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 #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 /* originally from end.c */
213 #ifdef DUMP_LOG
214 #ifdef DUMP_FN
215 char dump_fn[] = DUMP_FN;
216 #else
217 char dump_fn[PL_PSIZ] = DUMMY;
218 #endif
219 #endif /* DUMP_LOG */
220
221 NEARDATA struct c_color_names c_color_names = {
222 "black", "amber", "golden",
223 "light blue", "red", "green",
224 "silver", "blue", "purple",
225 "white"
226 };
227
228 const char *c_obj_colors[] = {
229 "black", /* CLR_BLACK */
230 "red", /* CLR_RED */
231 "green", /* CLR_GREEN */
232 "brown", /* CLR_BROWN */
233 "blue", /* CLR_BLUE */
234 "magenta", /* CLR_MAGENTA */
235 "cyan", /* CLR_CYAN */
236 "gray", /* CLR_GRAY */
237 "transparent", /* no_color */
238 "orange", /* CLR_ORANGE */
239 "bright green", /* CLR_BRIGHT_GREEN */
240 "yellow", /* CLR_YELLOW */
241 "bright blue", /* CLR_BRIGHT_BLUE */
242 "bright magenta", /* CLR_BRIGHT_MAGENTA */
243 "bright cyan", /* CLR_BRIGHT_CYAN */
244 "white", /* CLR_WHITE */
245 };
246
247 struct c_common_strings c_common_strings = {
248 "Nothing happens.", "That's enough tries!",
249 "That is a silly thing to %s.", "shudder for a moment.",
250 "something", "Something", "You can move again.", "Never mind.",
251 "vision quickly clears.", {"the", "your"}
252 };
253
254 /* NOTE: the order of these words exactly corresponds to the
255 order of oc_material values #define'd in objclass.h. */
256 const char *materialnm[] = {
257 "mysterious", "liquid", "wax", "organic", "flesh",
258 "paper", "cloth", "leather", "wooden", "bone", "dragonhide",
259 "iron", "metal", "copper", "silver", "gold", "platinum", "mithril",
260 "plastic", "glass", "gemstone", "stone"
261 };
262
263 /* Vision */
264 NEARDATA boolean vision_full_recalc = 0;
265 NEARDATA char **viz_array = 0;/* used in cansee() and couldsee() macros */
266
267 /* Global windowing data, defined here for multi-window-system support */
268 NEARDATA winid WIN_MESSAGE = WIN_ERR, WIN_STATUS = WIN_ERR;
269 NEARDATA winid WIN_MAP = WIN_ERR, WIN_INVEN = WIN_ERR;
270 char toplines[TBUFSZ];
271 /* Windowing stuff that's really tty oriented, but present for all ports */
272 struct tc_gbl_data tc_gbl_data = { 0,0, 0,0 }; /* AS,AE, LI,CO */
273
274 char *fqn_prefix[PREFIX_COUNT] = { (char *)0, (char *)0, (char *)0, (char *)0,
275 (char *)0, (char *)0, (char *)0, (char *)0, (char *)0 };
276
277 #ifdef PREFIXES_IN_USE
278 char *fqn_prefix_names[PREFIX_COUNT] = { "hackdir", "leveldir", "savedir",
279 "bonesdir", "datadir", "scoredir",
280 "lockdir", "configdir", "troubledir" };
281 #endif
282
283 /* dummy routine used to force linkage */
284 void
decl_init()285 decl_init()
286 {
287 return;
288 }
289
290 /*decl.c*/
291