Files
nethack/include/context.h
nhmall 02a48aa8cf split g into multiple structures
The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.

It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.

Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.

To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.

A global variable named 'amulets', would be found in ga.
    ga.amulets
     ^ ^
A global varable named 'move', would be found in gm.
    gm.moves
     ^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
    gv.val_for_n_or_more
     ^ ^
A global variable named 'youmonst' would be found in gy.
    gy.youmonst
     ^ ^
2022-11-29 21:53:21 -05:00

173 lines
7.1 KiB
C

/* NetHack 3.7 context.h $NHDT-Date: 1646428003 2022/03/04 21:06:43 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.45 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Michael Allison, 2006. */
/* NetHack may be freely redistributed. See license for details. */
/* If you change the context structure make sure you increment EDITLEVEL in */
/* patchlevel.h if needed. */
#ifndef CONTEXT_H
#define CONTEXT_H
#define CONTEXTVERBSZ 30
/*
* The context structure houses things that the game tracks
* or adjusts during the game, to preserve game state or context.
*
* The entire structure is saved with the game.
*
*/
struct dig_info { /* apply.c, hack.c */
int effort;
d_level level;
coord pos;
long lastdigtime;
boolean down, chew, warned, quiet;
};
struct tin_info {
struct obj *tin;
unsigned o_id; /* o_id of tin in save file */
int usedtime, reqtime;
};
struct book_info {
struct obj *book; /* last/current book being xscribed */
unsigned o_id; /* o_id of book in save file */
schar delay; /* moves left for this spell */
};
struct takeoff_info {
long mask;
long what;
int delay;
boolean cancelled_don;
char disrobing[CONTEXTVERBSZ + 1];
};
struct victual_info {
struct obj *piece; /* the thing being eaten, or last thing that
* was partially eaten, unless that thing was
* a tin, which uses the tin structure above,
* in which case this should be 0 */
unsigned o_id; /* o_id of food object in save file */
/* doeat() initializes these when piece is valid */
int usedtime, /* turns spent eating */
reqtime; /* turns required to eat */
int nmod; /* coded nutrition per turn */
Bitfield(canchoke, 1); /* was satiated at beginning */
/* start_eating() initializes these */
Bitfield(fullwarn, 1); /* have warned about being full */
Bitfield(eating, 1); /* victual currently being eaten */
Bitfield(doreset, 1); /* stop eating at end of turn */
};
struct engrave_info {
char text[BUFSZ]; /* actual text being engraved - doengrave() handles all
the possible mutations of this */
char *nextc; /* next character(s) in text[] to engrave */
struct obj *stylus; /* object doing the writing */
xint8 type; /* type of engraving (DUST, MARK, etc) */
coord pos; /* location the engraving is being placed on */
int actionct; /* nth turn spent engraving */
};
struct warntype_info {
unsigned long obj; /* object warn_of_mon monster type M2 */
unsigned long polyd; /* warn_of_mon monster type M2 due to poly */
struct permonst *species; /* particular species due to poly */
short speciesidx; /* index of above in mons[] (for save/restore) */
};
struct polearm_info {
struct monst *hitmon; /* the monster we tried to hit last */
unsigned m_id; /* monster id of hitmon, in save file */
};
struct obj_split {
unsigned parent_oid, /* set: splitobj(), */
child_oid; /* reset: clear_splitobjs() */
};
struct tribute_info {
size_t tributesz; /* make it possible to skip this in future */
boolean enabled; /* Do we have tributes turned on? */
Bitfield(bookstock, 1); /* Have we stocked the book? */
Bitfield(Deathnotice,1); /* Did Death notice the book? */
/* Markers for other tributes can go here */
/* 30 free bits */
};
struct novel_tracking { /* for choosing random passage when reading novel */
unsigned id; /* novel oid from previous passage selection */
int count; /* number of passage indices available in pasg[] */
xint8 pasg[30]; /* pasg[0..count-1] are passage indices */
/* tribute file is allowed to have more than 30 passages for a novel;
if it does, reading will first choose a random subset of 30 of them;
reading all 30 or switching to a different novel and then back again
will pick a new subset, independent of previous ones so might not
contain all--or even any--of the ones left out of the prior subset;
chatting with Death works the same as reading a novel except that
sometimes he delivers one of a few hardcoded messages rather than a
passage from the Death Quotes section of dat/tribute */
};
struct achievement_tracking {
unsigned mines_prize_oid, /* luckstone->o_id */
soko_prize_oid, /* {bag or amulet}->o_id */
castle_prize_old; /* wand->o_id; not yet implemented */
/* record_achievement() wants the item type for livelog() event */
short mines_prize_otyp, /* luckstone */
soko_prize_otyp, /* bag of holding or amulet of reflection */
castle_prize_otyp; /* strange object (someday wand of wishing) */
boolean minetn_reached; /* avoid redundant checking for town entry */
};
struct context_info {
unsigned ident; /* social security number for each monster */
unsigned no_of_wizards; /* 0, 1 or 2 (wizard and his shadow) */
unsigned run; /* 0: h (etc), 1: H (etc), 2: fh (etc) */
/* 3: FH, 4: ff+, 5: ff-, 6: FF+, 7: FF- */
/* 8: travel */
unsigned startingpet_mid; /* monster id number for initial pet */
int current_fruit; /* fruit->fid corresponding to gp.pl_fruit[] */
int mysteryforce; /* adjusts how often "mysterious force" kicks in */
int rndencode; /* randomized escape sequence introducer */
int warnlevel; /* threshold (digit) to warn about unseen mons */
long next_attrib_check; /* next attribute check */
long seer_turn; /* when random clairvoyance will next kick in */
long stethoscope_seq; /* when a stethoscope was last used; first use
* during a move takes no time, second uses move */
boolean travel; /* find way automatically to u.tx,u.ty */
boolean travel1; /* first travel step */
boolean forcefight;
boolean nopick; /* do not pickup objects (as when running) */
boolean made_amulet;
boolean mon_moving; /* monsters' turn to move */
boolean move;
boolean mv;
boolean bypasses; /* bypass flag is set on at least one fobj */
boolean botl; /* partially redo status line */
boolean botlx; /* print an entirely new bottom line */
boolean door_opened; /* set to true if door was opened during test_move */
boolean enhance_tip; /* player is informed about #enhance */
boolean swim_tip; /* player was informed about walking into water */
struct dig_info digging;
struct victual_info victual;
struct engrave_info engraving;
struct tin_info tin;
struct book_info spbook;
struct takeoff_info takeoff;
struct warntype_info warntype;
struct polearm_info polearm;
struct obj_split objsplit; /* track most recently split object stack */
struct tribute_info tribute;
struct novel_tracking novel;
struct achievement_tracking achieveo;
};
#endif /* CONTEXT_H */