Source:NetHack 3.6.1/include/hack.h

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Below is the full text to hack.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/hack.h#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

 /* NetHack 3.6	hack.h	$NHDT-Date: 1490908464 2017/03/30 21:14:24 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.76 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /*-Copyright (c) Pasi Kallinen, 2017. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #ifndef HACK_H
 #define HACK_H
 
 #ifndef CONFIG_H
 #include "config.h"
 #endif
 #include "lint.h"
 
 #define TELL 1
 #define NOTELL 0
 #define ON 1
 #define OFF 0
 #define BOLT_LIM 8        /* from this distance ranged attacks will be made */
 #define MAX_CARR_CAP 1000 /* so that boulders can be heavier */
 #define DUMMY \
     {         \
         0     \
     }
 
 /* symbolic names for capacity levels */
 enum encumbrance_types {
     UNENCUMBERED = 0,
     SLT_ENCUMBER, /* Burdened */
     MOD_ENCUMBER, /* Stressed */
     HVY_ENCUMBER, /* Strained */
     EXT_ENCUMBER, /* Overtaxed */
     OVERLOADED    /* Overloaded */
 };
 
 /* weight increment of heavy iron ball */
 #define IRON_BALL_W_INCR 160
 
 /* number of turns it takes for vault guard to show up */
 #define VAULT_GUARD_TIME 30
 
 #define SHOP_DOOR_COST 400L /* cost of a destroyed shop door */
 #define SHOP_BARS_COST 300L /* cost of iron bars */
 #define SHOP_HOLE_COST 200L /* cost of making hole/trapdoor */
 #define SHOP_WALL_COST 200L /* cost of destroying a wall */
 #define SHOP_WALL_DMG  (10L * ACURRSTR) /* damaging a wall */
 
 /* hunger states - see hu_stat in eat.c */
 enum hunger_state_types {
     SATIATED = 0,
     NOT_HUNGRY,
     HUNGRY,
     WEAK,
     FAINTING,
     FAINTED,
     STARVED
 };
 
 /* Macros for how a rumor was delivered in outrumor() */
 #define BY_ORACLE 0
 #define BY_COOKIE 1
 #define BY_PAPER 2
 #define BY_OTHER 9
 
 /* Macros for why you are no longer riding */
 enum dismount_types {
     DISMOUNT_GENERIC = 0,
     DISMOUNT_FELL,
     DISMOUNT_THROWN,
     DISMOUNT_POLY,
     DISMOUNT_ENGULFED,
     DISMOUNT_BONES,
     DISMOUNT_BYCHOICE
 };
 
 /* Special returns from mapglyph() */
 #define MG_CORPSE  0x01
 #define MG_INVIS   0x02
 #define MG_DETECT  0x04
 #define MG_PET     0x08
 #define MG_RIDDEN  0x10
 #define MG_STATUE  0x20
 #define MG_OBJPILE 0x40  /* more than one stack of objects */
 #define MG_BW_LAVA 0x80  /* 'black & white lava': highlight lava if it
                             can't be distringuished from water by color */
 
 /* sellobj_state() states */
 #define SELL_NORMAL (0)
 #define SELL_DELIBERATE (1)
 #define SELL_DONTSELL (2)
 
 /* alteration types--keep in synch with costly_alteration(mkobj.c) */
 enum cost_alteration_types {
     COST_CANCEL = 0,   /* standard cancellation */
     COST_DRAIN,    /* drain life upon an object */
     COST_UNCHRG,   /* cursed charging */
     COST_UNBLSS,   /* unbless (devalues holy water) */
     COST_UNCURS,   /* uncurse (devalues unholy water) */
     COST_DECHNT,   /* disenchant weapons or armor */
     COST_DEGRD,    /* removal of rustproofing, dulling via engraving */
     COST_DILUTE,   /* potion dilution */
     COST_ERASE,    /* scroll or spellbook blanking */
     COST_BURN,     /* dipped into flaming oil */
     COST_NUTRLZ,   /* neutralized via unicorn horn */
     COST_DSTROY,   /* wand breaking (bill first, useup later) */
     COST_SPLAT,    /* cream pie to own face (ditto) */
     COST_BITE,     /* start eating food */
     COST_OPEN,     /* open tin */
     COST_BRKLCK,   /* break box/chest's lock */
     COST_RUST,     /* rust damage */
     COST_ROT,      /* rotting attack */
     COST_CORRODE   /* acid damage */
 };
 
 /* bitmask flags for corpse_xname();
    PFX_THE takes precedence over ARTICLE, NO_PFX takes precedence over both */
 #define CXN_NORMAL 0    /* no special handling */
 #define CXN_SINGULAR 1  /* override quantity if greather than 1 */
 #define CXN_NO_PFX 2    /* suppress "the" from "the Unique Monst */
 #define CXN_PFX_THE 4   /* prefix with "the " (unless pname) */
 #define CXN_ARTICLE 8   /* include a/an/the prefix */
 #define CXN_NOCORPSE 16 /* suppress " corpse" suffix */
 
 /* getpos() return values */
 enum getpos_retval {
     LOOK_TRADITIONAL = 0, /* '.' -- ask about "more info?" */
     LOOK_QUICK,           /* ',' -- skip "more info?" */
     LOOK_ONCE,            /* ';' -- skip and stop looping */
     LOOK_VERBOSE          /* ':' -- show more info w/o asking */
 };
 
 /*
  * This is the way the game ends.  If these are rearranged, the arrays
  * in end.c and topten.c will need to be changed.  Some parts of the
  * code assume that PANIC separates the deaths from the non-deaths.
  */
 enum game_end_types {
     DIED = 0,
     CHOKING,
     POISONING,
     STARVING,
     DROWNING,
     BURNING,
     DISSOLVED,
     CRUSHING,
     STONING,
     TURNED_SLIME,
     GENOCIDED,
     PANICKED,
     TRICKED,
     QUIT,
     ESCAPED,
     ASCENDED
 };
 
 typedef struct strbuf {
     int    len;
     char * str;
     char   buf[256];
 } strbuf_t;
 
 #include "align.h"
 #include "dungeon.h"
 #include "monsym.h"
 #include "mkroom.h"
 #include "objclass.h"
 #include "youprop.h"
 #include "wintype.h"
 #include "context.h"
 #include "decl.h"
 #include "timeout.h"
 
 NEARDATA extern coord bhitpos; /* place where throw or zap hits or stops */
 
 /* types of calls to bhit() */
 enum bhit_call_types {
     ZAPPED_WAND = 0,
     THROWN_WEAPON,
     KICKED_WEAPON,
     FLASHED_LIGHT,
     INVIS_BEAM
 };
 
 /* attack mode for hmon() */
 enum hmon_atkmode_types {
     HMON_MELEE = 0, /* hand-to-hand */
     HMON_THROWN,    /* normal ranged (or spitting while poly'd) */
     HMON_KICKED,    /* alternate ranged */
     HMON_APPLIED,   /* polearm, treated as ranged */
     HMON_DRAGGED    /* attached iron ball, pulled into mon */
 };
 
 #define MATCH_WARN_OF_MON(mon)                                               \
     (Warn_of_mon && ((context.warntype.obj                                   \
                       && (context.warntype.obj & (mon)->data->mflags2))      \
                      || (context.warntype.polyd                              \
                          && (context.warntype.polyd & (mon)->data->mflags2)) \
                      || (context.warntype.species                            \
                          && (context.warntype.species == (mon)->data))))
 
 #include "trap.h"
 #include "flag.h"
 #include "rm.h"
 #include "vision.h"
 #include "display.h"
 #include "engrave.h"
 #include "rect.h"
 #include "region.h"
 
 /* Symbol offsets */
 #define SYM_OFF_P (0)
 #define SYM_OFF_O (SYM_OFF_P + MAXPCHARS)
 #define SYM_OFF_M (SYM_OFF_O + MAXOCLASSES)
 #define SYM_OFF_W (SYM_OFF_M + MAXMCLASSES)
 #define SYM_OFF_X (SYM_OFF_W + WARNCOUNT)
 #define SYM_MAX (SYM_OFF_X + MAXOTHER)
 
 #ifdef USE_TRAMPOLI /* This doesn't belong here, but we have little choice \
                        */
 #undef NDECL
 #define NDECL(f) f()
 #endif
 
 #include "extern.h"
 #include "winprocs.h"
 #include "sys.h"
 
 #ifdef USE_TRAMPOLI
 #include "wintty.h"
 #undef WINTTY_H
 #include "trampoli.h"
 #undef EXTERN_H
 #include "extern.h"
 #endif /* USE_TRAMPOLI */
 
 /* flags to control makemon() */
 #define NO_MM_FLAGS 0x00000 /* use this rather than plain 0 */
 #define NO_MINVENT 0x00001  /* suppress minvent when creating mon */
 #define MM_NOWAIT 0x00002   /* don't set STRAT_WAITMASK flags */
 #define MM_NOCOUNTBIRTH \
     0x00004 /* don't increment born counter (for revival) */
 #define MM_IGNOREWATER 0x00008 /* ignore water when positioning */
 #define MM_ADJACENTOK \
     0x00010               /* it is acceptable to use adjacent coordinates */
 #define MM_ANGRY 0x00020  /* monster is created angry */
 #define MM_NONAME 0x00040 /* monster is not christened */
 #define MM_EGD 0x00100    /* add egd structure */
 #define MM_EPRI 0x00200   /* add epri structure */
 #define MM_ESHK 0x00400   /* add eshk structure */
 #define MM_EMIN 0x00800   /* add emin structure */
 #define MM_EDOG 0x01000   /* add edog structure */
 
 /* flags for make_corpse() and mkcorpstat() */
 #define CORPSTAT_NONE 0x00
 #define CORPSTAT_INIT 0x01   /* pass init flag to mkcorpstat */
 #define CORPSTAT_BURIED 0x02 /* bury the corpse or statue */
 
 /* flags for decide_to_shift() */
 #define SHIFT_SEENMSG 0x01 /* put out a message if in sight */
 #define SHIFT_MSG 0x02     /* always put out a message */
 
 /* special mhpmax value when loading bones monster to flag as extinct or
  * genocided */
 #define DEFUNCT_MONSTER (-100)
 
 /* macro form of adjustments of physical damage based on Half_physical_damage.
  * Can be used on-the-fly with the 1st parameter to losehp() if you don't
  * need to retain the dmg value beyond that call scope.
  * Take care to ensure it doesn't get used more than once in other instances.
  */
 #define Maybe_Half_Phys(dmg) \
     ((Half_physical_damage) ? (((dmg) + 1) / 2) : (dmg))
 
 /* flags for special ggetobj status returns */
 #define ALL_FINISHED 0x01 /* called routine already finished the job */
 
 /* flags to control query_objlist() */
 #define BY_NEXTHERE 0x1       /* follow objlist by nexthere field */
 #define AUTOSELECT_SINGLE 0x2 /* if only 1 object, don't ask */
 #define USE_INVLET 0x4        /* use object's invlet */
 #define INVORDER_SORT 0x8     /* sort objects by packorder */
 #define SIGNAL_NOMENU 0x10    /* return -1 rather than 0 if none allowed */
 #define SIGNAL_ESCAPE 0x20    /* return -2 rather than 0 for ESC */
 #define FEEL_COCKATRICE 0x40  /* engage cockatrice checks and react */
 #define INCLUDE_HERO 0x80     /* show hero among engulfer's inventory */
 
 /* Flags to control query_category() */
 /* BY_NEXTHERE used by query_category() too, so skip 0x01 */
 #define UNPAID_TYPES 0x02
 #define GOLD_TYPES 0x04
 #define WORN_TYPES 0x08
 #define ALL_TYPES 0x10
 #define BILLED_TYPES 0x20
 #define CHOOSE_ALL 0x40
 #define BUC_BLESSED 0x80
 #define BUC_CURSED 0x100
 #define BUC_UNCURSED 0x200
 #define BUC_UNKNOWN 0x400
 #define BUC_ALLBKNOWN (BUC_BLESSED | BUC_CURSED | BUC_UNCURSED)
 #define BUCX_TYPES (BUC_ALLBKNOWN | BUC_UNKNOWN)
 #define ALL_TYPES_SELECTED -2
 
 /* Flags to control find_mid() */
 #define FM_FMON 0x01    /* search the fmon chain */
 #define FM_MIGRATE 0x02 /* search the migrating monster chain */
 #define FM_MYDOGS 0x04  /* search mydogs */
 #define FM_EVERYWHERE (FM_FMON | FM_MIGRATE | FM_MYDOGS)
 
 /* Flags to control pick_[race,role,gend,align] routines in role.c */
 #define PICK_RANDOM 0
 #define PICK_RIGID 1
 
 /* Flags to control dotrap() in trap.c */
 #define FORCETRAP 0x01     /* triggering not left to chance */
 #define NOWEBMSG 0x02      /* suppress stumble into web message */
 #define FORCEBUNGLE 0x04   /* adjustments appropriate for bungling */
 #define RECURSIVETRAP 0x08 /* trap changed into another type this same turn */
 #define TOOKPLUNGE 0x10    /* used '>' to enter pit below you */
 #define VIASITTING 0x20    /* #sit while at trap location (affects message) */
 
 /* Flags to control test_move in hack.c */
 #define DO_MOVE 0   /* really doing the move */
 #define TEST_MOVE 1 /* test a normal move (move there next) */
 #define TEST_TRAV 2 /* test a future travel location */
 #define TEST_TRAP 3 /* check if a future travel loc is a trap */
 
 /*** some utility macros ***/
 #define yn(query) yn_function(query, ynchars, 'n')
 #define ynq(query) yn_function(query, ynqchars, 'q')
 #define ynaq(query) yn_function(query, ynaqchars, 'y')
 #define nyaq(query) yn_function(query, ynaqchars, 'n')
 #define nyNaq(query) yn_function(query, ynNaqchars, 'n')
 #define ynNaq(query) yn_function(query, ynNaqchars, 'y')
 
 /* Macros for scatter */
 #define VIS_EFFECTS 0x01 /* display visual effects */
 #define MAY_HITMON 0x02  /* objects may hit monsters */
 #define MAY_HITYOU 0x04  /* objects may hit you */
 #define MAY_HIT (MAY_HITMON | MAY_HITYOU)
 #define MAY_DESTROY 0x08  /* objects may be destroyed at random */
 #define MAY_FRACTURE 0x10 /* boulders & statues may fracture */
 
 /* Macros for launching objects */
 #define ROLL 0x01          /* the object is rolling */
 #define FLING 0x02         /* the object is flying thru the air */
 #define LAUNCH_UNSEEN 0x40 /* hero neither caused nor saw it */
 #define LAUNCH_KNOWN 0x80  /* the hero caused this by explicit action */
 
 /* Macros for explosion types */
 enum explosion_types {
     EXPL_DARK = 0,
     EXPL_NOXIOUS,
     EXPL_MUDDY,
     EXPL_WET,
     EXPL_MAGICAL,
     EXPL_FIERY,
     EXPL_FROSTY,
     EXPL_MAX
 };
 
 /* enlightenment control flags */
 #define BASICENLIGHTENMENT 1 /* show mundane stuff */
 #define MAGICENLIGHTENMENT 2 /* show intrinsics and such */
 #define ENL_GAMEINPROGRESS 0
 #define ENL_GAMEOVERALIVE  1 /* ascension, escape, quit, trickery */
 #define ENL_GAMEOVERDEAD   2
 
 /* control flags for sortloot() */
 #define SORTLOOT_PACK   0x01
 #define SORTLOOT_INVLET 0x02
 #define SORTLOOT_LOOT   0x04
 
 /* flags for xkilled() [note: meaning of first bit used to be reversed,
    1 to give message and 0 to suppress] */
 #define XKILL_GIVEMSG   0
 #define XKILL_NOMSG     1
 #define XKILL_NOCORPSE  2
 #define XKILL_NOCONDUCT 4
 
 /* pline_flags; mask values for custompline()'s first argument */
 /* #define PLINE_ORDINARY 0 */
 #define PLINE_NOREPEAT   1
 #define OVERRIDE_MSGTYPE 2
 #define SUPPRESS_HISTORY 4
 
 /* Macros for messages referring to hands, eyes, feet, etc... */
 enum bodypart_types {
     ARM = 0,
     EYE,
     FACE,
     FINGER,
     FINGERTIP,
     FOOT,
     HAND,
     HANDED,
     HEAD,
     LEG,
     LIGHT_HEADED,
     NECK,
     SPINE,
     TOE,
     HAIR,
     BLOOD,
     LUNG,
     NOSE,
     STOMACH
 };
 
 /* indices for some special tin types */
 #define ROTTEN_TIN 0
 #define HOMEMADE_TIN 1
 #define SPINACH_TIN (-1)
 #define RANDOM_TIN (-2)
 #define HEALTHY_TIN (-3)
 
 /* Some misc definitions */
 #define POTION_OCCUPANT_CHANCE(n) (13 + 2 * (n))
 #define WAND_BACKFIRE_CHANCE 100
 #define BALL_IN_MON (u.uswallow && uball && uball->where == OBJ_FREE)
 #define NODIAG(monnum) ((monnum) == PM_GRID_BUG)
 
 /* Flags to control menus */
 #define MENUTYPELEN sizeof("traditional ")
 #define MENU_TRADITIONAL 0
 #define MENU_COMBINATION 1
 #define MENU_FULL 2
 #define MENU_PARTIAL 3
 
 #define MENU_SELECTED TRUE
 #define MENU_UNSELECTED FALSE
 
 /*
  * Option flags
  * Each higher number includes the characteristics of the numbers
  * below it.
  */
 /* XXX This should be replaced with a bitmap. */
 #define SET_IN_SYS 0   /* system config file option only */
 #define SET_IN_FILE 1  /* config file option only */
 #define SET_VIA_PROG 2 /* may be set via extern program, not seen in game */
 #define DISP_IN_GAME 3 /* may be set via extern program, displayed in game \
                           */
 #define SET_IN_GAME 4  /* may be set via extern program or set in the game */
 #define SET_IN_WIZGAME 5  /* may be set set in the game if wizmode */
 #define SET__IS_VALUE_VALID(s) ((s < SET_IN_SYS) || (s > SET_IN_WIZGAME))
 
 #define FEATURE_NOTICE_VER(major, minor, patch)                    \
     (((unsigned long) major << 24) | ((unsigned long) minor << 16) \
      | ((unsigned long) patch << 8) | ((unsigned long) 0))
 
 #define FEATURE_NOTICE_VER_MAJ (flags.suppress_alert >> 24)
 #define FEATURE_NOTICE_VER_MIN \
     (((unsigned long) (0x0000000000FF0000L & flags.suppress_alert)) >> 16)
 #define FEATURE_NOTICE_VER_PATCH \
     (((unsigned long) (0x000000000000FF00L & flags.suppress_alert)) >> 8)
 
 #ifndef max
 #define max(a, b) ((a) > (b) ? (a) : (b))
 #endif
 #ifndef min
 #define min(x, y) ((x) < (y) ? (x) : (y))
 #endif
 #define plur(x) (((x) == 1) ? "" : "s")
 
 #define ARM_BONUS(obj)                      \
     (objects[(obj)->otyp].a_ac + (obj)->spe \
      - min((int) greatest_erosion(obj), objects[(obj)->otyp].a_ac))
 
 #define makeknown(x) discover_object((x), TRUE, TRUE)
 #define distu(xx, yy) dist2((int)(xx), (int)(yy), (int) u.ux, (int) u.uy)
 #define onlineu(xx, yy) online2((int)(xx), (int)(yy), (int) u.ux, (int) u.uy)
 
 #define rn1(x, y) (rn2(x) + (y))
 
 /* negative armor class is randomly weakened to prevent invulnerability */
 #define AC_VALUE(AC) ((AC) >= 0 ? (AC) : -rnd(-(AC)))
 
 #if defined(MICRO) && !defined(__DJGPP__)
 #define getuid() 1
 #define getlogin() ((char *) 0)
 #endif /* MICRO */
 
 #if defined(OVERLAY)
 #define USE_OVLx
 #define STATIC_DCL extern
 #define STATIC_OVL
 #define STATIC_VAR
 
 #else /* !OVERLAY */
 
 #define STATIC_DCL static
 #define STATIC_OVL static
 #define STATIC_VAR static
 
 #endif /* OVERLAY */
 
 /* Macro for a few items that are only static if we're not overlaid.... */
 #if defined(USE_TRAMPOLI) || defined(USE_OVLx)
 #define STATIC_PTR
 #else
 #define STATIC_PTR static
 #endif
 
 /* The function argument to qsort() requires a particular
  * calling convention under WINCE which is not the default
  * in that environment.
  */
 #if defined(WIN_CE)
 #define CFDECLSPEC __cdecl
 #else
 #define CFDECLSPEC
 #endif
 
 #define DEVTEAM_EMAIL "devteam@nethack.org"
 #define DEVTEAM_URL "http://www.nethack.org"
 
 #endif /* HACK_H */