Source:NetHack 3.4.0/hack.h

Below is the full text to hack.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/hack.h#line123 ]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

1.   /*	SCCS Id: @(#)hack.h	3.4	2001/04/12	*/ 2.   /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3.    /* NetHack may be freely redistributed. See license for details. */ 4.     5.    #ifndef HACK_H 6.   #define HACK_H 7.    8.    #ifndef CONFIG_H 9.   #include "config.h"  10. #endif 11.   12.   /*	For debugging beta code. */ 13.   #ifdef BETA 14.  #define Dpline	pline 15.  #endif 16.   17.   #define TELL		1 18.  #define NOTELL		0 19.  #define ON		1 20.  #define OFF		0 21.  #define BOLT_LIM	8 /* from this distance ranged attacks will be made */ 22.  #define MAX_CARR_CAP	1000	/* so that boulders can be heavier */ 23.  #define DUMMY { 0 } 24.   25.   /* symbolic names for capacity levels */ 26.  #define UNENCUMBERED	0 27.  #define SLT_ENCUMBER	1 28.  #define MOD_ENCUMBER	2 29.  #define HVY_ENCUMBER	3 30.  #define EXT_ENCUMBER	4 31.  #define OVERLOADED	5 32.   33.   /* Macros for how a rumor was delivered in outrumor */ 34.  #define BY_ORACLE	0 35.  #define BY_COOKIE	1 36.  #define BY_PAPER	2 37.  #define BY_OTHER	9 38.   39.   #ifdef STEED 40.  /* Macros for why you are no longer riding */ 41.  #define DISMOUNT_GENERIC	0 42.  #define DISMOUNT_FELL		1 43.  #define DISMOUNT_THROWN		2 44.  #define DISMOUNT_POLY		3 45.  #define DISMOUNT_ENGULFED	4 46.  #define DISMOUNT_BONES		5 47.  #define DISMOUNT_BYCHOICE	6 48.  #endif 49.   50.   /* Special returns from mapglyph */ 51.  #define MG_CORPSE	0x01 52.  #define MG_INVIS	0x02 53.  #define MG_DETECT	0x04 54.  #define MG_PET		0x08 55.  #define MG_RIDDEN	0x10 56.   57.   /* sellobj_state states */ 58.  #define SELL_NORMAL	(0) 59.  #define SELL_DELIBERATE	(1) 60.  #define SELL_DONTSELL	(2) 61.   62.   /*  63.    * This is the way the game ends. If these are rearranged, the arrays 64.   * in end.c and topten.c will need to be changed. Some parts of the 65.   * code assume that PANIC separates the deaths from the non-deaths. 66.   */  67.   #define DIED		 0 68.  #define CHOKING		 1 69.  #define POISONING	 2 70.  #define STARVING	 3 71.  #define DROWNING	 4 72.  #define BURNING		 5 73.  #define DISSOLVED	 6 74.  #define CRUSHING	 7 75.  #define STONING		 8 76.  #define TURNED_SLIME	 9 77.  #define GENOCIDED	10 78.  #define PANICKED	11 79.  #define TRICKED		12 80.  #define QUIT		13 81.  #define ESCAPED		14 82.  #define ASCENDED	15 83.   84.   #include "align.h"  85. #include "dungeon.h" 86. #include "monsym.h" 87. #include "mkroom.h" 88. #include "objclass.h" 89. #include "youprop.h" 90. #include "wintype.h" 91. #include "decl.h" 92. #include "timeout.h" 93. 94.  NEARDATA extern coord bhitpos;	/* place where throw or zap hits or stops */ 95.   96.   /* types of calls to bhit */ 97.  #define ZAPPED_WAND	0 98.  #define THROWN_WEAPON	1 99.  #define KICKED_WEAPON	2 100. #define FLASHED_LIGHT	3 101. #define INVIS_BEAM	4 102.  103.  #define MATCH_WARN_OF_MON(mon)	 (Warn_of_mon && flags.warntype && \  104.  		   		 (flags.warntype & (mon)->data->mflags2)) 105.  106.  #include "trap.h"  107. #include "flag.h" 108. #include "rm.h" 109. #include "vision.h" 110. #include "display.h" 111. #include "engrave.h" 112. #include "rect.h" 113. #include "region.h" 114. 115. #ifdef USE_TRAMPOLI /* This doesn't belong here, but we have little choice */ 116. #undef NDECL 117. #define NDECL(f) f 118. #endif 119.  120.  #include "extern.h"  121. #include "winprocs.h" 122. 123. #ifdef USE_TRAMPOLI 124. #include "wintty.h"  125. #undef WINTTY_H 126. #include "trampoli.h"  127. #undef EXTERN_H 128. #include "extern.h"  129. #endif /* USE_TRAMPOLI */ 130.  131.  #define NO_SPELL	0 132.  133.  /* flags to control makemon */ 134. #define NO_MM_FLAGS	  0x00	/* use this rather than plain 0 */ 135. #define NO_MINVENT	  0x01	/* suppress minvent when creating mon */ 136. #define MM_NOWAIT	  0x02	/* don't set STRAT_WAITMASK flags */ 137. #define MM_EDOG		  0x04	/* add edog structure */ 138. #define MM_EMIN		  0x08	/* add emin structure */ 139. #define MM_ANGRY	  0x10  /* monster is created angry */ 140. #define MM_NONAME	  0x20  /* monster is not christened */ 141. #define MM_NOCOUNTBIRTH	  0x40  /* don't increment born counter (for revival) */ 142.  143.  /* flags for special ggetobj status returns */ 144. #define ALL_FINISHED	  0x01  /* called routine already finished the job */ 145.  146.  /* flags to control query_objlist */ 147. #define BY_NEXTHERE	  0x1	/* follow objlist by nexthere field */ 148. #define AUTOSELECT_SINGLE 0x2	/* if only 1 object, don't ask */ 149. #define USE_INVLET	  0x4	/* use object's invlet */ 150. #define INVORDER_SORT	  0x8	/* sort objects by packorder */ 151. #define SIGNAL_NOMENU	  0x10	/* return -1 rather than 0 if none allowed */ 152.  153.  /* Flags to control query_category */ 154. /* BY_NEXTHERE used by query_category too, so skip 0x01 */ 155. #define UNPAID_TYPES 0x02 156. #define GOLD_TYPES   0x04 157. #define WORN_TYPES   0x08 158. #define ALL_TYPES    0x10 159. #define BILLED_TYPES 0x20 160. #define CHOOSE_ALL   0x40 161. #define BUC_BLESSED  0x80 162. #define BUC_CURSED   0x100 163. #define BUC_UNCURSED 0x200 164. #define BUC_UNKNOWN  0x400 165. #define BUC_ALLBKNOWN (BUC_BLESSED|BUC_CURSED|BUC_UNCURSED) 166. #define ALL_TYPES_SELECTED -2 167.  168.  /* Flags to control find_mid */ 169. #define FM_FMON	       0x01	/* search the fmon chain */ 170. #define FM_MIGRATE     0x02	/* search the migrating monster chain */ 171. #define FM_MYDOGS      0x04	/* search mydogs */ 172. #define FM_EVERYWHERE  (FM_FMON | FM_MIGRATE | FM_MYDOGS) 173.  174.  /* Flags to control pick_[race,role,gend,align] routines in role.c */ 175. #define PICK_RANDOM	0 176. #define PICK_RIGID	1 177.  178.  /* Flags to control dotrap in trap.c */ 179. #define NOWEBMSG	0x01	/* suppress stumble into web message */ 180.  181.  /*** some utility macros ***/ 182. #define yn(query) yn_function(query,ynchars, 'n') 183. #define ynq(query) yn_function(query,ynqchars, 'q') 184. #define ynaq(query) yn_function(query,ynaqchars, 'y') 185. #define nyaq(query) yn_function(query,ynaqchars, 'n') 186. #define nyNaq(query) yn_function(query,ynNaqchars, 'n') 187. #define ynNaq(query) yn_function(query,ynNaqchars, 'y') 188.  189.  /* Macros for scatter */ 190. #define VIS_EFFECTS	0x01	/* display visual effects */ 191. #define MAY_HITMON	0x02	/* objects may hit monsters */ 192. #define MAY_HITYOU	0x04	/* objects may hit you */ 193. #define MAY_HIT		(MAY_HITMON|MAY_HITYOU) 194. #define MAY_DESTROY	0x08	/* objects may be destroyed at random */ 195. #define MAY_FRACTURE	0x10	/* boulders & statues may fracture */ 196.  197.  /* Macros for launching objects */ 198. #define ROLL	1 199. #define FLING	2 200.  201.  /* Macros for explosion types */ 202. #define EXPL_DARK	0 203. #define EXPL_NOXIOUS	1 204. #define EXPL_MUDDY	2 205. #define EXPL_WET	3 206. #define EXPL_MAGICAL	4 207. #define EXPL_FIERY	5 208. #define EXPL_FROSTY	6 209. #define EXPL_MAX	7 210.  211.  /* Macros for messages referring to hands, eyes, feet, etc... */ 212.  #define ARM 0 213. #define EYE 1 214. #define FACE 2 215. #define FINGER 3 216. #define FINGERTIP 4 217. #define FOOT 5 218. #define HAND 6 219. #define HANDED 7 220. #define HEAD 8 221. #define LEG 9 222. #define LIGHT_HEADED 10 223. #define NECK 11 224. #define SPINE 12 225. #define TOE 13 226. #define HAIR 14 227. #define BLOOD 15 228. #define LUNG 16 229. #define NOSE 17 230. #define STOMACH 18 231.  232.  /* Flags to control menus */ 233. #define MENUTYPELEN sizeof("traditional ") 234. #define MENU_TRADITIONAL 0 235. #define MENU_COMBINATION 1 236. #define MENU_PARTIAL	 2 237. #define MENU_FULL	 3 238.  239.  #define MENU_SELECTED	TRUE 240. #define MENU_UNSELECTED FALSE 241.  242.  /*  243.   * Option flags 244.  * Each higher number includes the characteristics of the numbers 245.  * below it. 246.  */  247.  #define SET_IN_FILE	0 /* config file option only */ 248. #define SET_VIA_PROG	1 /* may be set via extern program, not seen in game */ 249. #define DISP_IN_GAME	2 /* may be set via extern program, displayed in game */ 250. #define SET_IN_GAME	3 /* may be set via extern program or set in the game */ 251.  252.  #define FEATURE_NOTICE_VER(major,minor,patch) (((unsigned long)major << 24) | \  253.  	((unsigned long)minor << 16) | \  254.  	((unsigned long)patch << 8) | \  255.  	((unsigned long)0)) 256.  257.  #define FEATURE_NOTICE_VER_MAJ	  (flags.suppress_alert >> 24) 258. #define FEATURE_NOTICE_VER_MIN	  (((unsigned long)(0x0000000000FF0000L & flags.suppress_alert)) >> 16) 259. #define FEATURE_NOTICE_VER_PATCH  (((unsigned long)(0x000000000000FF00L & flags.suppress_alert)) >>  8) 260.  261.  #ifndef max 262. #define max(a,b) ((a) > (b) ? (a) : (b)) 263. #endif 264. #ifndef min 265. #define min(x,y) ((x) < (y) ? (x) : (y)) 266. #endif 267. #define plur(x) (((x) == 1) ? "" : "s") 268.  269.  #define ARM_BONUS(obj)	(objects[(obj)->otyp].a_ac + (obj)->spe \  270.  			 - min((int)greatest_erosion(obj),objects[(obj)->otyp].a_ac)) 271.  272.  #define makeknown(x)	discover_object((x),TRUE,TRUE) 273. #define distu(xx,yy)	dist2((int)(xx),(int)(yy),(int)u.ux,(int)u.uy) 274. #define onlineu(xx,yy)	online2((int)(xx),(int)(yy),(int)u.ux,(int)u.uy) 275.  276.  #define rn1(x,y)	(rn2(x)+(y)) 277.  278.  /* negative armor class is randomly weakened to prevent invulnerability */ 279. #define AC_VALUE(AC)	((AC) >= 0 ? (AC) : -rnd(-(AC))) 280.  281.  #if defined(MICRO) && !defined(__DJGPP__) 282. #define getuid 1 283. #define getlogin ((char *)0) 284. #endif /* MICRO */ 285.  286.  #if defined(OVERLAY)&&(defined(OVL0)||defined(OVL1)||defined(OVL2)||defined(OVL3)||defined(OVLB)) 287. # define USE_OVLx 288. # define STATIC_DCL extern 289. # define STATIC_OVL 290. # ifdef OVLB 291. #  define STATIC_VAR 292. # else 293. #  define STATIC_VAR extern 294. # endif 295.  296.  #else	/* !OVERLAY || (!OVL0 && !OVL1 && !OVL2 && !OVL3 && !OVLB) */ 297. # define STATIC_DCL static 298. # define STATIC_OVL static 299. # define STATIC_VAR static 300.  301.  /* If not compiling an overlay, compile everything. */ 302.  # define OVL0	/* highest priority */ 303. # define OVL1 304. # define OVL2 305. # define OVL3	/* lowest specified priority */ 306. # define OVLB	/* the base overlay segment */ 307. #endif	/* OVERLAY && (OVL0 || OVL1 || OVL2 || OVL3 || OVLB) */ 308.  309.  /* Macro for a few items that are only static if we're not overlaid.... */ 310.  #if defined(USE_TRAMPOLI) || defined(USE_OVLx) 311. # define STATIC_PTR 312. #else 313. # define STATIC_PTR static 314. #endif 315.  316.  #endif /* HACK_H */