1 /* $NetBSD: rogue.h,v 1.19 2008/01/14 03:50:02 dholland Exp $ */ 2 3 /* 4 * Copyright (c) 1988, 1993 5 * The Regents of the University of California. All rights reserved. 6 * 7 * This code is derived from software contributed to Berkeley by 8 * Timothy C. Stoehr. 9 * 10 * Redistribution and use in source and binary forms, with or without 11 * modification, are permitted provided that the following conditions 12 * are met: 13 * 1. Redistributions of source code must retain the above copyright 14 * notice, this list of conditions and the following disclaimer. 15 * 2. Redistributions in binary form must reproduce the above copyright 16 * notice, this list of conditions and the following disclaimer in the 17 * documentation and/or other materials provided with the distribution. 18 * 3. Neither the name of the University nor the names of its contributors 19 * may be used to endorse or promote products derived from this software 20 * without specific prior written permission. 21 * 22 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 23 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 24 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 25 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 26 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 27 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 28 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 29 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 30 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 31 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 32 * SUCH DAMAGE. 33 * 34 * @(#)rogue.h 8.1 (Berkeley) 5/31/93 35 */ 36 37 /* 38 * rogue.h 39 * 40 * This source herein may be modified and/or distributed by anybody who 41 * so desires, with the following restrictions: 42 * 1.) This notice shall not be removed. 43 * 2.) Credit shall not be taken for the creation of this source. 44 * 3.) This code is not to be traded, sold, or used for personal 45 * gain or profit. 46 */ 47 48 #define boolean char 49 50 #define NOTHING ((unsigned short) 0) 51 #define OBJECT ((unsigned short) 01) 52 #define MONSTER ((unsigned short) 02) 53 #define STAIRS ((unsigned short) 04) 54 #define HORWALL ((unsigned short) 010) 55 #define VERTWALL ((unsigned short) 020) 56 #define DOOR ((unsigned short) 040) 57 #define FLOOR ((unsigned short) 0100) 58 #define TUNNEL ((unsigned short) 0200) 59 #define TRAP ((unsigned short) 0400) 60 #define HIDDEN ((unsigned short) 01000) 61 62 #define ARMOR ((unsigned short) 01) 63 #define WEAPON ((unsigned short) 02) 64 #define SCROL ((unsigned short) 04) 65 #define POTION ((unsigned short) 010) 66 #define GOLD ((unsigned short) 020) 67 #define FOOD ((unsigned short) 040) 68 #define WAND ((unsigned short) 0100) 69 #define RING ((unsigned short) 0200) 70 #define AMULET ((unsigned short) 0400) 71 #define ALL_OBJECTS ((unsigned short) 0777) 72 73 #define LEATHER 0 74 #define RINGMAIL 1 75 #define SCALE 2 76 #define CHAIN 3 77 #define BANDED 4 78 #define SPLINT 5 79 #define PLATE 6 80 #define ARMORS 7 81 82 #define BOW 0 83 #define DART 1 84 #define ARROW 2 85 #define DAGGER 3 86 #define SHURIKEN 4 87 #define MACE 5 88 #define LONG_SWORD 6 89 #define TWO_HANDED_SWORD 7 90 #define WEAPONS 8 91 92 #define MAX_PACK_COUNT 24 93 94 #define PROTECT_ARMOR 0 95 #define HOLD_MONSTER 1 96 #define ENCH_WEAPON 2 97 #define ENCH_ARMOR 3 98 #define IDENTIFY 4 99 #define TELEPORT 5 100 #define SLEEP 6 101 #define SCARE_MONSTER 7 102 #define REMOVE_CURSE 8 103 #define CREATE_MONSTER 9 104 #define AGGRAVATE_MONSTER 10 105 #define MAGIC_MAPPING 11 106 #define CON_MON 12 107 #define SCROLS 13 108 109 #define INCREASE_STRENGTH 0 110 #define RESTORE_STRENGTH 1 111 #define HEALING 2 112 #define EXTRA_HEALING 3 113 #define POISON 4 114 #define RAISE_LEVEL 5 115 #define BLINDNESS 6 116 #define HALLUCINATION 7 117 #define DETECT_MONSTER 8 118 #define DETECT_OBJECTS 9 119 #define CONFUSION 10 120 #define LEVITATION 11 121 #define HASTE_SELF 12 122 #define SEE_INVISIBLE 13 123 #define POTIONS 14 124 125 #define TELE_AWAY 0 126 #define SLOW_MONSTER 1 127 #define INVISIBILITY 2 128 #define POLYMORPH 3 129 #define HASTE_MONSTER 4 130 #define MAGIC_MISSILE 5 131 #define CANCELLATION 6 132 #define DO_NOTHING 7 133 #define DRAIN_LIFE 8 134 #define COLD 9 135 #define FIRE 10 136 #define WANDS 11 137 138 #define STEALTH 0 139 #define R_TELEPORT 1 140 #define REGENERATION 2 141 #define SLOW_DIGEST 3 142 #define ADD_STRENGTH 4 143 #define SUSTAIN_STRENGTH 5 144 #define DEXTERITY 6 145 #define ADORNMENT 7 146 #define R_SEE_INVISIBLE 8 147 #define MAINTAIN_ARMOR 9 148 #define SEARCHING 10 149 #define RINGS 11 150 151 #define RATION 0 152 #define FRUIT 1 153 154 #define NOT_USED ((unsigned short) 0) 155 #define BEING_WIELDED ((unsigned short) 01) 156 #define BEING_WORN ((unsigned short) 02) 157 #define ON_LEFT_HAND ((unsigned short) 04) 158 #define ON_RIGHT_HAND ((unsigned short) 010) 159 #define ON_EITHER_HAND ((unsigned short) 014) 160 #define BEING_USED ((unsigned short) 017) 161 162 #define NO_TRAP -1 163 #define TRAP_DOOR 0 164 #define BEAR_TRAP 1 165 #define TELE_TRAP 2 166 #define DART_TRAP 3 167 #define SLEEPING_GAS_TRAP 4 168 #define RUST_TRAP 5 169 #define TRAPS 6 170 171 #define STEALTH_FACTOR 3 172 #define R_TELE_PERCENT 8 173 174 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */ 175 #define IDENTIFIED ((unsigned short) 01) 176 #define CALLED ((unsigned short) 02) 177 178 #define DROWS 24 179 #define DCOLS 80 180 #define NMESSAGES 5 181 #define MAX_TITLE_LENGTH 30 182 #define MAXSYLLABLES 40 183 #define MAX_METAL 14 184 #define WAND_MATERIALS 30 185 #define GEMS 14 186 187 #define GOLD_PERCENT 46 188 189 #define MAX_OPT_LEN 40 190 191 #define MAX_ID_TITLE_LEN 64 192 struct id { 193 short value; 194 char title[MAX_ID_TITLE_LEN]; 195 const char *real; 196 unsigned short id_status; 197 }; 198 199 /* The following #defines provide more meaningful names for some of the 200 * struct object fields that are used for monsters. This, since each monster 201 * and object (scrolls, potions, etc) are represented by a struct object. 202 * Ideally, this should be handled by some kind of union structure. 203 */ 204 205 #define m_damage damage 206 #define hp_to_kill quantity 207 #define m_char ichar 208 #define first_level is_protected 209 #define last_level is_cursed 210 #define m_hit_chance class 211 #define stationary_damage identified 212 #define drop_percent which_kind 213 #define trail_char d_enchant 214 #define slowed_toggle quiver 215 #define moves_confused hit_enchant 216 #define nap_length picked_up 217 #define disguise what_is 218 #define next_monster next_object 219 220 struct obj { /* comment is monster meaning */ 221 unsigned long m_flags; /* monster flags */ 222 const char *damage; /* damage it does */ 223 short quantity; /* hit points to kill */ 224 short ichar; /* 'A' is for aquatar */ 225 short kill_exp; /* exp for killing it */ 226 short is_protected; /* level starts */ 227 short is_cursed; /* level ends */ 228 short class; /* chance of hitting you */ 229 short identified; /* 'F' damage, 1,2,3... */ 230 unsigned short which_kind; /* item carry/drop % */ 231 short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */ 232 short row, col; /* current row, col */ 233 short d_enchant; /* room char when detect_monster */ 234 short quiver; /* monster slowed toggle */ 235 short trow, tcol; /* target row, col */ 236 short hit_enchant; /* how many moves is confused */ 237 unsigned short what_is; /* imitator's charactor (?!%: */ 238 short picked_up; /* sleep from wand of sleep */ 239 unsigned short in_use_flags; 240 struct obj *next_object; /* next monster */ 241 }; 242 243 typedef struct obj object; 244 245 #define INIT_AW NULL 246 #define INIT_RINGS NULL 247 #define INIT_HP 12 248 #define INIT_STR 16 249 #define INIT_EXPLEVEL 1 250 #define INIT_EXP 0 251 #define INIT_PACK {0} 252 #define INIT_GOLD 0 253 #define INIT_CHAR '@' 254 #define INIT_MOVES 1250 255 256 struct fightr { 257 object *armor; 258 object *weapon; 259 object *left_ring, *right_ring; 260 short hp_current; 261 short hp_max; 262 short str_current; 263 short str_max; 264 object pack; 265 long gold; 266 short exp; 267 long exp_points; 268 short row, col; 269 short fchar; 270 short moves_left; 271 }; 272 273 typedef struct fightr fighter; 274 275 struct dr { 276 short oth_room; 277 short oth_row, 278 oth_col; 279 short door_row, 280 door_col; 281 }; 282 283 typedef struct dr door; 284 285 struct rm { 286 short bottom_row, right_col, left_col, top_row; 287 door doors[4]; 288 unsigned short is_room; 289 }; 290 291 typedef struct rm room; 292 293 #define MAXROOMS 9 294 #define BIG_ROOM 10 295 296 #define NO_ROOM (-1) 297 298 #define PASSAGE (-3) /* cur_room value */ 299 300 #define AMULET_LEVEL 26 301 302 #define R_NOTHING ((unsigned short) 01) 303 #define R_ROOM ((unsigned short) 02) 304 #define R_MAZE ((unsigned short) 04) 305 #define R_DEADEND ((unsigned short) 010) 306 #define R_CROSS ((unsigned short) 020) 307 308 #define MAX_EXP_LEVEL 21 309 #define MAX_EXP 10000001L 310 #define MAX_GOLD 999999 311 #define MAX_ARMOR 99 312 #define MAX_HP 999 313 #define MAX_STRENGTH 99 314 #define LAST_DUNGEON 99 315 316 #define STAT_LEVEL 01 317 #define STAT_GOLD 02 318 #define STAT_HP 04 319 #define STAT_STRENGTH 010 320 #define STAT_ARMOR 020 321 #define STAT_EXP 040 322 #define STAT_HUNGER 0100 323 #define STAT_LABEL 0200 324 #define STAT_ALL 0377 325 326 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */ 327 328 #define MAX_TRAPS 10 /* maximum traps per level */ 329 330 #define HIDE_PERCENT 12 331 332 struct tr { 333 short trap_type; 334 short trap_row, trap_col; 335 }; 336 337 typedef struct tr trap; 338 339 extern fighter rogue; 340 extern room rooms[]; 341 extern trap traps[]; 342 extern unsigned short dungeon[DROWS][DCOLS]; 343 extern object level_objects; 344 345 extern struct id id_scrolls[]; 346 extern struct id id_potions[]; 347 extern struct id id_wands[]; 348 extern struct id id_rings[]; 349 extern struct id id_weapons[]; 350 extern struct id id_armors[]; 351 352 extern object level_monsters; 353 354 #define MONSTERS 26 355 356 #define HASTED 01L 357 #define SLOWED 02L 358 #define INVISIBLE 04L 359 #define ASLEEP 010L 360 #define WAKENS 020L 361 #define WANDERS 040L 362 #define FLIES 0100L 363 #define FLITS 0200L 364 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */ 365 #define CONFUSED 01000L 366 #define RUSTS 02000L 367 #define HOLDS 04000L 368 #define FREEZES 010000L 369 #define STEALS_GOLD 020000L 370 #define STEALS_ITEM 040000L 371 #define STINGS 0100000L 372 #define DRAINS_LIFE 0200000L 373 #define DROPS_LEVEL 0400000L 374 #define SEEKS_GOLD 01000000L 375 #define FREEZING_ROGUE 02000000L 376 #define RUST_VANISHED 04000000L 377 #define CONFUSES 010000000L 378 #define IMITATES 020000000L 379 #define FLAMES 040000000L 380 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */ 381 #define NAPPING 0200000000L /* can't wake up for a while */ 382 #define ALREADY_MOVED 0400000000L 383 384 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL) 385 386 #define WAKE_PERCENT 45 387 #define FLIT_PERCENT 40 388 #define PARTY_WAKE_PERCENT 75 389 390 #define HYPOTHERMIA 1 391 #define STARVATION 2 392 #define POISON_DART 3 393 #define QUIT 4 394 #define WIN 5 395 #define KFIRE 6 396 397 #define UPWARD 0 398 #define UPRIGHT 1 399 #define RIGHT 2 400 #define DOWNRIGHT 3 401 #define DOWN 4 402 #define DOWNLEFT 5 403 #define LEFT 6 404 #define UPLEFT 7 405 #define DIRS 8 406 407 #define ROW1 7 408 #define ROW2 15 409 410 #define COL1 26 411 #define COL2 52 412 413 #define MOVED 0 414 #define MOVE_FAILED -1 415 #define STOPPED_ON_SOMETHING -2 416 #define CANCEL '\033' 417 #define LIST '*' 418 419 #define HUNGRY 300 420 #define WEAK 150 421 #define FAINT 20 422 #define STARVE 0 423 424 #define MIN_ROW 1 425 426 struct rogue_time { 427 short year; /* >= 1987 */ 428 short month; /* 1 - 12 */ 429 short day; /* 1 - 31 */ 430 short hour; /* 0 - 23 */ 431 short minute; /* 0 - 59 */ 432 short second; /* 0 - 59 */ 433 }; 434 435 #include <curses.h> 436 437 /* 438 * external routine declarations. 439 */ 440 #include <stdio.h> 441 #include <string.h> 442 #include <sys/types.h> 443 #include <unistd.h> 444 445 object *alloc_object(void); 446 object *check_duplicate(object *, object *); 447 const char *get_ench_color(void); 448 object *get_letter_object(int); 449 object *get_thrown_at_monster(object *, short, short *, short *); 450 object *gr_monster(object *, int); 451 object *gr_object(void); 452 char *md_getenv(const char *); 453 const char * 454 md_gln(void); 455 void *md_malloc(size_t); 456 const char *mon_name(const object *); 457 const char *name_of(const object *); 458 object *object_at(object *, short, short); 459 object *pick_up(int, int, short *); 460 void add_exp(int, boolean); 461 void add_traps(void); 462 void aggravate(void); 463 void aim_monster(object *); 464 void bounce(short, short, short, short, short); 465 void byebye(int); 466 void c_object_for_wizard(void); 467 void call_it(void); 468 boolean can_move(int, int, int, int); 469 boolean can_turn(short, short); 470 void center(short, const char *); 471 void check_gold_seeker(object *); 472 boolean check_hunger(boolean); 473 boolean check_imitator(object *); 474 void check_message(void); 475 int check_up(void); 476 void clean_up(const char *) __attribute__((__noreturn__)); 477 void clear_level(void); 478 void cnfs(void); 479 int coin_toss(void); 480 void cough_up(object *); 481 void create_monster(void); 482 void darken_room(short); 483 void do_put_on(object *, boolean); 484 void do_shell(void); 485 void do_wear(object *); 486 void do_wield(object *); 487 void dr_course(object *, boolean, short, short); 488 void draw_magic_map(void); 489 void drop(void); 490 int drop_check(void); 491 void eat(void); 492 void edit_opts(void); 493 void error_save(int) __attribute__((__noreturn__)); 494 void fight(boolean); 495 boolean flame_broil(object *); 496 int flit(object *); 497 void flop_weapon(object *, short, short); 498 void free_object(object *); 499 void free_stuff(object *); 500 int get_armor_class(const object *); 501 int get_com_id(int *, short); 502 int get_damage(const char *, boolean); 503 void get_desc(const object *, char *, size_t); 504 void get_dir_rc(short, short *, short *, short); 505 char get_dungeon_char(short, short); 506 void get_food(object *, boolean); 507 int get_hit_chance(const object *); 508 int get_input_line(const char *, const char *, char *, size_t, const char *, boolean, boolean); 509 char get_mask_char(unsigned short); 510 int get_number(const char *); 511 boolean get_oth_room(short, short *, short *); 512 int get_rand(int, int); 513 short get_room_number(int, int); 514 int get_value(const object *); 515 void get_wand_and_ring_materials(void); 516 int get_weapon_damage(const object *); 517 char gmc(object *); 518 char gmc_row_col(int, int); 519 void go_blind(void); 520 void gr_armor(object *); 521 char gr_dir(void); 522 char gr_obj_char(void); 523 void gr_potion(object *); 524 void gr_ring(object *, boolean); 525 short gr_room(void); 526 void gr_row_col(short *, short *, unsigned short); 527 void gr_scroll(object *); 528 void gr_wand(object *); 529 void gr_weapon(object *, int); 530 void hallucinate(void); 531 boolean has_amulet(void); 532 void heal(void); 533 void hold_monster(void); 534 int hp_raise(void); 535 void id_all(void); 536 void id_com(void); 537 void id_trap(void); 538 void id_type(void); 539 void idntfy(void); 540 boolean imitating(short, short); 541 int init(int, char **); 542 void insert_score(char [][82], char [][30], const char *, short, short, const object *, int); 543 void inv_armor_weapon(boolean); 544 void inv_rings(void); 545 void inventory(const object *, unsigned short); 546 boolean is_all_connected(void); 547 boolean is_digit(int); 548 boolean is_direction(short, short *); 549 boolean is_pack_letter(short *, unsigned short *); 550 boolean is_passable(int, int); 551 boolean is_vowel(short); 552 void kick_into_pack(void); 553 void killed_by(const object *, short) __attribute__((__noreturn__)); 554 long lget_number(const char *); 555 void light_passage(int, int); 556 void light_up_room(int); 557 boolean m_confuse(object *); 558 void make_level(void); 559 void make_party(void); 560 void make_scroll_titles(void); 561 boolean mask_pack(const object *, unsigned short); 562 boolean md_df(const char *); 563 void md_exit(int) __attribute__((__noreturn__)); 564 void md_gct(struct rogue_time *); 565 int md_get_file_id(const char *); 566 void md_gfmt(const char *, struct rogue_time *); 567 int md_gseed(void); 568 void md_heed_signals(void); 569 void md_ignore_signals(void); 570 int md_link_count(const char *); 571 void md_lock(boolean); 572 void md_shell(const char *); 573 void md_sleep(int); 574 void md_slurp(void); 575 /*void message(const char *, boolean);*/ 576 void messagef(boolean, const char *, ...) 577 __attribute__((__format__(__printf__, 2, 3))); 578 void mix_colors(void); 579 int mon_can_go(const object *, short, short); 580 int mon_damage(object *, short); 581 void mon_hit(object *); 582 boolean mon_sees(const object *, int, int); 583 int move_confused(object *); 584 void move_mon_to(object *, short, short); 585 void move_onto(void); 586 int mtry(object *, short, short); 587 void multiple_move_rogue(short); 588 void mv_1_monster(object *, short, short); 589 void mv_aquatars(void); 590 void mv_mons(void); 591 int name_cmp(char *, const char *); 592 short next_avail_ichar(void); 593 boolean next_to_something(int, int); 594 void nickize(char *, const char *, const char *); 595 int no_room_for_monster(int); 596 int one_move_rogue(short, short); 597 void onintr(int); 598 void opt_erase(int); 599 void opt_go(int); 600 void opt_show(int); 601 short pack_count(const object *); 602 short pack_letter(const char *, unsigned short); 603 void pad(const char *, short); 604 void party_monsters(int, int); 605 short party_objects(int); 606 void place_at(object *, int, int); 607 void plant_gold(short, short, boolean); 608 void play_level(void); 609 void potion_heal(int); 610 int pr_com_id(int); 611 int pr_motion_char(int); 612 void print_stats(int); 613 void put_amulet(void); 614 void put_gold(void); 615 void put_m_at(short, short, object *); 616 void put_mons(void); 617 void put_objects(void); 618 void put_on_ring(void); 619 void put_player(short); 620 void put_scores(const object *, short) __attribute__((__noreturn__)); 621 void put_stairs(void); 622 void quaff(void); 623 void quit(boolean); 624 int r_index(const char *, int, boolean); 625 void rand_around(short, short *, short *); 626 int rand_percent(int); 627 void rand_place(object *); 628 void read_scroll(void); 629 boolean reg_move(void); 630 void relight(void); 631 void remessage(short); 632 void remove_ring(void); 633 void rest(int); 634 void restore(const char *); 635 int rgetchar(void); 636 void ring_stats(boolean); 637 int rogue_can_see(int, int); 638 void rogue_damage(short, object *, short); 639 void rogue_hit(object *, boolean); 640 int rogue_is_around(int, int); 641 long rrandom(void); 642 void rust(object *); 643 void s_con_mon(object *); 644 void save_game(void); 645 void save_into_file(const char *); 646 void save_screen(void); 647 void search(short, boolean); 648 boolean seek_gold(object *); 649 void sell_pack(void); 650 void sf_error(void) __attribute__((__noreturn__)); 651 void show_average_hp(void); 652 void show_monsters(void); 653 void show_objects(void); 654 void show_traps(void); 655 void single_inv(short); 656 void sound_bell(void); 657 void special_hit(object *); 658 void srrandom(int); 659 void start_window(void); 660 void stop_window(void); 661 void take_a_nap(void); 662 void take_from_pack(object *, object *); 663 void take_off(void); 664 void tele(void); 665 void throw(void); 666 boolean throw_at_monster(object *, object *); 667 short trap_at(int, int); 668 void trap_player(short, short); 669 void turn_passage(short, boolean); 670 void un_put_on(object *); 671 void unblind(void); 672 void unconfuse(void); 673 void uncurse_all(void); 674 void unhallucinate(void); 675 void unwear(object *); 676 void unwield(object *); 677 void vanish(object *, short, object *); 678 void visit_rooms(int); 679 void wait_for_ack(void); 680 void wake_room(short, boolean, short, short); 681 void wake_up(object *); 682 void wanderer(void); 683 void wear(void); 684 void wield(void); 685 void win(void) __attribute__((__noreturn__)); 686 void wizardize(void); 687 long xxx(boolean); 688 void xxxx(char *, short); 689 void zapp(void); 690 object *add_to_pack(object *, object *, int); 691 struct id *get_id_table(const object *); 692 unsigned short gr_what_is(void); 693 694 extern boolean ask_quit; 695 extern boolean being_held; 696 extern boolean cant_int; 697 extern boolean con_mon; 698 extern boolean detect_monster; 699 extern boolean did_int; 700 extern boolean interrupted; 701 extern boolean is_wood[]; 702 extern boolean jump; 703 extern boolean maintain_armor; 704 extern boolean mon_disappeared; 705 extern boolean msg_cleared; 706 extern boolean no_skull; 707 extern boolean passgo; 708 extern boolean r_see_invisible; 709 extern boolean r_teleport; 710 extern boolean save_is_interactive; 711 extern boolean score_only; 712 extern boolean see_invisible; 713 extern boolean sustain_strength; 714 extern boolean trap_door; 715 extern boolean wizard; 716 #define HIT_MESSAGE_SIZE 80 717 extern char hit_message[HIT_MESSAGE_SIZE]; 718 #define HUNGER_STR_LEN 8 719 extern char hunger_str[HUNGER_STR_LEN]; 720 extern char login_name[MAX_OPT_LEN]; 721 extern const char *byebye_string; 722 extern const char *curse_message; 723 extern const char *error_file; 724 extern char *fruit; 725 extern const char *const m_names[]; 726 extern const char *more; 727 extern const char *new_level_message; 728 extern char *nick_name; 729 extern const char *press_space; 730 extern char *save_file; 731 extern const char *you_can_move_again; 732 extern const long level_points[]; 733 extern short add_strength; 734 extern short auto_search; 735 extern short bear_trap; 736 extern short blind; 737 extern short confused; 738 extern short cur_level; 739 extern short cur_room; 740 extern short e_rings; 741 extern short extra_hp; 742 extern short foods; 743 extern short halluc; 744 extern short haste_self; 745 extern short less_hp; 746 extern short levitate; 747 extern short m_moves; 748 extern short max_level; 749 extern short party_room; 750 extern short r_rings; 751 extern short regeneration; 752 extern short ring_exp; 753 extern short stealthy; 754 extern gid_t gid; 755 extern gid_t egid; 756