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Source:Decl.c

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Below is the full text to src/decl.c from NetHack 3.4.3. To link to a particular line, write [[decl.c#line123]], for example.

1.    /*	SCCS Id: @(#)decl.c	3.2	2001/12/10	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
5.    #include "hack.h"
6.    
7.    int NDECL((*afternmv));
8.    int NDECL((*occupation));
9.    
10.   /* from xxxmain.c */
11.   const char *hname = 0;		/* name of the game (argv[0] of main) */
12.   int hackpid = 0;		/* current process id */
13.   #if defined(UNIX) || defined(VMS)
14.   int locknum = 0;		/* max num of simultaneous users */
15.   #endif
16.   #ifdef DEF_PAGER
17.   char *catmore = 0;		/* default pager */
18.   #endif
19.   
20.   NEARDATA int bases[MAXOCLASSES] = DUMMY;
21.   
22.   NEARDATA int multi = 0;
23.   #if 0
24.   NEARDATA int warnlevel = 0;		/* used by movemon and dochugw */
25.   #endif
26.   NEARDATA int nroom = 0;
27.   NEARDATA int nsubroom = 0;
28.   NEARDATA int occtime = 0;
29.   
30.   int x_maze_max, y_maze_max;	/* initialized in main, used in mkmaze.c */
31.   int otg_temp;			/* used by object_to_glyph() [otg] */
32.   
33.   #ifdef REDO
34.   NEARDATA int in_doagain = 0;
35.   #endif
36.   
37.   /*
38.    *	The following structure will be initialized at startup time with
39.    *	the level numbers of some "important" things in the game.
40.    */
41.   struct dgn_topology dungeon_topology = {DUMMY};
42.   
43.   #include "quest.h"
44.   struct q_score	quest_status = DUMMY;
45.   
46.   NEARDATA int smeq[MAXNROFROOMS+1] = DUMMY;
47.   NEARDATA int doorindex = 0;
48.   
49.   NEARDATA char *save_cm = 0;
50.   NEARDATA int killer_format = 0;
51.   const char *killer = 0;
52.   const char *delayed_killer = 0;
53.   #ifdef GOLDOBJ
54.   NEARDATA long done_money = 0;
55.   #endif
56.   char killer_buf[BUFSZ] = DUMMY;
57.   const char *nomovemsg = 0;
58.   const char nul[40] = DUMMY;			/* contains zeros */
59.   NEARDATA char plname[PL_NSIZ] = DUMMY;		/* player name */
60.   NEARDATA char pl_character[PL_CSIZ] = DUMMY;
61.   NEARDATA char pl_race = '\0';
62.   
63.   NEARDATA char pl_fruit[PL_FSIZ] = DUMMY;
64.   NEARDATA int current_fruit = 0;
65.   NEARDATA struct fruit *ffruit = (struct fruit *)0;
66.   
67.   NEARDATA char tune[6] = DUMMY;
68.   
69.   const char *occtxt = DUMMY;
70.   const char quitchars[] = " \r\n\033";
71.   const char vowels[] = "aeiouAEIOU";
72.   const char ynchars[] = "yn";
73.   const char ynqchars[] = "ynq";
74.   const char ynaqchars[] = "ynaq";
75.   const char ynNaqchars[] = "yn#aq";
76.   NEARDATA long yn_number = 0L;
77.   
78.   const char disclosure_options[] = "iavgc";
79.   
80.   #if defined(MICRO) || defined(WIN32)
81.   char hackdir[PATHLEN];		/* where rumors, help, record are */
82.   # ifdef MICRO
83.   char levels[PATHLEN];		/* where levels are */
84.   # endif
85.   #endif /* MICRO || WIN32 */
86.   
87.   
88.   #ifdef MFLOPPY
89.   char permbones[PATHLEN];	/* where permanent copy of bones go */
90.   int ramdisk = FALSE;		/* whether to copy bones to levels or not */
91.   int saveprompt = TRUE;
92.   const char *alllevels = "levels.*";
93.   const char *allbones = "bones*.*";
94.   #endif
95.   
96.   struct linfo level_info[MAXLINFO];
97.   
98.   NEARDATA struct sinfo program_state;
99.   
100.  /* 'rogue'-like direction commands (cmd.c) */
101.  const char sdir[] = "hykulnjb><";
102.  const char ndir[] = "47896321><";	/* number pad mode */
103.  const schar xdir[10] = { -1,-1, 0, 1, 1, 1, 0,-1, 0, 0 };
104.  const schar ydir[10] = {  0,-1,-1,-1, 0, 1, 1, 1, 0, 0 };
105.  const schar zdir[10] = {  0, 0, 0, 0, 0, 0, 0, 0, 1,-1 };
106.  
107.  NEARDATA schar tbx = 0, tby = 0;	/* mthrowu: target */
108.  
109.  /* for xname handling of multiple shot missile volleys:
110.     number of shots, index of current one, validity check, shoot vs throw */
111.  NEARDATA struct multishot m_shot = { 0, 0, STRANGE_OBJECT, FALSE };
112.  
113.  NEARDATA struct dig_info digging;
114.  
115.  NEARDATA dungeon dungeons[MAXDUNGEON];	/* ini'ed by init_dungeon() */
116.  NEARDATA s_level *sp_levchn;
117.  NEARDATA stairway upstair = { 0, 0 }, dnstair = { 0, 0 };
118.  NEARDATA stairway upladder = { 0, 0 }, dnladder = { 0, 0 };
119.  NEARDATA stairway sstairs = { 0, 0 };
120.  NEARDATA dest_area updest = { 0, 0, 0, 0, 0, 0, 0, 0 };
121.  NEARDATA dest_area dndest = { 0, 0, 0, 0, 0, 0, 0, 0 };
122.  NEARDATA coord inv_pos = { 0, 0 };
123.  
124.  NEARDATA boolean in_mklev = FALSE;
125.  NEARDATA boolean stoned = FALSE;	/* done to monsters hit by 'c' */
126.  NEARDATA boolean unweapon = FALSE;
127.  NEARDATA boolean mrg_to_wielded = FALSE;
128.  			 /* weapon picked is merged with wielded one */
129.  NEARDATA struct obj *current_wand = 0;	/* wand currently zapped/applied */
130.  
131.  NEARDATA boolean in_steed_dismounting = FALSE;
132.  
133.  NEARDATA coord bhitpos = DUMMY;
134.  NEARDATA coord doors[DOORMAX] = {DUMMY};
135.  
136.  NEARDATA struct mkroom rooms[(MAXNROFROOMS+1)*2] = {DUMMY};
137.  NEARDATA struct mkroom* subrooms = &rooms[MAXNROFROOMS+1];
138.  struct mkroom *upstairs_room, *dnstairs_room, *sstairs_room;
139.  
140.  dlevel_t level;		/* level map */
141.  struct trap *ftrap = (struct trap *)0;
142.  NEARDATA struct monst youmonst = DUMMY;
143.  NEARDATA struct flag flags = DUMMY;
144.  NEARDATA struct instance_flags iflags = DUMMY;
145.  NEARDATA struct you u = DUMMY;
146.  
147.  NEARDATA struct obj *invent = (struct obj *)0,
148.  	*uwep = (struct obj *)0, *uarm = (struct obj *)0,
149.  	*uswapwep = (struct obj *)0,
150.  	*uquiver = (struct obj *)0, /* quiver */
151.  #ifdef TOURIST
152.  	*uarmu = (struct obj *)0, /* under-wear, so to speak */
153.  #endif
154.  	*uskin = (struct obj *)0, /* dragon armor, if a dragon */
155.  	*uarmc = (struct obj *)0, *uarmh = (struct obj *)0,
156.  	*uarms = (struct obj *)0, *uarmg = (struct obj *)0,
157.  	*uarmf = (struct obj *)0, *uamul = (struct obj *)0,
158.  	*uright = (struct obj *)0,
159.  	*uleft = (struct obj *)0,
160.  	*ublindf = (struct obj *)0,
161.  	*uchain = (struct obj *)0,
162.  	*uball = (struct obj *)0;
163.  
164.  #ifdef TEXTCOLOR
165.  /*
166.   *  This must be the same order as used for buzz() in zap.c.
167.   */
168.  const int zapcolors[NUM_ZAP] = {
169.      HI_ZAP,		/* 0 - missile */
170.      CLR_ORANGE,		/* 1 - fire */
171.      CLR_WHITE,		/* 2 - frost */
172.      HI_ZAP,		/* 3 - sleep */
173.      CLR_BLACK,		/* 4 - death */
174.      CLR_WHITE,		/* 5 - lightning */
175.      CLR_YELLOW,		/* 6 - poison gas */
176.      CLR_GREEN,		/* 7 - acid */
177.  };
178.  #endif /* text color */
179.  
180.  const int shield_static[SHIELD_COUNT] = {
181.      S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,	/* 7 per row */
182.      S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
183.      S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
184.  };
185.  
186.  NEARDATA struct spell spl_book[MAXSPELL + 1] = {DUMMY};
187.  
188.  NEARDATA long moves = 1L, monstermoves = 1L;
189.  	 /* These diverge when player is Fast */
190.  NEARDATA long wailmsg = 0L;
191.  
192.  /* objects that are moving to another dungeon level */
193.  NEARDATA struct obj *migrating_objs = (struct obj *)0;
194.  /* objects not yet paid for */
195.  NEARDATA struct obj *billobjs = (struct obj *)0;
196.  
197.  /* used to zero all elements of a struct obj */
198.  NEARDATA struct obj zeroobj = DUMMY;
199.  
200.  /* originally from dog.c */
201.  NEARDATA char dogname[PL_PSIZ] = DUMMY;
202.  NEARDATA char catname[PL_PSIZ] = DUMMY;
203.  NEARDATA char horsename[PL_PSIZ] = DUMMY;
204.  char preferred_pet;	/* '\0', 'c', 'd', 'n' (none) */
205.  /* monsters that went down/up together with @ */
206.  NEARDATA struct monst *mydogs = (struct monst *)0;
207.  /* monsters that are moving to another dungeon level */
208.  NEARDATA struct monst *migrating_mons = (struct monst *)0;
209.  
210.  NEARDATA struct mvitals mvitals[NUMMONS];
211.  
212.  NEARDATA struct c_color_names c_color_names = {
213.  	"black", "amber", "golden",
214.  	"light blue", "red", "green",
215.  	"silver", "blue", "purple",
216.  	"white"
217.  };
218.  
219.  const char *c_obj_colors[] = {
220.  	"black",		/* CLR_BLACK */
221.  	"red",			/* CLR_RED */
222.  	"green",		/* CLR_GREEN */
223.  	"brown",		/* CLR_BROWN */
224.  	"blue",			/* CLR_BLUE */
225.  	"magenta",		/* CLR_MAGENTA */
226.  	"cyan",			/* CLR_CYAN */
227.  	"gray",			/* CLR_GRAY */
228.  	"transparent",		/* no_color */
229.  	"orange",		/* CLR_ORANGE */
230.  	"bright green",		/* CLR_BRIGHT_GREEN */
231.  	"yellow",		/* CLR_YELLOW */
232.  	"bright blue",		/* CLR_BRIGHT_BLUE */
233.  	"bright magenta",	/* CLR_BRIGHT_MAGENTA */
234.  	"bright cyan",		/* CLR_BRIGHT_CYAN */
235.  	"white",		/* CLR_WHITE */
236.  };
237.  
238.  struct c_common_strings c_common_strings = {
239.  	"Nothing happens.",		"That's enough tries!",
240.  	"That is a silly thing to %s.",	"shudder for a moment.",
241.  	"something", "Something", "You can move again.", "Never mind.",
242.  	"vision quickly clears.", {"the", "your"}
243.  };
244.  
245.  /* NOTE: the order of these words exactly corresponds to the
246.     order of oc_material values #define'd in objclass.h. */
247.  const char *materialnm[] = {
248.  	"mysterious", "liquid", "wax", "organic", "flesh",
249.  	"paper", "cloth", "leather", "wooden", "bone", "dragonhide",
250.  	"iron", "metal", "copper", "silver", "gold", "platinum", "mithril",
251.  	"plastic", "glass", "gemstone", "stone"
252.  };
253.  
254.  /* Vision */
255.  NEARDATA boolean vision_full_recalc = 0;
256.  NEARDATA char	 **viz_array = 0;/* used in cansee() and couldsee() macros */
257.  
258.  /* Global windowing data, defined here for multi-window-system support */
259.  NEARDATA winid WIN_MESSAGE = WIN_ERR, WIN_STATUS = WIN_ERR;
260.  NEARDATA winid WIN_MAP = WIN_ERR, WIN_INVEN = WIN_ERR;
261.  char toplines[TBUFSZ];
262.  /* Windowing stuff that's really tty oriented, but present for all ports */
263.  struct tc_gbl_data tc_gbl_data = { 0,0, 0,0 };	/* AS,AE, LI,CO */
264.  
265.  char *fqn_prefix[PREFIX_COUNT] = { (char *)0, (char *)0, (char *)0, (char *)0,
266.  				(char *)0, (char *)0, (char *)0, (char *)0, (char *)0 };
267.  
268.  #ifdef PREFIXES_IN_USE
269.  char *fqn_prefix_names[PREFIX_COUNT] = { "hackdir", "leveldir", "savedir",
270.  					"bonesdir", "datadir", "scoredir",
271.  					"lockdir", "configdir", "troubledir" };
272.  #endif
273.  

decl_init Edit

274.  /* dummy routine used to force linkage */
275.  void
276.  decl_init()
277.  {
278.      return;
279.  }
280.  
281.  /*decl.c*/

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