/* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */ /* extern.h -- function declarations */ /* newrand.c */ unsigned long genrand(void); void sgenrand(unsigned long seed); /* stats.c function(s) */ void editstats( void ); void display_stats( void ); void display_stat_slot( int ); /* omega.c functions */ int main( int,char *[] ); int game_restore( char * ); void init_world( void ); void inititem( int ); void initrand( int, int ); void signalexit(int); void signalsave(int); /* abyss.c functions */ #ifdef MSDOS_SUPPORTED_ANTIQUE void check_memory( void ); void kill_all_levels( void ); void kill_levels( char * ); void msdos_init( void ); plv msdos_changelevel( plv,int,int ); #endif void load_abyss( void ); /* aux1.c functions */ char *levelname( int ); char *mstatus_string( struct monster * ); char *trapid( int ); int getdir( void ); int goberserk( void ); int p_country_moveable( int,int ); int p_moveable( int,int ); int player_on_sanctuary( void ); void calc_melee( void ); int damage_item( pob ); void describe_player( void ); void fight_monster( struct monster * ); void foodcheck( void ); void gain_experience( int ); void p_damage( int,int,char * ); void p_death( char * ); void roomcheck( void ); void searchat( int,int ); void setspot( int *,int * ); void showroom( int ); void surrender( struct monster * ); void threaten( struct monster * ); void tunnelcheck( void ); /* aux2.c functions */ long expval( int ); long item_value( pob ); long true_item_value( pob ); char *actionlocstr( char ); int p_immune( int ); int player_hit( int,char,struct monster * ); int statmod( int ); void break_weapon( void ); void change_environment( char ); void drop_weapon( void ); void enter_site( Symbol ); void gain_level( void ); void minute_status_check( void ); void moon_check( void ); void movecursor( int *,int *,int,int ); void p_drown( void ); void p_fumble( int ); void p_hit ( struct monster *,int,int ); void p_win( void ); void player_miss( struct monster *,int ); void tacplayer( struct monster * ); void tenminute_status_check( void ); void toggle_item_use( int ); void torch_check( void ); void weapon_use( int,pob,struct monster * ); /* aux3.c functions */ char *citysiteid( int ); char *countryid( Symbol ); char getlocation( void ); int hostilemonstersnear( void ); int magic_resist( int ); int maneuvers( void ); int parsecitysite( void ); int stonecheck( int ); void alert_guards( void ); void countrysearch( void ); void default_maneuvers( void ); void destroy_order( void ); void hourly_check( void ); void indoors_random_event( void ); void outdoors_random_event( void ); void showknownsites( int, int ); void tenminute_check( void ); void terrain_check( int ); /* bank.c functions */ struct object * bank_create_card (int, int); bank_account * bank_create_account (int, int, char *); bank_account * bank_index_password (char *); bank_account * bank_index_number (int); int bank_random_account_number (void); void bank_init(void); void l_bank (void); /* char.c functions */ long calcmana( void ); FILE *omegarc_check( void ); int competence_check( int ); int fixnpc( int ); int initplayer( void ); int initstats( void ); void omegan_character_stats( void ); void save_omegarc( void ); void user_character_stats( void ); /* city.c functions */ void assign_city_function( int,int ); void load_city( int ); void make_justiciar( int,int ); void make_major_undead( int,int ); void make_minor_undead( int,int ); /*void mazesite( int,int,int ); void randommazesite( int,int,int );*/ void repair_jail( void ); void resurrect_guards( void ); /* command1.c functions */ void p_country_process( void ); void p_process( void ); /* command2.c functions */ void pickup( void ); void activate( void ); void bash_item( void ); void bash_location( void ); void callitem( void ); void closedoor( void ); void disarm( void ); void downstairs( void ); void drop( void ); void eat( void ); void floor_inv( void ); void give( void ); void magic( void ); void movepincountry( int,int ); void moveplayer( int,int ); void opendoor( void ); void peruse( void ); void quaff( void ); void rest( void ); void save( int, int ); void search( int * ); void setoptions( void ); void talk( void ); void upstairs( void ); void zapwand( void ); /* command3.c functions */ void abortshadowform( void ); void charid( void ); void city_move( void ); void dismount_steed( void ); void examine( void ); void fire( void ); void frobgamestatus( void ); void help( void ); void hunt( Symbol ); void nap( void ); void pickpocket( void ); void quit(void); void rename_player( void ); void tacoptions( void ); void tunnel( void ); void vault( void ); void version( void ); void wizard( void ); /* country.c functions */ void load_country( void ); void load_dlair( int,int ); void load_misle( int,int ); void load_speak( int,int ); void load_temple( int,int ); void make_high_priest( int,int,int ); void random_temple_site( int,int,int,int ); /* effect1.c functions */ int random_item (void); int stolen_item (void); void acquire( int ); void ball( int,int,int,int,int,int ); void bless( int ); void bolt( int,int,int,int,int,int,int ); void enchant( int ); void fball( int,int,int,int,int ); void fbolt( int,int,int,int,int,int ); void heal( int ); void identify( int ); void lball( int,int,int,int,int ); void lbolt( int,int,int,int,int,int ); void manastorm( int,int,int ); void mondet( int ); void nbolt( int,int,int,int,int,int ); void icebolt( int,int,int,int,int,int ); void objdet( int ); void snowball( int,int,int,int,int ); void wish( int ); /* effect2.c functions */ void accuracy( int ); void alert( int ); void augment( int ); void breathe( int ); void displace( int ); void flux( int ); void haste( int ); void i_chaos( pob ); void i_law( pob ); void invisible( int ); void knowledge( int ); void recover_stat( int ); void regenerate( int ); void sanctify( int ); void warp( int ); /* effect3.c functions */ int itemlist( int,int ); int monsterlist( void ); void acid_cloud( void ); void aggravate( void ); void amnesia( void ); void annihilate( int ); void apport( int ); void clairvoyance( int ); void cleanse( int ); void cure( int ); void deflection( int ); void disease( int ); void disintegrate( int,int ); void dispel( int ); void disrupt( int,int,int ); void drain( int ); void drain_life( int ); void hellfire( int,int,int ); void hero( int ); void hide( int,int ); void illuminate( int ); void inflict_fear( int,int ); void learnspell( int ); void level_drain( int,char * ); void level_return( void ); void levitate( int ); void p_poison( int ); void p_teleport( int ); void polymorph( int ); void sanctuary( void ); void shadowform( void ); void sleep_monster( int ); void sleep_player( int ); void strategic_teleport( int ); void summon( int,int ); void truesight( int ); /* env.c functions */ void load_arena( void ); void load_circle( int ); void load_court( int ); void make_archmage( int,int ); void make_prime( int,int ); /* etc.c functions */ char *nameprint( void ); char *slotstr( int ); char *wordnum( int ); void hint( void ); void learnclericalspells( int,int ); /* file.c functions */ #ifndef MSDOS void lock_score_file( void ); void unlock_score_file( void ); #endif FILE *checkfopen( char *,char * ); int filecheck( void ); int test_file_access( char *, char ); void abyss_file( void ); void adeptfile( void ); void checkhigh( char *,int ); void cityguidefile( void ); void combat_help( void ); void commandlist( void ); void copyfile( char * ); void displayfile( char * ); void displaycryptfile( char * ); void extendlog( char *,int ); void filescanstring( FILE *,char * ); /* in util.c if MSDOS defined */ void inv_help( void ); void save_hiscore_npc( int ); void show_license( void ); void showmotd( void ); void showscores( void ); void theologyfile( void ); void user_intro( void ); void wishfile( void ); /* gen1.c functions */ char *roomname( int ); plv findlevel( struct level *,char ); void build_room( int,int,int,char,int ); void build_square_room( int,int,int,char,int ); void cavern_level( void ); void change_level( char,char,char ); void clear_level( struct level * ); void corridor_crawl( int *,int *,int,int,int,Symbol,char ); void find_stairs( char,char ); void free_dungeon( void ); void install_specials( void ); void install_traps( void ); void makedoor( int,int ); void sewer_corridor( int,int,int,int,Symbol ); void sewer_level( void ); void straggle_corridor( int,int,int,int,Symbol,char ); /* gen2.c functions */ void make_country_screen( Symbol ); void make_general_map( char * ); void make_forest( void ); void make_jungle( void ); void make_mountains( void ); void make_plains( void ); void make_river( void ); void make_road( void ); void make_stairs( int ); void make_swamp( void ); void maze_corridor( int,int,int,int,char,char ); void maze_level( void ); void room_corridor( int,int,int,int,int ); void room_level( void ); /* guild1.c functions */ void l_arena( void ); void l_castle( void ); void l_merc_guild( void ); /* guild2.c functions */ void l_college( void ); #ifdef INCLUDE_MONKS void l_monastery( void ); #endif void l_order( void ); void l_sorcerors( void ); void l_thieves_guild( void ); /* house.c functions */ void load_house( int,int ); void make_house_npc( int,int ); void make_mansion_npc( int,int ); /* inv.c functions */ void do_inventory_control( void ); int key_to_index( signed char ); signed char index_to_key( int ); long get_money( long ); char *cashstr( void ); char *itemid( pob ); int baditem( int ); int badobject( char ); int cursed( pob ); int find_and_remove_item( int,int ); int find_item( pob *,int,int ); int get_inventory_slot( void ); int get_item_number( pob ); int get_to_pack( pob ); int getitem( Symbol ); int getitem_prompt (char *, Symbol); int item_useable( pob,int ); int objequal( struct object *,struct object * ); int slottable( pob,int ); int take_from_pack( int,int ); pob detach_money( long ); pob split_item( int,pob ); void add_to_pack( pob ); void conform_lost_object( pob ); void conform_lost_objects( int,pob ); void conform_unused_object( pob ); void dispose_lost_objects( int,pob ); void drop_at( int,int,pob ); void drop_from_slot( int ); void drop_money( void ); void fixpack( void ); void gain_item( pob ); void give_money( struct monster * ); void givemonster( struct monster *, struct object * ); void inventory_control( void ); void item_inventory( int ); void lose_all_items( void ); void merge_item( int ); void p_drop_at( int,int,int,pob ); void pack_extra_items( pob ); void pickup_at( int,int ); void put_to_pack( int ); void setchargestr( pob,char * ); void setnumstr( pob,char * ); void setplustr( pob,char * ); void show_inventory_slot( int,int ); void switch_to_slot( int ); void top_inventory_control( void ); /* item.c functions */ void shuffle( int [], int ); char *bootname( int ); char *cloakname( int ); char *grotname( void ); char *potionname( int ); char *ringname( int ); char *scrollname( int ); char *stickname( int ); int itemblessing( void ); int itemcharge( void ); int itemplus( void ); int twohandedp( int ); pob create_object( int ); void item_use( struct object * ); void make_armor( pob, int ); void make_artifact( pob, int ); void make_boots( pob, int ); void make_cash( pob, int ); void make_cloak( pob, int ); void make_corpse( pob, struct monster * ); void make_food( pob, int ); void make_potion( pob, int ); void make_ring( pob, int ); void make_scroll( pob, int ); void make_shield( pob, int ); void make_stick( pob, int ); void make_thing( pob, int ); void make_weapon( pob, int ); /* itemf1.c functions */ void i_accuracy( pob ); void i_acquire( pob ); void i_alert( pob ); void i_augment( pob ); void i_azoth( pob ); void i_bless( pob ); void i_breathing( pob ); void i_charge( pob ); void i_clairvoyance( pob ); void i_corpse( pob ); void i_cure( pob ); void i_deflect( pob ); void i_displace( pob ); void i_enchant( pob ); void i_fear_resist( pob ); void i_flux( pob ); void i_food( pob ); void i_heal( pob ); void i_hero( pob ); void i_id( pob ); void i_illuminate( pob ); void i_immune( pob ); void i_invisible( pob ); void i_jane_t( pob ); void i_key( pob ); void i_knowledge( pob ); void i_lembas( pob ); void i_levitate( pob ); void i_mondet( pob ); void i_neutralize_poison( pob ); void i_no_op( pob ); void i_nothing( pob ); void i_objdet( pob ); void i_pepper_food( pob ); void i_perm_accuracy( pob ); void i_perm_agility( pob ); void i_perm_displace( pob ); void i_perm_hero( pob ); void i_perm_illuminate( pob ); void i_perm_invisible( pob ); void i_perm_levitate( pob ); void i_perm_negimmune( pob ); void i_perm_protection( pob ); void i_perm_speed( pob ); void i_perm_truesight( pob ); void i_pick( pob ); void i_poison_food( pob ); void i_pow( pob ); void i_raise_portcullis( pob ); void i_regenerate( pob ); void i_restore( pob ); void i_sleep_self( pob ); void i_speed( pob ); void i_spells( pob ); void i_stim( pob ); void i_teleport( pob ); void i_trap( pob ); void i_truesight( pob ); void i_warp( pob ); void i_wish( pob ); /* itemf2.c functions */ void i_defend( pob ); void i_demonblade( pob ); void i_desecrate( pob ); void i_lightsabre( pob ); void i_mace_disrupt( pob ); void i_normal_armor( pob ); void i_normal_shield( pob ); void i_normal_weapon( pob ); void i_perm_breathing( pob ); void i_perm_burden( pob ); void i_perm_deflect( pob ); void i_perm_energy_resist( pob ); void i_perm_fear_resist( pob ); void i_perm_fire_resist( pob ); void i_perm_gaze_immune( pob ); void i_perm_knowledge( pob ); void i_perm_poison_resist( pob ); void i_perm_regenerate( pob ); void i_perm_strength( pob ); void i_victrix( pob ); void weapon_acidwhip( int, pob, struct monster * ); void weapon_arrow( int, pob, struct monster * ); void weapon_bare_hands( int, struct monster * ); void weapon_bolt( int, pob, struct monster * ); void weapon_defend( int, pob, struct monster * ); void weapon_demonblade( int, pob, struct monster * ); void weapon_desecrate( int, pob, struct monster * ); void weapon_firestar( int, pob, struct monster * ); void weapon_lightsabre( int, pob, struct monster * ); void weapon_mace_disrupt( int, pob, struct monster * ); void weapon_normal_hit( int, pob, struct monster * ); void weapon_scythe( int, pob, struct monster * ); void weapon_tangle( int, pob, struct monster * ); void weapon_victrix( int, pob, struct monster * ); void weapon_vorpal( int, pob, struct monster * ); /* itemf3.c functions */ int orbcheck( char ); void i_antioch( pob ); void i_apport( pob ); void i_crystal( pob ); void i_death( pob ); void i_disintegrate( pob ); void i_dispel( pob ); void i_disrupt( pob ); void i_enchantment( pob ); void i_fear( pob ); void i_fireball( pob ); void i_firebolt( pob ); void i_helm( pob ); void i_hide( pob ); void i_juggernaut( pob ); void i_kolwynia( pob ); void i_holding( pob ); void i_lball( pob ); void i_lbolt( pob ); void i_life( pob ); void i_missile( pob ); void i_orbair( pob ); void i_orbdead( pob ); void i_orbearth( pob ); void i_orbfire( pob ); void i_orbmastery( pob ); void i_orbwater( pob ); void i_planes( pob ); void i_polymorph( pob ); void i_sceptre( pob ); void i_sleep_other( pob ); void i_snowball( pob ); void i_stargem( pob ); void i_summon( pob ); void i_symbol( pob ); void i_serenity( pob ); /* lev.c functions */ int difficulty( void ); /* this function in util.c if MSDOS defined */ pmt m_create( int,int,int,int ); pmt make_creature( int ); void make_country_monsters( Symbol ); void make_site_monster( int,int,int ); void make_site_treasure( int,int,int ); void make_specific_treasure( int,int,int ); void populate_level( int ); void stock_level( void ); void wandercheck( void ); /* map.c functions */ map *map_open(enum map_identifier); void map_setLevel(map*,int); int map_getWidth(map*); int map_getLength(map*); int map_getDepth(map*); char map_getSiteChar(map*,int,int); void map_close(map*); /* mmelee.c functions */ char random_loc( void ); int monster_hit( struct monster *,char,int ); void m_hit( struct monster *,int ); void monster_melee( struct monster *,char,int ); void tacmonster( struct monster * ); void transcribe_monster_actions( struct monster * ); /* mmove.c functions */ void m_confused_move( struct monster * ); void m_flutter_move( struct monster * ); void m_follow_move( struct monster * ); void m_move_animal( struct monster * ); void m_normal_move( struct monster * ); void m_random_move( struct monster * ); void m_scaredy_move( struct monster * ); void m_simple_move( struct monster * ); void m_smart_move( struct monster * ); void m_spirit_move( struct monster * ); void m_teleport( struct monster * ); void m_vanish( struct monster * ); void m_move_leash( struct monster * ); /* mon.c functions */ char *mancorpse( void ); char *angeltype( int,int ); void determine_npc_behavior( pmt,int,int ); void m_abyss( struct monster * ); void m_altar( struct monster * ); void m_damage( struct monster *,int,int ); void m_remove( struct monster * ); void m_death( struct monster * ); void m_dropstuff( struct monster * ); void m_fire( struct monster * ); void m_lava( struct monster * ); void m_no_op( struct monster * ); void m_pickup( struct monster *,struct object * ); void m_pulse( struct monster * ); void m_trap_abyss( struct monster * ); void m_trap_acid( struct monster * ); void m_trap_blade( struct monster * ); void m_trap_dart( struct monster * ); void m_trap_disintegrate( struct monster * ); void m_trap_door( struct monster * ); void m_trap_fire( struct monster * ); void m_trap_manadrain( struct monster * ); void m_trap_pit( struct monster * ); void m_trap_sleepgas( struct monster * ); void m_trap_snare( struct monster * ); void m_trap_teleport( struct monster * ); void m_water( struct monster * ); void make_hiscore_npc( pmt,int ); void make_log_npc( struct monster * ); void monster_action( struct monster *,int ); void monster_move( struct monster * ); void monster_special( struct monster * ); void monster_strike( struct monster * ); void monster_talk( struct monster * ); void movemonster( struct monster *,int,int ); void strengthen_death( struct monster * ); /* move.c functions */ void l_abyss( void ); void l_air_station( void ); void l_arena_exit( void ); void l_balancestone( void ); void l_chaos( void ); void l_chaostone( void ); void l_circle_library( void ); void l_drop_every_portcullis( void ); void l_earth_station( void ); void l_enter_circle( void ); void l_enter_court( void ); void l_escalator( void ); void l_fire( void ); void l_fire_station( void ); void l_hedge( void ); void l_house_exit( void ); void l_lava( void ); void l_lawstone( void ); void l_lift( void ); void l_magic_pool( void ); void l_mindstone( void ); void l_no_op( void ); void l_portcullis_trap( void ); void l_raise_portcullis( void ); void l_rubble( void ); void l_sacrificestone( void ); void l_tactical_exit( void ); void l_temple_warning( void ); void l_throne( void ); void l_tome1( void ); void l_tome2( void ); void l_voice1( void ); void l_voice2( void ); void l_voice3( void ); void l_void( void ); void l_void_station( void ); void l_voidstone( void ); void l_water( void ); void l_water_station( void ); void l_whirlwind( void ); void stationcheck( void ); /* movef.c functions */ void m_movefunction( struct monster *,int ); void p_movefunction( int ); void sign_print( int,int,int ); /* this function in site1.c if MSDOS defined */ /* mspec.c functions */ void m_aggravate( struct monster * ); void m_huge_sounds( struct monster * ); void m_illusion( struct monster * ); void m_sp_acid_cloud( struct monster * ); void m_sp_angel( struct monster * ); void m_sp_av( struct monster * ); void m_sp_blackout( struct monster * ); void m_sp_bogthing( struct monster * ); void m_sp_court( struct monster * ); void m_sp_demon( struct monster * ); void m_sp_demonlover( struct monster * ); void m_sp_dragonlord( struct monster * ); void m_sp_eater( struct monster * ); void m_sp_escape( struct monster * ); void m_sp_explode( struct monster * ); void m_sp_ghost( struct monster * ); void m_sp_lair( struct monster * ); void m_sp_lw( struct monster * ); void m_sp_mb( struct monster * ); void m_sp_merchant( struct monster * ); void m_sp_mirror( struct monster * ); void m_sp_mp( struct monster * ); void m_sp_ng( struct monster * ); void m_sp_poison_cloud( struct monster * ); void m_sp_prime( struct monster * ); void m_sp_raise( struct monster * ); void m_sp_seductor( struct monster * ); void m_sp_servant( struct monster * ); void m_sp_spell( struct monster * ); void m_sp_surprise( struct monster * ); void m_sp_swarm( struct monster * ); void m_sp_were( struct monster * ); void m_sp_whistleblower( struct monster * ); void m_summon( struct monster * ); void m_thief_f( struct monster * ); /* mstrike.c functions */ void m_blind_strike( struct monster * ); void m_fireball( struct monster * ); void m_firebolt( struct monster * ); void m_lball( struct monster * ); void m_nbolt( struct monster * ); void m_snowball( struct monster * ); void m_strike_sonic( struct monster * ); /* mtalk.c functions */ void m_talk_animal( struct monster * ); void m_talk_archmage( struct monster * ); void m_talk_assassin( struct monster * ); void m_talk_beg( struct monster * ); void m_talk_burble( struct monster * ); void m_talk_demonlover( struct monster * ); void m_talk_druid( struct monster * ); void m_talk_ef( struct monster * ); void m_talk_evil( struct monster * ); void m_talk_gf( struct monster * ); void m_talk_greedy( struct monster * ); void m_talk_guard( struct monster * ); void m_talk_hint( struct monster * ); void m_talk_horse( struct monster * ); void m_talk_hungry( struct monster * ); void m_talk_hyena( struct monster * ); void m_talk_im( struct monster * ); void m_talk_man( struct monster * ); void m_talk_merchant( struct monster * ); void m_talk_mimsy( struct monster * ); void m_talk_mp( struct monster * ); void m_talk_ninja( struct monster * ); void m_talk_parrot( struct monster * ); void m_talk_prime( struct monster * ); void m_talk_robot( struct monster * ); void m_talk_scream( struct monster * ); void m_talk_seductor( struct monster * ); void m_talk_servant( struct monster * ); void m_talk_silent( struct monster * ); void m_talk_slithy( struct monster * ); void m_talk_stupid( struct monster * ); void m_talk_thief( struct monster * ); void m_talk_titter( struct monster * ); void m_talk_maharaja( struct monster * ); /* priest.c functions */ int check_sacrilege( int ); void answer_prayer( void ); void hp_req_print( void ); void hp_req_test( void ); int increase_priest_rank( int ); void l_altar( void ); void make_hp( pob ); /* save.c functions */ int ok_outdated( int ); int restore_game( char * ); void restore_hiscore_npc( pmt, int ); pob restore_item( FILE *, int ); pol restore_itemlist( FILE *, int ); void restore_country( FILE *, int ); void restore_level( FILE *, int ); void restore_monsters( FILE *,plv, int ); void restore_player( FILE *, int ); int save_game( int,char * ); int save_country( FILE * ); int save_item( FILE *,pob ); int save_itemlist( FILE *,pol ); int save_level( FILE *,plv ); int save_monsters( FILE *,pml ); int save_player( FILE * ); /* scr.c functions */ void omega_title( void ); int mcigetc( void ); long parsenum( char *message ); char *msgscanstring( void ); Symbol getspot( int,int,int ); char lgetc( void ); char menugetc( void ); char mgetc( void ); void cinema_hide (void); void cinema_blank (void); void cinema_print_line (int line, char * text); int cinema_interact_line (int line, char * choices, char * text); int cinema_ynq_line (int line, char * prompt); int cinema_getnum_line (int line, char * prompt); int cinema_confirm(char *action_description); int cinema_ynq(char *action_description); int cinema_interact(char *choices, char *line1, char *line2, char *line3); void cinema_scene(char *line1, char *line2, char *line3); int ynq( void ); int ynq1( void ); int ynq2( void ); int getnumber( int ); int litroom( int,int ); int move_slot( int,int,int ); int stillonblock( void ); void blankoutspot( int,int ); void blotspot( int,int ); void buffercycle( char * ); int bufferappend( char * ); void bufferprint( void ); void checkclear( void ); void clear_if_necessary( void ); void clear_screen( void ); void clearmsg( void ); void clearmsg1( void ); void clearmsg3( void ); void colour_on( void ); void colour_off( void ); void commanderror( void ); void comwinprint( void ); void dataprint( void ); void deathprint( void ); void display_bigwin( void ); void display_death( char * ); void display_inventory_slot( int,int ); void display_option_slot( int ); void display_options( void ); void display_pack( void ); void display_possessions( void ); void display_quit( void ); void display_win( void ); void dobackspace( void ); void dodrawspot( int,int ); void draw_explosion( Symbol,int,int ); void drawmonsters( int ); void drawomega( void ); void drawplayer( void ); void drawscreen( void ); void drawspot( int,int ); void drawvision( int,int ); void endgraf( void ); void erase_level( void ); void erase_monster( struct monster * ); void hide_line( int ); void initgraf( void ); void levelrefresh( void ); void lightspot( int,int ); void locprint( char * ); void maddch( char ); void menuaddch( char ); void menuclear( void ); void menulongprint( long ); void menunumprint( int ); void menuprint( char * ); void menuspellprint( int ); void showmenu( void ); void mlongprint( long ); void mnumprint( int ); void morewait( void ); void mprint( char * ); void nprint1( char * ); void nprint2( char * ); void nprint3( char * ); void phaseprint( void ); void bank_init( void ); void plotchar( Symbol,int,int ); void plotmon( struct monster * ); void plotspot( int,int,int ); void print1( char * ); void print2( char * ); void print3( char * ); void putspot( int,int,Symbol ); void redraw( void ); void screencheck( int,int ); void setlastxy( int, int ); void show_screen( void ); void omshowcursor( int,int ); void showflags( void ); void spreadroomdark( int,int,int ); void spreadroomlight( int,int,int ); void timeprint( void ); void xredraw( void ); /* site1.c functions */ void buyfromstock( int,int ); void l_alchemist( void ); void l_armorer( void ); void l_casino( void ); void l_club( void ); void l_commandant( void ); void l_crap( void ); void l_diner( void ); void l_dpw( void ); void l_gym( void ); void l_healer( void ); void l_library( void ); void l_pawn_shop( void ); void l_statue_wake( void ); void l_tavern( void ); void statue_random( int,int ); void wake_statue( int,int,int ); /* site2.c functions */ void cureforpay( void ); void gymtrain( int *,int * ); void healforpay( void ); void l_adept( void ); void l_brothel( void ); void l_cartographer( void ); void l_charity( void ); void l_condo( void ); void l_countryside( void ); void l_house( void ); void l_hovel( void ); void l_mansion( void ); void l_oracle( void ); void l_safe( void ); void l_trifid( void ); void l_vault( void ); void pacify_guards( void ); void send_to_jail( void ); void l_tourist( void ); /* spell.c functions */ char *spellid( int ); int getspell( void ); int spellparse( void ); void cast_spell( int ); void initspells( void ); void s_accuracy( void ); void s_alert( void ); void s_apport( void ); void s_bless( void ); void s_breathe( void ); void s_clairvoyance( void ); void s_cure( void ); void s_desecrate( void ); void s_disintegrate( void ); void s_dispel( void ); void s_disrupt( void ); void s_drain( void ); void s_enchant( void ); void s_fear( void ); void s_firebolt( void ); void s_haste( void ); void s_heal( void ); void s_hellfire( void ); void s_hero( void ); void s_identify( void ); void s_invisible( void ); void s_knowledge( void ); void s_lball( void ); void s_levitate( void ); void s_missile( void ); void s_mondet( void ); void s_objdet( void ); void s_polymorph( void ); void s_regenerate( void ); void s_restore( void ); void s_return( void ); void s_ritual( void ); void s_sanctify( void ); void s_sanctuary( void ); void s_shadowform( void ); void s_sleep( void ); void s_summon( void ); void s_teleport( void ); void s_truesight( void ); void s_warp( void ); void s_wish( void ); void showknownspells( int, int ); /* time.c functions */ void fix_phantom( struct monster * ); void time_clock( int ); /* trap.c functions */ void l_trap_abyss( void ); void l_trap_acid( void ); void l_trap_blade( void ); void l_trap_dart( void ); void l_trap_disintegrate( void ); void l_trap_door( void ); void l_trap_fire( void ); void l_trap_manadrain( void ); void l_trap_pit( void ); void l_trap_siren( void ); void l_trap_sleepgas( void ); void l_trap_snare( void ); void l_trap_teleport( void ); /* util.c functions */ void setPlayerXY( int,int ); long calc_points( void ); char *getarticle( char * ); char *month( void ); char *ordinal( int ); char *salloc( char * ); char inversedir( int ); void init_perms( void ); int confirmation( void ); char cryptkey( char* ); int day( void ); int distance( int,int,int,int ); int hitp( int,int ); int hour( void ); int inbounds( int,int ); int los_p( int,int,int,int ); int m_unblocked( struct monster *,int,int ); int nighttime( void ); int offscreen( int,int ); int ok_to_free( plv ); void free_level( plv ); void free_mons_and_objs( pml ); void free_obj( pob, int ); pob copy_obj( pob ); void free_objlist( pol ); void *checkmalloc( unsigned int ); unsigned random_range( unsigned int ); int screenmody( int ); int screenmodx( int ); int showhour( void ); int showminute( void ); int strmem( char,char * ); char *strjoin(char*,char*); /* pdump.c functions */ void player_dump( void ); int strprefix( char *,char * ); int unblocked( int,int ); int view_los_p( int,int,int,int ); int view_unblocked( int,int ); void calc_weight( void ); void change_to_game_perms( void ); void change_to_user_perms( void ); void do_los( Symbol,int *,int *,int,int ); void do_object_los (Symbol, int *, int *, int, int); void findspace( int *,int *,int ); void initdirs( void ); #ifdef NO_USLEEP void usleep( int ); #endif /* village.c functions */ void assign_village_function( int,int,int ); void load_village( int, int ); void make_food_bin( int,int ); void make_guard( int,int ); void make_horse( int,int ); void make_merchant( int,int ); void make_sheep( int,int ); void special_village_site( int,int,int );