue_state *rs); void putpass(coord *cp); void print_disc(struct rogue_state *rs,char); void quaff(struct rogue_state *rs); void raise_level(struct rogue_state *rs); char randmonster(bool wander); void read_scroll(struct rogue_state *rs); void relocate(struct rogue_state *rs,THING *th, coord *new_loc); void remove_mon(struct rogue_state *rs,coord *mp, THING *tp, bool waskill); void reset_last(void); bool restore(struct rogue_state *rs,char *file, char **envp); int ring_eat(int hand); void ring_on(struct rogue_state *rs); void ring_off(struct rogue_state *rs); int rnd(int range); int rnd_room(void); int roll(int number, int sides); int rs_save_file(struct rogue_state *rs,FILE *savef); int rs_restore_file(FILE *inf); void runto(struct rogue_state *rs,coord *runner); void rust_armor(struct rogue_state *rs,THING *arm); int save(int which); void save_file(struct rogue_state *rs,FILE *savef,int32_t guiflag); void save_game(struct rogue_state *rs); int save_throw(int which, THING *tp); void score(struct rogue_state *rs,int amount, int flags, char monst); void search(struct rogue_state *rs); void set_know(THING *obj, struct obj_info *info); void set_oldch(THING *tp, coord *cp); void setup(void); void shell(struct rogue_state *rs); bool show_floor(void); void show_map(void); void show_win(struct rogue_state *rs,char *message); int sign(int nm); int spread(int nm); void start_daemon(void (*func)(struct rogue_state *rs,int), int arg, int type); void start_score(void); void status(struct rogue_state *rs); int step_ok(int ch); void strucpy(char *s1, char *s2, int len); int swing(int at_lvl, int op_arm, int wplus); void take_off(struct rogue_state *rs); void teleport(struct rogue_state *rs); void total_winner(struct rogue_state *rs); void thunk(struct rogue_state *rs,THING *weap, char *mname, bool noend); void treas_room(struct rogue_state *rs); void turnref(void); void u_level(struct rogue_state *rs); void uncurse(THING *obj); void unlock_sc(void); void vert(struct room *rp, int startx); void wait_for(struct rogue_state *rs,int ch); THING *wake_monster(struct rogue_state *rs,int y, int x); void wanderer(struct rogue_state *rs); void waste_time(struct rogue_state *rs); void wear(struct rogue_state *rs); void whatis(struct rogue_state *rs,bool insist, int type); void wield(struct rogue_state *rs); bool chase(THING *tp, coord *ee); bool diag_ok(coord *sp, coord *ep); bool dropcheck(struct rogue_state *rs,THING *obj); bool fallpos(coord *pos, coord *newpos); bool find_floor(struct rogue_state *rs,struct room *rp, coord *cp, int limit, bool monst); bool is_magic(THING *obj); bool is_symlink(char *sp); bool levit_check(struct rogue_state *rs); bool pack_room(struct rogue_state *rs,bool from_floor, THING *obj); bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl); bool see_monst(THING *mp); bool seen_stairs(void); bool turn_ok(int y, int x); bool turn_see(struct rogue_state *rs,bool turn_off); bool is_current(struct rogue_state *rs,THING *obj); int passwd(void); char be_trapped(struct rogue_state *rs,coord *tc); char floor_ch(void); char pack_char(void); char readchar(struct rogue_state *rs); char rnd_thing(void); char *charge_str(THING *obj); char *choose_str(char *ts, char *ns); char *inv_name(THING *obj, bool drop); char *nullstr(THING *ignored); char *num(int n1, int n2, char type); char *ring_num(THING *obj); char *set_mname(THING *tp); char *vowelstr(char *str); int get_bool(struct rogue_state *rs,void *vp, WINDOW *win); int get_inv_t(struct rogue_state *rs,void *vp, WINDOW *win); int get_num(struct rogue_state *rs,void *vp, WINDOW *win); int get_sf(struct rogue_state *rs,void *vp, WINDOW *win); int get_str(struct rogue_state *rs,void *vopt, WINDOW *win); int trip_ch(int y, int x, int ch); coord *find_dest(struct rogue_state *rs,THING *tp); coord *rndmove(THING *who); THING *find_obj(struct rogue_state *rs,int y, int x); THING *get_item(struct rogue_state *rs,char *purpose, int type); THING *leave_pack(struct rogue_state *rs,THING *obj, bool newobj, bool all); THING *new_item(void); THING *new_thing(struct rogue_state *rs); void end_line(struct rogue_state *rs); int32_t num_packitems(struct rogue_state *rs); int32_t rogue_total(THING *o); void runners(struct rogue_state *rs,int); void land(struct rogue_state *rs,int); void visuals(struct rogue_state *rs,int); void come_down(struct rogue_state *rs,int); void stomach(struct rogue_state *rs,int); void nohaste(struct rogue_state *rs,int); void sight(struct rogue_state *rs,int); void unconfuse(struct rogue_state *rs,int); void rollwand(struct rogue_state *rs,int); void unsee(struct rogue_state *rs,int); void swander(struct rogue_state *rs,int); void doctor(struct rogue_state *rs,int); void playit(struct rogue_state *rs); struct room *roomin(struct rogue_state *rs,coord *cp); int32_t thing_find(THING *ptr); #define MAXDAEMONS 20 extern struct delayed_action { int d_type; void (*d_func)(struct rogue_state *rs,int); int d_arg; int d_time; } d_list[MAXDAEMONS]; typedef struct { char *st_name; int st_value; } STONE; extern int total; extern int between; extern int group; extern coord nh; extern const char *rainbow[]; extern int cNCOLORS; extern const STONE stones[]; extern int cNSTONES; extern const char *wood[]; extern int cNWOOD; extern const char *metal[]; extern int cNMETAL; //extern WINDOW *stdscr,*curscr; #endif