337 lines
9.6 KiB
C
337 lines
9.6 KiB
C
/* NetHack 3.5 decl.c $Date$ $Revision$ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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int NDECL((*afternmv));
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int NDECL((*occupation));
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/* from xxxmain.c */
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const char *hname = 0; /* name of the game (argv[0] of main) */
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int hackpid = 0; /* current process id */
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#if defined(UNIX) || defined(VMS)
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int locknum = 0; /* max num of simultaneous users */
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#endif
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#ifdef DEF_PAGER
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char *catmore = 0; /* default pager */
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#endif
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NEARDATA int bases[MAXOCLASSES] = DUMMY;
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NEARDATA int multi = 0;
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NEARDATA int nroom = 0;
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NEARDATA int nsubroom = 0;
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NEARDATA int occtime = 0;
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/* maze limits must be even; masking off lowest bit guarantees that */
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int x_maze_max = (COLNO-1) & ~1,
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y_maze_max = (ROWNO-1) & ~1;
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int otg_temp; /* used by object_to_glyph() [otg] */
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#ifdef REDO
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NEARDATA int in_doagain = 0;
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#endif
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/*
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* The following structure will be initialized at startup time with
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* the level numbers of some "important" things in the game.
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*/
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struct dgn_topology dungeon_topology = {DUMMY};
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struct q_score quest_status = DUMMY;
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NEARDATA int warn_obj_cnt = 0;
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NEARDATA int smeq[MAXNROFROOMS+1] = DUMMY;
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NEARDATA int doorindex = 0;
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NEARDATA char *save_cm = 0;
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NEARDATA struct kinfo killer = DUMMY;
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#ifdef GOLDOBJ
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NEARDATA long done_money = 0;
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#endif
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const char *nomovemsg = 0;
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const char nul[40] = DUMMY; /* contains zeros */
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NEARDATA char plname[PL_NSIZ] = DUMMY; /* player name */
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NEARDATA char pl_character[PL_CSIZ] = DUMMY;
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NEARDATA char pl_race = '\0';
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NEARDATA char pl_fruit[PL_FSIZ] = DUMMY;
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NEARDATA struct fruit *ffruit = (struct fruit *)0;
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NEARDATA char tune[6] = DUMMY;
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const char *occtxt = DUMMY;
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const char quitchars[] = " \r\n\033";
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const char vowels[] = "aeiouAEIOU";
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const char ynchars[] = "yn";
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const char ynqchars[] = "ynq";
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const char ynaqchars[] = "ynaq";
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const char ynNaqchars[] = "yn#aq";
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NEARDATA long yn_number = 0L;
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const char disclosure_options[] = "iavgc";
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#if defined(MICRO) || defined(WIN32)
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char hackdir[PATHLEN]; /* where rumors, help, record are */
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# ifdef MICRO
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char levels[PATHLEN]; /* where levels are */
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# endif
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#endif /* MICRO || WIN32 */
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#ifdef MFLOPPY
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char permbones[PATHLEN]; /* where permanent copy of bones go */
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int ramdisk = FALSE; /* whether to copy bones to levels or not */
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int saveprompt = TRUE;
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const char *alllevels = "levels.*";
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const char *allbones = "bones*.*";
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#endif
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struct linfo level_info[MAXLINFO];
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NEARDATA struct sinfo program_state;
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/* x/y/z deltas for the 10 movement directions (8 compass pts, 2 up/down) */
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const schar xdir[10] = { -1,-1, 0, 1, 1, 1, 0,-1, 0, 0 };
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const schar ydir[10] = { 0,-1,-1,-1, 0, 1, 1, 1, 0, 0 };
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const schar zdir[10] = { 0, 0, 0, 0, 0, 0, 0, 0, 1,-1 };
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NEARDATA schar tbx = 0, tby = 0; /* mthrowu: target */
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/* for xname handling of multiple shot missile volleys:
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number of shots, index of current one, validity check, shoot vs throw */
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NEARDATA struct multishot m_shot = { 0, 0, STRANGE_OBJECT, FALSE };
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NEARDATA dungeon dungeons[MAXDUNGEON]; /* ini'ed by init_dungeon() */
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NEARDATA s_level *sp_levchn;
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NEARDATA stairway upstair = { 0, 0 }, dnstair = { 0, 0 };
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NEARDATA stairway upladder = { 0, 0 }, dnladder = { 0, 0 };
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NEARDATA stairway sstairs = { 0, 0 };
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NEARDATA dest_area updest = { 0, 0, 0, 0, 0, 0, 0, 0 };
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NEARDATA dest_area dndest = { 0, 0, 0, 0, 0, 0, 0, 0 };
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NEARDATA coord inv_pos = { 0, 0 };
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NEARDATA boolean defer_see_monsters = FALSE;
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NEARDATA boolean in_mklev = FALSE;
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NEARDATA boolean stoned = FALSE; /* done to monsters hit by 'c' */
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NEARDATA boolean unweapon = FALSE;
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NEARDATA boolean mrg_to_wielded = FALSE;
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/* weapon picked is merged with wielded one */
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NEARDATA boolean in_steed_dismounting = FALSE;
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NEARDATA coord bhitpos = DUMMY;
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NEARDATA coord doors[DOORMAX] = {DUMMY};
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NEARDATA struct mkroom rooms[(MAXNROFROOMS+1)*2] = {DUMMY};
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NEARDATA struct mkroom* subrooms = &rooms[MAXNROFROOMS+1];
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struct mkroom *upstairs_room, *dnstairs_room, *sstairs_room;
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dlevel_t level; /* level map */
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struct trap *ftrap = (struct trap *)0;
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NEARDATA struct monst youmonst = DUMMY;
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NEARDATA struct context_info context = DUMMY;
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NEARDATA struct flag flags = DUMMY;
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#ifdef SYSFLAGS
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NEARDATA struct sysflag sysflags = DUMMY;
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#endif
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NEARDATA struct instance_flags iflags = DUMMY;
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NEARDATA struct you u = DUMMY;
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NEARDATA time_t ubirthday = DUMMY;
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#ifdef DUNGEON_OVERVIEW
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schar lastseentyp[COLNO][ROWNO] = {DUMMY}; /* last seen/touched dungeon typ */
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#endif /* DUNGEON_OVERVIEW */
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NEARDATA struct obj *invent = (struct obj *)0,
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*uwep = (struct obj *)0, *uarm = (struct obj *)0,
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*uswapwep = (struct obj *)0,
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*uquiver = (struct obj *)0, /* quiver */
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#ifdef TOURIST
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*uarmu = (struct obj *)0, /* under-wear, so to speak */
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#endif
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*uskin = (struct obj *)0, /* dragon armor, if a dragon */
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*uarmc = (struct obj *)0, *uarmh = (struct obj *)0,
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*uarms = (struct obj *)0, *uarmg = (struct obj *)0,
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*uarmf = (struct obj *)0, *uamul = (struct obj *)0,
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*uright = (struct obj *)0,
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*uleft = (struct obj *)0,
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*ublindf = (struct obj *)0,
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*uchain = (struct obj *)0,
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*uball = (struct obj *)0;
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NEARDATA struct obj *current_wand = 0; /* wand currently zapped/applied */
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#ifdef TEXTCOLOR
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/*
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* This must be the same order as used for buzz() in zap.c.
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*/
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const int zapcolors[NUM_ZAP] = {
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HI_ZAP, /* 0 - missile */
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CLR_ORANGE, /* 1 - fire */
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CLR_WHITE, /* 2 - frost */
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HI_ZAP, /* 3 - sleep */
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CLR_BLACK, /* 4 - death */
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CLR_WHITE, /* 5 - lightning */
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CLR_YELLOW, /* 6 - poison gas */
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CLR_GREEN, /* 7 - acid */
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};
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#endif /* text color */
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const int shield_static[SHIELD_COUNT] = {
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S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4, /* 7 per row */
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S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
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S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
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};
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NEARDATA struct spell spl_book[MAXSPELL + 1] = {DUMMY};
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NEARDATA long moves = 1L, monstermoves = 1L;
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/* These diverge when player is Fast */
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NEARDATA long wailmsg = 0L;
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/* objects that are moving to another dungeon level */
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NEARDATA struct obj *migrating_objs = (struct obj *)0;
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/* objects not yet paid for */
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NEARDATA struct obj *billobjs = (struct obj *)0;
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/* used to zero all elements of a struct obj */
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NEARDATA struct obj zeroobj = DUMMY;
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/* used to zero out union any; initializer deliberately omitted */
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NEARDATA anything zeroany;
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/* originally from dog.c */
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NEARDATA char dogname[PL_PSIZ] = DUMMY;
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NEARDATA char catname[PL_PSIZ] = DUMMY;
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NEARDATA char horsename[PL_PSIZ] = DUMMY;
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char preferred_pet; /* '\0', 'c', 'd', 'n' (none) */
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/* monsters that went down/up together with @ */
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NEARDATA struct monst *mydogs = (struct monst *)0;
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/* monsters that are moving to another dungeon level */
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NEARDATA struct monst *migrating_mons = (struct monst *)0;
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NEARDATA struct mvitals mvitals[NUMMONS];
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NEARDATA struct c_color_names c_color_names = {
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"black", "amber", "golden",
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"light blue", "red", "green",
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"silver", "blue", "purple",
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"white"
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};
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const char *c_obj_colors[] = {
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"black", /* CLR_BLACK */
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"red", /* CLR_RED */
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"green", /* CLR_GREEN */
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"brown", /* CLR_BROWN */
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"blue", /* CLR_BLUE */
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"magenta", /* CLR_MAGENTA */
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"cyan", /* CLR_CYAN */
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"gray", /* CLR_GRAY */
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"transparent", /* no_color */
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"orange", /* CLR_ORANGE */
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"bright green", /* CLR_BRIGHT_GREEN */
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"yellow", /* CLR_YELLOW */
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"bright blue", /* CLR_BRIGHT_BLUE */
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"bright magenta", /* CLR_BRIGHT_MAGENTA */
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"bright cyan", /* CLR_BRIGHT_CYAN */
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"white", /* CLR_WHITE */
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};
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struct c_common_strings c_common_strings = {
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"Nothing happens.", "That's enough tries!",
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"That is a silly thing to %s.", "shudder for a moment.",
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"something", "Something", "You can move again.", "Never mind.",
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"vision quickly clears.", {"the", "your"}
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};
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/* NOTE: the order of these words exactly corresponds to the
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order of oc_material values #define'd in objclass.h. */
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const char *materialnm[] = {
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"mysterious", "liquid", "wax", "organic", "flesh",
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"paper", "cloth", "leather", "wooden", "bone", "dragonhide",
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"iron", "metal", "copper", "silver", "gold", "platinum", "mithril",
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"plastic", "glass", "gemstone", "stone"
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};
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/* Vision */
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NEARDATA boolean vision_full_recalc = 0;
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NEARDATA char **viz_array = 0;/* used in cansee() and couldsee() macros */
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/* Global windowing data, defined here for multi-window-system support */
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NEARDATA winid WIN_MESSAGE = WIN_ERR;
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#ifndef STATUS_VIA_WINDOWPORT
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NEARDATA winid WIN_STATUS = WIN_ERR;
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#endif
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NEARDATA winid WIN_MAP = WIN_ERR, WIN_INVEN = WIN_ERR;
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nhwchar toplines[TBUFSZ];
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/* Windowing stuff that's really tty oriented, but present for all ports */
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struct tc_gbl_data tc_gbl_data = { 0,0, 0,0 }; /* AS,AE, LI,CO */
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char *fqn_prefix[PREFIX_COUNT] = { (char *)0, (char *)0, (char *)0, (char *)0,
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(char *)0, (char *)0, (char *)0, (char *)0, (char *)0 };
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#ifdef PREFIXES_IN_USE
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char *fqn_prefix_names[PREFIX_COUNT] = { "hackdir", "leveldir", "savedir",
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"bonesdir", "datadir", "scoredir",
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"lockdir", "configdir", "troubledir" };
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#endif
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NEARDATA struct savefile_info sfcap = {
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#ifdef NHSTDC
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0x00000000UL
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#else
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0x00000000L
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#endif
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#if defined(COMPRESS) || defined(ZLIB_COMP)
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| SFI1_EXTERNALCOMP
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#endif
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#if defined(ZEROCOMP)
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| SFI1_ZEROCOMP
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#endif
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#if defined(RLECOMP)
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| SFI1_RLECOMP
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#endif
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,
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#ifdef NHSTDC
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0x00000000UL, 0x00000000UL
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#else
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0x00000000L, 0x00000000L
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#endif
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};
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NEARDATA struct savefile_info sfrestinfo, sfsaveinfo = {
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#ifdef NHSTDC
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0x00000000UL
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#else
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0x00000000L
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#endif
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#if defined(COMPRESS) || defined(ZLIB_COMP)
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| SFI1_EXTERNALCOMP
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#endif
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#if defined(ZEROCOMP)
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| SFI1_ZEROCOMP
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#endif
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#if defined(RLECOMP)
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| SFI1_RLECOMP
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#endif
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,
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#ifdef NHSTDC
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0x00000000UL, 0x00000000UL
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#else
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0x00000000L, 0x00000000L
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#endif
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};
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/* dummy routine used to force linkage */
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void
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decl_init()
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{
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return;
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}
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/*decl.c*/
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