Files
nethack/include/decl.h
nethack.allison 253bf359af drawing overhaul (trunk only)
This is an overhaul to the NetHack drawing mechanism.

- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.

- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects

- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.

- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.

- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.

- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c

- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.

- 'symset' config file option loads a desired symbol set for
everything but the rogue level.

- 'roguesymset' config file option loads a desired symbol set
for the rogue level.

- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
	  S_fountain:\xf4 \
	  S_boulder:0

- 'symbols' file has the following structure:
start: DECgraphics
	Handling: DEC
	S_vwall: \xf8			# meta-x, vertical rule
	S_hwall: \xf1			# meta-q, horizontal rule
finish
start: IBMgraphics
	Handling: IBM
	S_vwall: \xb3			# meta-3, vertical rule
	S_hwall: \xc4			# meta-D, horizontal rule
finish

- 'symbols' file added to the source tree in the dat directory

- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
2006-09-21 01:46:15 +00:00

399 lines
12 KiB
C

/* SCCS Id: @(#)decl.h 3.5 2005/11/19 */
/* 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;
#if 0
E NEARDATA int warnlevel;
#endif
E NEARDATA int nroom;
E NEARDATA int nsubroom;
E NEARDATA int occtime;
#define WARNCOUNT 6 /* number of different warning levels */
E uchar 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;
#ifdef REDO
E NEARDATA int in_doagain;
#endif
E struct dgn_topology { /* special dungeon levels for speed */
d_level d_oracle_level;
d_level d_bigroom_level; /* unused */
#ifdef REINCARNATION
d_level d_rogue_level;
#endif
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;
} dungeon_topology;
/* macros for accesing the dungeon levels by their old names */
#define oracle_level (dungeon_topology.d_oracle_level)
#define bigroom_level (dungeon_topology.d_bigroom_level)
#ifdef REINCARNATION
#define rogue_level (dungeon_topology.d_rogue_level)
#endif
#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)
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 int current_fruit;
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 */
#if defined(UNIX) || defined(VMS) || defined (__EMX__) || defined(WIN32)
volatile int done_hup; /* SIGHUP or moral equivalent received
* -- no more screen output */
#endif
int something_worth_saving; /* in case of panic */
int panicking; /* `panic' is in progress */
#if defined(VMS) || defined(WIN32)
int exiting; /* an exit handler is executing */
#endif
int in_impossible;
#ifdef PANICLOG
int in_paniclog;
#endif
#ifdef WIZARD
int wizkit_wishing;
#endif
} 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;
#ifdef GOLDOBJ
E long done_money;
#endif
E const char *configfile;
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 const char nul[];
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 struct obj *current_wand;
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,
#ifdef TOURIST
*uarmu, /* under-wear, so to speak */
#endif
*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 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;
#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 struct symparse loadsyms[];
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;
} 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
/* 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;
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 CONFIGPREFIX 7
#define TROUBLEPREFIX 8
#define PREFIX_COUNT 9
/* 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;
#ifdef AUTOPICKUP_EXCEPTIONS
struct autopickup_exception {
char *pattern;
boolean grab;
struct autopickup_exception *next;
};
#endif /* AUTOPICKUP_EXCEPTIONS */
#undef E
#endif /* DECL_H */