1: /*
   2:  * rogue.h
   3:  *
   4:  * This source herein may be modified and/or distributed by anybody who
   5:  * so desires, with the following restrictions:
   6:  *    1.)  This notice shall not be removed.
   7:  *    2.)  Credit shall not be taken for the creation of this source.
   8:  *    3.)  This code is not to be traded, sold, or used for personal
   9:  *         gain or profit.
  10:  *
  11:  *	@(#)rogue.h	5.2 (Berkeley) 11/25/87
  12:  */
  13: 
  14: #define boolean char
  15: 
  16: #define NOTHING     ((unsigned short)     0)
  17: #define OBJECT      ((unsigned short)    01)
  18: #define MONSTER     ((unsigned short)    02)
  19: #define STAIRS      ((unsigned short)    04)
  20: #define HORWALL     ((unsigned short)   010)
  21: #define VERTWALL    ((unsigned short)   020)
  22: #define DOOR        ((unsigned short)   040)
  23: #define FLOOR       ((unsigned short)  0100)
  24: #define TUNNEL      ((unsigned short)  0200)
  25: #define TRAP        ((unsigned short)  0400)
  26: #define HIDDEN      ((unsigned short) 01000)
  27: 
  28: #define ARMOR       ((unsigned short)   01)
  29: #define WEAPON      ((unsigned short)   02)
  30: #define SCROL       ((unsigned short)   04)
  31: #define POTION      ((unsigned short)  010)
  32: #define GOLD        ((unsigned short)  020)
  33: #define FOOD        ((unsigned short)  040)
  34: #define WAND        ((unsigned short) 0100)
  35: #define RING        ((unsigned short) 0200)
  36: #define AMULET      ((unsigned short) 0400)
  37: #define ALL_OBJECTS ((unsigned short) 0777)
  38: 
  39: #define LEATHER 0
  40: #define RINGMAIL 1
  41: #define SCALE 2
  42: #define CHAIN 3
  43: #define BANDED 4
  44: #define SPLINT 5
  45: #define PLATE 6
  46: #define ARMORS 7
  47: 
  48: #define BOW 0
  49: #define DART 1
  50: #define ARROW 2
  51: #define DAGGER 3
  52: #define SHURIKEN 4
  53: #define MACE 5
  54: #define LONG_SWORD 6
  55: #define TWO_HANDED_SWORD 7
  56: #define WEAPONS 8
  57: 
  58: #define MAX_PACK_COUNT 24
  59: 
  60: #define PROTECT_ARMOR 0
  61: #define HOLD_MONSTER 1
  62: #define ENCH_WEAPON 2
  63: #define ENCH_ARMOR 3
  64: #define IDENTIFY 4
  65: #define TELEPORT 5
  66: #define SLEEP 6
  67: #define SCARE_MONSTER 7
  68: #define REMOVE_CURSE 8
  69: #define CREATE_MONSTER 9
  70: #define AGGRAVATE_MONSTER 10
  71: #define MAGIC_MAPPING 11
  72: #define CON_MON 12
  73: #define SCROLS 13
  74: 
  75: #define INCREASE_STRENGTH 0
  76: #define RESTORE_STRENGTH 1
  77: #define HEALING 2
  78: #define EXTRA_HEALING 3
  79: #define POISON 4
  80: #define RAISE_LEVEL 5
  81: #define BLINDNESS 6
  82: #define HALLUCINATION 7
  83: #define DETECT_MONSTER 8
  84: #define DETECT_OBJECTS 9
  85: #define CONFUSION 10
  86: #define LEVITATION 11
  87: #define HASTE_SELF 12
  88: #define SEE_INVISIBLE 13
  89: #define POTIONS 14
  90: 
  91: #define TELE_AWAY 0
  92: #define SLOW_MONSTER 1
  93: #define INVISIBILITY 2
  94: #define POLYMORPH 3
  95: #define HASTE_MONSTER 4
  96: #define MAGIC_MISSILE 5
  97: #define CANCELLATION 6
  98: #define DO_NOTHING 7
  99: #define DRAIN_LIFE 8
 100: #define COLD 9
 101: #define FIRE 10
 102: #define WANDS 11
 103: 
 104: #define STEALTH 0
 105: #define R_TELEPORT 1
 106: #define REGENERATION 2
 107: #define SLOW_DIGEST 3
 108: #define ADD_STRENGTH 4
 109: #define SUSTAIN_STRENGTH 5
 110: #define DEXTERITY 6
 111: #define ADORNMENT 7
 112: #define R_SEE_INVISIBLE 8
 113: #define MAINTAIN_ARMOR 9
 114: #define SEARCHING 10
 115: #define RINGS 11
 116: 
 117: #define RATION 0
 118: #define FRUIT 1
 119: 
 120: #define NOT_USED        ((unsigned short)   0)
 121: #define BEING_WIELDED   ((unsigned short)  01)
 122: #define BEING_WORN      ((unsigned short)  02)
 123: #define ON_LEFT_HAND    ((unsigned short)  04)
 124: #define ON_RIGHT_HAND   ((unsigned short) 010)
 125: #define ON_EITHER_HAND  ((unsigned short) 014)
 126: #define BEING_USED      ((unsigned short) 017)
 127: 
 128: #define NO_TRAP -1
 129: #define TRAP_DOOR 0
 130: #define BEAR_TRAP 1
 131: #define TELE_TRAP 2
 132: #define DART_TRAP 3
 133: #define SLEEPING_GAS_TRAP 4
 134: #define RUST_TRAP 5
 135: #define TRAPS 6
 136: 
 137: #define STEALTH_FACTOR 3
 138: #define R_TELE_PERCENT 8
 139: 
 140: #define UNIDENTIFIED ((unsigned short) 00)  /* MUST BE ZERO! */
 141: #define IDENTIFIED ((unsigned short) 01)
 142: #define CALLED ((unsigned short) 02)
 143: 
 144: #define DROWS 24
 145: #define DCOLS 80
 146: #define NMESSAGES 5
 147: #define MAX_TITLE_LENGTH 30
 148: #define MAXSYLLABLES 40
 149: #define MAX_METAL 14
 150: #define WAND_MATERIALS 30
 151: #define GEMS 14
 152: 
 153: #define GOLD_PERCENT 46
 154: 
 155: #define SCORE_FILE "/usr/games/lib/rogue.scores"
 156: #define LOCK_FILE  "/usr/games/lib/rogue.lock"
 157: 
 158: #define MAX_OPT_LEN 40
 159: 
 160: struct id {
 161:     short value;
 162:     char *title;
 163:     char *real;
 164:     unsigned short id_status;
 165: };
 166: 
 167: /* The following #defines provide more meaningful names for some of the
 168:  * struct object fields that are used for monsters.  This, since each monster
 169:  * and object (scrolls, potions, etc) are represented by a struct object.
 170:  * Ideally, this should be handled by some kind of union structure.
 171:  */
 172: 
 173: #define m_damage damage
 174: #define hp_to_kill quantity
 175: #define m_char ichar
 176: #define first_level is_protected
 177: #define last_level is_cursed
 178: #define m_hit_chance class
 179: #define stationary_damage identified
 180: #define drop_percent which_kind
 181: #define trail_char d_enchant
 182: #define slowed_toggle quiver
 183: #define moves_confused hit_enchant
 184: #define nap_length picked_up
 185: #define disguise what_is
 186: #define next_monster next_object
 187: 
 188: struct obj {                /* comment is monster meaning */
 189:     long m_flags;           /* monster flags */
 190:     char *damage;           /* damage it does */
 191:     short quantity;         /* hit points to kill */
 192:     short ichar;            /* 'A' is for aquatar */
 193:     short kill_exp;         /* exp for killing it */
 194:     short is_protected;     /* level starts */
 195:     short is_cursed;        /* level ends */
 196:     short class;            /* chance of hitting you */
 197:     short identified;       /* 'F' damage, 1,2,3... */
 198:     unsigned short which_kind; /* item carry/drop % */
 199:     short o_row, o_col, o;  /* o is how many times stuck at o_row, o_col */
 200:     short row, col;         /* current row, col */
 201:     short d_enchant;        /* room char when detect_monster */
 202:     short quiver;           /* monster slowed toggle */
 203:     short trow, tcol;       /* target row, col */
 204:     short hit_enchant;      /* how many moves is confused */
 205:     unsigned short what_is; /* imitator's charactor (?!%: */
 206:     short picked_up;        /* sleep from wand of sleep */
 207:     unsigned short in_use_flags;
 208:     struct obj *next_object;    /* next monster */
 209: };
 210: 
 211: typedef struct obj object;
 212: 
 213: #define INIT_AW (object*)0,(object*)0
 214: #define INIT_RINGS (object*)0,(object*)0
 215: #define INIT_HP 12,12
 216: #define INIT_STR 16,16
 217: #define INIT_EXP 1,0
 218: #define INIT_PACK {0}
 219: #define INIT_GOLD 0
 220: #define INIT_CHAR '@'
 221: #define INIT_MOVES 1250
 222: 
 223: struct fightr {
 224:     object *armor;
 225:     object *weapon;
 226:     object *left_ring, *right_ring;
 227:     short hp_current;
 228:     short hp_max;
 229:     short str_current;
 230:     short str_max;
 231:     object pack;
 232:     long gold;
 233:     short exp;
 234:     long exp_points;
 235:     short row, col;
 236:     short fchar;
 237:     short moves_left;
 238: };
 239: 
 240: typedef struct fightr fighter;
 241: 
 242: struct dr {
 243:     short oth_room;
 244:     short oth_row,
 245:           oth_col;
 246:     short door_row,
 247:           door_col;
 248: };
 249: 
 250: typedef struct dr door;
 251: 
 252: struct rm {
 253:     short bottom_row, right_col, left_col, top_row;
 254:     door doors[4];
 255:     unsigned short is_room;
 256: };
 257: 
 258: typedef struct rm room;
 259: 
 260: #define MAXROOMS 9
 261: #define BIG_ROOM 10
 262: 
 263: #define NO_ROOM -1
 264: 
 265: #define PASSAGE -3      /* cur_room value */
 266: 
 267: #define AMULET_LEVEL 26
 268: 
 269: #define R_NOTHING   ((unsigned short) 01)
 270: #define R_ROOM      ((unsigned short) 02)
 271: #define R_MAZE      ((unsigned short) 04)
 272: #define R_DEADEND   ((unsigned short) 010)
 273: #define R_CROSS     ((unsigned short) 020)
 274: 
 275: #define MAX_EXP_LEVEL 21
 276: #define MAX_EXP 10000001L
 277: #define MAX_GOLD 999999
 278: #define MAX_ARMOR 99
 279: #define MAX_HP 999
 280: #define MAX_STRENGTH 99
 281: #define LAST_DUNGEON 99
 282: 
 283: #define STAT_LEVEL 01
 284: #define STAT_GOLD 02
 285: #define STAT_HP 04
 286: #define STAT_STRENGTH 010
 287: #define STAT_ARMOR 020
 288: #define STAT_EXP 040
 289: #define STAT_HUNGER 0100
 290: #define STAT_LABEL 0200
 291: #define STAT_ALL 0377
 292: 
 293: #define PARTY_TIME 10   /* one party somewhere in each 10 level span */
 294: 
 295: #define MAX_TRAPS 10    /* maximum traps per level */
 296: 
 297: #define HIDE_PERCENT 12
 298: 
 299: struct tr {
 300:     short trap_type;
 301:     short trap_row, trap_col;
 302: };
 303: 
 304: typedef struct tr trap;
 305: 
 306: extern fighter rogue;
 307: extern room rooms[];
 308: extern trap traps[];
 309: extern unsigned short dungeon[DROWS][DCOLS];
 310: extern object level_objects;
 311: 
 312: extern struct id id_scrolls[];
 313: extern struct id id_potions[];
 314: extern struct id id_wands[];
 315: extern struct id id_rings[];
 316: extern struct id id_weapons[];
 317: extern struct id id_armors[];
 318: 
 319: extern object mon_tab[];
 320: extern object level_monsters;
 321: 
 322: #define MONSTERS 26
 323: 
 324: #define HASTED                  01L
 325: #define SLOWED                  02L
 326: #define INVISIBLE               04L
 327: #define ASLEEP                 010L
 328: #define WAKENS                 020L
 329: #define WANDERS                040L
 330: #define FLIES                 0100L
 331: #define FLITS                 0200L
 332: #define CAN_FLIT              0400L     /* can, but usually doesn't, flit */
 333: #define CONFUSED             01000L
 334: #define RUSTS                02000L
 335: #define HOLDS                04000L
 336: #define FREEZES             010000L
 337: #define STEALS_GOLD         020000L
 338: #define STEALS_ITEM         040000L
 339: #define STINGS             0100000L
 340: #define DRAINS_LIFE        0200000L
 341: #define DROPS_LEVEL        0400000L
 342: #define SEEKS_GOLD        01000000L
 343: #define FREEZING_ROGUE    02000000L
 344: #define RUST_VANISHED     04000000L
 345: #define CONFUSES         010000000L
 346: #define IMITATES         020000000L
 347: #define FLAMES           040000000L
 348: #define STATIONARY      0100000000L     /* damage will be 1,2,3,... */
 349: #define NAPPING         0200000000L     /* can't wake up for a while */
 350: #define ALREADY_MOVED   0400000000L
 351: 
 352: #define SPECIAL_HIT     (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
 353: 
 354: #define WAKE_PERCENT 45
 355: #define FLIT_PERCENT 40
 356: #define PARTY_WAKE_PERCENT 75
 357: 
 358: #define HYPOTHERMIA 1
 359: #define STARVATION 2
 360: #define POISON_DART 3
 361: #define QUIT 4
 362: #define WIN 5
 363: #define KFIRE 6
 364: 
 365: #define UPWARD 0
 366: #define UPRIGHT 1
 367: #define RIGHT 2
 368: #define DOWNRIGHT 3
 369: #define DOWN 4
 370: #define DOWNLEFT 5
 371: #define LEFT 6
 372: #define UPLEFT 7
 373: #define DIRS 8
 374: 
 375: #define ROW1 7
 376: #define ROW2 15
 377: 
 378: #define COL1 26
 379: #define COL2 52
 380: 
 381: #define MOVED 0
 382: #define MOVE_FAILED -1
 383: #define STOPPED_ON_SOMETHING -2
 384: #define CANCEL '\033'
 385: #define LIST '*'
 386: 
 387: #define HUNGRY 300
 388: #define WEAK 150
 389: #define FAINT 20
 390: #define STARVE 0
 391: 
 392: #define MIN_ROW 1
 393: 
 394: /* external routine declarations.
 395:  */
 396: char *strcpy();
 397: char *strncpy();
 398: char *strcat();
 399: 
 400: char *mon_name();
 401: char *get_ench_color();
 402: char *name_of();
 403: char *md_gln();
 404: char *md_getenv();
 405: char *md_malloc();
 406: boolean is_direction();
 407: boolean mon_sees();
 408: boolean mask_pack();
 409: boolean mask_room();
 410: boolean is_digit();
 411: boolean check_hunger();
 412: boolean reg_move();
 413: boolean md_df();
 414: boolean has_been_touched();
 415: object *add_to_pack();
 416: object *alloc_object();
 417: object *get_letter_object();
 418: object *gr_monster();
 419: object *get_thrown_at_monster();
 420: object *get_zapped_monster();
 421: object *check_duplicate();
 422: object *gr_object();
 423: object *object_at();
 424: object *pick_up();
 425: struct id *get_id_table();
 426: unsigned short gr_what_is();
 427: long rrandom();
 428: long lget_number();
 429: long xxx();
 430: int byebye(), onintr(), error_save();
 431: 
 432: struct rogue_time {
 433:     short year;     /* >= 1987 */
 434:     short month;    /* 1 - 12 */
 435:     short day;      /* 1 - 31 */
 436:     short hour;     /* 0 - 23 */
 437:     short minute;   /* 0 - 59 */
 438:     short second;   /* 0 - 59 */
 439: };
 440: 
 441: #ifdef CURSES
 442: struct _win_st {
 443:     short _cury, _curx;
 444:     short _maxy, _maxx;
 445: };
 446: 
 447: typedef struct _win_st WINDOW;
 448: 
 449: extern int LINES, COLS;
 450: extern WINDOW *curscr;
 451: extern char *CL;
 452: 
 453: char *md_gdtcf();
 454: 
 455: #else
 456: #include <curses.h>
 457: #endif

Defined struct's

_win_st defined in line 442; used 2 times
  • in line 447(2)
dr defined in line 242; used 2 times
  • in line 250(2)
fightr defined in line 223; used 2 times
  • in line 240(2)
id defined in line 160; used 38 times
obj defined in line 188; used 4 times
rm defined in line 252; used 2 times
  • in line 258(2)
rogue_time defined in line 432; used 10 times
tr defined in line 299; used 2 times
  • in line 304(2)

Defined typedef's

WINDOW defined in line 447; used 4 times
door defined in line 250; used 1 times
fighter defined in line 240; used 4 times
object defined in line 211; used 212 times
room defined in line 258; used 5 times
trap defined in line 304; used 4 times

Defined macros

ADD_STRENGTH defined in line 108; used 1 times
ADORNMENT defined in line 111; never used
AGGRAVATE_MONSTER defined in line 70; used 1 times
ALREADY_MOVED defined in line 350; used 3 times
ARMORS defined in line 46; used 4 times
BANDED defined in line 43; never used
BEAR_TRAP defined in line 130; never used
BEING_USED defined in line 126; used 3 times
BIG_ROOM defined in line 261; used 1 times
BLINDNESS defined in line 81; used 1 times
BOW defined in line 48; used 2 times
CANCELLATION defined in line 97; never used
CAN_FLIT defined in line 332; used 5 times
CHAIN defined in line 42; never used
COL1 defined in line 378; used 6 times
COL2 defined in line 379; used 6 times
COLD defined in line 100; used 1 times
CONFUSION defined in line 85; used 1 times
CON_MON defined in line 72; used 1 times
CREATE_MONSTER defined in line 69; used 1 times
DART_TRAP defined in line 132; never used
DETECT_MONSTER defined in line 83; used 1 times
DETECT_OBJECTS defined in line 84; used 1 times
DEXTERITY defined in line 110; used 1 times
DIRS defined in line 373; used 5 times
DOWNLEFT defined in line 370; used 2 times
DOWNRIGHT defined in line 368; used 2 times
DO_NOTHING defined in line 98; never used
DRAINS_LIFE defined in line 340; used 3 times
DRAIN_LIFE defined in line 99; used 1 times
DROPS_LEVEL defined in line 341; used 3 times
ENCH_ARMOR defined in line 63; used 1 times
ENCH_WEAPON defined in line 62; used 1 times
EXTRA_HEALING defined in line 78; used 1 times
FAINT defined in line 389; used 3 times
FIRE defined in line 101; used 6 times
FLAMES defined in line 347; used 4 times
FLIES defined in line 330; used 6 times
FLITS defined in line 331; used 5 times
FLIT_PERCENT defined in line 355; used 1 times
GEMS defined in line 151; used 3 times
GOLD_PERCENT defined in line 153; used 1 times
HALLUCINATION defined in line 82; used 1 times
HASTED defined in line 324; used 5 times
HASTE_MONSTER defined in line 95; never used
HASTE_SELF defined in line 87; used 1 times
HEALING defined in line 77; used 1 times
HIDE_PERCENT defined in line 297; used 2 times
HOLD_MONSTER defined in line 61; used 1 times
HUNGRY defined in line 387; used 2 times
HYPOTHERMIA defined in line 358; used 2 times
IDENTIFY defined in line 64; used 1 times
INCREASE_STRENGTH defined in line 75; used 1 times
INIT_AW defined in line 213; used 1 times
INIT_CHAR defined in line 220; used 1 times
INIT_EXP defined in line 217; used 1 times
INIT_GOLD defined in line 219; used 1 times
INIT_HP defined in line 215; used 3 times
INIT_MOVES defined in line 221; used 1 times
INIT_PACK defined in line 218; used 1 times
INIT_RINGS defined in line 214; used 1 times
INIT_STR defined in line 216; used 1 times
INVISIBILITY defined in line 93; never used
INVISIBLE defined in line 326; used 7 times
KFIRE defined in line 363; used 1 times
LAST_DUNGEON defined in line 281; used 1 times
LEATHER defined in line 39; used 1 times
LEVITATION defined in line 86; used 1 times
LIST defined in line 385; used 3 times
LOCK_FILE defined in line 156; used 1 times
LONG_SWORD defined in line 54; never used
MACE defined in line 53; used 1 times
MAGIC_MAPPING defined in line 71; used 1 times
MAGIC_MISSILE defined in line 96; never used
MAINTAIN_ARMOR defined in line 113; never used
MAXSYLLABLES defined in line 148; used 2 times
MAX_ARMOR defined in line 278; used 2 times
MAX_EXP defined in line 276; used 5 times
MAX_EXP_LEVEL defined in line 275; used 4 times
MAX_GOLD defined in line 277; used 4 times
MAX_HP defined in line 279; used 3 times
MAX_METAL defined in line 149; used 1 times
MAX_OPT_LEN defined in line 158; used 7 times
MAX_STRENGTH defined in line 280; used 3 times
MONSTERS defined in line 322; used 5 times
MOVED defined in line 381; used 2 times
MOVE_FAILED defined in line 382; used 5 times
NAPPING defined in line 349; used 5 times
NMESSAGES defined in line 146; used 4 times
NOT_USED defined in line 120; used 2 times
NO_TRAP defined in line 128; used 4 times
ON_RIGHT_HAND defined in line 124; used 5 times
PARTY_TIME defined in line 293; never used
PARTY_WAKE_PERCENT defined in line 356; used 1 times
PLATE defined in line 45; used 1 times
POISON defined in line 79; used 1 times
POISON_DART defined in line 360; used 1 times
POLYMORPH defined in line 94; never used
PROTECT_ARMOR defined in line 60; used 1 times
QUIT defined in line 361; used 2 times
RAISE_LEVEL defined in line 80; used 1 times
REGENERATION defined in line 106; never used
REMOVE_CURSE defined in line 68; used 1 times
RESTORE_STRENGTH defined in line 76; used 1 times
RINGMAIL defined in line 40; used 2 times
ROW1 defined in line 375; used 6 times
ROW2 defined in line 376; used 6 times
RUSTS defined in line 334; used 4 times
RUST_TRAP defined in line 134; never used
RUST_VANISHED defined in line 344; used 2 times
R_CROSS defined in line 273; used 3 times
R_DEADEND defined in line 272; used 2 times
R_NOTHING defined in line 269; used 6 times
R_SEE_INVISIBLE defined in line 112; never used
R_TELEPORT defined in line 105; never used
R_TELE_PERCENT defined in line 138; used 1 times
SCALE defined in line 41; never used
SCORE_FILE defined in line 155; used 1 times
SEARCHING defined in line 114; never used
SEE_INVISIBLE defined in line 88; used 1 times
SLEEP defined in line 66; used 2 times
SLEEPING_GAS_TRAP defined in line 133; never used
SLOWED defined in line 325; used 4 times
SLOW_DIGEST defined in line 107; never used
SLOW_MONSTER defined in line 92; never used
SPECIAL_HIT defined in line 352; used 2 times
SPLINT defined in line 44; used 1 times
STARVATION defined in line 359; used 1 times
STARVE defined in line 390; used 1 times
STATIONARY defined in line 348; used 5 times
STAT_ALL defined in line 291; used 1 times
STAT_EXP defined in line 288; used 3 times
STAT_LABEL defined in line 290; used 1 times
STAT_LEVEL defined in line 283; used 1 times
STEALS_GOLD defined in line 337; used 4 times
STEALTH defined in line 104; never used
STEALTH_FACTOR defined in line 137; used 2 times
STINGS defined in line 339; used 3 times
STOPPED_ON_SOMETHING defined in line 383; used 7 times
SUSTAIN_STRENGTH defined in line 109; never used
TELEPORT defined in line 65; used 1 times
TELE_AWAY defined in line 91; never used
TELE_TRAP defined in line 131; never used
TRAPS defined in line 135; used 2 times
TRAP_DOOR defined in line 129; never used
TWO_HANDED_SWORD defined in line 55; never used
UNIDENTIFIED defined in line 140; used 9 times
UPLEFT defined in line 372; used 2 times
UPRIGHT defined in line 366; used 2 times
WAKE_PERCENT defined in line 354; used 3 times
WANDERS defined in line 329; used 22 times
WAND_MATERIALS defined in line 150; used 4 times
WEAK defined in line 388; used 1 times
WEAPONS defined in line 56; used 4 times
WIN defined in line 362; used 2 times
disguise defined in line 185; used 4 times
drop_percent defined in line 180; used 2 times
first_level defined in line 176; used 3 times
hp_to_kill defined in line 174; used 5 times
last_level defined in line 177; used 1 times
m_char defined in line 175; used 10 times
m_damage defined in line 173; used 2 times
m_hit_chance defined in line 178; used 1 times
nap_length defined in line 184; used 2 times
slowed_toggle defined in line 182; used 4 times
stationary_damage defined in line 179; used 2 times

Usage of this include

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