Source:SLASH'EM 0.0.7E7F2/hack.h
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Below is the full text to hack.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[Source:SLASH'EM 0.0.7E7F2/hack.h#line123]], for example.
Source code for vanilla NetHack is at Source code.
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.
1. /* SCCS Id: @(#)hack.h 3.4 2001/04/12 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #ifndef HACK_H 6. #define HACK_H 7. 8. #ifndef CONFIG_H 9. #include "config.h" 10. #endif 11. 12. /* For debugging beta code. */ 13. #ifdef BETA 14. #define Dpline pline 15. #endif 16. 17. #define TELL 1 18. #define NOTELL 0 19. #define ON 1 20. #define OFF 0 21. #define BOLT_LIM 6 /* from this distance ranged attacks will be made */ 22. #define MAX_CARR_CAP 1000 /* so that boulders can be heavier */ 23. #define DUMMY { 0 } 24. 25. /* symbolic names for capacity levels */ 26. #define UNENCUMBERED 0 27. #define SLT_ENCUMBER 1 /* Burdened */ 28. #define MOD_ENCUMBER 2 /* Stressed */ 29. #define HVY_ENCUMBER 3 /* Strained */ 30. #define EXT_ENCUMBER 4 /* Overtaxed */ 31. #define OVERLOADED 5 /* Overloaded */ 32. 33. /* Macros for how a rumor was delivered in outrumor() */ 34. #define BY_ORACLE 0 35. #define BY_COOKIE 1 36. #define BY_PAPER 2 37. #define BY_OTHER 9 38. 39. #ifdef STEED 40. /* Macros for why you are no longer riding */ 41. #define DISMOUNT_GENERIC 0 42. #define DISMOUNT_FELL 1 43. #define DISMOUNT_THROWN 2 44. #define DISMOUNT_POLY 3 45. #define DISMOUNT_ENGULFED 4 46. #define DISMOUNT_BONES 5 47. #define DISMOUNT_BYCHOICE 6 48. #endif 49. 50. /* Special returns from mapglyph() */ 51. #define MG_CORPSE 0x01 52. #define MG_INVIS 0x02 53. #define MG_DETECT 0x04 54. #define MG_PET 0x08 55. #define MG_RIDDEN 0x10 56. 57. /* sellobj_state() states */ 58. #define SELL_NORMAL (0) 59. #define SELL_DELIBERATE (1) 60. #define SELL_DONTSELL (2) 61. 62. /* 63. * This is the way the game ends. If these are rearranged, the arrays 64. * in end.c and topten.c will need to be changed. Some parts of the 65. * code assume that PANIC separates the deaths from the non-deaths. 66. */ 67. #define DIED 0 68. #define BETRAYED 1 69. #define CHOKING 2 70. #define POISONING 3 71. #define STARVING 4 72. #define DROWNING 5 73. #define BURNING 6 74. #define DISSOLVED 7 75. #define CRUSHING 8 76. #define STONING 9 77. #define TURNED_SLIME 10 78. #define GENOCIDED 11 79. #define PANICKED 12 80. #define TRICKED 13 81. #define QUIT 14 82. #define ESCAPED 15 83. #define ASCENDED 16 84. 85. #include "align.h" 86. #include "dungeon.h" 87. #include "monsym.h" 88. #include "mkroom.h" 89. #include "objclass.h" 90. #include "youprop.h" 91. #include "wintype.h" 92. #include "decl.h" 93. #include "timeout.h" 94. 95. NEARDATA extern coord bhitpos; /* place where throw or zap hits or stops */ 96. 97. /* types of calls to bhit() */ 98. #define ZAPPED_WAND 0 99. #define THROWN_WEAPON 1 100. #define KICKED_WEAPON 2 101. #define FLASHED_LIGHT 3 102. #define INVIS_BEAM 4 103. 104. #define MATCH_WARN_OF_MON(mon) (Warn_of_mon && flags.warntype && \ 105. (flags.warntype & (mon)->data->mflags2)) 106. 107. #include "trap.h" 108. #include "flag.h" 109. #include "rm.h" 110. #include "vision.h" 111. #include "display.h" 112. #include "engrave.h" 113. #include "rect.h" 114. #include "region.h" 115. 116. #ifdef USE_TRAMPOLI /* This doesn't belong here, but we have little choice */ 117. #undef NDECL 118. #define NDECL(f) f() 119. #endif 120. 121. #include "extern.h" 122. #include "winprocs.h" 123. 124. #ifdef USE_TRAMPOLI 125. #include "wintty.h" 126. #undef WINTTY_H 127. #include "trampoli.h" 128. #undef EXTERN_H 129. #include "extern.h" 130. #endif /* USE_TRAMPOLI */ 131. 132. #define NO_SPELL 0 133. 134. /* flags to control makemon() */ 135. #define NO_MM_FLAGS 0x00 /* use this rather than plain 0 */ 136. #define NO_MINVENT 0x01 /* suppress minvent when creating mon */ 137. #define MM_NOWAIT 0x02 /* don't set STRAT_WAITMASK flags */ 138. #define MM_EDOG 0x04 /* add edog structure */ 139. #define MM_EMIN 0x08 /* add emin structure */ 140. #define MM_ANGRY 0x10 /* monster is created angry */ 141. #define MM_NONAME 0x20 /* monster is not christened */ 142. #define MM_NOCOUNTBIRTH 0x40 /* don't increment born counter (for revival) */ 143. #define MM_IGNOREWATER 0x80 /* ignore water when positioning */ 144. #define MM_ADJACENTOK 0x100 /* it is acceptable to use adjacent coordinates */ 145. 146. /* special mhpmax value when loading bones monster to flag as extinct or genocided */ 147. #define DEFUNCT_MONSTER (-100) 148. 149. /* flags for special ggetobj status returns */ 150. #define ALL_FINISHED 0x01 /* called routine already finished the job */ 151. 152. /* flags to control query_objlist() */ 153. #define BY_NEXTHERE 0x1 /* follow objlist by nexthere field */ 154. #define AUTOSELECT_SINGLE 0x2 /* if only 1 object, don't ask */ 155. #define USE_INVLET 0x4 /* use object's invlet */ 156. #define INVORDER_SORT 0x8 /* sort objects by packorder */ 157. #define SIGNAL_NOMENU 0x10 /* return -1 rather than 0 if none allowed */ 158. #define FEEL_COCKATRICE 0x20 /* engage cockatrice checks and react */ 159. #define SIGNAL_CANCEL 0x40 /* return -4 rather than 0 if explicit cancel */ 160. 161. /* Flags to control query_category() */ 162. /* BY_NEXTHERE used by query_category() too, so skip 0x01 */ 163. #define UNPAID_TYPES 0x02 164. #define GOLD_TYPES 0x04 165. #define WORN_TYPES 0x08 166. #define ALL_TYPES 0x10 167. #define BILLED_TYPES 0x20 168. #define CHOOSE_ALL 0x40 169. #define BUC_BLESSED 0x80 170. #define BUC_CURSED 0x100 171. #define BUC_UNCURSED 0x200 172. #define BUC_UNKNOWN 0x400 173. #define BUC_ALLBKNOWN (BUC_BLESSED|BUC_CURSED|BUC_UNCURSED) 174. #define ALL_TYPES_SELECTED -2 175. 176. /* Flags to control find_mid() */ 177. #define FM_FMON 0x01 /* search the fmon chain */ 178. #define FM_MIGRATE 0x02 /* search the migrating monster chain */ 179. #define FM_MYDOGS 0x04 /* search mydogs */ 180. #define FM_EVERYWHERE (FM_FMON | FM_MIGRATE | FM_MYDOGS) 181. 182. /* Flags to control pick_[race,role,gend,align] routines in role.c */ 183. #define PICK_RANDOM 0 184. #define PICK_RIGID 1 185. 186. /* Flags to control dotrap() in trap.c */ 187. #define NOWEBMSG 0x01 /* suppress stumble into web message */ 188. #define FORCEBUNGLE 0x02 /* adjustments appropriate for bungling */ 189. #define RECURSIVETRAP 0x04 /* trap changed into another type this same turn */ 190. 191. /* Flags to control test_move in hack.c */ 192. #define DO_MOVE 0 /* really doing the move */ 193. #define TEST_MOVE 1 /* test a normal move (move there next) */ 194. #define TEST_TRAV 2 /* test a future travel location */ 195. 196. /*** some utility macros ***/ 197. #define yn(query) yn_function(query,ynchars, 'n') 198. #define ynq(query) yn_function(query,ynqchars, 'q') 199. #define ynaq(query) yn_function(query,ynaqchars, 'y') 200. #define nyaq(query) yn_function(query,ynaqchars, 'n') 201. #define nyNaq(query) yn_function(query,ynNaqchars, 'n') 202. #define ynNaq(query) yn_function(query,ynNaqchars, 'y') 203. 204. /* Macros for scatter */ 205. #define VIS_EFFECTS 0x01 /* display visual effects */ 206. #define MAY_HITMON 0x02 /* objects may hit monsters */ 207. #define MAY_HITYOU 0x04 /* objects may hit you */ 208. #define MAY_HIT (MAY_HITMON|MAY_HITYOU) 209. #define MAY_DESTROY 0x08 /* objects may be destroyed at random */ 210. #define MAY_FRACTURE 0x10 /* boulders & statues may fracture */ 211. 212. /* Macros for launching objects */ 213. #define ROLL 0x01 /* the object is rolling */ 214. #define FLING 0x02 /* the object is flying thru the air */ 215. #define LAUNCH_UNSEEN 0x40 /* hero neither caused nor saw it */ 216. #define LAUNCH_KNOWN 0x80 /* the hero caused this by explicit action */ 217. 218. /* Macros for explosion types */ 219. #define EXPL_DARK 0 220. #define EXPL_NOXIOUS 1 221. #define EXPL_MUDDY 2 222. #define EXPL_WET 3 223. #define EXPL_MAGICAL 4 224. #define EXPL_FIERY 5 225. #define EXPL_FROSTY 6 226. #define EXPL_MAX 7 227. 228. /* Macros for messages referring to hands, eyes, feet, etc... */ 229. #define ARM 0 230. #define EYE 1 231. #define FACE 2 232. #define FINGER 3 233. #define FINGERTIP 4 234. #define FOOT 5 235. #define HAND 6 236. #define HANDED 7 237. #define HEAD 8 238. #define LEG 9 239. #define LIGHT_HEADED 10 240. #define NECK 11 241. #define SPINE 12 242. #define TOE 13 243. #define HAIR 14 244. #define BLOOD 15 245. #define LUNG 16 246. #define NOSE 17 247. #define STOMACH 18 248. 249. /* Flags to control menus */ 250. #define MENUTYPELEN sizeof("traditional ") 251. #define MENU_TRADITIONAL 0 252. #define MENU_COMBINATION 1 253. #define MENU_PARTIAL 2 254. #define MENU_FULL 3 255. 256. #define MENU_SELECTED TRUE 257. #define MENU_UNSELECTED FALSE 258. 259. /* 260. * Option flags 261. * Each higher number includes the characteristics of the numbers 262. * below it. 263. */ 264. #define SET_IN_FILE 0 /* config file option only */ 265. #define SET_VIA_PROG 1 /* may be set via extern program, not seen in game */ 266. #define DISP_IN_GAME 2 /* may be set via extern program, displayed in game */ 267. #define SET_IN_GAME 3 /* may be set via extern program or set in the game */ 268. 269. #define FEATURE_NOTICE_VER(major,minor,patch) (((unsigned long)major << 24) | \ 270. ((unsigned long)minor << 16) | \ 271. ((unsigned long)patch << 8) | \ 272. ((unsigned long)0)) 273. 274. #define FEATURE_NOTICE_VER_MAJ (flags.suppress_alert >> 24) 275. #define FEATURE_NOTICE_VER_MIN (((unsigned long)(0x0000000000FF0000L & flags.suppress_alert)) >> 16) 276. #define FEATURE_NOTICE_VER_PATCH (((unsigned long)(0x000000000000FF00L & flags.suppress_alert)) >> 8) 277. 278. #ifndef max 279. #define max(a,b) ((a) > (b) ? (a) : (b)) 280. #endif 281. #ifndef min 282. #define min(x,y) ((x) < (y) ? (x) : (y)) 283. #endif 284. #define plur(x) (((x) == 1) ? "" : "s") 285. 286. #define ARM_BONUS(obj) (objects[(obj)->otyp].a_ac + (obj)->spe \ 287. - min((int)greatest_erosion(obj),objects[(obj)->otyp].a_ac)) 288. 289. #define makeknown(x) discover_object((x),TRUE,TRUE) 290. #define distu(xx,yy) dist2((int)(xx),(int)(yy),(int)u.ux,(int)u.uy) 291. #define onlineu(xx,yy) online2((int)(xx),(int)(yy),(int)u.ux,(int)u.uy) 292. #define setustuck(v) (flags.botl = 1, u.ustuck = (v)) 293. 294. #define rn1(x,y) (rn2(x)+(y)) 295. 296. /* negative armor class is randomly weakened to prevent invulnerability */ 297. #define AC_VALUE(AC) ((AC) >= 0 ? (AC) : -rnd(-(AC))) 298. 299. #if defined(MICRO) && !defined(__DJGPP__) 300. #define getuid() 1 301. #define getlogin() ((char *)0) 302. #endif /* MICRO */ 303. 304. #if defined(OVERLAY)&&(defined(OVL0)||defined(OVL1)||defined(OVL2)||defined(OVL3)||defined(OVLB)) 305. # define USE_OVLx 306. # define STATIC_DCL extern 307. # define STATIC_OVL 308. # ifdef OVLB 309. # define STATIC_VAR 310. # else 311. # define STATIC_VAR extern 312. # endif 313. 314. #else /* !OVERLAY || (!OVL0 && !OVL1 && !OVL2 && !OVL3 && !OVLB) */ 315. # define STATIC_DCL static 316. # define STATIC_OVL static 317. # define STATIC_VAR static 318. 319. /* If not compiling an overlay, compile everything. */ 320. # define OVL0 /* highest priority */ 321. # define OVL1 322. # define OVL2 323. # define OVL3 /* lowest specified priority */ 324. # define OVLB /* the base overlay segment */ 325. #endif /* OVERLAY && (OVL0 || OVL1 || OVL2 || OVL3 || OVLB) */ 326. 327. /* Macro for a few items that are only static if we're not overlaid.... */ 328. #if defined(USE_TRAMPOLI) || defined(USE_OVLx) 329. # define STATIC_PTR 330. #else 331. # define STATIC_PTR static 332. #endif 333. 334. /* For my clever ending messages... */ 335. extern int Instant_Death; 336. extern int Quick_Death; 337. extern int Nibble_Death; 338. extern int last_hit; 339. extern int second_last_hit; 340. extern int third_last_hit; 341. 342. /* For those tough guys who get carried away... */ 343. extern int repeat_hit; 344. 345. /* Raw status flags */ 346. #define RAW_STAT_LEVITATION 0x00000001 347. #define RAW_STAT_CONFUSION 0x00000002 348. #define RAW_STAT_FOODPOIS 0x00000004 349. #define RAW_STAT_ILL 0x00000008 350. #define RAW_STAT_BLIND 0x00000010 351. #define RAW_STAT_STUNNED 0x00000020 352. #define RAW_STAT_HALLUCINATION 0x00000040 353. #define RAW_STAT_SLIMED 0x00000080 354. 355. /* The function argument to qsort() requires a particular 356. * calling convention under WINCE which is not the default 357. * in that environment. 358. */ 359. #if defined(WIN_CE) 360. # define CFDECLSPEC __cdecl 361. #else 362. # define CFDECLSPEC 363. #endif 364. 365. #endif /* HACK_H */