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927 lines (822 loc) · 34.4 KB
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/* NetHack 3.7 hack.h $NHDT-Date: 1664837602 2022/10/03 22:53:22 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.196 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Pasi Kallinen, 2017. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef HACK_H
#define HACK_H
#ifndef CONFIG_H
#include "config.h"
#endif
#include "lint.h"
#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 } /* array initializer, letting [1..N-1] default */
#define DEF_NOTHING ' ' /* default symbol for NOTHING and UNEXPLORED */
/* The UNDEFINED macros are used to initialize variables whose
initialized value is not relied upon.
UNDEFINED_VALUE: used to initialize any scalar type except pointers.
UNDEFINED_VALUES: used to initialize any non scalar type without pointers.
UNDEFINED_PTR: can be used only on pointer types. */
#define UNDEFINED_VALUE 0
#define UNDEFINED_VALUES { 0 }
#define UNDEFINED_PTR NULL
/* symbolic names for capacity levels */
enum encumbrance_types {
UNENCUMBERED = 0,
SLT_ENCUMBER = 1, /* Burdened */
MOD_ENCUMBER = 2, /* Stressed */
HVY_ENCUMBER = 3, /* Strained */
EXT_ENCUMBER = 4, /* Overtaxed */
OVERLOADED = 5 /* Overloaded */
};
/* weight increment of heavy iron ball */
#define IRON_BALL_W_INCR 160
/* number of turns it takes for vault guard to show up */
#define VAULT_GUARD_TIME 30
#define SHOP_DOOR_COST 400L /* cost of a destroyed shop door */
#define SHOP_BARS_COST 300L /* cost of iron bars */
#define SHOP_HOLE_COST 200L /* cost of making hole/trapdoor */
#define SHOP_WALL_COST 200L /* cost of destroying a wall */
#define SHOP_WALL_DMG (10L * ACURRSTR) /* damaging a wall */
#define SHOP_PIT_COST 100L /* cost of making a pit */
#define SHOP_WEB_COST 30L /* cost of removing a web */
/* hunger states - see hu_stat in eat.c */
enum hunger_state_types {
SATIATED = 0,
NOT_HUNGRY = 1,
HUNGRY = 2,
WEAK = 3,
FAINTING = 4,
FAINTED = 5,
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 */
enum dismount_types {
DISMOUNT_GENERIC = 0,
DISMOUNT_FELL = 1,
DISMOUNT_THROWN = 2,
DISMOUNT_KNOCKED = 3, /* hero hit for knockback effect */
DISMOUNT_POLY = 4,
DISMOUNT_ENGULFED = 5,
DISMOUNT_BONES = 6,
DISMOUNT_BYCHOICE = 7
};
/* polyself flags */
enum polyself_flags {
POLY_NOFLAGS = 0x00,
POLY_CONTROLLED = 0x01,
POLY_MONSTER = 0x02,
POLY_REVERT = 0x04,
POLY_LOW_CTRL = 0x08
};
/* sellobj_state() states */
#define SELL_NORMAL (0)
#define SELL_DELIBERATE (1)
#define SELL_DONTSELL (2)
/* alteration types--keep in synch with costly_alteration(mkobj.c) */
enum cost_alteration_types {
COST_CANCEL = 0, /* standard cancellation */
COST_DRAIN = 1, /* drain life upon an object */
COST_UNCHRG = 2, /* cursed charging */
COST_UNBLSS = 3, /* unbless (devalues holy water) */
COST_UNCURS = 4, /* uncurse (devalues unholy water) */
COST_DECHNT = 5, /* disenchant weapons or armor */
COST_DEGRD = 6, /* removal of rustproofing, dulling via engraving */
COST_DILUTE = 7, /* potion dilution */
COST_ERASE = 8, /* scroll or spellbook blanking */
COST_BURN = 9, /* dipped into flaming oil */
COST_NUTRLZ = 10, /* neutralized via unicorn horn */
COST_DSTROY = 11, /* wand breaking (bill first, useup later) */
COST_SPLAT = 12, /* cream pie to own face (ditto) */
COST_BITE = 13, /* start eating food */
COST_OPEN = 14, /* open tin */
COST_BRKLCK = 15, /* break box/chest's lock */
COST_RUST = 16, /* rust damage */
COST_ROT = 17, /* rotting attack */
COST_CORRODE = 18 /* acid damage */
};
/* bitmask flags for corpse_xname();
PFX_THE takes precedence over ARTICLE, NO_PFX takes precedence over both */
#define CXN_NORMAL 0 /* no special handling */
#define CXN_SINGULAR 1 /* override quantity if greather than 1 */
#define CXN_NO_PFX 2 /* suppress "the" from "the Unique Monst */
#define CXN_PFX_THE 4 /* prefix with "the " (unless pname) */
#define CXN_ARTICLE 8 /* include a/an/the prefix */
#define CXN_NOCORPSE 16 /* suppress " corpse" suffix */
/* flags for look_here() */
#define LOOKHERE_NOFLAGS 0U
#define LOOKHERE_PICKED_SOME 1U
#define LOOKHERE_SKIP_DFEATURE 2U
/* getpos() return values */
enum getpos_retval {
LOOK_TRADITIONAL = 0, /* '.' -- ask about "more info?" */
LOOK_QUICK = 1, /* ',' -- skip "more info?" */
LOOK_ONCE = 2, /* ';' -- skip and stop looping */
LOOK_VERBOSE = 3 /* ':' -- show more info w/o asking */
};
/*
* 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.
*/
enum game_end_types {
DIED = 0,
CHOKING = 1,
POISONING = 2,
STARVING = 3,
DROWNING = 4,
BURNING = 5,
DISSOLVED = 6,
CRUSHING = 7,
STONING = 8,
TURNED_SLIME = 9,
GENOCIDED = 10,
PANICKED = 11,
TRICKED = 12,
QUIT = 13,
ESCAPED = 14,
ASCENDED = 15
};
typedef struct strbuf {
int len;
char * str;
char buf[256];
} strbuf_t;
/* str_or_len from sp_lev.h */
typedef union str_or_len {
char *str;
int len;
} Str_or_Len;
/* values for rtype are defined in dungeon.h */
/* lev_region from sp_lev.h */
typedef struct {
struct {
coordxy x1, y1, x2, y2;
} inarea;
struct {
coordxy x1, y1, x2, y2;
} delarea;
boolean in_islev, del_islev;
coordxy rtype, padding;
Str_or_Len rname;
} lev_region;
#include "align.h"
#include "dungeon.h"
#include "wintype.h"
#include "sym.h"
#include "mkroom.h"
enum artifacts_nums {
#define ARTI_ENUM
#include "artilist.h"
#undef ARTI_ENUM
AFTER_LAST_ARTIFACT
};
enum misc_arti_nums {
NROFARTIFACTS = (AFTER_LAST_ARTIFACT - 1)
};
#include "objclass.h"
#include "youprop.h"
#include "context.h"
#include "rm.h"
#include "botl.h"
/* Symbol offsets */
#define SYM_OFF_P (0)
#define SYM_OFF_O (SYM_OFF_P + MAXPCHARS) /* MAXPCHARS from sym.h */
#define SYM_OFF_M (SYM_OFF_O + MAXOCLASSES) /* MAXOCLASSES from objclass.h */
#define SYM_OFF_W (SYM_OFF_M + MAXMCLASSES) /* MAXMCLASSES from sym.h*/
#define SYM_OFF_X (SYM_OFF_W + WARNCOUNT)
#define SYM_MAX (SYM_OFF_X + MAXOTHER)
#include "rect.h"
#include "region.h"
#include "trap.h"
#include "display.h"
#include "sndprocs.h"
#include "decl.h"
#include "timeout.h"
/* types of calls to bhit() */
enum bhit_call_types {
ZAPPED_WAND = 0,
THROWN_WEAPON = 1,
THROWN_TETHERED_WEAPON = 2,
KICKED_WEAPON = 3,
FLASHED_LIGHT = 4,
INVIS_BEAM = 5
};
/* attack mode for hmon() */
enum hmon_atkmode_types {
HMON_MELEE = 0, /* hand-to-hand */
HMON_THROWN = 1, /* normal ranged (or spitting while poly'd) */
HMON_KICKED = 2, /* alternate ranged */
HMON_APPLIED = 3, /* polearm, treated as ranged */
HMON_DRAGGED = 4 /* attached iron ball, pulled into mon */
};
enum saveformats {
invalid = 0,
historical = 1, /* entire struct, binary, as-is */
lendian = 2, /* each field, binary, little-endian */
ascii = 3 /* each field, ascii text (just proof of concept) */
};
enum restore_stages {
REST_GSTATE = 1, /* restoring current level and game state */
REST_LEVELS = 2, /* restoring remainder of dungeon */
};
/* sortloot() return type; needed before extern.h */
struct sortloot_item {
struct obj *obj;
char *str; /* result of loot_xname(obj) in some cases, otherwise null */
int indx; /* signed int, because sortloot()'s qsort comparison routine
assumes (a->indx - b->indx) might yield a negative result */
xint16 orderclass; /* order rather than object class; 0 => not yet init'd */
xint16 subclass; /* subclass for some classes */
xint16 disco; /* discovery status */
};
typedef struct sortloot_item Loot;
#define MATCH_WARN_OF_MON(mon) \
(Warn_of_mon \
&& ((gc.context.warntype.obj & (mon)->data->mflags2) != 0 \
|| (gc.context.warntype.polyd & (mon)->data->mflags2) != 0 \
|| (gc.context.warntype.species \
&& (gc.context.warntype.species == (mon)->data))))
typedef uint32_t mmflags_nht; /* makemon MM_ flags */
#include "flag.h"
#include "vision.h"
#include "engrave.h"
#include "extern.h"
#include "winprocs.h"
#include "sys.h"
/* flags to control makemon(); goodpos() uses some plus has some of its own*/
#define NO_MM_FLAGS 0x000000L /* use this rather than plain 0 */
#define NO_MINVENT 0x000001L /* suppress minvent when creating mon */
#define MM_NOWAIT 0x000002L /* don't set STRAT_WAITMASK flags */
#define MM_NOCOUNTBIRTH 0x0004L /* don't increment born count (for revival) */
#define MM_IGNOREWATER 0x0008L /* ignore water when positioning */
#define MM_ADJACENTOK 0x0010L /* acceptable to use adjacent coordinates */
#define MM_ANGRY 0x000020L /* monster is created angry */
#define MM_NONAME 0x000040L /* monster is not christened */
#define MM_EGD 0x000100L /* add egd structure */
#define MM_EPRI 0x000200L /* add epri structure */
#define MM_ESHK 0x000400L /* add eshk structure */
#define MM_EMIN 0x000800L /* add emin structure */
#define MM_EDOG 0x001000L /* add edog structure */
#define MM_ASLEEP 0x002000L /* monsters should be generated asleep */
#define MM_NOGRP 0x004000L /* suppress creation of monster groups */
#define MM_NOTAIL 0x008000L /* if a long worm, don't give it a tail */
#define MM_MALE 0x010000L /* male variation */
#define MM_FEMALE 0x020000L /* female variation */
#define MM_NOMSG 0x040000L /* no appear message */
/* if more MM_ flag masks are added, skip or renumber the GP_ one(s) */
#define GP_ALLOW_XY 0x080000L /* [actually used by enexto() to decide
* whether to make extra call to goodpos()] */
#define GP_ALLOW_U 0x100000L /* don't reject hero's location */
#define GP_CHECKSCARY 0x200000L /* check monster for onscary() */
#define MM_NOEXCLAM 0x400000L /* more sedate "<mon> appears." mesg for ^G */
#define MM_IGNORELAVA 0x800000L /* ignore lava when positioning */
/* flags for make_corpse() and mkcorpstat(); 0..7 are recorded in obj->spe */
#define CORPSTAT_NONE 0x00
#define CORPSTAT_GENDER 0x03 /* 0x01 | 0x02 */
#define CORPSTAT_HISTORIC 0x04 /* historic statue; not used for corpse */
#define CORPSTAT_SPE_VAL 0x07 /* 0x03 | 0x04 */
#define CORPSTAT_INIT 0x08 /* pass init flag to mkcorpstat */
#define CORPSTAT_BURIED 0x10 /* bury the corpse or statue */
/* note: gender flags have different values from those used for monsters
so that 0 can be unspecified/random instead of male */
#define CORPSTAT_RANDOM 0
#define CORPSTAT_FEMALE 1
#define CORPSTAT_MALE 2
#define CORPSTAT_NEUTER 3
/* flags for decide_to_shift() */
#define SHIFT_SEENMSG 0x01 /* put out a message if in sight */
#define SHIFT_MSG 0x02 /* always put out a message */
/* m_poisongas_ok() return values */
#define M_POISONGAS_BAD 0 /* poison gas is bad */
#define M_POISONGAS_MINOR 1 /* poison gas is ok, maybe causes coughing */
#define M_POISONGAS_OK 2 /* ignores poison gas completely */
/* flags for deliver_obj_to_mon */
#define DF_NONE 0x00
#define DF_RANDOM 0x01
#define DF_ALL 0x04
/* special mhpmax value when loading bones monster to flag as extinct or
* genocided */
#define DEFUNCT_MONSTER (-100)
/* macro form of adjustments of physical damage based on Half_physical_damage.
* Can be used on-the-fly with the 1st parameter to losehp() if you don't
* need to retain the dmg value beyond that call scope.
* Take care to ensure it doesn't get used more than once in other instances.
*/
#define Maybe_Half_Phys(dmg) \
((Half_physical_damage) ? (((dmg) + 1) / 2) : (dmg))
/* flags for special ggetobj status returns */
#define ALL_FINISHED 0x01 /* called routine already finished the job */
/* flags to control query_objlist() */
#define BY_NEXTHERE 0x0001 /* follow objlist by nexthere field */
#define INCLUDE_VENOM 0x0002 /* include venom objects if present */
#define AUTOSELECT_SINGLE 0x0004 /* if only 1 object, don't ask */
#define USE_INVLET 0x0008 /* use object's invlet */
#define INVORDER_SORT 0x0010 /* sort objects by packorder */
#define SIGNAL_NOMENU 0x0020 /* return -1 rather than 0 if none allowed */
#define SIGNAL_ESCAPE 0x0040 /* return -2 rather than 0 for ESC */
#define FEEL_COCKATRICE 0x0080 /* engage cockatrice checks and react */
#define INCLUDE_HERO 0x0100 /* show hero among engulfer's inventory */
/* Flags to control query_category() */
/* BY_NEXTHERE and INCLUDE_VENOM are used by query_category() too, so
skip 0x0001 and 0x0002 */
#define UNPAID_TYPES 0x0004
#define GOLD_TYPES 0x0008
#define WORN_TYPES 0x0010
#define ALL_TYPES 0x0020
#define BILLED_TYPES 0x0040
#define CHOOSE_ALL 0x0080
#define BUC_BLESSED 0x0100
#define BUC_CURSED 0x0200
#define BUC_UNCURSED 0x0400
#define BUC_UNKNOWN 0x0800
#define JUSTPICKED 0x1000
#define BUC_ALLBKNOWN (BUC_BLESSED | BUC_CURSED | BUC_UNCURSED)
#define BUCX_TYPES (BUC_ALLBKNOWN | BUC_UNKNOWN)
#define ALL_TYPES_SELECTED -2
/* Flags for oname(), artifact_exists(), artifact_origin() */
#define ONAME_NO_FLAGS 0U /* none of the below; they apply to artifacts */
/* 0x0001U is reserved for 'exists' */
/* flags indicating where an artifact came from */
#define ONAME_VIA_NAMING 0x0002U /* oname() is being called by do_oname();
* only matters if creating Sting|Orcrist */
#define ONAME_WISH 0x0004U /* created via wish */
#define ONAME_GIFT 0x0008U /* created as a divine reward after #offer or
* special #pray result of being crowned */
#define ONAME_VIA_DIP 0x0010U /* created Excalibur in a fountain */
#define ONAME_LEVEL_DEF 0x0020U /* placed by a special level's definition */
#define ONAME_BONES 0x0040U /* object came from bones; in its original
* game it had one of the other bits but we
* don't care which one */
#define ONAME_RANDOM 0x0080U /* something created an artifact randomly
* with mk_artifact() (mksboj or mk_player)
* or m_initweap() (lawful Angel) */
/* flag congrolling potential livelog event of finding an artifact */
#define ONAME_KNOW_ARTI 0x0100U /* hero is already aware of this artifact */
/* flag for suppressing perm_invent update when name gets assigned */
#define ONAME_SKIP_INVUPD 0x0200U /* don't call update_inventory() */
/* 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 gm.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() and mintrap() in trap.c */
#define NO_TRAP_FLAGS 0x00U
#define FORCETRAP 0x01U /* triggering not left to chance */
#define NOWEBMSG 0x02U /* suppress stumble into web message */
#define FORCEBUNGLE 0x04U /* adjustments appropriate for bungling */
#define RECURSIVETRAP 0x08U /* trap changed into another type this same turn */
#define TOOKPLUNGE 0x10U /* used '>' to enter pit below you */
#define VIASITTING 0x20U /* #sit while at trap location (affects message) */
#define FAILEDUNTRAP 0x40U /* trap activated by failed untrap attempt */
#define HURTLING 0x80U /* monster is hurtling through air */
/* 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 */
#define TEST_TRAP 3 /* check if a future travel loc is a trap */
/* m_move return values */
#define MMOVE_NOTHING 0
#define MMOVE_MOVED 1 /* monster moved */
#define MMOVE_DIED 2 /* monster died */
#define MMOVE_DONE 3 /* monster used up all actions */
#define MMOVE_NOMOVES 4 /* monster has no valid locations to move to */
/*** some utility macros ***/
#define y_n(query) yn_function(query, ynchars, 'n', TRUE)
#define ynq(query) yn_function(query, ynqchars, 'q', TRUE)
#define ynaq(query) yn_function(query, ynaqchars, 'y', TRUE)
#define nyaq(query) yn_function(query, ynaqchars, 'n', TRUE)
#define nyNaq(query) yn_function(query, ynNaqchars, 'n', TRUE)
#define ynNaq(query) yn_function(query, ynNaqchars, 'y', TRUE)
/* YN() is same as y_n() except doesn't save the response in do-again buffer */
#define YN(query) yn_function(query, ynchars, 'n', FALSE)
/* 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 */
/* enlightenment control flags */
#define BASICENLIGHTENMENT 1 /* show mundane stuff */
#define MAGICENLIGHTENMENT 2 /* show intrinsics and such */
#define ENL_GAMEINPROGRESS 0
#define ENL_GAMEOVERALIVE 1 /* ascension, escape, quit, trickery */
#define ENL_GAMEOVERDEAD 2
/* control flags for sortloot() */
#define SORTLOOT_PACK 0x01
#define SORTLOOT_INVLET 0x02
#define SORTLOOT_LOOT 0x04
#define SORTLOOT_PETRIFY 0x20 /* override filter func for c-trice corpses */
/* flags for xkilled() [note: meaning of first bit used to be reversed,
1 to give message and 0 to suppress] */
#define XKILL_GIVEMSG 0
#define XKILL_NOMSG 1
#define XKILL_NOCORPSE 2
#define XKILL_NOCONDUCT 4
/* pline_flags; mask values for custompline()'s first argument */
/* #define PLINE_ORDINARY 0 */
#define PLINE_NOREPEAT 1
#define OVERRIDE_MSGTYPE 2
#define SUPPRESS_HISTORY 4
#define URGENT_MESSAGE 8
#define PLINE_VERBALIZE 16
#define PLINE_SPEECH 32
/* get_count flags */
#define GC_NOFLAGS 0
#define GC_SAVEHIST 1 /* save "Count: 123" in message history */
#define GC_CONDHIST 2 /* save "Count: N" in message history unless the
* first digit is passed in and N matches it */
#define GC_ECHOFIRST 4 /* echo "Count: 1" even when there's only one digit */
/* rloc() flags */
#define RLOC_NONE 0x00
#define RLOC_ERR 0x01 /* allow impossible() if no rloc */
#define RLOC_MSG 0x02 /* show vanish/appear msg */
#define RLOC_NOMSG 0x04 /* prevent appear msg, even for STRAT_APPEARMSG */
/* Lua callback functions */
enum nhcore_calls {
NHCORE_START_NEW_GAME = 0,
NHCORE_RESTORE_OLD_GAME,
NHCORE_MOVELOOP_TURN,
NHCORE_GAME_EXIT,
NHCORE_GETPOS_TIP,
NUM_NHCORE_CALLS
};
/* Lua callbacks. TODO: Merge with NHCORE */
enum nhcb_calls {
NHCB_CMD_BEFORE = 0,
NHCB_LVL_ENTER,
NHCB_LVL_LEAVE,
NHCB_END_TURN,
NUM_NHCB
};
/* Macros for messages referring to hands, eyes, feet, etc... */
enum bodypart_types {
ARM = 0,
EYE = 1,
FACE = 2,
FINGER = 3,
FINGERTIP = 4,
FOOT = 5,
HAND = 6,
HANDED = 7,
HEAD = 8,
LEG = 9,
LIGHT_HEADED = 10,
NECK = 11,
SPINE = 12,
TOE = 13,
HAIR = 14,
BLOOD = 15,
LUNG = 16,
NOSE = 17,
STOMACH = 18
};
/* indices for some special tin types */
#define ROTTEN_TIN 0
#define HOMEMADE_TIN 1
#define SPINACH_TIN (-1)
#define RANDOM_TIN (-2)
#define HEALTHY_TIN (-3)
/* Corpse aging */
#define TAINT_AGE (50L) /* age when corpses go bad */
#define TROLL_REVIVE_CHANCE 37 /* 1/37 chance for 50 turns ~ 75% chance */
#define ROT_AGE (250L) /* age when corpses rot away */
/* Some misc definitions */
#define POTION_OCCUPANT_CHANCE(n) (13 + 2 * (n))
#define WAND_BACKFIRE_CHANCE 100
#define WAND_WREST_CHANCE 121
#define BALL_IN_MON (u.uswallow && uball && uball->where == OBJ_FREE)
#define CHAIN_IN_MON (u.uswallow && uchain && uchain->where == OBJ_FREE)
#define NODIAG(monnum) ((monnum) == PM_GRID_BUG)
/* Flags to control menus */
#define MENUTYPELEN sizeof("traditional ")
#define MENU_TRADITIONAL 0
#define MENU_COMBINATION 1
#define MENU_FULL 2
#define MENU_PARTIAL 3
/* flags to control teleds() */
#define TELEDS_NO_FLAGS 0
#define TELEDS_ALLOW_DRAG 1
#define TELEDS_TELEPORT 2
/* flags for mktrap() */
#define MKTRAP_NOFLAGS 0x0
#define MKTRAP_MAZEFLAG 0x1 /* trap placed on coords as if in maze */
#define MKTRAP_NOSPIDERONWEB 0x2 /* web will not generate a spider */
#define MKTRAP_SEEN 0x4 /* trap is seen */
#define MKTRAP_NOVICTIM 0x8 /* no victim corpse or items on it */
#define MON_POLE_DIST 5 /* How far monsters can use pole-weapons */
#define PET_MISSILE_RANGE2 36 /* Square of distance within which pets shoot */
/* flags passed to getobj() to control how it responds to player input */
#define GETOBJ_NOFLAGS 0x0
#define GETOBJ_ALLOWCNT 0x1 /* is a count allowed with this command? */
#define GETOBJ_PROMPT 0x2 /* should it force a prompt for input? (prevents it
exiting early with "You don't have anything to
foo" if nothing in inventory is valid) */
/* flags for hero_breaks() and hits_bars(); BRK_KNOWN* let callers who have
already called breaktest() prevent it from being called again since it
has a random factor which makes it be non-deterministic */
#define BRK_BY_HERO 0x01
#define BRK_FROM_INV 0x02
#define BRK_KNOWN2BREAK 0x04
#define BRK_KNOWN2NOTBREAK 0x08
#define BRK_KNOWN_OUTCOME (BRK_KNOWN2BREAK | BRK_KNOWN2NOTBREAK)
#define BRK_MELEE 0x10
/* extended command return values */
#define ECMD_OK 0x00 /* cmd done successfully */
#define ECMD_TIME 0x01 /* cmd took time, uses up a turn */
#define ECMD_CANCEL 0x02 /* cmd canceled by user */
#define ECMD_FAIL 0x04 /* cmd failed to finish, maybe with a yafm */
/* flags for newcham() */
#define NO_NC_FLAGS 0U
#define NC_SHOW_MSG 0x01U
#define NC_VIA_WAND_OR_SPELL 0x02U
/* values returned from getobj() callback functions */
enum getobj_callback_returns {
/* generally invalid - can't be used for this purpose. will give a "silly
* thing" message if the player tries to pick it, unless a more specific
* failure message is in getobj itself - e.g. "You cannot foo gold". */
GETOBJ_EXCLUDE = -3,
/* invalid because it is not in inventory; used when the hands/self
* possibility is queried and the player passed up something on the
* floor before getobj. */
GETOBJ_EXCLUDE_NONINVENT = -2,
/* invalid because it is an inaccessible or unwanted piece of gear, but
* psuedo-valid for the purposes of allowing the player to select it and
* getobj to return it if there is a prompt instead of getting "silly
* thing", in order for the getobj caller to present a specific failure
* message. Other than that, the only thing this does differently from
* GETOBJ_EXCLUDE is that it inserts an "else" in "You don't have anything
* else to foo". */
GETOBJ_EXCLUDE_INACCESS = -1,
/* invalid for purposes of not showing a prompt if nothing is valid but
* psuedo-valid for selecting - identical to GETOBJ_EXCLUDE_INACCESS but
* without the "else" in "You don't have anything else to foo". */
GETOBJ_EXCLUDE_SELECTABLE = 0,
/* valid - invlet not presented in the summary or the ? menu as a
* recommendation, but is selectable if the player enters it anyway.
* Used for objects that are actually valid but unimportantly so, such
* as shirts for reading. */
GETOBJ_DOWNPLAY = 1,
/* valid - will be shown in summary and ? menu */
GETOBJ_SUGGEST = 2,
};
/* constant passed to explode() for gas spores because gas spores are weird
* Specifically, this is an exception to the whole "explode() uses dobuzz types"
* system (the range -1 to -9 isn't used by it, for some reason), where this is
* effectively an extra dobuzz type, and some zap.c code needs to be aware of
* it. */
#define PHYS_EXPL_TYPE -1
/* macros for dobuzz() type */
#define BZ_VALID_ADTYP(adtyp) ((adtyp) >= AD_MAGM && (adtyp) <= AD_SPC2)
#define BZ_OFS_AD(adtyp) (abs((adtyp) - AD_MAGM) % 10)
#define BZ_OFS_WAN(otyp) (abs((otyp) - WAN_MAGIC_MISSILE) % 10)
#define BZ_OFS_SPE(otyp) (abs((otyp) - SPE_MAGIC_MISSILE) % 10)
/* hero shooting a wand */
#define BZ_U_WAND(bztyp) (0 + (bztyp))
/* hero casting a spell */
#define BZ_U_SPELL(bztyp) (10 + (bztyp))
/* hero breathing as a monster */
#define BZ_U_BREATH(bztyp) (20 + (bztyp))
/* monster shooting a wand */
#define BZ_M_WAND(bztyp) (-0 - (bztyp))
/* monster casting a spell */
#define BZ_M_SPELL(bztyp) (-10 - (bztyp))
/* monster breathing */
#define BZ_M_BREATH(bztyp) (-20 - (bztyp))
/*
* option setting restrictions
*/
enum optset_restrictions {
set_in_sysconf = 0, /* system config file option only */
set_in_config = 1, /* config file option only */
set_viaprog = 2, /* may be set via extern program, not seen in game */
set_gameview = 3, /* may be set via extern program, displayed in game */
set_in_game = 4, /* may be set via extern program or set in the game */
set_wizonly = 5, /* may be set set in the game if wizmode */
set_wiznofuz = 6, /* wizard-mode only, but not by fuzzer */
set_hidden = 7 /* placeholder for prefixed entries, never show it */
};
#define SET__IS_VALUE_VALID(s) ((s < set_in_sysconf) || (s > set_wiznofuz))
#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")
/* Cast to int, but limit value to range. */
#define LIMIT_TO_RANGE_INT(lo, hi, var) \
((int) ((var) < (lo) ? (lo) : (var) > (hi) ? (hi) : (var)))
#define ARM_BONUS(obj) \
(objects[(obj)->otyp].a_ac + (obj)->spe \
- min((int) greatest_erosion(obj), objects[(obj)->otyp].a_ac))
#define makeknown(x) discover_object((x), TRUE, TRUE)
#define distu(xx, yy) dist2((coordxy) (xx), (coordxy) (yy), u.ux, u.uy)
#define mdistu(mon) distu((mon)->mx, (mon)->my)
#define onlineu(xx, yy) online2((coordxy)(xx), (coordxy)(yy), u.ux, u.uy)
#define rn1(x, y) (rn2(x) + (y))
/* negative armor class is randomly weakened to prevent invulnerability */
#define AC_VALUE(AC) ((AC) >= 0 ? (AC) : -rnd(-(AC)))
#if defined(MICRO) && !defined(__DJGPP__)
#define getuid() 1
#define getlogin() ((char *) 0)
#endif /* MICRO */
/* The function argument to qsort() requires a particular
* calling convention under WINCE which is not the default
* in that environment.
*/
#if defined(WIN_CE)
#define QSORTCALLBACK __cdecl
#else
#define QSORTCALLBACK
#endif
#define DEVTEAM_EMAIL "devteam@nethack.org"
#define DEVTEAM_URL "https://www.nethack.org/"
#if !defined(NO_VERBOSE_GRANULARITY)
#define VB_ELEMENTS 5
/*
* Maintenance Notes:
* - if one of the function's involved has a name change,
* and the Verbose() macro use instance is updated to match,
* it will have to be reflected below. If the use instance
* isn't updated to reflect the function name change,
* it will continue to work using the old name if it matches
* one of the entries below.
*/
enum verbosity_values {
vb0interrupt_multi = 0x00000001,
vb0use_stethoscope = 0x00000002,
vb0Mb_hit = 0x00000004,
vb0adjattrib = 0x00000008,
vb0ballfall = 0x00000010,
vb0use_crystal_ball1 = 0x00000020,
vb0use_crystal_ball2 = 0x00000040,
vb0digactualhole1 = 0x00000080,
vb0digactualhole2 = 0x00000100,
vb0mdig_tunnel1 = 0x00000200,
vb0mdig_tunnel2 = 0x00000400,
vb0boulder_hits_pool1 = 0x00000800,
vb0boulder_hits_pool2 = 0x00001000,
vb0drop1 = 0x00002000,
vb0drop2 = 0x00004000,
vb0drop3 = 0x00008000,
vb0go_to_level1 = 0x00010000,
vb0go_to_level2 = 0x00020000,
vb0go_to_level3 = 0x00040000,
vb0rot_corpse = 0x00080000,
vb0getpos1 = 0x00100000,
vb0getpos2 = 0x00200000,
vb0off_msg = 0x00400000,
vb0on_msg = 0x00800000,
vb0Blindf_on = 0x01000000,
vb0dog_eat = 0x02000000,
vb0dog_invent = 0x04000000,
vb0dokick = 0x08000000,
vb0toss_up = 0x10000000,
vb0consume_tin1 = 0x20000000,
vb0consume_tin2 = 0x40000000,
vb1doengrave1 = 0x00000001,
vb1doengrave2 = 0x00000002,
vb1doengrave3 = 0x00000004,
vb1explode = 0x00000008,
vb1moverock = 0x00000010,
vb1still_chewing = 0x00000020,
vb1trapmove1 = 0x00000040,
vb1trapmove2 = 0x00000080,
vb1trapmove3 = 0x00000100,
vb1trapmove4 = 0x00000200,
vb1trapmove5 = 0x00000400,
vb1getobj1 = 0x00000800,
vb1getobj2 = 0x00001000,
vb1doprgold = 0x00002000,
vb1doorlock1 = 0x00004000,
vb1doorlock2 = 0x00008000,
vb1monpoly1 = 0x00010000,
vb1monpoly2 = 0x00020000,
vb1mswingsm = 0x00040000,
vb1missmu = 0x00080000,
vb1mswings = 0x00100000,
vb1wildmiss = 0x00200000,
vb1gulpmu = 0x00400000,
vb1explmu = 0x00800000,
vb1meatmetal1 = 0x01000000,
vb1meatmetal2 = 0x02000000,
vb1meatmetal3 = 0x04000000,
vb1meatmetal4 = 0x08000000,
vb1relobj = 0x10000000,
vb1ready_weapon = 0x20000000,
vb1wield_tool = 0x40000000,
vb2meatobj1 = 0x00000001,
vb2meatobj2 = 0x00000002,
vb2meatobj3 = 0x00000004,
vb2meatobj4 = 0x00000008,
vb2meatcorpse1 = 0x00000010,
vb2meatcorpse2 = 0x00000020,
vb2mpickgold = 0x00000040,
vb2mpickstuff = 0x00000080,
vb2setmangry = 0x00000100,
vb2mb_trapped = 0x00000200,
vb2m_move1 = 0x00000400,
vb2m_move2 = 0x00000800,
vb2m_move3 = 0x00001000,
vb2m_move4 = 0x00002000,
vb2m_move5 = 0x00004000,
vb2thitu1 = 0x00008000,
vb2thitu2 = 0x00010000,
vb2m_throw = 0x00020000,
vb2handler_menustyle = 0x00040000,
vb2handler_autounlock = 0x00080000,
vb2handler_msg_window = 0x00100000,
vb2handler_whatis_coord1 = 0x00200000,
vb2handler_whatis_coord2 = 0x00400000,
vb2dolook = 0x00800000,
vb2describe_decor1 = 0x01000000,
vb2describe_decor2 = 0x02000000,
vb2loot_mon = 0x04000000,
vb2dotip = 0x08000000,
vb2polymon = 0x10000000,
vb2teleds = 0x20000000,
vb2level_tele = 0x40000000,
vb3ghost_from_bottle = 0x00000001,
vb3dodip1 = 0x00000002,
vb3dodip2 = 0x00000004,
vb3dodip3 = 0x00000008,
vb3intemple = 0x00000010,
vb3doread1 = 0x00000020,
vb3doread2 = 0x00000040,
vb3doread3 = 0x00000080,
vb3doread4 = 0x00000100,
vb3doread5 = 0x00000200,
vb3doread6 = 0x00000400,
vb3doread7 = 0x00000800,
vb3drop_boulder_on_player= 0x00001000,
vb3do_genocide = 0x00002000,
vb3call_kops1 = 0x00004000,
vb3call_kops2 = 0x00008000,
vb3call_kops3 = 0x00010000,
vb3erode_obj1 = 0x00020000,
vb3erode_obj2 = 0x00040000,
vb3erode_obj3 = 0x00080000,
vb3trapeffect_rocktrap = 0x00100000,
vb3climb_pit = 0x00200000,
vb3drown = 0x00400000,
vb3mon_adjust_speed = 0x00800000,
vb3hit = 0x01000000,
vb3miss = 0x02000000,
vb3makewish = 0x04000000,
vb3prinv = 0x08000000,
/* 3 available bits*/
vb4do_attack = 0x00000001,
vb4known_hitum = 0x00000002,
vb4hmon_hitmon1 = 0x00000004,
vb4hmon_hitmon2 = 0x00000008,
vb4mhitm_ad_tlpt = 0x00000010,
vb4mhitm_ad_wrap1 = 0x00000020,
vb4mhitm_ad_wrap2 = 0x00000040,
vb4mhitm_ad_dgst = 0x00000080,
vb4damageum = 0x00000100,
vb4missum = 0x00000200,
vb4hmonas1 = 0x00000400,
vb4hmonas2 = 0x00000800,
vb4hmonas3 = 0x00001000,
vb4hmonas4 = 0x00002000,
vb4passive = 0x00004000,
vb4flash_hits_mon = 0x00008000,
/* 11 available bits */
vb_elements = VB_ELEMENTS
};
#undef VB_ELEMENTS
extern long verbosity_suppressions[vb_elements]; /* in decl.c */
#define Verbose(n,s) (flags.verbose && \
(((n) >= 0 && (n) < vb_elements) && \
!(verbosity_suppressions[(n)] & vb##n##s)))
#else /* NO_VERBOSE_GRANULARITY */
#define Verbose(n,s) (flags.verbose)
#endif /* !NO_VERBOSE_GRANULARITY */
#endif /* HACK_H */