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/* SCCS Id: @(#)decl.c 3.2 2001/12/10 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
int NDECL((*afternmv));
int NDECL((*occupation));
/* from xxxmain.c */
const char *hname = 0; /* name of the game (argv[0] of main) */
int hackpid = 0; /* current process id */
#if defined(UNIX) || defined(VMS)
int locknum = 0; /* max num of simultaneous users */
#endif
#ifdef DEF_PAGER
char *catmore = 0; /* default pager */
#endif
NEARDATA int bases[MAXOCLASSES] = DUMMY;
NEARDATA int multi = 0;
NEARDATA boolean multi_one = FALSE; /* used by dofire() and throw_the_obj() */
#if 0
NEARDATA int warnlevel = 0; /* used by movemon and dochugw */
#endif
NEARDATA int nroom = 0;
NEARDATA int nsubroom = 0;
NEARDATA int occtime = 0;
int x_maze_max, y_maze_max; /* initialized in main, used in mkmaze.c */
int otg_temp; /* used by object_to_glyph() [otg] */
#ifdef REDO
NEARDATA int in_doagain = 0;
#endif
/*
* The following structure will be initialized at startup time with
* the level numbers of some "important" things in the game.
*/
struct dgn_topology dungeon_topology = {DUMMY};
#include "quest.h"
struct q_score quest_status = DUMMY;
NEARDATA int smeq[MAXNROFROOMS+1] = DUMMY;
NEARDATA int doorindex = 0;
NEARDATA char *save_cm = 0;
NEARDATA int killer_format = 0;
const char *killer = 0;
const char *delayed_killer = 0;
#ifdef GOLDOBJ
NEARDATA long done_money = 0;
#endif
char killer_buf[BUFSZ] = DUMMY;
const char *nomovemsg = 0;
const char nul[40] = DUMMY; /* contains zeros */
NEARDATA char plname[PL_NSIZ] = DUMMY; /* player name */
NEARDATA char pl_character[PL_CSIZ] = DUMMY;
NEARDATA char pl_race = '\0';
NEARDATA char pl_fruit[PL_FSIZ] = DUMMY;
NEARDATA int current_fruit = 0;
NEARDATA struct fruit *ffruit = (struct fruit *)0;
NEARDATA char tune[6] = DUMMY;
const char *occtxt = DUMMY;
const char quitchars[] = " \r\n\033";
const char vowels[] = "aeiouAEIOU";
const char ynchars[] = "yn";
const char ynqchars[] = "ynq";
const char ynaqchars[] = "ynaq";
const char ynNaqchars[] = "yn#aq";
NEARDATA long yn_number = 0L;
const char disclosure_options[] = "iavgc";
#if defined(MICRO) || defined(WIN32)
char hackdir[PATHLEN]; /* where rumors, help, record are */
# ifdef MICRO
char levels[PATHLEN]; /* where levels are */
# endif
#endif /* MICRO || WIN32 */
#ifdef MFLOPPY
char permbones[PATHLEN]; /* where permanent copy of bones go */
int ramdisk = FALSE; /* whether to copy bones to levels or not */
int saveprompt = TRUE;
const char *alllevels = "levels.*";
const char *allbones = "bones*.*";
#endif
struct linfo level_info[MAXLINFO];
NEARDATA struct sinfo program_state;
/* 'rogue'-like direction commands (cmd.c) */
const char sdir[] = "hykulnjb><";
const char ndir[] = "47896321><"; /* number pad mode */
const schar xdir[10] = { -1,-1, 0, 1, 1, 1, 0,-1, 0, 0 };
const schar ydir[10] = { 0,-1,-1,-1, 0, 1, 1, 1, 0, 0 };
const schar zdir[10] = { 0, 0, 0, 0, 0, 0, 0, 0, 1,-1 };
NEARDATA schar tbx = 0, tby = 0; /* mthrowu: target */
/* for xname handling of multiple shot missile volleys:
number of shots, index of current one, validity check, shoot vs throw */
NEARDATA struct multishot m_shot = { 0, 0, STRANGE_OBJECT, FALSE };
NEARDATA struct dig_info digging;
NEARDATA dungeon dungeons[MAXDUNGEON]; /* ini'ed by init_dungeon() */
NEARDATA s_level *sp_levchn;
NEARDATA stairway upstair = { 0, 0 }, dnstair = { 0, 0 };
NEARDATA stairway upladder = { 0, 0 }, dnladder = { 0, 0 };
NEARDATA stairway sstairs = { 0, 0 };
NEARDATA dest_area updest = { 0, 0, 0, 0, 0, 0, 0, 0 };
NEARDATA dest_area dndest = { 0, 0, 0, 0, 0, 0, 0, 0 };
NEARDATA coord inv_pos = { 0, 0 };
NEARDATA boolean defer_see_monsters = FALSE;
NEARDATA boolean in_mklev = FALSE;
NEARDATA boolean stoned = FALSE; /* done to monsters hit by 'c' */
NEARDATA boolean unweapon = FALSE;
NEARDATA boolean mrg_to_wielded = FALSE;
/* weapon picked is merged with wielded one */
NEARDATA struct obj *current_wand = 0; /* wand currently zapped/applied */
NEARDATA boolean in_steed_dismounting = FALSE;
NEARDATA coord bhitpos = DUMMY;
NEARDATA struct door doors[DOORMAX] = {DUMMY};
NEARDATA struct mkroom rooms[(MAXNROFROOMS+1)*2] = {DUMMY};
NEARDATA struct mkroom* subrooms = &rooms[MAXNROFROOMS+1];
struct mkroom *upstairs_room, *dnstairs_room, *sstairs_room;
dlevel_t level; /* level map */
struct trap *ftrap = (struct trap *)0;
NEARDATA struct monst youmonst = DUMMY;
NEARDATA struct permonst upermonst = DUMMY;
NEARDATA struct flag flags = DUMMY;
NEARDATA struct instance_flags iflags = DUMMY;
NEARDATA struct you u = DUMMY;
NEARDATA struct obj *invent = (struct obj *)0,
*uwep = (struct obj *)0, *uarm = (struct obj *)0,
*uswapwep = (struct obj *)0,
*uquiver = (struct obj *)0, /* quiver */
#ifdef TOURIST
*uarmu = (struct obj *)0, /* under-wear, so to speak */
#endif
*uskin = (struct obj *)0, /* dragon armor, if a dragon */
*uarmc = (struct obj *)0, *uarmh = (struct obj *)0,
*uarms = (struct obj *)0, *uarmg = (struct obj *)0,
*uarmf = (struct obj *)0, *uamul = (struct obj *)0,
*uright = (struct obj *)0,
*uleft = (struct obj *)0,
*ublindf = (struct obj *)0,
#ifdef STEED
*usaddle = (struct obj *)0,
#endif
*uchain = (struct obj *)0,
*uball = (struct obj *)0;
#ifdef TEXTCOLOR
/*
* This must be the same order as used for buzz() in zap.c.
*/
const int zapcolors[NUM_ZAP] = {
HI_ZAP, /* 0 - missile */
CLR_ORANGE, /* 1 - fire */
CLR_WHITE, /* 2 - frost */
HI_ZAP, /* 3 - sleep */
CLR_BLACK, /* 4 - death */
CLR_WHITE, /* 5 - lightning */
CLR_YELLOW, /* 6 - poison gas */
CLR_GREEN, /* 7 - acid */
};
#endif /* text color */
const int shield_static[SHIELD_COUNT] = {
S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4, /* 7 per row */
S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
};
NEARDATA struct spell spl_book[MAXSPELL + 1] = {DUMMY};
NEARDATA struct tech tech_list[MAXTECH + 1] = {DUMMY};
NEARDATA long moves = 1L, monstermoves = 1L;
/* These diverge when player is Fast or Very_fast */
NEARDATA long wailmsg = 0L;
/* objects that are moving to another dungeon level */
NEARDATA struct obj *migrating_objs = (struct obj *)0;
/* objects not yet paid for */
NEARDATA struct obj *billobjs = (struct obj *)0;
/* used to zero all elements of a struct obj */
NEARDATA struct obj zeroobj = DUMMY;
/* used as an address returned by getobj() */
NEARDATA struct obj thisplace = DUMMY;
/* originally from dog.c */
NEARDATA char dogname[PL_PSIZ] = DUMMY;
NEARDATA char catname[PL_PSIZ] = DUMMY;
NEARDATA char ghoulname[PL_PSIZ] = DUMMY;
NEARDATA char horsename[PL_PSIZ] = DUMMY;
NEARDATA char wolfname[PL_PSIZ] = DUMMY;
#if 0
NEARDATA char batname[PL_PSIZ] = DUMMY;
NEARDATA char snakename[PL_PSIZ] = DUMMY;
NEARDATA char ratname[PL_PSIZ] = DUMMY;
NEARDATA char badgername[PL_PSIZ] = DUMMY;
NEARDATA char reddragonname[PL_PSIZ] = DUMMY;
NEARDATA char whitedragonname[PL_PSIZ] = DUMMY;
#endif
char preferred_pet; /* '\0', 'c', 'd', 'n' (none) */
/* monsters that went down/up together with @ */
NEARDATA struct monst *mydogs = (struct monst *)0;
/* monsters that are moving to another dungeon level */
NEARDATA struct monst *migrating_mons = (struct monst *)0;
NEARDATA struct mvitals mvitals[NUMMONS];
NEARDATA struct c_color_names c_color_names = {
"black", "amber", "golden",
"light blue", "red", "green",
"silver", "blue", "purple",
"white"
};
const char *c_obj_colors[] = {
"black", /* CLR_BLACK */
"red", /* CLR_RED */
"green", /* CLR_GREEN */
"brown", /* CLR_BROWN */
"blue", /* CLR_BLUE */
"magenta", /* CLR_MAGENTA */
"cyan", /* CLR_CYAN */
"gray", /* CLR_GRAY */
"transparent", /* no_color */
"orange", /* CLR_ORANGE */
"bright green", /* CLR_BRIGHT_GREEN */
"yellow", /* CLR_YELLOW */
"bright blue", /* CLR_BRIGHT_BLUE */
"bright magenta", /* CLR_BRIGHT_MAGENTA */
"bright cyan", /* CLR_BRIGHT_CYAN */
"white", /* CLR_WHITE */
};
#ifdef MENU_COLOR
struct menucoloring *menu_colorings = 0;
#endif
struct c_common_strings c_common_strings = {
"Nothing happens.", "That's enough tries!",
"That is a silly thing to %s.", "shudder for a moment.",
"something", "Something", "You can move again.", "Never mind.",
"vision quickly clears.", {"the", "your"}
};
/* NOTE: the order of these words exactly corresponds to the
order of oc_material values #define'd in objclass.h. */
const char *materialnm[] = {
"mysterious", "liquid", "wax", "organic", "flesh",
"paper", "cloth", "leather", "wooden", "bone", "dragonhide",
"iron", "metal", "copper", "silver", "gold", "platinum", "mithril",
"plastic", "glass", "gemstone", "stone"
};
/* Vision */
NEARDATA boolean vision_full_recalc = 0;
NEARDATA char **viz_array = 0;/* used in cansee() and couldsee() macros */
/* Global windowing data, defined here for multi-window-system support */
NEARDATA winid WIN_MESSAGE = WIN_ERR, WIN_STATUS = WIN_ERR;
NEARDATA winid WIN_MAP = WIN_ERR, WIN_INVEN = WIN_ERR;
char toplines[TBUFSZ];
/* Windowing stuff that's really tty oriented, but present for all ports */
struct tc_gbl_data tc_gbl_data = { 0,0, 0,0 }; /* AS,AE, LI,CO */
struct authentication authentication = { "", "" };
struct tileset tilesets[MAXNOTILESETS];
int no_tilesets = 0;
struct tileset def_tilesets[] = {
#if defined(X11_GRAPHICS) || defined(QT_GRAPHICS) || defined(GTK_GRAPHICS) || \
defined(GNOME_GRAPHICS) || defined(GL_GRAPHICS) || defined(SDL_GRAPHICS)
{ "Small tiles", "x11tiles", 0 },
{ "Big tiles", "x11bigtiles", TILESET_TRANSPARENT },
#endif
#if defined(GTK_GRAPHICS)
{ "Big 3D tiles", "x11big3dtiles", TILESET_TRANSPARENT | TILESET_PSEUDO3D },
#endif
#if defined(GEM_GRAPHICS)
{ "Monochrome tiles", "nh2.img", 0 },
{ "Colour tiles", "nh16.img", 0 },
#endif
#if defined(MSDOS)
{ "Planer style tiles", "slashem1.tib", 0 },
#endif
#if defined(ALLEG_FX)
{ "Small tiles", "slam16.bmp", 0 },
{ "Big tiles", "slam32.bmp", TILESET_TRANSPARENT },
{ "Big 3D tiles", "slam3D.bmp", TILESET_TRANSPARENT | TILESET_PSEUDO3D },
#endif
{ "", "", 0, }
};
char tileset[PL_PSIZ] = DUMMY;
char *fqn_prefix[PREFIX_COUNT] = { (char *)0, (char *)0, (char *)0, (char *)0,
(char *)0, (char *)0, (char *)0, (char *)0, (char *)0 };
#ifdef PREFIXES_IN_USE
char *fqn_prefix_names[PREFIX_COUNT] = { "hackdir", "leveldir", "savedir",
"bonesdir", "datadir", "scoredir",
"lockdir", "configdir", "troubledir" };
#endif
/* dummy routine used to force linkage */
void
decl_init()
{
return;
}
/*decl.c*/
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