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/* SCCS Id: @(#)hack.h 3.4 2001/04/12 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef HACK_H
#define HACK_H
#ifndef CONFIG_H
#include "config.h"
#endif
/* For debugging beta code. */
#ifdef BETA
#define Dpline pline
#endif
#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 }
/* symbolic names for capacity levels */
#define UNENCUMBERED 0
#define SLT_ENCUMBER 1 /* Burdened */
#define MOD_ENCUMBER 2 /* Stressed */
#define HVY_ENCUMBER 3 /* Strained */
#define EXT_ENCUMBER 4 /* Overtaxed */
#define OVERLOADED 5 /* Overloaded */
/* 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
#ifdef STEED
/* Macros for why you are no longer riding */
#define DISMOUNT_GENERIC 0
#define DISMOUNT_FELL 1
#define DISMOUNT_THROWN 2
#define DISMOUNT_POLY 3
#define DISMOUNT_ENGULFED 4
#define DISMOUNT_BONES 5
#define DISMOUNT_BYCHOICE 6
#endif
/* Special returns from mapglyph() */
#define MG_CORPSE 0x01
#define MG_INVIS 0x02
#define MG_DETECT 0x04
#define MG_PET 0x08
#define MG_RIDDEN 0x10
#define MG_STAIRS 0x20
#define MG_OBJPILE 0x40
/* sellobj_state() states */
#define SELL_NORMAL (0)
#define SELL_DELIBERATE (1)
#define SELL_DONTSELL (2)
/*
* 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.
*/
#define DIED 0
#define CHOKING 1
#define POISONING 2
#define STARVING 3
#define DROWNING 4
#define BURNING 5
#define DISSOLVED 6
#define CRUSHING 7
#define STONING 8
#define TURNED_SLIME 9
#define GENOCIDED 10
#define PANICKED 11
#define TRICKED 12
#define QUIT 13
#define ESCAPED 14
#ifdef ASTR_ESC
#define DEFIED 15
#define ASCENDED 16
#else
#define ASCENDED 15
#endif
#include "align.h"
#include "dungeon.h"
#include "monsym.h"
#include "mkroom.h"
#include "objclass.h"
#include "youprop.h"
#include "wintype.h"
#include "decl.h"
#include "timeout.h"
NEARDATA extern coord bhitpos; /* place where throw or zap hits or stops */
/* types of calls to bhit() */
#define ZAPPED_WAND 0
#define THROWN_WEAPON 1
#define KICKED_WEAPON 2
#define FLASHED_LIGHT 3
#define INVIS_BEAM 4
#define MATCH_WARN_OF_MON(mon) (Warn_of_mon && ((flags.warntype && \
((is_racial((mon)->data) && \
(flags.warntype & (mon)->mrace)) || \
(((!is_racial((mon)->data)) && \
(flags.warntype & (mon)->data->mflags2))))) || \
(flags.warnsym && (mon)->data->mlet == flags.warnsym)))
#include "trap.h"
#include "flag.h"
#include "rm.h"
#include "vision.h"
#include "display.h"
#include "engrave.h"
#include "rect.h"
#include "region.h"
#ifdef USE_TRAMPOLI /* This doesn't belong here, but we have little choice */
#undef NDECL
#define NDECL(f) f()
#endif
#include "extern.h"
#include "winprocs.h"
#ifdef USE_TRAMPOLI
#include "wintty.h"
#undef WINTTY_H
#include "trampoli.h"
#undef EXTERN_H
#include "extern.h"
#endif /* USE_TRAMPOLI */
#define NO_SPELL 0
/* flags to control makemon() */
#define NO_MM_FLAGS 0x00 /* use this rather than plain 0 */
#define NO_MINVENT 0x01 /* suppress minvent when creating mon */
#define MM_NOWAIT 0x02 /* don't set STRAT_WAITMASK flags */
#define MM_EDOG 0x04 /* add edog structure */
#define MM_EMIN 0x08 /* add emin structure */
#define MM_ANGRY 0x10 /* monster is created angry */
#define MM_NONAME 0x20 /* monster is not christened */
#define MM_NOCOUNTBIRTH 0x40 /* don't increment born counter (for revival) */
#define MM_IGNOREWATER 0x80 /* ignore water when positioning */
#define MM_ADJACENTOK 0x100 /* it is acceptable to use adjacent coordinates */
/* flags to control mkobj() */
#define NO_MO_FLAGS 0x00 /* use this rather than plain 0 */
#define MO_ALLOW_ARTIFACT 0x01 /* allow artifacts */
#define MO_MAGIC 0x02 /* force magical item */
#define MO_NOMAGIC 0x04 /* force nonmagical item */
/* special mhpmax value when loading bones monster to flag as extinct or genocided */
#define DEFUNCT_MONSTER (-100)
/* flags for special ggetobj status returns */
#define ALL_FINISHED 0x01 /* called routine already finished the job */
/* flags to control query_objlist() */
#define BY_NEXTHERE 0x1 /* follow objlist by nexthere field */
#define AUTOSELECT_SINGLE 0x2 /* if only 1 object, don't ask */
#define USE_INVLET 0x4 /* use object's invlet */
#define INVORDER_SORT 0x8 /* sort objects by packorder */
#define SIGNAL_NOMENU 0x10 /* return -1 rather than 0 if none allowed */
#define FEEL_COCKATRICE 0x20 /* engage cockatrice checks and react */
#define SIGNAL_ESCAPE 0x40 /* return -2 if menu is escaped */
/* Flags to control query_category() */
/* BY_NEXTHERE used by query_category() too, so skip 0x01 */
#define UNPAID_TYPES 0x02
#define GOLD_TYPES 0x04
#define WORN_TYPES 0x08
#define ALL_TYPES 0x10
#define BILLED_TYPES 0x20
#define CHOOSE_ALL 0x40
#define BUC_BLESSED 0x80
#define BUC_CURSED 0x100
#define BUC_UNCURSED 0x200
#define BUC_UNKNOWN 0x400
#define BUC_ALLBKNOWN (BUC_BLESSED|BUC_CURSED|BUC_UNCURSED)
#define ALL_TYPES_SELECTED -2
/* 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 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() in trap.c */
#define NOWEBMSG 0x01 /* suppress stumble into web message */
#define FORCEBUNGLE 0x02 /* adjustments appropriate for bungling */
#define RECURSIVETRAP 0x04 /* trap changed into another type this same turn */
/* 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 */
/*** some utility macros ***/
#define yn(query) yn_function(query,ynchars, 'n')
#define ynq(query) yn_function(query,ynqchars, 'q')
#define ynaq(query) yn_function(query,ynaqchars, 'y')
#define nyaq(query) yn_function(query,ynaqchars, 'n')
#define nyNaq(query) yn_function(query,ynNaqchars, 'n')
#define ynNaq(query) yn_function(query,ynNaqchars, 'y')
/* 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 */
/* Macros for explosion types */
#define EXPL_DARK 0
#define EXPL_NOXIOUS 1
#define EXPL_MUDDY 2
#define EXPL_WET 3
#define EXPL_MAGICAL 4
#define EXPL_FIERY 5
#define EXPL_FROSTY 6
#define EXPL_MAX 7
/* Macros for messages referring to hands, eyes, feet, etc... */
#define ARM 0
#define EYE 1
#define FACE 2
#define FINGER 3
#define FINGERTIP 4
#define FOOT 5
#define HAND 6
#define HANDED 7
#define HEAD 8
#define LEG 9
#define LIGHT_HEADED 10
#define NECK 11
#define SPINE 12
#define TOE 13
#define HAIR 14
#define BLOOD 15
#define LUNG 16
#define NOSE 17
#define STOMACH 18
/* Flags to control menus */
#define MENUTYPELEN sizeof("traditional ")
#define MENU_TRADITIONAL 0
#define MENU_COMBINATION 1
#define MENU_PARTIAL 2
#define MENU_FULL 3
#define MENU_SELECTED TRUE
#define MENU_UNSELECTED FALSE
/*
* Option flags
* Each higher number includes the characteristics of the numbers
* below it.
*/
#define SET_IN_FILE 0 /* config file option only */
#define SET_VIA_PROG 1 /* may be set via extern program, not seen in game */
#define DISP_IN_GAME 2 /* may be set via extern program, displayed in game */
#define SET_IN_GAME 3 /* may be set via extern program or set in the game */
#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")
#define ARM_BONUS(obj) (objects[(obj)->otyp].a_ac + (obj)->spe \
+ material_bonus(obj) \
- min((int)greatest_erosion(obj), \
objects[(obj)->otyp].a_ac))
#define makeknown(x) discover_object((x),TRUE,TRUE)
#define distu(xx,yy) dist2((int)(xx),(int)(yy),(int)u.ux,(int)u.uy)
#define onlineu(xx,yy) online2((int)(xx),(int)(yy),(int)u.ux,(int)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 */
#if defined(OVERLAY)&&(defined(OVL0)||defined(OVL1)||defined(OVL2)||defined(OVL3)||defined(OVLB))
# define USE_OVLx
# define STATIC_DCL extern
# define STATIC_OVL
# ifdef OVLB
# define STATIC_VAR
# else
# define STATIC_VAR extern
# endif
#else /* !OVERLAY || (!OVL0 && !OVL1 && !OVL2 && !OVL3 && !OVLB) */
# define STATIC_DCL static
# define STATIC_OVL static
# define STATIC_VAR static
/* If not compiling an overlay, compile everything. */
# define OVL0 /* highest priority */
# define OVL1
# define OVL2
# define OVL3 /* lowest specified priority */
# define OVLB /* the base overlay segment */
#endif /* OVERLAY && (OVL0 || OVL1 || OVL2 || OVL3 || OVLB) */
/* Macro for a few items that are only static if we're not overlaid.... */
#if defined(USE_TRAMPOLI) || defined(USE_OVLx)
# define STATIC_PTR
#else
# define STATIC_PTR static
#endif
/* 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 CFDECLSPEC __cdecl
#else
# define CFDECLSPEC
#endif
#endif /* HACK_H */