/* SCCS Id: @(#)hack.h 3.4 2001/04/12 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ #ifndef HACK_H #define HACK_H #ifndef CONFIG_H #include "config.h" #endif /* For debugging beta code. */ #ifdef BETA #define Dpline pline #endif #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 */ #define UNENCUMBERED 0 #define SLT_ENCUMBER 1 /* Burdened */ #define MOD_ENCUMBER 2 /* Stressed */ #define HVY_ENCUMBER 3 /* Strained */ #define EXT_ENCUMBER 4 /* Overtaxed */ #define OVERLOADED 5 /* Overloaded */ /* 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 #ifdef STEED /* Macros for why you are no longer riding */ #define DISMOUNT_GENERIC 0 #define DISMOUNT_FELL 1 #define DISMOUNT_THROWN 2 #define DISMOUNT_POLY 3 #define DISMOUNT_ENGULFED 4 #define DISMOUNT_BONES 5 #define DISMOUNT_BYCHOICE 6 #endif /* Special returns from mapglyph() */ #define MG_CORPSE 0x01 #define MG_INVIS 0x02 #define MG_DETECT 0x04 #define MG_PET 0x08 #define MG_RIDDEN 0x10 /* sellobj_state() states */ #define SELL_NORMAL (0) #define SELL_DELIBERATE (1) #define SELL_DONTSELL (2) /* * 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. */ #define DIED 0 #define CHOKING 1 #define POISONING 2 #define STARVING 3 #define DROWNING 4 #define BURNING 5 #define DISSOLVED 6 #define CRUSHING 7 #define STONING 8 #define TURNED_SLIME 9 #define GENOCIDED 10 #define PANICKED 11 #define TRICKED 12 #define QUIT 13 #define ESCAPED 14 #define ASCENDED 15 #include "align.h" #include "dungeon.h" #include "monsym.h" #include "mkroom.h" #include "objclass.h" #include "youprop.h" #include "wintype.h" #include "decl.h" #include "timeout.h" NEARDATA extern coord bhitpos; /* place where throw or zap hits or stops */ /* types of calls to bhit() */ #define ZAPPED_WAND 0 #define THROWN_WEAPON 1 #define KICKED_WEAPON 2 #define FLASHED_LIGHT 3 #define INVIS_BEAM 4 #define MATCH_WARN_OF_MON(mon) (Warn_of_mon && flags.warntype && \ (flags.warntype & (mon)->data->mflags2)) #include "trap.h" #include "flag.h" #include "rm.h" #include "vision.h" #include "display.h" #include "engrave.h" #include "rect.h" #include "region.h" #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" #ifdef USE_TRAMPOLI #include "wintty.h" #undef WINTTY_H #include "trampoli.h" #undef EXTERN_H #include "extern.h" #endif /* USE_TRAMPOLI */ #define NO_SPELL 0 /* flags to control makemon() */ #define NO_MM_FLAGS 0x00 /* use this rather than plain 0 */ #define NO_MINVENT 0x01 /* suppress minvent when creating mon */ #define MM_NOWAIT 0x02 /* don't set STRAT_WAITMASK flags */ #define MM_EDOG 0x04 /* add edog structure */ #define MM_EMIN 0x08 /* add emin structure */ #define MM_ANGRY 0x10 /* monster is created angry */ #define MM_NONAME 0x20 /* monster is not christened */ #define MM_NOCOUNTBIRTH 0x40 /* don't increment born counter (for revival) */ #define MM_IGNOREWATER 0x80 /* ignore water when positioning */ #define MM_ADJACENTOK 0x100 /* it is acceptable to use adjacent coordinates */ /* 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 FEEL_COCKATRICE 0x20 /* engage cockatrice checks and react */ /* 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 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 NOWEBMSG 0x01 /* suppress stumble into web message */ #define FORCEBUNGLE 0x02 /* adjustments appropriate for bungling */ #define RECURSIVETRAP 0x04 /* trap changed into another type this same turn */ /* 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 */ /*** 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 */ #define EXPL_DARK 0 #define EXPL_NOXIOUS 1 #define EXPL_MUDDY 2 #define EXPL_WET 3 #define EXPL_MAGICAL 4 #define EXPL_FIERY 5 #define EXPL_FROSTY 6 #define EXPL_MAX 7 /* Macros for messages referring to hands, eyes, feet, etc... */ #define ARM 0 #define EYE 1 #define FACE 2 #define FINGER 3 #define FINGERTIP 4 #define FOOT 5 #define HAND 6 #define HANDED 7 #define HEAD 8 #define LEG 9 #define LIGHT_HEADED 10 #define NECK 11 #define SPINE 12 #define TOE 13 #define HAIR 14 #define BLOOD 15 #define LUNG 16 #define NOSE 17 #define STOMACH 18 /* Flags to control menus */ #define MENUTYPELEN sizeof("traditional ") #define MENU_TRADITIONAL 0 #define MENU_COMBINATION 1 #define MENU_PARTIAL 2 #define MENU_FULL 3 #define MENU_SELECTED TRUE #define MENU_UNSELECTED FALSE /* * Option flags * Each higher number includes the characteristics of the numbers * below it. */ #define SET_IN_FILE 0 /* config file option only */ #define SET_VIA_PROG 1 /* may be set via extern program, not seen in game */ #define DISP_IN_GAME 2 /* may be set via extern program, displayed in game */ #define SET_IN_GAME 3 /* may be set via extern program or set in the game */ #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)&&(defined(OVL0)||defined(OVL1)||defined(OVL2)||defined(OVL3)||defined(OVLB)) # define USE_OVLx # define STATIC_DCL extern # define STATIC_OVL # ifdef OVLB # define STATIC_VAR # else # define STATIC_VAR extern # endif #else /* !OVERLAY || (!OVL0 && !OVL1 && !OVL2 && !OVL3 && !OVLB) */ # define STATIC_DCL static # define STATIC_OVL static # define STATIC_VAR static /* If not compiling an overlay, compile everything. */ # define OVL0 /* highest priority */ # define OVL1 # define OVL2 # define OVL3 /* lowest specified priority */ # define OVLB /* the base overlay segment */ #endif /* OVERLAY && (OVL0 || OVL1 || OVL2 || OVL3 || OVLB) */ /* 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 #endif /* HACK_H */