One of the comments for pull request #234 mentions that the colors for sleep and poison are backwards. Yellow dragons had green breath. Green dragons would have had yellow breath if they used the normal zap symbols, but they use the poison cloud one which is green so they had green breath. I rarely have color enabled and had never noticed. (At the moment I can't find where the switch from zap to cloud is being done.) Pull request #234 is based on #231, about control of the shield effect animation when resisting. But it changes struct flags so would break 3.6.x save file compatibility.
360 lines
12 KiB
C
360 lines
12 KiB
C
/* NetHack 3.6 decl.c $NHDT-Date: 1571352532 2019/10/17 22:48:52 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.146 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Michael Allison, 2009. */
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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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char chosen_windowtype[WINTYPELEN];
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NEARDATA int bases[MAXOCLASSES] = DUMMY;
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NEARDATA int multi = 0;
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const char *multi_reason = NULL;
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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, y_maze_max = (ROWNO - 1) & ~1;
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int otg_temp; /* used by object_to_glyph() [otg] */
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NEARDATA int in_doagain = 0;
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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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NEARDATA long done_money = 0;
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const char *nomovemsg = 0;
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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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NEARDATA boolean ransacked = 0;
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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[] = "iavgco";
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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, { 0, 0 }, 0 },
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dnstair = { 0, 0, { 0, 0 }, 0 };
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NEARDATA stairway upladder = { 0, 0, { 0, 0 }, 0 },
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dnladder = { 0, 0, { 0, 0 }, 0 };
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NEARDATA stairway sstairs = { 0, 0, { 0, 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 boolean has_strong_rngseed = 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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NEARDATA struct u_realtime urealtime = DUMMY;
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schar lastseentyp[COLNO][ROWNO] = {
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DUMMY
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}; /* last seen/touched dungeon typ */
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NEARDATA struct obj
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*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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*uarmu = (struct obj *) 0, /* under-wear, so to speak */
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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, *uleft = (struct obj *) 0,
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*ublindf = (struct obj *) 0, *uchain = (struct obj *) 0,
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*uball = (struct obj *) 0;
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/* some objects need special handling during destruction or placement */
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NEARDATA struct obj
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*current_wand = 0, /* wand currently zapped/applied */
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*thrownobj = 0, /* object in flight due to throwing */
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*kickedobj = 0; /* object in flight due to kicking */
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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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* (They're only used in mapglyph.c so probably shouldn't be here.)
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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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/* 3.6.3: poison gas zap used to be yellow and acid zap was green,
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which conflicted with the corresponding dragon colors */
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CLR_GREEN, /* 6 - poison gas */
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CLR_YELLOW, /* 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 and a struct monst */
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NEARDATA const struct obj zeroobj = DUMMY;
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NEARDATA const struct monst zeromonst = DUMMY;
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/* used to zero out union any; initializer deliberately omitted */
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NEARDATA const 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 autopickup_exception *apelist =
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(struct autopickup_exception *)0;
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NEARDATA struct mvitals mvitals[NUMMONS];
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NEARDATA long domove_attempting = 0L;
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NEARDATA long domove_succeeded = 0L;
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NEARDATA struct c_color_names c_color_names = {
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"black", "amber", "golden", "light blue", "red", "green",
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"silver", "blue", "purple", "white", "orange"
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};
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struct menucoloring *menu_colorings = NULL;
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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 = { "Nothing happens.",
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"That's enough tries!",
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"That is a silly thing to %s.",
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"shudder for a moment.",
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"something",
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"Something",
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"You can move again.",
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"Never mind.",
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"vision quickly clears.",
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{ "the", "your" },
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{ "mon", "you" } };
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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[] = { "mysterious", "liquid", "wax", "organic",
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"flesh", "paper", "cloth", "leather",
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"wooden", "bone", "dragonhide", "iron",
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"metal", "copper", "silver", "gold",
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"platinum", "mithril", "plastic", "glass",
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"gemstone", "stone" };
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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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NEARDATA winid WIN_STATUS = WIN_ERR;
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NEARDATA winid WIN_MAP = WIN_ERR, WIN_INVEN = WIN_ERR;
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char 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,
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(char *) 0, (char *) 0, (char *) 0,
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(char *) 0, (char *) 0, (char *) 0,
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(char *) 0 };
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#ifdef PREFIXES_IN_USE
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char *fqn_prefix_names[PREFIX_COUNT] = {
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"hackdir", "leveldir", "savedir", "bonesdir", "datadir",
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"scoredir", "lockdir", "sysconfdir", "configdir", "troubledir"
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};
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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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struct plinemsg_type *plinemsg_types = (struct plinemsg_type *) 0;
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#ifdef PANICTRACE
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const char *ARGV0;
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#endif
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/* support for lint.h */
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unsigned nhUse_dummy = 0;
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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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