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Source:SLASH'EM 0.0.7E7F2/decl.c

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Below is the full text to decl.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/decl.c#line123]], for example.

The latest source code for vanilla NetHack is at Source code.


The NetHack General Public License applies to screenshots, source code and other content from NetHack.
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.    
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.   NEARDATA boolean multi_one = FALSE;	/* used by dofire() and throw_the_obj() */
24.   #if 0
25.   NEARDATA int warnlevel = 0;		/* used by movemon and dochugw */
26.   #endif
27.   NEARDATA int nroom = 0;
28.   NEARDATA int nsubroom = 0;
29.   NEARDATA int occtime = 0;
30.   
31.   int x_maze_max, y_maze_max;	/* initialized in main, used in mkmaze.c */
32.   int otg_temp;			/* used by object_to_glyph() [otg] */
33.   
34.   #ifdef REDO
35.   NEARDATA int in_doagain = 0;
36.   #endif
37.   
38.   /*
39.    *	The following structure will be initialized at startup time with
40.    *	the level numbers of some "important" things in the game.
41.    */
42.   struct dgn_topology dungeon_topology = {DUMMY};
43.   
44.   #include "quest.h"
45.   struct q_score	quest_status = DUMMY;
46.   
47.   NEARDATA int smeq[MAXNROFROOMS+1] = DUMMY;
48.   NEARDATA int doorindex = 0;
49.   
50.   NEARDATA char *save_cm = 0;
51.   NEARDATA int killer_format = 0;
52.   const char *killer = 0;
53.   const char *delayed_killer = 0;
54.   #ifdef GOLDOBJ
55.   NEARDATA long done_money = 0;
56.   #endif
57.   char killer_buf[BUFSZ] = DUMMY;
58.   const char *nomovemsg = 0;
59.   const char nul[40] = DUMMY;			/* contains zeros */
60.   NEARDATA char plname[PL_NSIZ] = DUMMY;		/* player name */
61.   NEARDATA char pl_character[PL_CSIZ] = DUMMY;
62.   NEARDATA char pl_race = '\0';
63.   
64.   NEARDATA char pl_fruit[PL_FSIZ] = DUMMY;
65.   NEARDATA int current_fruit = 0;
66.   NEARDATA struct fruit *ffruit = (struct fruit *)0;
67.   
68.   NEARDATA char tune[6] = DUMMY;
69.   
70.   const char *occtxt = DUMMY;
71.   const char quitchars[] = " \r\n\033";
72.   const char vowels[] = "aeiouAEIOU";
73.   const char ynchars[] = "yn";
74.   const char ynqchars[] = "ynq";
75.   const char ynaqchars[] = "ynaq";
76.   const char ynNaqchars[] = "yn#aq";
77.   NEARDATA long yn_number = 0L;
78.   
79.   const char disclosure_options[] = "iavgc";
80.   
81.   #if defined(MICRO) || defined(WIN32)
82.   char hackdir[PATHLEN];		/* where rumors, help, record are */
83.   # ifdef MICRO
84.   char levels[PATHLEN];		/* where levels are */
85.   # endif
86.   #endif /* MICRO || WIN32 */
87.   
88.   
89.   #ifdef MFLOPPY
90.   char permbones[PATHLEN];	/* where permanent copy of bones go */
91.   int ramdisk = FALSE;		/* whether to copy bones to levels or not */
92.   int saveprompt = TRUE;
93.   const char *alllevels = "levels.*";
94.   const char *allbones = "bones*.*";
95.   #endif
96.   
97.   struct linfo level_info[MAXLINFO];
98.   
99.   NEARDATA struct sinfo program_state;
100.  
101.  /* 'rogue'-like direction commands (cmd.c) */
102.  const char sdir[] = "hykulnjb><";
103.  const char ndir[] = "47896321><";	/* number pad mode */
104.  const schar xdir[10] = { -1,-1, 0, 1, 1, 1, 0,-1, 0, 0 };
105.  const schar ydir[10] = {  0,-1,-1,-1, 0, 1, 1, 1, 0, 0 };
106.  const schar zdir[10] = {  0, 0, 0, 0, 0, 0, 0, 0, 1,-1 };
107.  
108.  NEARDATA schar tbx = 0, tby = 0;	/* mthrowu: target */
109.  
110.  /* for xname handling of multiple shot missile volleys:
111.     number of shots, index of current one, validity check, shoot vs throw */
112.  NEARDATA struct multishot m_shot = { 0, 0, STRANGE_OBJECT, FALSE };
113.  
114.  NEARDATA struct dig_info digging;
115.  
116.  NEARDATA dungeon dungeons[MAXDUNGEON];	/* ini'ed by init_dungeon() */
117.  NEARDATA s_level *sp_levchn;
118.  NEARDATA stairway upstair = { 0, 0 }, dnstair = { 0, 0 };
119.  NEARDATA stairway upladder = { 0, 0 }, dnladder = { 0, 0 };
120.  NEARDATA stairway sstairs = { 0, 0 };
121.  NEARDATA dest_area updest = { 0, 0, 0, 0, 0, 0, 0, 0 };
122.  NEARDATA dest_area dndest = { 0, 0, 0, 0, 0, 0, 0, 0 };
123.  NEARDATA coord inv_pos = { 0, 0 };
124.  
125.  NEARDATA boolean defer_see_monsters = FALSE;
126.  NEARDATA boolean in_mklev = FALSE;
127.  NEARDATA boolean stoned = FALSE;	/* done to monsters hit by 'c' */
128.  NEARDATA boolean unweapon = FALSE;
129.  NEARDATA boolean mrg_to_wielded = FALSE;
130.  			 /* weapon picked is merged with wielded one */
131.  NEARDATA struct obj *current_wand = 0;	/* wand currently zapped/applied */
132.  
133.  NEARDATA boolean in_steed_dismounting = FALSE;
134.  
135.  NEARDATA coord bhitpos = DUMMY;
136.  NEARDATA struct door doors[DOORMAX] = {DUMMY};
137.  
138.  NEARDATA struct mkroom rooms[(MAXNROFROOMS+1)*2] = {DUMMY};
139.  NEARDATA struct mkroom* subrooms = &rooms[MAXNROFROOMS+1];
140.  struct mkroom *upstairs_room, *dnstairs_room, *sstairs_room;
141.  
142.  dlevel_t level;		/* level map */
143.  struct trap *ftrap = (struct trap *)0;
144.  NEARDATA struct monst youmonst = DUMMY;
145.  NEARDATA struct permonst upermonst = DUMMY;
146.  NEARDATA struct flag flags = DUMMY;
147.  NEARDATA struct instance_flags iflags = DUMMY;
148.  NEARDATA struct you u = DUMMY;
149.  
150.  NEARDATA struct obj *invent = (struct obj *)0,
151.  	*uwep = (struct obj *)0, *uarm = (struct obj *)0,
152.  	*uswapwep = (struct obj *)0,
153.  	*uquiver = (struct obj *)0, /* quiver */
154.  #ifdef TOURIST
155.  	*uarmu = (struct obj *)0, /* under-wear, so to speak */
156.  #endif
157.  	*uskin = (struct obj *)0, /* dragon armor, if a dragon */
158.  	*uarmc = (struct obj *)0, *uarmh = (struct obj *)0,
159.  	*uarms = (struct obj *)0, *uarmg = (struct obj *)0,
160.  	*uarmf = (struct obj *)0, *uamul = (struct obj *)0,
161.  	*uright = (struct obj *)0,
162.  	*uleft = (struct obj *)0,
163.  	*ublindf = (struct obj *)0,
164.  #ifdef STEED
165.  	*usaddle = (struct obj *)0,
166.  #endif
167.  	*uchain = (struct obj *)0,
168.  	*uball = (struct obj *)0;
169.  
170.  #ifdef TEXTCOLOR
171.  /*
172.   *  This must be the same order as used for buzz() in zap.c.
173.   */
174.  const int zapcolors[NUM_ZAP] = {
175.      HI_ZAP,		/* 0 - missile */
176.      CLR_ORANGE,		/* 1 - fire */
177.      CLR_WHITE,		/* 2 - frost */
178.      HI_ZAP,		/* 3 - sleep */
179.      CLR_BLACK,		/* 4 - death */
180.      CLR_WHITE,		/* 5 - lightning */
181.      CLR_YELLOW,		/* 6 - poison gas */
182.      CLR_GREEN,		/* 7 - acid */
183.  };
184.  #endif /* text color */
185.  
186.  const int shield_static[SHIELD_COUNT] = {
187.      S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,	/* 7 per row */
188.      S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
189.      S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
190.  };
191.  
192.  NEARDATA struct spell spl_book[MAXSPELL + 1] = {DUMMY};
193.  
194.  NEARDATA struct tech tech_list[MAXTECH + 1] = {DUMMY};
195.  
196.  NEARDATA long moves = 1L, monstermoves = 1L;
197.  	 /* These diverge when player is Fast or Very_fast */
198.  NEARDATA long wailmsg = 0L;
199.  
200.  /* objects that are moving to another dungeon level */
201.  NEARDATA struct obj *migrating_objs = (struct obj *)0;
202.  /* objects not yet paid for */
203.  NEARDATA struct obj *billobjs = (struct obj *)0;
204.  
205.  /* used to zero all elements of a struct obj */
206.  NEARDATA struct obj zeroobj = DUMMY;
207.  
208.  /* used as an address returned by getobj() */
209.  NEARDATA struct obj thisplace = DUMMY;
210.  
211.  /* originally from dog.c */
212.  NEARDATA char dogname[PL_PSIZ] = DUMMY;
213.  NEARDATA char catname[PL_PSIZ] = DUMMY;
214.  NEARDATA char ghoulname[PL_PSIZ] = DUMMY;
215.  NEARDATA char horsename[PL_PSIZ] = DUMMY;
216.  NEARDATA char wolfname[PL_PSIZ] = DUMMY;
217.  #if 0
218.  NEARDATA char batname[PL_PSIZ] = DUMMY;
219.  NEARDATA char snakename[PL_PSIZ] = DUMMY;
220.  NEARDATA char ratname[PL_PSIZ] = DUMMY;
221.  NEARDATA char badgername[PL_PSIZ] = DUMMY;
222.  NEARDATA char reddragonname[PL_PSIZ] = DUMMY;
223.  NEARDATA char whitedragonname[PL_PSIZ] = DUMMY;
224.  #endif
225.  char preferred_pet;	/* '\0', 'c', 'd', 'n' (none) */
226.  /* monsters that went down/up together with @ */
227.  NEARDATA struct monst *mydogs = (struct monst *)0;
228.  /* monsters that are moving to another dungeon level */
229.  NEARDATA struct monst *migrating_mons = (struct monst *)0;
230.  
231.  NEARDATA struct mvitals mvitals[NUMMONS];
232.  
233.  NEARDATA struct c_color_names c_color_names = {
234.  	"black", "amber", "golden",
235.  	"light blue", "red", "green",
236.  	"silver", "blue", "purple",
237.  	"white"
238.  };
239.  
240.  const char *c_obj_colors[] = {
241.  	"black",		/* CLR_BLACK */
242.  	"red",			/* CLR_RED */
243.  	"green",		/* CLR_GREEN */
244.  	"brown",		/* CLR_BROWN */
245.  	"blue",			/* CLR_BLUE */
246.  	"magenta",		/* CLR_MAGENTA */
247.  	"cyan",			/* CLR_CYAN */
248.  	"gray",			/* CLR_GRAY */
249.  	"transparent",		/* no_color */
250.  	"orange",		/* CLR_ORANGE */
251.  	"bright green",		/* CLR_BRIGHT_GREEN */
252.  	"yellow",		/* CLR_YELLOW */
253.  	"bright blue",		/* CLR_BRIGHT_BLUE */
254.  	"bright magenta",	/* CLR_BRIGHT_MAGENTA */
255.  	"bright cyan",		/* CLR_BRIGHT_CYAN */
256.  	"white",		/* CLR_WHITE */
257.  };
258.  
259.  #ifdef MENU_COLOR
260.  struct menucoloring *menu_colorings = 0;
261.  #endif
262.  
263.  struct c_common_strings c_common_strings = {
264.  	"Nothing happens.",		"That's enough tries!",
265.  	"That is a silly thing to %s.",	"shudder for a moment.",
266.  	"something", "Something", "You can move again.", "Never mind.",
267.  	"vision quickly clears.", {"the", "your"}
268.  };
269.  
270.  /* NOTE: the order of these words exactly corresponds to the
271.     order of oc_material values #define'd in objclass.h. */
272.  const char *materialnm[] = {
273.  	"mysterious", "liquid", "wax", "organic", "flesh",
274.  	"paper", "cloth", "leather", "wooden", "bone", "dragonhide",
275.  	"iron", "metal", "copper", "silver", "gold", "platinum", "mithril",
276.  	"plastic", "glass", "gemstone", "stone"
277.  };
278.  
279.  /* Vision */
280.  NEARDATA boolean vision_full_recalc = 0;
281.  NEARDATA char	 **viz_array = 0;/* used in cansee() and couldsee() macros */
282.  
283.  /* Global windowing data, defined here for multi-window-system support */
284.  NEARDATA winid WIN_MESSAGE = WIN_ERR, WIN_STATUS = WIN_ERR;
285.  NEARDATA winid WIN_MAP = WIN_ERR, WIN_INVEN = WIN_ERR;
286.  char toplines[TBUFSZ];
287.  /* Windowing stuff that's really tty oriented, but present for all ports */
288.  struct tc_gbl_data tc_gbl_data = { 0,0, 0,0 };	/* AS,AE, LI,CO */
289.  
290.  struct authentication authentication = { "", "" };
291.  
292.  struct tileset tilesets[MAXNOTILESETS];
293.  int no_tilesets = 0;
294.  struct tileset def_tilesets[] = {
295.  #if defined(X11_GRAPHICS) || defined(QT_GRAPHICS) || defined(GTK_GRAPHICS) || \
296.      defined(GNOME_GRAPHICS) || defined(GL_GRAPHICS) || defined(SDL_GRAPHICS)
297.      { "Small tiles", "x11tiles", 0 },
298.      { "Big tiles", "x11bigtiles", TILESET_TRANSPARENT },
299.  #endif
300.  #if defined(GTK_GRAPHICS)
301.      { "Big 3D tiles", "x11big3dtiles", TILESET_TRANSPARENT | TILESET_PSEUDO3D },
302.  #endif
303.  #if defined(GEM_GRAPHICS)
304.      { "Monochrome tiles", "nh2.img", 0 },
305.      { "Colour tiles", "nh16.img", 0 },
306.  #endif
307.  #if defined(MSDOS)
308.      { "Planer style tiles", "slashem1.tib", 0 },
309.  #endif
310.  #if defined(ALLEG_FX)
311.      { "Small tiles", "slam16.bmp", 0 },
312.      { "Big tiles", "slam32.bmp", TILESET_TRANSPARENT },
313.      { "Big 3D tiles", "slam3D.bmp", TILESET_TRANSPARENT | TILESET_PSEUDO3D },
314.  #endif
315.      { "", "", 0, }
316.  };
317.  
318.  char tileset[PL_PSIZ] = DUMMY;
319.  
320.  char *fqn_prefix[PREFIX_COUNT] = { (char *)0, (char *)0, (char *)0, (char *)0,
321.  				(char *)0, (char *)0, (char *)0, (char *)0, (char *)0 };
322.  
323.  #ifdef PREFIXES_IN_USE
324.  char *fqn_prefix_names[PREFIX_COUNT] = { "hackdir", "leveldir", "savedir",
325.  					"bonesdir", "datadir", "scoredir",
326.  					"lockdir", "configdir", "troubledir" };
327.  #endif
328.  
329.  /* dummy routine used to force linkage */
330.  void
331.  decl_init()
332.  {
333.      return;
334.  }
335.  
336.  /*decl.c*/

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