Source:SLASH'EM 0.0.7E7F2/decl.c
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Below is the full text to decl.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/decl.c#line123]], for example.
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1. /* SCCS Id: @(#)decl.c 3.2 2001/12/10 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. 7. int NDECL((*afternmv)); 8. int NDECL((*occupation)); 9. 10. /* from xxxmain.c */ 11. const char *hname = 0; /* name of the game (argv[0] of main) */ 12. int hackpid = 0; /* current process id */ 13. #if defined(UNIX) || defined(VMS) 14. int locknum = 0; /* max num of simultaneous users */ 15. #endif 16. #ifdef DEF_PAGER 17. char *catmore = 0; /* default pager */ 18. #endif 19. 20. NEARDATA int bases[MAXOCLASSES] = DUMMY; 21. 22. NEARDATA int multi = 0; 23. NEARDATA boolean multi_one = FALSE; /* used by dofire() and throw_the_obj() */ 24. #if 0 25. NEARDATA int warnlevel = 0; /* used by movemon and dochugw */ 26. #endif 27. NEARDATA int nroom = 0; 28. NEARDATA int nsubroom = 0; 29. NEARDATA int occtime = 0; 30. 31. int x_maze_max, y_maze_max; /* initialized in main, used in mkmaze.c */ 32. int otg_temp; /* used by object_to_glyph() [otg] */ 33. 34. #ifdef REDO 35. NEARDATA int in_doagain = 0; 36. #endif 37. 38. /* 39. * The following structure will be initialized at startup time with 40. * the level numbers of some "important" things in the game. 41. */ 42. struct dgn_topology dungeon_topology = {DUMMY}; 43. 44. #include "quest.h" 45. struct q_score quest_status = DUMMY; 46. 47. NEARDATA int smeq[MAXNROFROOMS+1] = DUMMY; 48. NEARDATA int doorindex = 0; 49. 50. NEARDATA char *save_cm = 0; 51. NEARDATA int killer_format = 0; 52. const char *killer = 0; 53. const char *delayed_killer = 0; 54. #ifdef GOLDOBJ 55. NEARDATA long done_money = 0; 56. #endif 57. char killer_buf[BUFSZ] = DUMMY; 58. const char *nomovemsg = 0; 59. const char nul[40] = DUMMY; /* contains zeros */ 60. NEARDATA char plname[PL_NSIZ] = DUMMY; /* player name */ 61. NEARDATA char pl_character[PL_CSIZ] = DUMMY; 62. NEARDATA char pl_race = '\0'; 63. 64. NEARDATA char pl_fruit[PL_FSIZ] = DUMMY; 65. NEARDATA int current_fruit = 0; 66. NEARDATA struct fruit *ffruit = (struct fruit *)0; 67. 68. NEARDATA char tune[6] = DUMMY; 69. 70. const char *occtxt = DUMMY; 71. const char quitchars[] = " \r\n\033"; 72. const char vowels[] = "aeiouAEIOU"; 73. const char ynchars[] = "yn"; 74. const char ynqchars[] = "ynq"; 75. const char ynaqchars[] = "ynaq"; 76. const char ynNaqchars[] = "yn#aq"; 77. NEARDATA long yn_number = 0L; 78. 79. const char disclosure_options[] = "iavgc"; 80. 81. #if defined(MICRO) || defined(WIN32) 82. char hackdir[PATHLEN]; /* where rumors, help, record are */ 83. # ifdef MICRO 84. char levels[PATHLEN]; /* where levels are */ 85. # endif 86. #endif /* MICRO || WIN32 */ 87. 88. 89. #ifdef MFLOPPY 90. char permbones[PATHLEN]; /* where permanent copy of bones go */ 91. int ramdisk = FALSE; /* whether to copy bones to levels or not */ 92. int saveprompt = TRUE; 93. const char *alllevels = "levels.*"; 94. const char *allbones = "bones*.*"; 95. #endif 96. 97. struct linfo level_info[MAXLINFO]; 98. 99. NEARDATA struct sinfo program_state; 100. 101. /* 'rogue'-like direction commands (cmd.c) */ 102. const char sdir[] = "hykulnjb><"; 103. const char ndir[] = "47896321><"; /* number pad mode */ 104. const schar xdir[10] = { -1,-1, 0, 1, 1, 1, 0,-1, 0, 0 }; 105. const schar ydir[10] = { 0,-1,-1,-1, 0, 1, 1, 1, 0, 0 }; 106. const schar zdir[10] = { 0, 0, 0, 0, 0, 0, 0, 0, 1,-1 }; 107. 108. NEARDATA schar tbx = 0, tby = 0; /* mthrowu: target */ 109. 110. /* for xname handling of multiple shot missile volleys: 111. number of shots, index of current one, validity check, shoot vs throw */ 112. NEARDATA struct multishot m_shot = { 0, 0, STRANGE_OBJECT, FALSE }; 113. 114. NEARDATA struct dig_info digging; 115. 116. NEARDATA dungeon dungeons[MAXDUNGEON]; /* ini'ed by init_dungeon() */ 117. NEARDATA s_level *sp_levchn; 118. NEARDATA stairway upstair = { 0, 0 }, dnstair = { 0, 0 }; 119. NEARDATA stairway upladder = { 0, 0 }, dnladder = { 0, 0 }; 120. NEARDATA stairway sstairs = { 0, 0 }; 121. NEARDATA dest_area updest = { 0, 0, 0, 0, 0, 0, 0, 0 }; 122. NEARDATA dest_area dndest = { 0, 0, 0, 0, 0, 0, 0, 0 }; 123. NEARDATA coord inv_pos = { 0, 0 }; 124. 125. NEARDATA boolean defer_see_monsters = FALSE; 126. NEARDATA boolean in_mklev = FALSE; 127. NEARDATA boolean stoned = FALSE; /* done to monsters hit by 'c' */ 128. NEARDATA boolean unweapon = FALSE; 129. NEARDATA boolean mrg_to_wielded = FALSE; 130. /* weapon picked is merged with wielded one */ 131. NEARDATA struct obj *current_wand = 0; /* wand currently zapped/applied */ 132. 133. NEARDATA boolean in_steed_dismounting = FALSE; 134. 135. NEARDATA coord bhitpos = DUMMY; 136. NEARDATA struct door doors[DOORMAX] = {DUMMY}; 137. 138. NEARDATA struct mkroom rooms[(MAXNROFROOMS+1)*2] = {DUMMY}; 139. NEARDATA struct mkroom* subrooms = &rooms[MAXNROFROOMS+1]; 140. struct mkroom *upstairs_room, *dnstairs_room, *sstairs_room; 141. 142. dlevel_t level; /* level map */ 143. struct trap *ftrap = (struct trap *)0; 144. NEARDATA struct monst youmonst = DUMMY; 145. NEARDATA struct permonst upermonst = DUMMY; 146. NEARDATA struct flag flags = DUMMY; 147. NEARDATA struct instance_flags iflags = DUMMY; 148. NEARDATA struct you u = DUMMY; 149. 150. NEARDATA struct obj *invent = (struct obj *)0, 151. *uwep = (struct obj *)0, *uarm = (struct obj *)0, 152. *uswapwep = (struct obj *)0, 153. *uquiver = (struct obj *)0, /* quiver */ 154. #ifdef TOURIST 155. *uarmu = (struct obj *)0, /* under-wear, so to speak */ 156. #endif 157. *uskin = (struct obj *)0, /* dragon armor, if a dragon */ 158. *uarmc = (struct obj *)0, *uarmh = (struct obj *)0, 159. *uarms = (struct obj *)0, *uarmg = (struct obj *)0, 160. *uarmf = (struct obj *)0, *uamul = (struct obj *)0, 161. *uright = (struct obj *)0, 162. *uleft = (struct obj *)0, 163. *ublindf = (struct obj *)0, 164. #ifdef STEED 165. *usaddle = (struct obj *)0, 166. #endif 167. *uchain = (struct obj *)0, 168. *uball = (struct obj *)0; 169. 170. #ifdef TEXTCOLOR 171. /* 172. * This must be the same order as used for buzz() in zap.c. 173. */ 174. const int zapcolors[NUM_ZAP] = { 175. HI_ZAP, /* 0 - missile */ 176. CLR_ORANGE, /* 1 - fire */ 177. CLR_WHITE, /* 2 - frost */ 178. HI_ZAP, /* 3 - sleep */ 179. CLR_BLACK, /* 4 - death */ 180. CLR_WHITE, /* 5 - lightning */ 181. CLR_YELLOW, /* 6 - poison gas */ 182. CLR_GREEN, /* 7 - acid */ 183. }; 184. #endif /* text color */ 185. 186. const int shield_static[SHIELD_COUNT] = { 187. S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4, /* 7 per row */ 188. S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4, 189. S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4, 190. }; 191. 192. NEARDATA struct spell spl_book[MAXSPELL + 1] = {DUMMY}; 193. 194. NEARDATA struct tech tech_list[MAXTECH + 1] = {DUMMY}; 195. 196. NEARDATA long moves = 1L, monstermoves = 1L; 197. /* These diverge when player is Fast or Very_fast */ 198. NEARDATA long wailmsg = 0L; 199. 200. /* objects that are moving to another dungeon level */ 201. NEARDATA struct obj *migrating_objs = (struct obj *)0; 202. /* objects not yet paid for */ 203. NEARDATA struct obj *billobjs = (struct obj *)0; 204. 205. /* used to zero all elements of a struct obj */ 206. NEARDATA struct obj zeroobj = DUMMY; 207. 208. /* used as an address returned by getobj() */ 209. NEARDATA struct obj thisplace = DUMMY; 210. 211. /* originally from dog.c */ 212. NEARDATA char dogname[PL_PSIZ] = DUMMY; 213. NEARDATA char catname[PL_PSIZ] = DUMMY; 214. NEARDATA char ghoulname[PL_PSIZ] = DUMMY; 215. NEARDATA char horsename[PL_PSIZ] = DUMMY; 216. NEARDATA char wolfname[PL_PSIZ] = DUMMY; 217. #if 0 218. NEARDATA char batname[PL_PSIZ] = DUMMY; 219. NEARDATA char snakename[PL_PSIZ] = DUMMY; 220. NEARDATA char ratname[PL_PSIZ] = DUMMY; 221. NEARDATA char badgername[PL_PSIZ] = DUMMY; 222. NEARDATA char reddragonname[PL_PSIZ] = DUMMY; 223. NEARDATA char whitedragonname[PL_PSIZ] = DUMMY; 224. #endif 225. char preferred_pet; /* '\0', 'c', 'd', 'n' (none) */ 226. /* monsters that went down/up together with @ */ 227. NEARDATA struct monst *mydogs = (struct monst *)0; 228. /* monsters that are moving to another dungeon level */ 229. NEARDATA struct monst *migrating_mons = (struct monst *)0; 230. 231. NEARDATA struct mvitals mvitals[NUMMONS]; 232. 233. NEARDATA struct c_color_names c_color_names = { 234. "black", "amber", "golden", 235. "light blue", "red", "green", 236. "silver", "blue", "purple", 237. "white" 238. }; 239. 240. const char *c_obj_colors[] = { 241. "black", /* CLR_BLACK */ 242. "red", /* CLR_RED */ 243. "green", /* CLR_GREEN */ 244. "brown", /* CLR_BROWN */ 245. "blue", /* CLR_BLUE */ 246. "magenta", /* CLR_MAGENTA */ 247. "cyan", /* CLR_CYAN */ 248. "gray", /* CLR_GRAY */ 249. "transparent", /* no_color */ 250. "orange", /* CLR_ORANGE */ 251. "bright green", /* CLR_BRIGHT_GREEN */ 252. "yellow", /* CLR_YELLOW */ 253. "bright blue", /* CLR_BRIGHT_BLUE */ 254. "bright magenta", /* CLR_BRIGHT_MAGENTA */ 255. "bright cyan", /* CLR_BRIGHT_CYAN */ 256. "white", /* CLR_WHITE */ 257. }; 258. 259. #ifdef MENU_COLOR 260. struct menucoloring *menu_colorings = 0; 261. #endif 262. 263. struct c_common_strings c_common_strings = { 264. "Nothing happens.", "That's enough tries!", 265. "That is a silly thing to %s.", "shudder for a moment.", 266. "something", "Something", "You can move again.", "Never mind.", 267. "vision quickly clears.", {"the", "your"} 268. }; 269. 270. /* NOTE: the order of these words exactly corresponds to the 271. order of oc_material values #define'd in objclass.h. */ 272. const char *materialnm[] = { 273. "mysterious", "liquid", "wax", "organic", "flesh", 274. "paper", "cloth", "leather", "wooden", "bone", "dragonhide", 275. "iron", "metal", "copper", "silver", "gold", "platinum", "mithril", 276. "plastic", "glass", "gemstone", "stone" 277. }; 278. 279. /* Vision */ 280. NEARDATA boolean vision_full_recalc = 0; 281. NEARDATA char **viz_array = 0;/* used in cansee() and couldsee() macros */ 282. 283. /* Global windowing data, defined here for multi-window-system support */ 284. NEARDATA winid WIN_MESSAGE = WIN_ERR, WIN_STATUS = WIN_ERR; 285. NEARDATA winid WIN_MAP = WIN_ERR, WIN_INVEN = WIN_ERR; 286. char toplines[TBUFSZ]; 287. /* Windowing stuff that's really tty oriented, but present for all ports */ 288. struct tc_gbl_data tc_gbl_data = { 0,0, 0,0 }; /* AS,AE, LI,CO */ 289. 290. struct authentication authentication = { "", "" }; 291. 292. struct tileset tilesets[MAXNOTILESETS]; 293. int no_tilesets = 0; 294. struct tileset def_tilesets[] = { 295. #if defined(X11_GRAPHICS) || defined(QT_GRAPHICS) || defined(GTK_GRAPHICS) || \ 296. defined(GNOME_GRAPHICS) || defined(GL_GRAPHICS) || defined(SDL_GRAPHICS) 297. { "Small tiles", "x11tiles", 0 }, 298. { "Big tiles", "x11bigtiles", TILESET_TRANSPARENT }, 299. #endif 300. #if defined(GTK_GRAPHICS) 301. { "Big 3D tiles", "x11big3dtiles", TILESET_TRANSPARENT | TILESET_PSEUDO3D }, 302. #endif 303. #if defined(GEM_GRAPHICS) 304. { "Monochrome tiles", "nh2.img", 0 }, 305. { "Colour tiles", "nh16.img", 0 }, 306. #endif 307. #if defined(MSDOS) 308. { "Planer style tiles", "slashem1.tib", 0 }, 309. #endif 310. #if defined(ALLEG_FX) 311. { "Small tiles", "slam16.bmp", 0 }, 312. { "Big tiles", "slam32.bmp", TILESET_TRANSPARENT }, 313. { "Big 3D tiles", "slam3D.bmp", TILESET_TRANSPARENT | TILESET_PSEUDO3D }, 314. #endif 315. { "", "", 0, } 316. }; 317. 318. char tileset[PL_PSIZ] = DUMMY; 319. 320. char *fqn_prefix[PREFIX_COUNT] = { (char *)0, (char *)0, (char *)0, (char *)0, 321. (char *)0, (char *)0, (char *)0, (char *)0, (char *)0 }; 322. 323. #ifdef PREFIXES_IN_USE 324. char *fqn_prefix_names[PREFIX_COUNT] = { "hackdir", "leveldir", "savedir", 325. "bonesdir", "datadir", "scoredir", 326. "lockdir", "configdir", "troubledir" }; 327. #endif 328. 329. /* dummy routine used to force linkage */ 330. void 331. decl_init() 332. { 333. return; 334. } 335. 336. /*decl.c*/