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notnotdnethack/include/hack.h
Ron Nazarov 094b27646a
New option: paranoid_wand_break
Makes breaking a wand give you a yes/no prompt instead of a y/n
prompt, defaults to TRUE.

Also unify y/n and yes/no prompt handling into a new yesno() function.
2024-05-06 13:42:32 +01:00

375 lines
14 KiB
C

/* SCCS Id: @(#)hack.h 3.4 2001/04/12 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef HACK_H
#define HACK_H
#ifndef CONFIG_H
#include "config.h"
#endif
/* For debugging beta code. */
#ifdef BETA
#define Dpline pline
#endif
#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 }
/* number of times a spellbook can be read before blanking */
#define MAX_SPELL_STUDY 3
/* Length of a healing cycle */
#define HEALCYCLE 90
/* symbolic names for capacity levels */
#define UNENCUMBERED 0
#define SLT_ENCUMBER 1 /* Burdened */
#define MOD_ENCUMBER 2 /* Stressed */
#define HVY_ENCUMBER 3 /* Strained */
#define EXT_ENCUMBER 4 /* Overtaxed */
#define OVERLOADED 5 /* Overloaded */
/* hunger texts used on bottom line (each 8 chars long) */
#define SATIATED 0
#define NOT_HUNGRY 1
#define HUNGRY 2
#define WEAK 3
#define FAINTING 4
#define FAINTED 5
#define 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 */
#define DISMOUNT_GENERIC 0
#define DISMOUNT_FELL 1
#define DISMOUNT_THROWN 2
#define DISMOUNT_POLY 3
#define DISMOUNT_ENGULFED 4
#define DISMOUNT_BONES 5
#define DISMOUNT_BYCHOICE 6
#define DISMOUNT_VANISHED 7
/* Special returns from mapglyph() (note: type is unsigned int) */
#define MG_CORPSE 0x001
#define MG_INVIS 0x002
#define MG_DETECT 0x004
#define MG_PET 0x008
#define MG_RIDDEN 0x010
#define MG_STAIRS 0x020
#define MG_OBJPILE 0x040
#define MG_ZOMBIE 0x080
#define MG_PEACE 0x100
#define MG_PORTAL 0x200
/* sellobj_state() states */
#define SELL_NORMAL (0)
#define SELL_DELIBERATE (1)
#define SELL_DONTSELL (2)
/*
* 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.
*/
#define DIED 0
#define BETRAYED 1
#define CHOKING 2
#define POISONING 3
#define STARVING 4
#define DROWNING 5
#define BURNING 6
#define DISSOLVED 7
#define CRUSHING 8
#define STONING 9
#define GOLDING 10
#define GLASSED 11
#define TURNED_SLIME 12
#define OVERWOUND 13
#define WEEPING 14
#define DISINTEGRATED 15
#define GENOCIDED 16
#define PANICKED 17
#define TRICKED 18
#define QUIT 19
#define ESCAPED 20
#define ASCENDED 21
#include "align.h"
#include "dungeon.h"
#include "monsym.h"
#include "mkroom.h"
#include "objclass.h"
#include "youprop.h"
#include "wintype.h"
#include "decl.h"
#include "mextra.h"
#include "oextra.h"
#include "timeout.h"
#include "zap.h"
#include "thoughtglyph.h"
extern coord bhitpos; /* place where throw or zap hits or stops */
/* types of calls to bhit() */
#define ZAPPED_WAND 0 /* invisible ray, pierces monsters */
#define THROWN_WEAPON 1 /* hopefully deprecated */
#define KICKED_WEAPON 2 /* hopefully deprecated */
#define FLASHED_LIGHT 3 /* visible flashed light, stops on first mon hit */
#define INVIS_BEAM 4 /* invisible ray from a mirror, stops on first mon hit */
#define TRIGGER_BEAM 5 /* invisible ray, stops on first thing that causes associated functions to return nonzero */
/* types of calls to hmon */
#define HMON_WHACK 0x01 /* regular melee attack */
#define HMON_THRUST 0x02 /* polearm thrust */
#define HMON_PROJECTILE 0x04 /* projectile, general */
#define HMON_FIRED 0x08 /* projectile had a proper launcher (or simulation thereof), for projectiles that care */
#define HMON_TRAP 0x10 /* trap-owned attack, either projectile or melee depending on ttyp */
#define HMON_KICKED 0x20 /* object is a kicked projectile */
#define beastMateryRadius(mon) (P_SKILL(P_BEAST_MASTERY) > P_ISRESTRICTED && distmin(u.ux, u.uy, mon->mx, mon->my) <= (P_SKILL(P_BEAST_MASTERY) - P_ISRESTRICTED))
#define MATCH_WARN_OF_MON(mon) ( MATCH_WARN_OF_MON_STRICT(mon) || \
(u.sealsActive&SEAL_PAIMON && is_magical((mon)->data)) || \
(u.sealsActive&SEAL_ANDROMALIUS && is_thief((mon)->data)) || \
(u.sealsActive&SEAL_TENEBROUS && !nonliving(mon->data)) || \
(mon->mtame && beastMateryRadius(mon)) || \
(mon->mtyp == PM_TWIN_SIBLING) || \
(Upolyd && youmonst.data->mtyp == PM_SHARK && has_blood((mon)->data) && \
(mon)->mhp < (mon)->mhpmax && is_pool(u.ux, u.uy, TRUE) && is_pool((mon)->mx, (mon)->my, TRUE)) || \
(u.specialSealsActive&SEAL_ACERERAK && is_undead(mon->data)) || \
(uwep && uwep->oclass == WEAPON_CLASS && (uwep)->obj_material == WOOD && uwep->otyp != MOON_AXE &&\
(uwep->oward & WARD_THJOFASTAFUR) && ((mon)->data->mlet == S_LEPRECHAUN || (mon)->data->mlet == S_NYMPH || is_thief((mon)->data))) \
)
#define MATCH_WARN_OF_MON_STRICT(mon) ( (Warn_of_mon && flags.warntypem && \
(flags.warntypem & (mon)->data->mflagsm)) || \
(Warn_of_mon && flags.warntypet && \
(flags.warntypet & (mon)->data->mflagst)) || \
(Warn_of_mon && flags.warntypeb && \
(flags.warntypeb & (mon)->data->mflagsb)) || \
(Warn_of_mon && flags.warntypeg && \
(flags.warntypeg & (mon)->data->mflagsg)) || \
(Warn_of_mon && flags.warntypea && \
(flags.warntypea & (mon)->data->mflagsa)) || \
(Warn_of_mon && flags.warntypea && \
(flags.warntypea & MA_UNDEAD && \
is_undead(mon->data))) || \
(Warn_of_mon && flags.warntypev && \
(flags.warntypev & (mon)->data->mflagsv)) || \
(Warn_of_mon && flags.montype && \
(flags.montype & (unsigned long long int)((unsigned long long int)1 << (int)((mon)->data->mlet)))) \
)
#define Weightless (Is_airlevel(&u.uz) || \
(Is_lolth_level(&u.uz) && levl[u.ux][u.uy].typ == CLOUD) \
|| (Role_if(PM_MADMAN) && In_quest(&u.uz) && (levl[u.ux][u.uy].typ == CLOUD)) \
|| (!In_endgame(&u.uz) && levl[u.ux][u.uy].typ == AIR))
#include "trap.h"
#include "flag.h"
#include "rm.h"
#include "vision.h"
#include "display.h"
#include "engrave.h"
#include "rect.h"
#include "region.h"
#include "extern.h"
#include "winprocs.h"
#define NO_SPELL 0
/* flags to control makemon() */
#define NO_MM_FLAGS 0x00000000 /* use this rather than plain 0 */
#define NO_MINVENT 0x00000001 /* suppress minvent when creating mon */
#define MM_NOWAIT 0x00000002 /* don't set STRAT_WAITMASK flags */
#define MM_EDOG 0x00000004 /* add edog structure */
#define MM_ESUM 0x00000008 /* add summon structure, inventory (if any) is marked as summoned. */
#define MM_ANGRY 0x00000010 /* monster is created angry */
#define MM_NONAME 0x00000020 /* monster is not christened */
#define MM_NOCOUNTBIRTH 0x00000040 /* don't increment born counter (for revival) */
#define MM_IGNOREWATER 0x00000080 /* ignore water when positioning */
#define MM_ADJACENTOK 0x00000100 /* it is acceptable to use adjacent coordinates */
#define MM_ADJACENTSTRICT 0x00000200 /* ...but only ONE removed.*/
#define MM_NOGROUP 0x00000400 /* don't generate its normal accompanying groupmates */
#define MM_BIGGROUP 0x00000800 /* do generate its larger size of accompanying groupmates */
#define MM_GOODEQUIP 0x00001000 /* do generate its better equipment sets (planar equip for angels) */
#define MM_ENDGEQUIP 0x00002000 /* do generate endgame equipment */
#define MM_MALE 0x00004000 /* make monster male */
#define MM_FEMALE 0x00008000 /* make monster female */
/* flags to control mksobj() et al */
#define NO_MKOBJ_FLAGS 0x00 /* use this rather than plain 0 */
#define MKOBJ_ARTIF 0x01 /* allow to become a random artifact at standard generation rates */
#define MKOBJ_NOINIT 0x02 /* skip standard initialization of the object, like randomized enchantment and material */
#define MKOBJ_SUMMON 0x04 /* attach ox_esum struct to obj */
#define MKOBJ_GOODEQUIP 0x08 /* attach ox_esum struct to obj */
/* special mhpmax value when loading bones monster to flag as extinct or genocided */
#define DEFUNCT_MONSTER (-100)
/* flags for special ggetobj status returns */
#define ALL_FINISHED 0x01 /* called routine already finished the job */
/* flags to control query_objlist() */
#define BY_NEXTHERE 0x1 /* follow objlist by nexthere field */
#define AUTOSELECT_SINGLE 0x2 /* if only 1 object, don't ask */
#define USE_INVLET 0x4 /* use object's invlet */
#define INVORDER_SORT 0x8 /* sort objects by packorder */
#define SIGNAL_NOMENU 0x10 /* return -1 rather than 0 if none allowed */
#define FEEL_COCKATRICE 0x20 /* engage cockatrice checks and react */
#define SIGNAL_ESCAPE 0x40 /* return -2 if menu was escaped */
/* Flags to control query_category() */
/* BY_NEXTHERE used by query_category() too, so skip 0x01 */
#define UNPAID_TYPES 0x02
#define GOLD_TYPES 0x04
#define WORN_TYPES 0x08
#define ALL_TYPES 0x10
#define BILLED_TYPES 0x20
#define CHOOSE_ALL 0x40
#define BUC_BLESSED 0x80
#define BUC_CURSED 0x100
#define BUC_UNCURSED 0x200
#define BUC_UNKNOWN 0x400
#define BUC_ALLBKNOWN (BUC_BLESSED|BUC_CURSED|BUC_UNCURSED)
#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 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 NOWEBMSG 0x01 /* suppress stumble into web message */
#define FORCEBUNGLE 0x02 /* adjustments appropriate for bungling */
#define RECURSIVETRAP 0x04 /* trap changed into another type this same turn */
/* 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 */
/*** some utility macros ***/
#define yn(query) yesno(query, FALSE)
#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 */
/* Macros for explosion types */
#define EXPL_DARK 0
#define EXPL_NOXIOUS 1
#define EXPL_MUDDY 2
#define EXPL_WET 3
#define EXPL_MAGICAL 4
#define EXPL_FIERY 5
#define EXPL_FROSTY 6
#define EXPL_GRAY 7
#define EXPL_LIME 8
#define EXPL_YELLOW 9
#define EXPL_BBLUE 10
#define EXPL_MAGENTA 11
#define EXPL_RED 12
#define EXPL_CYAN 13
#define EXPL_MAX 14
#define BALL_IN_MON (u.uswallow && uball && uball->where == OBJ_FREE)
#define CHAIN_IN_MON (u.uswallow && uchain && uchain->where == OBJ_FREE)
/* Flags to control menus */
#define MENUTYPELEN sizeof("traditional ")
#define MENU_TRADITIONAL 0
#define MENU_COMBINATION 1
#define MENU_PARTIAL 2
#define MENU_FULL 3
#define MENU_SELECTED TRUE
#define MENU_UNSELECTED FALSE
/*
* Option flags
* Each higher number includes the characteristics of the numbers
* below it.
*/
#define SET_IN_FILE 0 /* config file option only */
#define SET_VIA_PROG 1 /* may be set via extern program, not seen in game */
#define DISP_IN_GAME 2 /* may be set via extern program, displayed in game */
#define SET_IN_GAME 3 /* may be set via extern program or set in the game */
#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 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))
/* Only use these on an altar */
#define a_align(x,y) (altars[levl[x][y].altar_num].align)
#define a_gnum(x,y) (altars[levl[x][y].altar_num].god)
#define a_shrine(x,y) (altars[levl[x][y].altar_num].shrine)
#define ugod_is_angry() (u.ualign.record < 0)
#define on_altar() (IS_ALTAR(levl[u.ux][u.uy].typ) || goat_mouth_at(u.ux, u.uy) || bokrug_idol_at(u.ux, u.uy))
#define on_shrine() (IS_ALTAR(levl[u.ux][u.uy].typ) && altars[levl[u.ux][u.uy].altar_num].shrine)
/* */
#define notel_level() (level.flags.noteleport && !(In_quest(&u.uz) && quest_status.killed_nemesis))
/* negative armor class is randomly weakened to prevent invulnerability */
#define ROLL_NEG10(AC) (-rnd(-(AC+10)) - 10)
#define AC_VALUE(AC) ((AC) >= -10 ? (AC) : (u.sealsActive&SEAL_BALAM || activeFightingForm(FFORM_SORESU) || is_ancient_body_ent(youracedata, u.ent_species)) ? min_ints(ROLL_NEG10(AC),ROLL_NEG10(AC)) : ROLL_NEG10(AC))
#define MONSTER_AC_VALUE(AC) ((AC) >= -10 ? (AC) : ROLL_NEG10(AC))
#endif /* HACK_H */