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notnotdnethack/include/decl.h
Ron Nazarov fcbf7d8418
New option: QUERYTYPE (and querytype_regex)
Works a bit like msgtype but applies to y/n prompts.  Can be used to
switch certain prompts to y/n or yes/no based on if they match a
regex (if querytype_regex is set) or a pattern, like an extended
paranoid.  querytype_regex defaults to FALSE, like all the
other *_regex options (except menucolor_regex).  Only applies to
things that call yn/yesno, not those that call yn_function directly.
Anything that calls yn_function directly and can be converted, should
be.

Example:
 OPTIONS=querytype_regex
 # Make edibility prompts yes/no
 QUERYTYPE=yesno ".*Eat it anyway.*"
 # Make paranoid_self_cast prompt y/n
 QUERYTYPE=yn "^Are you sure you want to cast that spell at yourself\?$"
 # Reset everything to default
 #QUERYTYPE=default ".*"

Also:
-Change a few uses of yn_function to yn so they work with querytype.
-Make msgtype use xchar consistently.
-Change the prompt for eating artifact eyeballs to yes/no by default.
 Maybe the cannibalism prompts should be yes/no by default too?
2024-05-11 15:43:00 +01:00

892 lines
29 KiB
C

/* SCCS Id: @(#)decl.h 3.4 2001/12/10 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef DECL_H
#define DECL_H
extern int (*occupation)(void);
extern int (*afternmv)(void);
extern const char *hname;
extern int hackpid;
#if defined(UNIX)
extern int locknum;
#endif
#ifdef DEF_PAGER
extern char *catmore;
#endif /* DEF_PAGER */
extern char SAVEF[];
extern int bases[MAXOCLASSES];
extern long has_loaded_bones;
extern long last_clear_screen;
extern int multi;
extern char multi_txt[BUFSZ];
#if 0
extern int warnlevel;
#endif
extern int nroom;
extern int nsubroom;
extern int occtime;
#define WARNCOUNT 6 /* number of different warning levels */
extern uchar warnsyms[WARNCOUNT];
extern int x_maze_max, y_maze_max;
extern int in_doagain;
extern struct dgn_topology { /* special dungeon levels for speed */
/*Dungeons of Doom*/
d_level d_village_level;
int village_variant;
#define GRASS_VILLAGE 1
#define LAKE_VILLAGE 2
#define FOREST_VILLAGE 3
#define CAVE_VILLAGE 4
d_level d_oracle_level;
d_level d_bigroom_level; /* unused */
d_level d_bigroomb_level; /* unused */
#ifdef REINCARNATION
d_level d_rogue_level;
#endif
/*Medusa's Island + Friends */
int challenge_variant;
#define MEDUSA_LEVEL1 1
#define MEDUSA_LEVEL2 2
#define MEDUSA_LEVEL3 3
#define MEDUSA_LEVEL4 4
#define GRUE_LEVEL1 5
#define GRUE_LEVEL2 6
d_level d_challenge_level;
/*Castle*/
d_level d_stronghold_level;
/*Gehennom*/
d_level d_valley_level;
d_level d_stair1_level;
d_level d_stair2_level;
d_level d_stair3_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_hell1_level;
int hell1_variant;
#define BAEL_LEVEL 1
#define DISPATER_LEVEL 2
#define MAMMON_LEVEL 3
#define BELIAL_LEVEL 4
#define CHROMA_LEVEL 5
d_level d_hell2_level;
int hell2_variant;
#define LEVIATHAN_LEVEL 1
#define LILITH_LEVEL 2
#define BAALZEBUB_LEVEL 3
#define MEPHISTOPHELES_LEVEL 4
d_level d_hell3_level;
d_level d_abyss_level;
int abyss_variant;
#define JUIBLEX_LEVEL 1
#define JUIBLEX_RES 1
#define ZUGGTMOY_LEVEL 2
#define ZUGGTMOY_RES 2
#define YEENOGHU_LEVEL 3
#define BAPHOMET_LEVEL 4
#define NIGHT_LEVEL 5
#define NIGHT_RES 3
#define KOSTCH_LEVEL 6
d_level d_abys2_level;
int abys2_variant;
#define ORCUS_LEVEL 1
#define MALCANTHET_LEVEL 2
#define GRAZ_ZT_LEVEL 3
#define LOLTH_LEVEL 4
d_level d_brine_level;
int brine_variant;
#define DEMOGORGON_LEVEL 1
#define DAGON_LEVEL 2
#define LAMASHTU_LEVEL 3
// 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;
/*Planes*/
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;
/*Vlad's Tower*/
xchar d_tower_dnum;
/*Void levels*/
xchar d_void_dnum;
d_level d_ilsensin_level;
d_level d_farvoid_level;
d_level d_aligvoid_level;
d_level d_nrvoid2_level;
d_level d_nearvoid_level;
xchar d_sacris_dnum;
d_level d_sacris_level;
xchar d_nowhere_dnum;
d_level d_nowhere_level;
/*The Lost Tomb*/
xchar d_tomb_dnum;
/*The Sunless Sea*/
xchar d_sea_dnum;
int sea_variant;
#define SUNLESS_SEA_LEVEL 1
#define PARADISE_ISLAND_LEVEL 2
#define SUNKEN_CITY_LEVEL 3
#define PEANUT_ISLAND_LEVEL 4
/*The Temple of Moloch*/
xchar d_temple_dnum;
/*Sokoban*/
xchar d_sokoban_dnum;
/*Mines of the Gnomes of Zurich*/
xchar d_mines_dnum;
/*Ice caves*/
xchar d_ice_dnum;
/*Black forest*/
xchar d_blackforest_dnum;
/*Dismal swamp*/
xchar d_dismalswamp_dnum;
/*Archipelago*/
xchar d_archipelago_dnum;
/*Quest Levels*/
xchar d_quest_dnum;
d_level d_qstart_level, d_qlocate_level, d_nemesis_level;
/*Neutral Quest*/
xchar d_neutral_dnum;
xchar d_rlyeh_dnum;
d_level d_gatetown_level, d_spire_level, d_sum_of_all_level, d_lethe_headwaters, d_bridge_temple, d_lethe_temples, d_rlyeh_level;
d_level d_nkai_a, d_nkai_b, d_nkai_c, d_nkai_z;
/*Spire*/
xchar d_spire_dnum;
d_level d_sigil_level;
/*Chaos Quest*/
xchar d_chaos_dvariant;
xchar d_chaos_dnum;
d_level d_chaosf_level, d_chaoss_level, d_chaost_level, d_chaosm_level,
d_chaosfrh_level, d_chaosffh_level, d_chaossth_level,
d_chaosvth_level, d_chaose_level;
/*Chaos Quest 2*/
d_level d_elshava_level;
d_level d_lastspire_level;
/*Chaos Quest 2*/
d_level d_forest_1_level;
d_level d_forest_2_level;
d_level d_forest_3_level;
d_level d_ford_level;
d_level d_forest_4_level;
d_level d_mordor_1_level;
d_level d_mordor_2_level;
d_level d_spider_level;
d_level d_mordor_depths_1_level;
d_level d_mordor_depths_2_level;
d_level d_mordor_depths_3_level;
d_level d_borehole_1_level;
d_level d_borehole_2_level;
d_level d_borehole_3_level;
d_level d_borehole_4_level;
/*Law Quest*/
xchar d_law_dnum;
d_level d_path1, d_path2, d_path3, d_illregrd,
d_arcadia1, d_arcadia2, d_arcadia3, d_arcward, d_arcfort,
d_tower1, d_tower2, d_tower3, d_tower4, d_tower5,
d_tower6, d_tower7, d_tower8, d_tower9, d_towertop;
char alt_tower;
char alt_tulani; /*Note: TULANI_CAST == FALSE, i.e. no changes needed. */
#define TULANI_CASTE 0
#define GAE_CASTE 1
#define BRIGHID_CASTE 2
#define UISCERRE_CASTE 3
#define CAILLEA_CASTE 4
int eprecursor_typ;
#define PRE_DRACAE 1
#define PRE_POLYP 2
/*Fort Knox*/
d_level d_knox_level;
d_level d_icetown_level;
d_level d_iceboss_level;
d_level d_bftemple_level;
d_level d_bfboss_level;
d_level d_dsbog_level;
d_level d_dsboss_level;
d_level d_leveetwn_level;
d_level d_arcboss_level;
d_level d_minetown_level;
d_level d_mineend_level;
d_level d_sokoend_level;
} dungeon_topology;
/* macros for accesing the dungeon levels by their old names */
/*Dungeons of Doom*/
#define village_level (dungeon_topology.d_village_level)
#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 challenge_level (dungeon_topology.d_challenge_level)
#define stronghold_level (dungeon_topology.d_stronghold_level)
/*Gehennom*/
#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 abyss1_level (dungeon_topology.d_abyss_level)
#define abyss1_juiblex_level (dungeon_topology.d_abyss_juiblex_level)
#define abyss2_level (dungeon_topology.d_abys2_level)
#define orcus_level (dungeon_topology.d_abys2_level)
#define abyss3_level (dungeon_topology.d_brine_level)
#define hell1_level (dungeon_topology.d_hell1_level)
#define hell2_level (dungeon_topology.d_hell2_level)
#define hell3_level (dungeon_topology.d_hell3_level)
////define juiblex_level (dungeon_topology.d_juiblex_level)
//define orcus_level (dungeon_topology.d_orcus_level)
//define demogoron_level (dungeon_topology.d_demogorgon_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)
/*Void*/
#define ilsensin_level (dungeon_topology.d_ilsensin_level)
#define farvoid_level (dungeon_topology.d_farvoid_level)
#define aligvoid_level (dungeon_topology.d_aligvoid_level)
#define nrvoid2_level (dungeon_topology.d_nrvoid2_level)
#define nearvoid_level (dungeon_topology.d_nearvoid_level)
#define sacris_level (dungeon_topology.d_sacris_level)
#define nowhere_level (dungeon_topology.d_nowhere_level)
/*Planes*/
#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)
/*Vlad's Tower*/
#define tower_dnum (dungeon_topology.d_tower_dnum)
/*The Lost Tomb*/
#define tomb_dnum (dungeon_topology.d_tomb_dnum)
/*The Sunless Sea*/
#define sea_dnum (dungeon_topology.d_sea_dnum)
/*The Temple of Moloch*/
#define temple_dnum (dungeon_topology.d_temple_dnum)
/*Medusa's Island + Friends*/
#define challenge_level (dungeon_topology.d_challenge_level)
/*Sokoban*/
#define sokoban_dnum (dungeon_topology.d_sokoban_dnum)
/*Mines of the Gnomes of Zurich*/
#define mines_dnum (dungeon_topology.d_mines_dnum)
/*Ice caves*/
#define ice_dnum (dungeon_topology.d_ice_dnum)
/*Black forest*/
#define blackforest_dnum (dungeon_topology.d_blackforest_dnum)
/*Dismal swamp*/
#define dismalswamp_dnum (dungeon_topology.d_dismalswamp_dnum)
/*Archipelago*/
#define archipelago_dnum (dungeon_topology.d_archipelago_dnum)
/*Quest Levels*/
#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)
/*Neutral Quest*/
#define neutral_dnum (dungeon_topology.d_neutral_dnum)
#define rlyeh_dnum (dungeon_topology.d_rlyeh_dnum)
#define gatetown_level (dungeon_topology.d_gatetown_level)
#define spire_level (dungeon_topology.d_spire_level)
#define sum_of_all_level (dungeon_topology.d_sum_of_all_level)
#define lethe_headwaters (dungeon_topology.d_lethe_headwaters)
#define bridge_temple (dungeon_topology.d_bridge_temple)
#define lethe_temples (dungeon_topology.d_lethe_temples)
#define nkai_a_level (dungeon_topology.d_nkai_a)
#define nkai_b_level (dungeon_topology.d_nkai_b)
#define nkai_c_level (dungeon_topology.d_nkai_c)
#define nkai_z_level (dungeon_topology.d_nkai_z)
#define rlyeh_level (dungeon_topology.d_rlyeh_level)
/*Spire*/
#define spire_dnum (dungeon_topology.d_spire_dnum)
#define sigil_level (dungeon_topology.d_sigil_level)
/*Chaos Quest*/
#define chaos_dvariant (dungeon_topology.d_chaos_dvariant)
#define TEMPLE_OF_CHAOS 0
#define MITHARDIR 1
#define MORDOR 2
#define chaos_dnum (dungeon_topology.d_chaos_dnum)
#define chaosf_level (dungeon_topology.d_chaosf_level)
#define chaoss_level (dungeon_topology.d_chaoss_level)
#define chaost_level (dungeon_topology.d_chaost_level)
#define chaosm_level (dungeon_topology.d_chaosm_level)
#define chaosfrh_level (dungeon_topology.d_chaosfrh_level)
#define chaosffh_level (dungeon_topology.d_chaosffh_level)
#define chaossth_level (dungeon_topology.d_chaossth_level)
#define chaosvth_level (dungeon_topology.d_chaosvth_level)
#define chaose_level (dungeon_topology.d_chaose_level)
/*Chaos Quest 2*/
#define elshava_level (dungeon_topology.d_elshava_level)
#define lastspire_level (dungeon_topology.d_lastspire_level)
/*Chaos Quest 3*/
#define forest_1_level (dungeon_topology.d_forest_1_level)
#define forest_2_level (dungeon_topology.d_forest_2_level)
#define forest_3_level (dungeon_topology.d_forest_3_level)
#define ford_level (dungeon_topology.d_ford_level)
#define forest_4_level (dungeon_topology.d_forest_4_level)
#define mordor_1_level (dungeon_topology.d_mordor_1_level)
#define mordor_2_level (dungeon_topology.d_mordor_2_level)
#define spider_level (dungeon_topology.d_spider_level)
#define mordor_depths_1_level (dungeon_topology.d_mordor_depths_1_level)
#define mordor_depths_2_level (dungeon_topology.d_mordor_depths_2_level)
#define mordor_depths_3_level (dungeon_topology.d_mordor_depths_3_level)
#define borehole_1_level (dungeon_topology.d_borehole_1_level)
#define borehole_2_level (dungeon_topology.d_borehole_2_level)
#define borehole_3_level (dungeon_topology.d_borehole_3_level)
#define borehole_4_level (dungeon_topology.d_borehole_4_level)
/*Law Quest*/
#define law_dnum (dungeon_topology.d_law_dnum)
#define path1_level (dungeon_topology.d_path1)
#define path2_level (dungeon_topology.d_path2)
#define path3_level (dungeon_topology.d_path3)
#define illregrd_level (dungeon_topology.d_illregrd)
#define arcadia1_level (dungeon_topology.d_arcadia1)
#define arcadia2_level (dungeon_topology.d_arcadia2)
#define arcadia3_level (dungeon_topology.d_arcadia3)
#define arcward_level (dungeon_topology.d_arcward)
#define arcfort_level (dungeon_topology.d_arcfort)
#define tower1_level (dungeon_topology.d_tower1)
#define tower2_level (dungeon_topology.d_tower2)
#define tower3_level (dungeon_topology.d_tower3)
//define tower4_level (dungeon_topology.d_tower4)
//define tower5_level (dungeon_topology.d_tower5)
//define tower6_level (dungeon_topology.d_tower6)
//define tower7_level (dungeon_topology.d_tower7)
//define tower8_level (dungeon_topology.d_tower8)
//define tower9_level (dungeon_topology.d_tower9)
#define towertop_level (dungeon_topology.d_towertop)
/*Fort Knox*/
#define knox_level (dungeon_topology.d_knox_level)
/*Ice caves*/
#define icetown_level (dungeon_topology.d_icetown_level)
#define iceboss_level (dungeon_topology.d_iceboss_level)
/*Black forest*/
#define bftemple_level (dungeon_topology.d_bftemple_level)
#define bfboss_level (dungeon_topology.d_bfboss_level)
/*Dismal swamp*/
#define dsbog_level (dungeon_topology.d_dsbog_level)
#define dsboss_level (dungeon_topology.d_dsboss_level)
/*Archipelago*/
#define leveetwn_level (dungeon_topology.d_leveetwn_level)
#define arcboss_level (dungeon_topology.d_arcboss_level)
#define minetown_level (dungeon_topology.d_minetown_level)
#define mineend_level (dungeon_topology.d_mineend_level)
#define sokoend_level (dungeon_topology.d_sokoend_level)
extern stairway dnstair, upstair; /* stairs up and down */
#define xdnstair (dnstair.sx)
#define ydnstair (dnstair.sy)
#define xupstair (upstair.sx)
#define yupstair (upstair.sy)
extern stairway dnladder, upladder; /* ladders up and down */
#define xdnladder (dnladder.sx)
#define ydnladder (dnladder.sy)
#define xupladder (upladder.sx)
#define yupladder (upladder.sy)
extern stairway sstairs;
extern dest_area updest, dndest; /* level-change destination areas */
extern coord inv_pos;
extern dungeon dungeons[];
extern s_level *sp_levchn;
#define dunlev_reached(x) (dungeons[(x)->dnum].dunlev_ureached)
#include "quest.h"
extern struct q_score quest_status;
extern char pl_character[PL_CSIZ];
extern char pl_race; /* character's race */
extern char pl_fruit[PL_FSIZ];
extern int current_fruit;
extern struct fruit *ffruit;
extern char tune[6];
#define MAXLINFO (MAXDUNGEON * MAXLEVEL)
extern struct linfo level_info[MAXLINFO];
extern struct sinfo {
int gameover; /* self explanatory? */
int stopprint; /* inhibit further end of game disclosure */
#if defined(UNIX)
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 */
int in_impossible;
#ifdef PANICLOG
int in_paniclog;
#endif
} program_state;
extern boolean restoring;
extern const char quitchars[];
extern const char vowels[];
extern const char ynchars[];
extern const char ynqchars[];
extern const char ynaqchars[];
extern const char ynNaqchars[];
extern long yn_number;
extern const char disclosure_options[];
extern int smeq[];
extern int doorindex;
extern int altarindex;
extern char *save_cm;
#define KILLED_BY_AN 0
#define KILLED_BY 1
#define NO_KILLER_PREFIX 2
extern int killer_format;
extern const char *killer;
extern const char *delayed_killer;
#ifdef GOLDOBJ
extern long done_money;
#endif
extern char killer_buf[BUFSZ];
extern long killer_flags;
#ifdef DUMP_LOG
extern char dump_fn[]; /* dumpfile name (dump patch) */
#endif
extern const char *configfile;
extern char plname[PL_NSIZ];
extern char inherited[];
extern char dogname[];
extern char catname[];
extern char horsename[];
extern char lizardname[];
extern char spidername[];
extern char dragonname[];
extern char parrotname[];
extern char monkeyname[];
extern char whisperername[];
extern char ratname[];
extern char preferred_pet;
extern const char *occtxt; /* defined when occupation != NULL */
extern const char *nomovemsg;
extern const char nul[];
extern char lock[];
extern const char qykbd_dir[], qzkbd_dir[], ndir[];
extern char const *sdir;
extern const schar xdir[], ydir[], zdir[];
extern char misc_cmds[];
#define DORUSH misc_cmds[0]
#define DORUN misc_cmds[1]
#define DOFORCEFIGHT misc_cmds[2]
#define DONOPICKUP misc_cmds[3]
#define DORUN_NOPICKUP misc_cmds[4]
#define DOESCAPE misc_cmds[5]
#define DOAGAIN misc_cmds[6]
/* the number of miscellaneous commands */
# define MISC_CMD_COUNT 7
extern schar tbx, tby; /* set in mthrowu.c */
extern struct multishot { int n, i; short o; boolean s; struct obj * x;} m_shot;
extern struct dig_info { /* apply.c, hack.c */
int effort;
d_level level;
coord pos;
long lastdigtime;
boolean down, chew, warned, quiet;
} digging;
extern long moves, monstermoves;
extern long nonce;
extern long wailmsg;
extern boolean goat_seenonce;
extern boolean in_mklev;
extern boolean stoned;
extern boolean golded;
extern boolean glassed;
extern boolean unweapon;
extern boolean mrg_to_wielded;
extern boolean mon_ranged_gazeonly;
extern struct obj *current_wand;
extern boolean in_steed_dismounting;
extern const int shield_static[];
#include "spell.h"
extern struct spell spl_book[]; /* sized in decl.c */
#include "color.h"
extern const int zapcolors[];
extern const char def_oc_syms[MAXOCLASSES]; /* default class symbols */
extern uchar oc_syms[MAXOCLASSES]; /* current class symbols */
extern const char def_monsyms[MAXMCLASSES]; /* default class symbols */
extern uchar monsyms[MAXMCLASSES]; /* current class symbols */
#include "obj.h"
extern struct obj *magic_chest_objs[10];
extern struct obj *invent,
*uarm, *uarmc, *uarmh, *uarms, *uarmg, *uarmf,
*uarmu, /* under-wear, so to speak */
*uskin, *uamul, *ublindf,
*uwep, *uswapwep, *uquiver;
#define URINGS_SIZE 8
extern struct obj *urings[URINGS_SIZE]; /* init'd and defined in decl.c */
extern const long long ring_index_to_wornmask[URINGS_SIZE]; /* init'd and defined in worn.c */
#define uleft (urings[0])
#define uright (urings[1])
/* Needs to update, so it's redefined each time whenever it's used */
#define ARMOR_SLOTS { uarm, uarmc, uarmf, uarmh, uarmg, uarms, uarmu }
#define WORN_SLOTS { uarm, uarmc, uarmf, uarmh, uarmg, uarms, uarmu, uamul, ublindf, uwep, uswapwep, uquiver, \
urings[0], urings[1], urings[2], urings[3], urings[4], urings[5], urings[6], urings[7] }
extern struct obj *urope; /* defined only when entangled */
extern struct obj *uchain; /* defined only when punished */
extern struct obj *uball;
extern struct obj *migrating_objs;
extern struct obj *billobjs;
extern struct obj zeroobj; /* init'd and defined in decl.c */
extern anything zeroany; /* init'd and defined in decl.c */
#include "mutations.h"
#include "you.h"
extern struct you u;
#include "gods.h"
extern struct god * godlist;
#include "onames.h"
#include "gnames.h"
#ifndef PM_H /* (pm.h has already been included via youprop.h) */
#include "pm.h"
#endif
extern struct monst youmonst; /* init'd and defined in decl.c */
extern struct monst *mydogs, *migrating_mons;
extern struct permonst upermonst; /* init'd in decl.c,
* defined in polyself.c
*/
extern struct mvitals {
uchar born; /*How many of this monster have been created in a way that respects extinction*/
uchar died; /*How many of this monster have died of any cause*/
uchar killed; /*How many of this monster have died at the PC's hands*/
long long mvflags;
int san_lost;
int insight_gained;
Bitfield(seen,1);
Bitfield(vis_insight,1);
Bitfield(insightkill,1);
} mvitals[NUMMONS];
extern 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, *const c_yellow;
} 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
#define NH_YELLOW c_color_names.c_yellow
/* The names of the colors used for gems, etc. */
extern const char *c_obj_colors[];
extern 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 */
extern const struct material materials[];
/* 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 */
extern boolean vision_full_recalc; /* TRUE if need vision recalc */
extern char **viz_array; /* could see/in sight row pointers */
/* Window system stuff */
extern winid WIN_MESSAGE, WIN_STATUS;
extern winid WIN_MAP, WIN_INVEN;
/* pline (et al) for a single string argument (suppress compiler warning) */
#define pline1(cstr) pline("%s", cstr)
#define Your1(cstr) Your("%s", cstr)
#define You1(cstr) You("%s", cstr)
#define verbalize1(cstr) verbalize("%s", cstr)
#define You_hear1(cstr) You_hear("%s", cstr)
#define Sprintf1(buf, cstr) Sprintf(buf, "%s", cstr)
#define panic1(cstr) panic("%s", cstr)
extern char toplines[];
#ifndef TCAP_H
extern 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 */
extern const char * const monexplain[], invisexplain[], * const objexplain[], * 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
extern char *fqn_prefix[PREFIX_COUNT];
#ifdef PREFIXES_IN_USE
extern char *fqn_prefix_names[PREFIX_COUNT];
#endif
struct autopickup_exception {
char *pattern;
regex_t match;
boolean grab;
boolean is_regexp;
struct autopickup_exception *next;
};
struct u_achieve {
Bitfield(get_keys,9); /* the alignment keys */
Bitfield(get_bell,1); /* You have obtained the bell of
* opening */
Bitfield(get_skey,1); /* You have obtained the silver key */
Bitfield(get_candelabrum,1); /* You have obtained the candelabrum */
Bitfield(get_book,1); /* You have obtained the book of
* the dead */
Bitfield(enter_gehennom,1); /* Entered Gehennom (including the
* Valley) by any means */
Bitfield(perform_invocation,1); /* You have performed the invocation
* ritual */
Bitfield(get_amulet,1); /* You have obtained the amulet
* of Yendor */
Bitfield(ascended,1); /* You ascended to demigod[dess]hood.
* Not quite the same as
* u.uevent.ascended. */
Bitfield(get_luckstone,1); /* You obtained the luckstone at the
* end of the mines. */
Bitfield(finish_sokoban,1); /* You obtained the sokoban prize. */
Bitfield(killed_challenge,1); /* You defeated the challenge boss. */
Bitfield(killed_lucifer,1); /* Bragging rights */
Bitfield(killed_asmodeus,1); /* Bragging rights */
Bitfield(killed_demogorgon,1); /* Bragging rights */
unsigned long long trophies; /* Flags for Junethack trophies */
unsigned long iea_flags; /* IEA flags for Junethack trophy */
Bitfield(get_kroo,1); /* ring of kroo get*/
Bitfield(get_raggo,1); /* raggo's rock get*/
Bitfield(get_gilly,1); /* gillystone get*/
Bitfield(get_abominable,1); /* abominable cloak get*/
Bitfield(get_poplar,1); /* poplar punisher get*/
Bitfield(did_unknown,1); /* ?????????????????*/
Bitfield(killed_illurien,1); /* illurien down */
Bitfield(get_ckey,1); /* Cage key get */
Bitfield(max_punch,1); /* Mystic punched to the max */
Bitfield(used_smith,1); /* Used a blacksmith's service */
Bitfield(garnet_spear,1); /* Used a garnet tip spear*/
Bitfield(inked_up,1); /* Fell tat */
Bitfield(new_races,1); /* Ascended a new race */
#define ARC_QUEST 0x1L << 0
#define CAV_QUEST 0x1L << 1
#define CON_QUEST 0x1L << 2
#define KNI_QUEST 0x1L << 3
#define ANA_QUEST 0x1L << 4
#define AND_QUEST 0x1L << 5
#define ANA_ASC 0x1L << 6
#define BIN_QUEST 0x1L << 7
#define BIN_ASC 0x1L << 8
#define PIR_QUEST 0x1L << 9
#define BRD_QUEST 0x1L << 10
#define NOB_QUEST 0x1L << 11
#define HDR_NOB_QUEST 0x1L << 12
#define HDR_SHR_QUEST 0x1L << 13
#define DRO_NOB_QUEST 0x1L << 14
#define DRO_SHR_QUEST 0x1L << 15
#define DWA_NOB_QUEST 0x1L << 16
#define DWA_KNI_QUEST 0x1L << 17
#define GNO_RAN_QUEST 0x1L << 18
#define ELF_SHR_QUEST 0x1L << 19
#define CLOCK_ASC 0x1L << 20
#define CHIRO_ASC 0x1L << 21
#define YUKI_ASC 0x1L << 22
#define HALF_ASC 0x1L << 23
#define LAW_QUEST 0x1L << 24
#define NEU_QUEST 0x1L << 25
#define CHA_QUEST 0x1L << 26
#define MITH_QUEST 0x1L << 27
#define MORD_QUEST 0x1L << 28
#define SECOND_THOUGHTS 0x1L << 29
#define ILLUMIAN 0x1L << 30
#define RESCUE 0x1L << 31
#define FULL_LOADOUT 0x1L << 32
#define NIGHTMAREHUNTER 0x1L << 33
#define SPEED_PHASE 0x1L << 34
#define QUITE_MAD 0x1L << 35
#define TOTAL_DRUNK 0x1L << 36
#define MAD_QUEST 0x1L << 37
#define LAMASHTU_KILL 0x1L << 38
#define BAALPHEGOR_KILL 0x1L << 39
#define ANGEL_VAULT 0x1L << 40
#define ANCIENT_VAULT 0x1L << 41
#define TANNINIM_VAULT 0x1L << 42
#define CASTLE_WISH 0x1L << 43
#define UNKNOWN_WISH 0x1L << 44
#define FEM_DRA_NOB_QUEST 0x1L << 45
#define DEVIL_VAULT 0x1L << 46
#define DEMON_VAULT 0x1L << 47
#define BOKRUG_QUEST 0x1L << 48
#define HEA_QUEST 0x1L << 49
#define DRO_HEA_QUEST 0x1L << 50
#define MONK_QUEST 0x1L << 51
#define IEA_UPGRADES 0x1L << 52
#define ACHIEVE_NUMBER 64
};
extern struct u_achieve achieve;
extern struct realtime_data {
time_t realtime; /* Amount of actual playing time up until the last time
* the game was restored. */
time_t restoretime; /* The time that the game was started or restored. */
time_t last_displayed_time; /* Last time displayed on the status line */
} realtime_data;
#ifdef SIMPLE_MAIL
extern int mailckfreq;
#endif
struct _plinemsg {
xchar msgtype;
char *pattern;
regex_t match;
boolean is_regexp;
struct _plinemsg *next;
};
extern struct _plinemsg *pline_msg;
#define MSGTYP_NORMAL 0
#define MSGTYP_NOREP 1
#define MSGTYP_NOSHOW 2
#define MSGTYP_STOP 3
struct querytype {
xchar querytype;
char *pattern;
regex_t match;
boolean is_regexp;
struct querytype *next;
};
extern struct querytype *query_types;
#define QUERYTYP_NORMAL 0
#define QUERYTYP_YN 1
#define QUERYTYP_YESNO 2
#define ROLL_FROM(array) array[rn2(SIZE(array))]
/* FIXME: These should be integrated into objclass and permonst structs,
but that invalidates saves */
extern glyph_t objclass_unicode_codepoint[NUM_OBJECTS];
extern glyph_t permonst_unicode_codepoint[NUMMONS];
extern boolean curses_stupid_hack;
#define LIGHTSABER_MAX_CHARGE 150000
#endif /* DECL_H */