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/* SCCS Id: @(#)decl.h 3.4 2001/12/10 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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E int NDECL((*occupation));
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E int NDECL((*afternmv));
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#if defined(UNIX) || defined(VMS)
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#endif /* DEF_PAGER */
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E NEARDATA int bases[MAXOCLASSES];
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E NEARDATA int warnlevel;
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E NEARDATA int nsubroom;
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E NEARDATA int occtime;
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#define WARNCOUNT 6 /* number of different warning levels */
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E uchar warnsyms[WARNCOUNT];
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E int x_maze_max, y_maze_max;
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E NEARDATA int in_doagain;
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E struct dgn_topology { /* special dungeon levels for speed */
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d_level d_oracle_level;
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d_level d_bigroom_level; /* unused */
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d_level d_rogue_level;
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d_level d_medusa_level;
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d_level d_stronghold_level;
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d_level d_valley_level;
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d_level d_juiblex_level;
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d_level d_orcus_level;
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d_level d_baalzebub_level; /* unused */
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d_level d_asmodeus_level; /* unused */
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d_level d_portal_level; /* only in goto_level() [do.c] */
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d_level d_sanctum_level;
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d_level d_earth_level;
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d_level d_water_level;
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d_level d_astral_level;
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xchar d_mines_dnum, d_quest_dnum;
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d_level d_qstart_level, d_qlocate_level, d_nemesis_level;
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/* macros for accesing the dungeon levels by their old names */
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#define oracle_level (dungeon_topology.d_oracle_level)
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#define bigroom_level (dungeon_topology.d_bigroom_level)
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#define rogue_level (dungeon_topology.d_rogue_level)
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#define medusa_level (dungeon_topology.d_medusa_level)
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#define stronghold_level (dungeon_topology.d_stronghold_level)
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#define valley_level (dungeon_topology.d_valley_level)
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#define wiz1_level (dungeon_topology.d_wiz1_level)
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#define wiz2_level (dungeon_topology.d_wiz2_level)
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#define wiz3_level (dungeon_topology.d_wiz3_level)
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#define juiblex_level (dungeon_topology.d_juiblex_level)
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#define orcus_level (dungeon_topology.d_orcus_level)
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#define baalzebub_level (dungeon_topology.d_baalzebub_level)
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#define asmodeus_level (dungeon_topology.d_asmodeus_level)
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#define portal_level (dungeon_topology.d_portal_level)
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#define sanctum_level (dungeon_topology.d_sanctum_level)
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#define earth_level (dungeon_topology.d_earth_level)
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#define water_level (dungeon_topology.d_water_level)
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#define fire_level (dungeon_topology.d_fire_level)
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#define air_level (dungeon_topology.d_air_level)
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#define astral_level (dungeon_topology.d_astral_level)
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#define tower_dnum (dungeon_topology.d_tower_dnum)
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#define sokoban_dnum (dungeon_topology.d_sokoban_dnum)
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#define mines_dnum (dungeon_topology.d_mines_dnum)
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#define quest_dnum (dungeon_topology.d_quest_dnum)
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#define qstart_level (dungeon_topology.d_qstart_level)
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#define qlocate_level (dungeon_topology.d_qlocate_level)
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#define nemesis_level (dungeon_topology.d_nemesis_level)
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#define knox_level (dungeon_topology.d_knox_level)
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E NEARDATA stairway dnstair, upstair; /* stairs up and down */
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#define xdnstair (dnstair.sx)
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#define ydnstair (dnstair.sy)
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#define xupstair (upstair.sx)
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#define yupstair (upstair.sy)
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E NEARDATA stairway dnladder, upladder; /* ladders up and down */
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#define xdnladder (dnladder.sx)
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#define ydnladder (dnladder.sy)
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#define xupladder (upladder.sx)
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#define yupladder (upladder.sy)
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E NEARDATA stairway sstairs;
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E NEARDATA dest_area updest, dndest; /* level-change destination areas */
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E NEARDATA coord inv_pos;
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E NEARDATA dungeon dungeons[];
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E NEARDATA s_level *sp_levchn;
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#define dunlev_reached(x) (dungeons[(x)->dnum].dunlev_ureached)
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E struct q_score quest_status;
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E NEARDATA char pl_character[PL_CSIZ];
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E NEARDATA char pl_race; /* character's race */
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E NEARDATA char pl_fruit[PL_FSIZ];
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E NEARDATA int current_fruit;
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E NEARDATA struct fruit *ffruit;
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E NEARDATA char tune[6];
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#define MAXLINFO (MAXDUNGEON * MAXLEVEL)
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E struct linfo level_info[MAXLINFO];
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E NEARDATA struct sinfo {
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int gameover; /* self explanatory? */
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int stopprint; /* inhibit further end of game disclosure */
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#if defined(UNIX) || defined(VMS) || defined (__EMX__) || defined(WIN32)
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int done_hup; /* SIGHUP or moral equivalent received
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* -- no more screen output */
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int something_worth_saving; /* in case of panic */
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int panicking; /* `panic' is in progress */
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#if defined(VMS) || defined(WIN32)
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int exiting; /* an exit handler is executing */
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E const char quitchars[];
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E const char vowels[];
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E const char ynchars[];
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E const char ynqchars[];
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E const char ynaqchars[];
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E const char ynNaqchars[];
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E NEARDATA long yn_number;
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E const char disclosure_options[];
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E NEARDATA int smeq[];
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E NEARDATA int doorindex;
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E NEARDATA char *save_cm;
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#define KILLED_BY_AN 0
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#define NO_KILLER_PREFIX 2
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E NEARDATA int killer_format;
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E const char *killer;
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E const char *delayed_killer;
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E char killer_buf[BUFSZ];
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E const char *configfile;
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E NEARDATA char plname[PL_NSIZ];
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E NEARDATA char dogname[];
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E NEARDATA char catname[];
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E NEARDATA char horsename[];
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E char preferred_pet;
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E const char *occtxt; /* defined when occupation != NULL */
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E const char *nomovemsg;
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E const char sdir[], ndir[];
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E const schar xdir[], ydir[], zdir[];
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E NEARDATA schar tbx, tby; /* set in mthrowu.c */
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E NEARDATA struct multishot { int n, i; short o; boolean s; } m_shot;
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E NEARDATA struct dig_info { /* apply.c, hack.c */
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boolean down, chew, warned, quiet;
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E NEARDATA long moves, monstermoves;
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E NEARDATA long wailmsg;
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E NEARDATA boolean in_mklev;
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E NEARDATA boolean stoned;
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E NEARDATA boolean unweapon;
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E NEARDATA boolean mrg_to_wielded;
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E NEARDATA struct obj *current_wand;
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E NEARDATA boolean in_steed_dismounting;
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E const int shield_static[];
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E NEARDATA struct spell spl_book[]; /* sized in decl.c */
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E const int zapcolors[];
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E const char def_oc_syms[MAXOCLASSES]; /* default class symbols */
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E uchar oc_syms[MAXOCLASSES]; /* current class symbols */
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E const char def_monsyms[MAXMCLASSES]; /* default class symbols */
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E uchar monsyms[MAXMCLASSES]; /* current class symbols */
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E NEARDATA struct obj *invent,
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*uarm, *uarmc, *uarmh, *uarms, *uarmg, *uarmf,
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*uarmu, /* under-wear, so to speak */
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*uskin, *uamul, *uleft, *uright, *ublindf,
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*uwep, *uswapwep, *uquiver;
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E NEARDATA struct obj *uchain; /* defined only when punished */
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E NEARDATA struct obj *uball;
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E NEARDATA struct obj *migrating_objs;
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E NEARDATA struct obj *billobjs;
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E NEARDATA struct obj zeroobj; /* init'd and defined in decl.c */
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E NEARDATA struct you u;
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#ifndef PM_H /* (pm.h has already been included via youprop.h) */
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E NEARDATA struct monst youmonst; /* init'd and defined in decl.c */
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E NEARDATA struct monst *mydogs, *migrating_mons;
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E NEARDATA struct mvitals {
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E NEARDATA struct c_color_names {
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const char *const c_black, *const c_amber, *const c_golden,
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*const c_light_blue,*const c_red, *const c_green,
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*const c_silver, *const c_blue, *const c_purple,
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#define NH_BLACK c_color_names.c_black
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#define NH_AMBER c_color_names.c_amber
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#define NH_GOLDEN c_color_names.c_golden
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#define NH_LIGHT_BLUE c_color_names.c_light_blue
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#define NH_RED c_color_names.c_red
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#define NH_GREEN c_color_names.c_green
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#define NH_SILVER c_color_names.c_silver
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#define NH_BLUE c_color_names.c_blue
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#define NH_PURPLE c_color_names.c_purple
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#define NH_WHITE c_color_names.c_white
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/* The names of the colors used for gems, etc. */
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E const char *c_obj_colors[];
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E struct c_common_strings {
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const char *const c_nothing_happens, *const c_thats_enough_tries,
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*const c_silly_thing_to, *const c_shudder_for_moment,
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*const c_something, *const c_Something,
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*const c_You_can_move_again,
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*const c_Never_mind, *c_vision_clears,
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*const c_the_your[2];
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#define nothing_happens c_common_strings.c_nothing_happens
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#define thats_enough_tries c_common_strings.c_thats_enough_tries
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#define silly_thing_to c_common_strings.c_silly_thing_to
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#define shudder_for_moment c_common_strings.c_shudder_for_moment
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#define something c_common_strings.c_something
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#define Something c_common_strings.c_Something
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#define You_can_move_again c_common_strings.c_You_can_move_again
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#define Never_mind c_common_strings.c_Never_mind
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#define vision_clears c_common_strings.c_vision_clears
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#define the_your c_common_strings.c_the_your
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/* material strings */
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E const char *materialnm[];
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/* Monster name articles */
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#define ARTICLE_NONE 0
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#define ARTICLE_THE 1
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#define ARTICLE_YOUR 3
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/* Monster name suppress masks */
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#define SUPPRESS_IT 0x01
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#define SUPPRESS_INVISIBLE 0x02
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#define SUPPRESS_HALLUCINATION 0x04
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#define SUPPRESS_SADDLE 0x08
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#define EXACT_NAME 0x0F
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E NEARDATA boolean vision_full_recalc; /* TRUE if need vision recalc */
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E NEARDATA char **viz_array; /* could see/in sight row pointers */
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/* Window system stuff */
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E NEARDATA winid WIN_MESSAGE, WIN_STATUS;
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E NEARDATA winid WIN_MAP, WIN_INVEN;
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E struct tc_gbl_data { /* also declared in tcap.h */
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char *tc_AS, *tc_AE; /* graphics start and end (tty font swapping) */
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int tc_LI, tc_CO; /* lines and columns */
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#define AS tc_gbl_data.tc_AS
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#define AE tc_gbl_data.tc_AE
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#define LI tc_gbl_data.tc_LI
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#define CO tc_gbl_data.tc_CO
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/* xxxexplain[] is in drawing.c */
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E const char * const monexplain[], invisexplain[], * const objexplain[], * const oclass_names[];
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/* Some systems want to use full pathnames for some subsets of file names,
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* rather than assuming that they're all in the current directory. This
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* provides all the subclasses that seem reasonable, and sets up for all
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* prefixes being null. Port code can set those that it wants.
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#define LEVELPREFIX 1
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#define BONESPREFIX 3
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#define DATAPREFIX 4 /* this one must match hardcoded value in dlb.c */
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#define SCOREPREFIX 5
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#define CONFIGPREFIX 7
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#define TROUBLEPREFIX 8
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#define PREFIX_COUNT 9
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/* used in files.c; xxconf.h can override if needed */
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# ifndef FQN_MAX_FILENAME
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#define FQN_MAX_FILENAME 512
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#if defined(NOCWD_ASSUMPTIONS) || defined(VAR_PLAYGROUND)
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/* the bare-bones stuff is unconditional above to simplify coding; for
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* ports that actually use prefixes, add some more localized things
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#define PREFIXES_IN_USE
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E char *fqn_prefix[PREFIX_COUNT];
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#ifdef PREFIXES_IN_USE
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E char *fqn_prefix_names[PREFIX_COUNT];
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#ifdef AUTOPICKUP_EXCEPTIONS
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struct autopickup_exception {
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struct autopickup_exception *next;
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#endif /* AUTOPICKUP_EXCEPTIONS */