Source:NetHack 3.6.0/include/decl.h

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Below is the full text to decl.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/decl.h#line123]], for example.

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 /* NetHack 3.6  decl.h  $NHDT-Date: 1432512782 2015/05/25 00:13:02 $  $NHDT-Branch: master $:$NHDT-Revision: 1.76 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #ifndef DECL_H
 #define DECL_H
 
 #define E extern
 
 E int NDECL((*occupation));
 E int NDECL((*afternmv));
 
 E const char *hname;
 E int hackpid;
 #if defined(UNIX) || defined(VMS)
 E int locknum;
 #endif
 #ifdef DEF_PAGER
 E char *catmore;
 #endif /* DEF_PAGER */
 
 E char SAVEF[];
 #ifdef MICRO
 E char SAVEP[];
 #endif
 
 E NEARDATA int bases[MAXOCLASSES];
 
 E NEARDATA int multi;
 E const char *multi_reason;
 E NEARDATA int nroom;
 E NEARDATA int nsubroom;
 E NEARDATA int occtime;
 
 #define WARNCOUNT 6 /* number of different warning levels */
 E nhsym warnsyms[WARNCOUNT];
 E NEARDATA int warn_obj_cnt; /* count of monsters meeting criteria */
 
 E int x_maze_max, y_maze_max;
 E int otg_temp;
 
 E NEARDATA int in_doagain;
 
 E struct dgn_topology { /* special dungeon levels for speed */
     d_level d_oracle_level;
     d_level d_bigroom_level; /* unused */
     d_level d_rogue_level;
     d_level d_medusa_level;
     d_level d_stronghold_level;
     d_level d_valley_level;
     d_level d_wiz1_level;
     d_level d_wiz2_level;
     d_level d_wiz3_level;
     d_level d_juiblex_level;
     d_level d_orcus_level;
     d_level d_baalzebub_level; /* unused */
     d_level d_asmodeus_level;  /* unused */
     d_level d_portal_level;    /* only in goto_level() [do.c] */
     d_level d_sanctum_level;
     d_level d_earth_level;
     d_level d_water_level;
     d_level d_fire_level;
     d_level d_air_level;
     d_level d_astral_level;
     xchar d_tower_dnum;
     xchar d_sokoban_dnum;
     xchar d_mines_dnum, d_quest_dnum;
     d_level d_qstart_level, d_qlocate_level, d_nemesis_level;
     d_level d_knox_level;
     d_level d_mineend_level;
     d_level d_sokoend_level;
 } dungeon_topology;
 /* macros for accessing the dungeon levels by their old names */
 /* clang-format off */
 #define oracle_level            (dungeon_topology.d_oracle_level)
 #define bigroom_level           (dungeon_topology.d_bigroom_level)
 #define rogue_level             (dungeon_topology.d_rogue_level)
 #define medusa_level            (dungeon_topology.d_medusa_level)
 #define stronghold_level        (dungeon_topology.d_stronghold_level)
 #define valley_level            (dungeon_topology.d_valley_level)
 #define wiz1_level              (dungeon_topology.d_wiz1_level)
 #define wiz2_level              (dungeon_topology.d_wiz2_level)
 #define wiz3_level              (dungeon_topology.d_wiz3_level)
 #define juiblex_level           (dungeon_topology.d_juiblex_level)
 #define orcus_level             (dungeon_topology.d_orcus_level)
 #define baalzebub_level         (dungeon_topology.d_baalzebub_level)
 #define asmodeus_level          (dungeon_topology.d_asmodeus_level)
 #define portal_level            (dungeon_topology.d_portal_level)
 #define sanctum_level           (dungeon_topology.d_sanctum_level)
 #define earth_level             (dungeon_topology.d_earth_level)
 #define water_level             (dungeon_topology.d_water_level)
 #define fire_level              (dungeon_topology.d_fire_level)
 #define air_level               (dungeon_topology.d_air_level)
 #define astral_level            (dungeon_topology.d_astral_level)
 #define tower_dnum              (dungeon_topology.d_tower_dnum)
 #define sokoban_dnum            (dungeon_topology.d_sokoban_dnum)
 #define mines_dnum              (dungeon_topology.d_mines_dnum)
 #define quest_dnum              (dungeon_topology.d_quest_dnum)
 #define qstart_level            (dungeon_topology.d_qstart_level)
 #define qlocate_level           (dungeon_topology.d_qlocate_level)
 #define nemesis_level           (dungeon_topology.d_nemesis_level)
 #define knox_level              (dungeon_topology.d_knox_level)
 #define mineend_level           (dungeon_topology.d_mineend_level)
 #define sokoend_level           (dungeon_topology.d_sokoend_level)
 /* clang-format on */
 
 E NEARDATA stairway dnstair, upstair; /* stairs up and down */
 #define xdnstair (dnstair.sx)
 #define ydnstair (dnstair.sy)
 #define xupstair (upstair.sx)
 #define yupstair (upstair.sy)
 
 E NEARDATA stairway dnladder, upladder; /* ladders up and down */
 #define xdnladder (dnladder.sx)
 #define ydnladder (dnladder.sy)
 #define xupladder (upladder.sx)
 #define yupladder (upladder.sy)
 
 E NEARDATA stairway sstairs;
 
 E NEARDATA dest_area updest, dndest; /* level-change destination areas */
 
 E NEARDATA coord inv_pos;
 E NEARDATA dungeon dungeons[];
 E NEARDATA s_level *sp_levchn;
 #define dunlev_reached(x) (dungeons[(x)->dnum].dunlev_ureached)
 
 #include "quest.h"
 E struct q_score quest_status;
 
 E NEARDATA char pl_character[PL_CSIZ];
 E NEARDATA char pl_race; /* character's race */
 
 E NEARDATA char pl_fruit[PL_FSIZ];
 E NEARDATA struct fruit *ffruit;
 
 E NEARDATA char tune[6];
 
 #define MAXLINFO (MAXDUNGEON * MAXLEVEL)
 E struct linfo level_info[MAXLINFO];
 
 E NEARDATA struct sinfo {
     int gameover;  /* self explanatory? */
     int stopprint; /* inhibit further end of game disclosure */
 #ifdef HANGUPHANDLING
     volatile int done_hup; /* SIGHUP or moral equivalent received
                             * -- no more screen output */
     int preserve_locks;    /* don't remove level files prior to exit */
 #endif
     int something_worth_saving; /* in case of panic */
     int panicking;              /* `panic' is in progress */
     int exiting;                /* an exit handler is executing */
     int in_moveloop;
     int in_impossible;
 #ifdef PANICLOG
     int in_paniclog;
 #endif
     int wizkit_wishing;
 } program_state;
 
 E boolean restoring;
 
 E const char quitchars[];
 E const char vowels[];
 E const char ynchars[];
 E const char ynqchars[];
 E const char ynaqchars[];
 E const char ynNaqchars[];
 E NEARDATA long yn_number;
 
 E const char disclosure_options[];
 
 E NEARDATA int smeq[];
 E NEARDATA int doorindex;
 E NEARDATA char *save_cm;
 
 E NEARDATA struct kinfo {
     struct kinfo *next; /* chain of delayed killers */
     int id;             /* uprop keys to ID a delayed killer */
     int format;         /* one of the killer formats */
 #define KILLED_BY_AN 0
 #define KILLED_BY 1
 #define NO_KILLER_PREFIX 2
     char name[BUFSZ]; /* actual killer name */
 } killer;
 
 E long done_money;
 E const char *configfile;
 E char lastconfigfile[BUFSZ]; /* used for messaging */
 E NEARDATA char plname[PL_NSIZ];
 E NEARDATA char dogname[];
 E NEARDATA char catname[];
 E NEARDATA char horsename[];
 E char preferred_pet;
 E const char *occtxt; /* defined when occupation != NULL */
 E const char *nomovemsg;
 E char lock[];
 
 E const schar xdir[], ydir[], zdir[];
 
 E NEARDATA schar tbx, tby; /* set in mthrowu.c */
 
 E NEARDATA struct multishot {
     int n, i;
     short o;
     boolean s;
 } m_shot;
 
 E NEARDATA long moves, monstermoves;
 E NEARDATA long wailmsg;
 
 E NEARDATA boolean in_mklev;
 E NEARDATA boolean stoned;
 E NEARDATA boolean unweapon;
 E NEARDATA boolean mrg_to_wielded;
 E NEARDATA boolean defer_see_monsters;
 
 E NEARDATA boolean in_steed_dismounting;
 
 E const int shield_static[];
 
 #include "spell.h"
 E NEARDATA struct spell spl_book[]; /* sized in decl.c */
 
 #include "color.h"
 #ifdef TEXTCOLOR
 E const int zapcolors[];
 #endif
 
 E const struct class_sym def_oc_syms[MAXOCLASSES]; /* default class symbols */
 E uchar oc_syms[MAXOCLASSES];                      /* current class symbols */
 E const struct class_sym def_monsyms[MAXMCLASSES]; /* default class symbols */
 E uchar monsyms[MAXMCLASSES];                      /* current class symbols */
 
 #include "obj.h"
 E NEARDATA struct obj *invent, *uarm, *uarmc, *uarmh, *uarms, *uarmg, *uarmf,
     *uarmu, /* under-wear, so to speak */
     *uskin, *uamul, *uleft, *uright, *ublindf, *uwep, *uswapwep, *uquiver;
 
 E NEARDATA struct obj *uchain; /* defined only when punished */
 E NEARDATA struct obj *uball;
 E NEARDATA struct obj *migrating_objs;
 E NEARDATA struct obj *billobjs;
 E NEARDATA struct obj *current_wand, *thrownobj, *kickedobj;
 
 E NEARDATA struct obj zeroobj; /* init'd and defined in decl.c */
 E NEARDATA anything zeroany;   /* init'd and defined in decl.c */
 
 #include "you.h"
 E NEARDATA struct you u;
 E NEARDATA time_t ubirthday;
 E NEARDATA struct u_realtime urealtime;
 
 #include "onames.h"
 #ifndef PM_H /* (pm.h has already been included via youprop.h) */
 #include "pm.h"
 #endif
 
 E NEARDATA struct monst youmonst; /* init'd and defined in decl.c */
 E NEARDATA struct monst *mydogs, *migrating_mons;
 
 E NEARDATA struct mvitals {
     uchar born;
     uchar died;
     uchar mvflags;
 } mvitals[NUMMONS];
 
 E NEARDATA struct c_color_names {
     const char *const c_black, *const c_amber, *const c_golden,
         *const c_light_blue, *const c_red, *const c_green, *const c_silver,
         *const c_blue, *const c_purple, *const c_white, *const c_orange;
 } c_color_names;
 #define NH_BLACK c_color_names.c_black
 #define NH_AMBER c_color_names.c_amber
 #define NH_GOLDEN c_color_names.c_golden
 #define NH_LIGHT_BLUE c_color_names.c_light_blue
 #define NH_RED c_color_names.c_red
 #define NH_GREEN c_color_names.c_green
 #define NH_SILVER c_color_names.c_silver
 #define NH_BLUE c_color_names.c_blue
 #define NH_PURPLE c_color_names.c_purple
 #define NH_WHITE c_color_names.c_white
 #define NH_ORANGE c_color_names.c_orange
 
 /* The names of the colors used for gems, etc. */
 E const char *c_obj_colors[];
 
 E struct c_common_strings {
     const char *const c_nothing_happens, *const c_thats_enough_tries,
         *const c_silly_thing_to, *const c_shudder_for_moment,
         *const c_something, *const c_Something, *const c_You_can_move_again,
         *const c_Never_mind, *c_vision_clears, *const c_the_your[2];
 } c_common_strings;
 #define nothing_happens c_common_strings.c_nothing_happens
 #define thats_enough_tries c_common_strings.c_thats_enough_tries
 #define silly_thing_to c_common_strings.c_silly_thing_to
 #define shudder_for_moment c_common_strings.c_shudder_for_moment
 #define something c_common_strings.c_something
 #define Something c_common_strings.c_Something
 #define You_can_move_again c_common_strings.c_You_can_move_again
 #define Never_mind c_common_strings.c_Never_mind
 #define vision_clears c_common_strings.c_vision_clears
 #define the_your c_common_strings.c_the_your
 
 /* material strings */
 E const char *materialnm[];
 
 /* Monster name articles */
 #define ARTICLE_NONE 0
 #define ARTICLE_THE 1
 #define ARTICLE_A 2
 #define ARTICLE_YOUR 3
 
 /* Monster name suppress masks */
 #define SUPPRESS_IT 0x01
 #define SUPPRESS_INVISIBLE 0x02
 #define SUPPRESS_HALLUCINATION 0x04
 #define SUPPRESS_SADDLE 0x08
 #define EXACT_NAME 0x0F
 
 /* Vision */
 E NEARDATA boolean vision_full_recalc; /* TRUE if need vision recalc */
 E NEARDATA char **viz_array;           /* could see/in sight row pointers */
 
 /* Window system stuff */
 E NEARDATA winid WIN_MESSAGE;
 #ifndef STATUS_VIA_WINDOWPORT
 E NEARDATA winid WIN_STATUS;
 #endif
 E NEARDATA winid WIN_MAP, WIN_INVEN;
 
 /* pline (et al) for a single string argument (suppress compiler warning) */
 #define pline1(cstr) pline("%s", cstr)
 #define Your1(cstr) Your("%s", cstr)
 #define You1(cstr) You("%s", cstr)
 #define verbalize1(cstr) verbalize("%s", cstr)
 #define You_hear1(cstr) You_hear("%s", cstr)
 #define Sprintf1(buf, cstr) Sprintf(buf, "%s", cstr)
 #define panic1(cstr) panic("%s", cstr)
 
 E char toplines[];
 #ifndef TCAP_H
 E struct tc_gbl_data {   /* also declared in tcap.h */
     char *tc_AS, *tc_AE; /* graphics start and end (tty font swapping) */
     int tc_LI, tc_CO;    /* lines and columns */
 } tc_gbl_data;
 #define AS tc_gbl_data.tc_AS
 #define AE tc_gbl_data.tc_AE
 #define LI tc_gbl_data.tc_LI
 #define CO tc_gbl_data.tc_CO
 #endif
 
 /* xxxexplain[] is in drawing.c */
 E const char *const monexplain[], invisexplain[], *const oclass_names[];
 
 /* Some systems want to use full pathnames for some subsets of file names,
  * rather than assuming that they're all in the current directory.  This
  * provides all the subclasses that seem reasonable, and sets up for all
  * prefixes being null.  Port code can set those that it wants.
  */
 #define HACKPREFIX 0
 #define LEVELPREFIX 1
 #define SAVEPREFIX 2
 #define BONESPREFIX 3
 #define DATAPREFIX 4 /* this one must match hardcoded value in dlb.c */
 #define SCOREPREFIX 5
 #define LOCKPREFIX 6
 #define SYSCONFPREFIX 7
 #define CONFIGPREFIX 8
 #define TROUBLEPREFIX 9
 #define PREFIX_COUNT 10
 /* used in files.c; xxconf.h can override if needed */
 #ifndef FQN_MAX_FILENAME
 #define FQN_MAX_FILENAME 512
 #endif
 
 #if defined(NOCWD_ASSUMPTIONS) || defined(VAR_PLAYGROUND)
 /* the bare-bones stuff is unconditional above to simplify coding; for
  * ports that actually use prefixes, add some more localized things
  */
 #define PREFIXES_IN_USE
 #endif
 
 E char *fqn_prefix[PREFIX_COUNT];
 #ifdef PREFIXES_IN_USE
 E char *fqn_prefix_names[PREFIX_COUNT];
 #endif
 
 E NEARDATA struct savefile_info sfcap, sfrestinfo, sfsaveinfo;
 
 struct autopickup_exception {
     struct nhregex *regex;
     char *pattern;
     boolean grab;
     struct autopickup_exception *next;
 };
 
 struct plinemsg_type {
     xchar msgtype;  /* one of MSGTYP_foo */
     struct nhregex *regex;
     char *pattern;
     struct plinemsg_type *next;
 };
 
 #define MSGTYP_NORMAL   0
 #define MSGTYP_NOREP    1
 #define MSGTYP_NOSHOW   2
 #define MSGTYP_STOP     3
 
 E struct plinemsg_type *plinemsg_types;
 
 #ifdef PANICTRACE
 E char *ARGV0;
 #endif
 
 #undef E
 
 #endif /* DECL_H */