Files
nethack/include/hack.h
Pasi Kallinen 6b60618e0e Exploding spheres cause real explosions
Despite active explosion attacks being called explosions in-game,
they only affected a single target, and were handled differently
from actual explosions. Make them do an actual explosion instead.
This should make spheres more interesting and inspire different
tactics handling them.

Because spheres deal more damage on average and can destroy items
in their explosions, their difficulty has been increased slightly.

Polyselfed hero exploding won't cause elemental damage to their
own gear.

Originally from xNetHack by copperwater <aosdict@gmail.com>.
2021-05-22 13:37:39 +03:00

602 lines
22 KiB
C

/* NetHack 3.7 hack.h $NHDT-Date: 1601595709 2020/10/01 23:41:49 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.141 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Pasi Kallinen, 2017. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef HACK_H
#define HACK_H
#ifndef CONFIG_H
#include "config.h"
#endif
#include "lint.h"
#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 } /* array initializer, letting [1..N-1] default */
#define DEF_NOTHING ' ' /* default symbol for NOTHING and UNEXPLORED */
/* The UNDEFINED macros are used to initialize variables whose
initialized value is not relied upon.
UNDEFINED_VALUE: used to initialize any scalar type except pointers.
UNDEFINED_VALUES: used to initialize any non scalar type without pointers.
UNDEFINED_PTR: can be used only on pointer types. */
#define UNDEFINED_VALUE 0
#define UNDEFINED_VALUES { 0 }
#define UNDEFINED_PTR NULL
/* symbolic names for capacity levels */
enum encumbrance_types {
UNENCUMBERED = 0,
SLT_ENCUMBER = 1, /* Burdened */
MOD_ENCUMBER = 2, /* Stressed */
HVY_ENCUMBER = 3, /* Strained */
EXT_ENCUMBER = 4, /* Overtaxed */
OVERLOADED = 5 /* Overloaded */
};
/* weight increment of heavy iron ball */
#define IRON_BALL_W_INCR 160
/* number of turns it takes for vault guard to show up */
#define VAULT_GUARD_TIME 30
#define SHOP_DOOR_COST 400L /* cost of a destroyed shop door */
#define SHOP_BARS_COST 300L /* cost of iron bars */
#define SHOP_HOLE_COST 200L /* cost of making hole/trapdoor */
#define SHOP_WALL_COST 200L /* cost of destroying a wall */
#define SHOP_WALL_DMG (10L * ACURRSTR) /* damaging a wall */
/* hunger states - see hu_stat in eat.c */
enum hunger_state_types {
SATIATED = 0,
NOT_HUNGRY = 1,
HUNGRY = 2,
WEAK = 3,
FAINTING = 4,
FAINTED = 5,
STARVED = 6
};
/* 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
/* Macros for why you are no longer riding */
enum dismount_types {
DISMOUNT_GENERIC = 0,
DISMOUNT_FELL = 1,
DISMOUNT_THROWN = 2,
DISMOUNT_POLY = 3,
DISMOUNT_ENGULFED = 4,
DISMOUNT_BONES = 5,
DISMOUNT_BYCHOICE = 6
};
/* sellobj_state() states */
#define SELL_NORMAL (0)
#define SELL_DELIBERATE (1)
#define SELL_DONTSELL (2)
/* alteration types--keep in synch with costly_alteration(mkobj.c) */
enum cost_alteration_types {
COST_CANCEL = 0, /* standard cancellation */
COST_DRAIN = 1, /* drain life upon an object */
COST_UNCHRG = 2, /* cursed charging */
COST_UNBLSS = 3, /* unbless (devalues holy water) */
COST_UNCURS = 4, /* uncurse (devalues unholy water) */
COST_DECHNT = 5, /* disenchant weapons or armor */
COST_DEGRD = 6, /* removal of rustproofing, dulling via engraving */
COST_DILUTE = 7, /* potion dilution */
COST_ERASE = 8, /* scroll or spellbook blanking */
COST_BURN = 9, /* dipped into flaming oil */
COST_NUTRLZ = 10, /* neutralized via unicorn horn */
COST_DSTROY = 11, /* wand breaking (bill first, useup later) */
COST_SPLAT = 12, /* cream pie to own face (ditto) */
COST_BITE = 13, /* start eating food */
COST_OPEN = 14, /* open tin */
COST_BRKLCK = 15, /* break box/chest's lock */
COST_RUST = 16, /* rust damage */
COST_ROT = 17, /* rotting attack */
COST_CORRODE = 18 /* acid damage */
};
/* bitmask flags for corpse_xname();
PFX_THE takes precedence over ARTICLE, NO_PFX takes precedence over both */
#define CXN_NORMAL 0 /* no special handling */
#define CXN_SINGULAR 1 /* override quantity if greather than 1 */
#define CXN_NO_PFX 2 /* suppress "the" from "the Unique Monst */
#define CXN_PFX_THE 4 /* prefix with "the " (unless pname) */
#define CXN_ARTICLE 8 /* include a/an/the prefix */
#define CXN_NOCORPSE 16 /* suppress " corpse" suffix */
/* flags for look_here() */
#define LOOKHERE_PICKED_SOME 1
#define LOOKHERE_SKIP_DFEATURE 2
/* getpos() return values */
enum getpos_retval {
LOOK_TRADITIONAL = 0, /* '.' -- ask about "more info?" */
LOOK_QUICK = 1, /* ',' -- skip "more info?" */
LOOK_ONCE = 2, /* ';' -- skip and stop looping */
LOOK_VERBOSE = 3 /* ':' -- show more info w/o asking */
};
/*
* 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.
*/
enum game_end_types {
DIED = 0,
CHOKING = 1,
POISONING = 2,
STARVING = 3,
DROWNING = 4,
BURNING = 5,
DISSOLVED = 6,
CRUSHING = 7,
STONING = 8,
TURNED_SLIME = 9,
GENOCIDED = 10,
PANICKED = 11,
TRICKED = 12,
QUIT = 13,
ESCAPED = 14,
ASCENDED = 15
};
typedef struct strbuf {
int len;
char * str;
char buf[256];
} strbuf_t;
/* str_or_len from sp_lev.h */
typedef union str_or_len {
char *str;
int len;
} Str_or_Len;
/* values for rtype are defined in dungeon.h */
/* lev_region from sp_lev.h */
typedef struct {
struct {
xchar x1, y1, x2, y2;
} inarea;
struct {
xchar x1, y1, x2, y2;
} delarea;
boolean in_islev, del_islev;
xchar rtype, padding;
Str_or_Len rname;
} lev_region;
#include "align.h"
#include "dungeon.h"
#include "monsym.h"
#include "mkroom.h"
#include "objclass.h"
#include "youprop.h"
#include "wintype.h"
#include "context.h"
#include "rm.h"
#include "botl.h"
/* Symbol offsets */
#define SYM_OFF_P (0)
#define SYM_OFF_O (SYM_OFF_P + MAXPCHARS) /* MAXPCHARS from rm.h */
#define SYM_OFF_M (SYM_OFF_O + MAXOCLASSES) /* MAXOCLASSES from objclass.h */
#define SYM_OFF_W (SYM_OFF_M + MAXMCLASSES) /* MAXMCLASSES from monsym.h*/
#define SYM_OFF_X (SYM_OFF_W + WARNCOUNT)
#define SYM_MAX (SYM_OFF_X + MAXOTHER)
/* glyphmod entries */
enum { GM_FLAGS, GM_TTYCHAR, GM_COLOR, NUM_GLYPHMOD };
#include "rect.h"
#include "region.h"
#include "decl.h"
#include "timeout.h"
/* types of calls to bhit() */
enum bhit_call_types {
ZAPPED_WAND = 0,
THROWN_WEAPON = 1,
THROWN_TETHERED_WEAPON = 2,
KICKED_WEAPON = 3,
FLASHED_LIGHT = 4,
INVIS_BEAM = 5
};
/* attack mode for hmon() */
enum hmon_atkmode_types {
HMON_MELEE = 0, /* hand-to-hand */
HMON_THROWN = 1, /* normal ranged (or spitting while poly'd) */
HMON_KICKED = 2, /* alternate ranged */
HMON_APPLIED = 3, /* polearm, treated as ranged */
HMON_DRAGGED = 4 /* attached iron ball, pulled into mon */
};
enum saveformats {
invalid = 0,
historical = 1, /* entire struct, binary, as-is */
lendian = 2, /* each field, binary, little-endian */
ascii = 3 /* each field, ascii text (just proof of concept) */
};
/* sortloot() return type; needed before extern.h */
struct sortloot_item {
struct obj *obj;
char *str; /* result of loot_xname(obj) in some cases, otherwise null */
int indx; /* signed int, because sortloot()'s qsort comparison routine
assumes (a->indx - b->indx) might yield a negative result */
xchar orderclass; /* order rather than object class; 0 => not yet init'd */
xchar subclass; /* subclass for some classes */
xchar disco; /* discovery status */
};
typedef struct sortloot_item Loot;
#define MATCH_WARN_OF_MON(mon) \
(Warn_of_mon \
&& ((g.context.warntype.obj & (mon)->data->mflags2) != 0 \
|| (g.context.warntype.polyd & (mon)->data->mflags2) != 0 \
|| (g.context.warntype.species \
&& (g.context.warntype.species == (mon)->data))))
#include "trap.h"
#include "flag.h"
#include "vision.h"
#include "display.h"
#include "engrave.h"
#include "extern.h"
#include "winprocs.h"
#include "sys.h"
/* flags to control makemon(); goodpos() uses some plus has some of its own*/
#define NO_MM_FLAGS 0x000000L /* use this rather than plain 0 */
#define NO_MINVENT 0x000001L /* suppress minvent when creating mon */
#define MM_NOWAIT 0x000002L /* don't set STRAT_WAITMASK flags */
#define MM_NOCOUNTBIRTH 0x0004L /* don't increment born count (for revival) */
#define MM_IGNOREWATER 0x0008L /* ignore water when positioning */
#define MM_ADJACENTOK 0x0010L /* acceptable to use adjacent coordinates */
#define MM_ANGRY 0x000020L /* monster is created angry */
#define MM_NONAME 0x000040L /* monster is not christened */
#define MM_EGD 0x000100L /* add egd structure */
#define MM_EPRI 0x000200L /* add epri structure */
#define MM_ESHK 0x000400L /* add eshk structure */
#define MM_EMIN 0x000800L /* add emin structure */
#define MM_EDOG 0x001000L /* add edog structure */
#define MM_ASLEEP 0x002000L /* monsters should be generated asleep */
#define MM_NOGRP 0x004000L /* suppress creation of monster groups */
#define MM_NOTAIL 0x008000L /* if a long worm, don't give it a tail */
#define MM_MALE 0x010000L /* male variation */
#define MM_FEMALE 0x020000L /* female variation */
/* if more MM_ flag masks are added, skip or renumber the GP_ one(s) */
#define GP_ALLOW_XY 0x040000L /* [actually used by enexto() to decide whether
* to make an extra call to goodpos()] */
#define GP_ALLOW_U 0x080000L /* don't reject hero's location */
/* flags for make_corpse() and mkcorpstat() */
#define CORPSTAT_NONE 0x00
#define CORPSTAT_INIT 0x01 /* pass init flag to mkcorpstat */
#define CORPSTAT_BURIED 0x02 /* bury the corpse or statue */
/* flags for decide_to_shift() */
#define SHIFT_SEENMSG 0x01 /* put out a message if in sight */
#define SHIFT_MSG 0x02 /* always put out a message */
/* m_poisongas_ok() return values */
#define M_POISONGAS_BAD 0 /* poison gas is bad */
#define M_POISONGAS_MINOR 1 /* poison gas is ok, maybe causes coughing */
#define M_POISONGAS_OK 2 /* ignores poison gas completely */
/* flags for deliver_obj_to_mon */
#define DF_NONE 0x00
#define DF_RANDOM 0x01
#define DF_ALL 0x04
/* special mhpmax value when loading bones monster to flag as extinct or
* genocided */
#define DEFUNCT_MONSTER (-100)
/* macro form of adjustments of physical damage based on Half_physical_damage.
* Can be used on-the-fly with the 1st parameter to losehp() if you don't
* need to retain the dmg value beyond that call scope.
* Take care to ensure it doesn't get used more than once in other instances.
*/
#define Maybe_Half_Phys(dmg) \
((Half_physical_damage) ? (((dmg) + 1) / 2) : (dmg))
/* flags for special ggetobj status returns */
#define ALL_FINISHED 0x01 /* called routine already finished the job */
/* flags to control query_objlist() */
#define BY_NEXTHERE 0x0001 /* follow objlist by nexthere field */
#define INCLUDE_VENOM 0x0002 /* include venom objects if present */
#define AUTOSELECT_SINGLE 0x0004 /* if only 1 object, don't ask */
#define USE_INVLET 0x0008 /* use object's invlet */
#define INVORDER_SORT 0x0010 /* sort objects by packorder */
#define SIGNAL_NOMENU 0x0020 /* return -1 rather than 0 if none allowed */
#define SIGNAL_ESCAPE 0x0040 /* return -2 rather than 0 for ESC */
#define FEEL_COCKATRICE 0x0080 /* engage cockatrice checks and react */
#define INCLUDE_HERO 0x0100 /* show hero among engulfer's inventory */
/* Flags to control query_category() */
/* BY_NEXTHERE and INCLUDE_VENOM are used by query_category() too, so
skip 0x0001 and 0x0002 */
#define UNPAID_TYPES 0x0004
#define GOLD_TYPES 0x0008
#define WORN_TYPES 0x0010
#define ALL_TYPES 0x0020
#define BILLED_TYPES 0x0040
#define CHOOSE_ALL 0x0080
#define BUC_BLESSED 0x0100
#define BUC_CURSED 0x0200
#define BUC_UNCURSED 0x0400
#define BUC_UNKNOWN 0x0800
#define BUC_ALLBKNOWN (BUC_BLESSED | BUC_CURSED | BUC_UNCURSED)
#define BUCX_TYPES (BUC_ALLBKNOWN | BUC_UNKNOWN)
#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 g.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 FORCETRAP 0x01 /* triggering not left to chance */
#define NOWEBMSG 0x02 /* suppress stumble into web message */
#define FORCEBUNGLE 0x04 /* adjustments appropriate for bungling */
#define RECURSIVETRAP 0x08 /* trap changed into another type this same turn */
#define TOOKPLUNGE 0x10 /* used '>' to enter pit below you */
#define VIASITTING 0x20 /* #sit while at trap location (affects message) */
#define FAILEDUNTRAP 0x40 /* trap activated by failed untrap attempt */
/* 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 */
#define TEST_TRAP 3 /* check if a future travel loc is a trap */
/*** 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 */
/* enlightenment control flags */
#define BASICENLIGHTENMENT 1 /* show mundane stuff */
#define MAGICENLIGHTENMENT 2 /* show intrinsics and such */
#define ENL_GAMEINPROGRESS 0
#define ENL_GAMEOVERALIVE 1 /* ascension, escape, quit, trickery */
#define ENL_GAMEOVERDEAD 2
/* control flags for sortloot() */
#define SORTLOOT_PACK 0x01
#define SORTLOOT_INVLET 0x02
#define SORTLOOT_LOOT 0x04
#define SORTLOOT_PETRIFY 0x20 /* override filter func for c-trice corpses */
/* flags for xkilled() [note: meaning of first bit used to be reversed,
1 to give message and 0 to suppress] */
#define XKILL_GIVEMSG 0
#define XKILL_NOMSG 1
#define XKILL_NOCORPSE 2
#define XKILL_NOCONDUCT 4
/* pline_flags; mask values for custompline()'s first argument */
/* #define PLINE_ORDINARY 0 */
#define PLINE_NOREPEAT 1
#define OVERRIDE_MSGTYPE 2
#define SUPPRESS_HISTORY 4
#define URGENT_MESSAGE 8
/* Lua callback functions */
enum nhcore_calls {
NHCORE_START_NEW_GAME = 0,
NHCORE_RESTORE_OLD_GAME,
NHCORE_MOVELOOP_TURN,
NHCORE_GAME_EXIT,
NUM_NHCORE_CALLS
};
/* Macros for messages referring to hands, eyes, feet, etc... */
enum bodypart_types {
ARM = 0,
EYE = 1,
FACE = 2,
FINGER = 3,
FINGERTIP = 4,
FOOT = 5,
HAND = 6,
HANDED = 7,
HEAD = 8,
LEG = 9,
LIGHT_HEADED = 10,
NECK = 11,
SPINE = 12,
TOE = 13,
HAIR = 14,
BLOOD = 15,
LUNG = 16,
NOSE = 17,
STOMACH = 18
};
/* indices for some special tin types */
#define ROTTEN_TIN 0
#define HOMEMADE_TIN 1
#define SPINACH_TIN (-1)
#define RANDOM_TIN (-2)
#define HEALTHY_TIN (-3)
/* Corpse aging */
#define TAINT_AGE (50L) /* age when corpses go bad */
#define TROLL_REVIVE_CHANCE 37 /* 1/37 chance for 50 turns ~ 75% chance */
#define ROT_AGE (250L) /* age when corpses rot away */
/* Some misc definitions */
#define POTION_OCCUPANT_CHANCE(n) (13 + 2 * (n))
#define WAND_BACKFIRE_CHANCE 100
#define BALL_IN_MON (u.uswallow && uball && uball->where == OBJ_FREE)
#define CHAIN_IN_MON (u.uswallow && uchain && uchain->where == OBJ_FREE)
#define NODIAG(monnum) ((monnum) == PM_GRID_BUG)
/* Flags to control menus */
#define MENUTYPELEN sizeof("traditional ")
#define MENU_TRADITIONAL 0
#define MENU_COMBINATION 1
#define MENU_FULL 2
#define MENU_PARTIAL 3
/* flags to control teleds() */
#define TELEDS_NO_FLAGS 0
#define TELEDS_ALLOW_DRAG 1
#define TELEDS_TELEPORT 2
/* flags for mktrap() */
#define MKTRAP_NOFLAGS 0x0
#define MKTRAP_MAZEFLAG 0x1 /* trap placed on coords as if in maze */
#define MKTRAP_NOSPIDERONWEB 0x2 /* web will not generate a spider */
#define MON_POLE_DIST 5 /* How far monsters can use pole-weapons */
#define PET_MISSILE_RANGE2 36 /* Square of distance within which pets shoot */
/* flags passed to getobj() to control how it responds to player input */
#define GETOBJ_NOFLAGS 0x0
#define GETOBJ_ALLOWCNT 0x1 /* is a count allowed with this command? */
#define GETOBJ_PROMPT 0x2 /* should it force a prompt for input? (prevents it
exiting early with "You don't have anything to
foo" if nothing in inventory is valid) */
/* values returned from getobj() callback functions */
enum getobj_callback_returns {
/* generally invalid - can't be used for this purpose. will give a "silly
* thing" message if the player tries to pick it, unless a more specific
* failure message is in getobj itself - e.g. "You cannot foo gold". */
GETOBJ_EXCLUDE = -2,
/* invalid because it is an inaccessible or unwanted piece of gear, but
* psuedo-valid for the purposes of allowing the player to select it and
* getobj to return it if there is a prompt instead of getting "silly
* thing", in order for the getobj caller to present a specific failure
* message. Other than that, the only thing this does differently from
* GETOBJ_EXCLUDE is that it inserts an "else" in "You don't have anything
* else to foo". */
GETOBJ_EXCLUDE_INACCESS = -1,
/* invalid for purposes of not showing a prompt if nothing is valid but
* psuedo-valid for selecting - identical to GETOBJ_EXCLUDE_INACCESS but
* without the "else" in "You don't have anything else to foo". */
GETOBJ_EXCLUDE_SELECTABLE = 0,
/* valid - invlet not presented in the summary or the ? menu as a
* recommendation, but is selectable if the player enters it anyway.
* Used for objects that are actually valid but unimportantly so, such
* as shirts for reading. */
GETOBJ_DOWNPLAY = 1,
/* valid - will be shown in summary and ? menu */
GETOBJ_SUGGEST = 2,
};
/* constant passed to explode() for gas spores because gas spores are weird
* Specifically, this is an exception to the whole "explode() uses dobuzz types"
* system (the range -1 to -9 isn't used by it, for some reason), where this is
* effectively an extra dobuzz type, and some zap.c code needs to be aware of
* it. */
#define PHYS_EXPL_TYPE -1
/*
* option setting restrictions
*/
enum optset_restrictions {
set_in_sysconf = 0, /* system config file option only */
set_in_config = 1, /* config file option only */
set_viaprog = 2, /* may be set via extern program, not seen in game */
set_gameview = 3, /* may be set via extern program, displayed in game */
set_in_game = 4, /* may be set via extern program or set in the game */
set_wizonly = 5, /* may be set set in the game if wizmode */
set_hidden = 6 /* placeholder for prefixed entries, never show it */
};
#define SET__IS_VALUE_VALID(s) ((s < set_in_sysconf) || (s > set_wizonly))
#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 */
/* 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 QSORTCALLBACK __cdecl
#else
#define QSORTCALLBACK
#endif
#define DEVTEAM_EMAIL "devteam@nethack.org"
#define DEVTEAM_URL "https://www.nethack.org/"
#endif /* HACK_H */