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@ -17,7 +17,7 @@ NEARDATA const struct c_color_names c_color_names = {
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"black", "amber", "golden", "light blue", "red", "green",
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"silver", "blue", "purple", "white", "orange"
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};
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const char *c_obj_colors[] = { //这里定义了一些物品的颜色
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const char *c_obj_colors[] = {
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"black", /* CLR_BLACK */
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"red", /* CLR_RED */
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"green", /* CLR_GREEN */
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@ -36,8 +36,8 @@ const char *c_obj_colors[] = { //这里定义了一些物品的颜色
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"white", /* CLR_WHITE */
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};
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const struct c_common_strings c_common_strings = //结构体变量中包含了一些常见的字符串,用于文本输出
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{ "Nothing happens.", //在游戏中提供反馈、描述情况,进行交互
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const struct c_common_strings c_common_strings =
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{ "Nothing happens.",
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"That's enough tries!",
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"That is a silly thing to %s.",
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"shudder for a moment.",
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@ -50,34 +50,33 @@ const struct c_common_strings c_common_strings = //结构体变量中包含了
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{ "mon", "you" }
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};
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const struct savefile_info default_sfinfo = { //定义了保存文件的默认信息
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#ifdef NHSTDC //用于保存文件格式的标志位
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const struct savefile_info default_sfinfo = {
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#ifdef NHSTDC
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0x00000000UL
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#else
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0x00000000L
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#endif
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#if defined(COMPRESS) || defined(ZLIB_COMP) //用于外部压缩标志位
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#if defined(COMPRESS) || defined(ZLIB_COMP)
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| SFI1_EXTERNALCOMP
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#endif
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#if defined(ZEROCOMP)
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| SFI1_ZEROCOMP //零压缩标志位
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| SFI1_ZEROCOMP
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#endif
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#if defined(RLECOMP)
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| SFI1_RLECOMP //RLE压缩标志
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| SFI1_RLECOMP
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#endif
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,
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#ifdef NHSTDC
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0x00000000UL, 0x00000000UL //保留字段
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0x00000000UL, 0x00000000UL
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#else
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0x00000000L, 0x00000000L
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#endif
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};
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const char disclosure_options[] = "iavgco"; //是一个字符数组,包含了几个选项。这些选项用于控制信息的披露程度。
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char emptystr[] = {0}; /* non-const */ //是一个字符数组,用于表示空字符串。它是非常量数组,可以被修改。
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const char disclosure_options[] = "iavgco";
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char emptystr[] = {0}; /* non-const */
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NEARDATA struct flag flags; /* extern declaration is in flag.h, not decl.h */
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//是一个结构体变量,用于存储游戏中的标志位。该变量在flag.h中有外部声明。
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/* Global windowing data, defined here for multi-window-system support */
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#ifdef WIN32
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@ -85,28 +84,25 @@ boolean fqn_prefix_locked[PREFIX_COUNT] = { FALSE, FALSE, FALSE,
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FALSE, FALSE, FALSE,
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FALSE, FALSE, FALSE,
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FALSE };
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//是一个布尔数组,用于表示文件名前缀是否被锁定。在这段代码中,它被初始化为全为FALSE。
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#endif
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#ifdef PREFIXES_IN_USE
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const char *fqn_prefix_names[PREFIX_COUNT] = {
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"hackdir", "leveldir", "savedir", "bonesdir", "datadir",
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"scoredir", "lockdir", "sysconfdir", "configdir", "troubledir"
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};//是一个字符串指针数组,包含了一些文件名前缀的名称。这些名称用于指定不同类型文件的存储路径。
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};
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#endif
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/* x/y/z deltas for the 10 movement directions (8 compass pts, 2 down/up) */
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const schar xdir[N_DIRS_Z] = { -1, -1, 0, 1, 1, 1, 0, -1, 0, 0 };
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const schar ydir[N_DIRS_Z] = { 0, -1, -1, -1, 0, 1, 1, 1, 0, 0 };
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const schar zdir[N_DIRS_Z] = { 0, 0, 0, 0, 0, 0, 0, 0, 1, -1 };
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//是三个有符号字符数组,分别表示十个移动方向(包括八个主要方向和上下方向)的x、y和z轴的增量。
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/* redordered directions, cardinals first */
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const schar dirs_ord[N_DIRS] =
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{ DIR_W, DIR_N, DIR_E, DIR_S, DIR_NW, DIR_NE, DIR_SE, DIR_SW };
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//是一个有符号字符数组,表示经过重新排序的移动方向。首先是四个基本方向,然后是四个对角线方向。
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NEARDATA boolean has_strong_rngseed = FALSE; //是一个布尔变量,用于表示是否具有强随机种子。
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NEARDATA boolean has_strong_rngseed = FALSE;
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struct engr *head_engr;
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NEARDATA struct instance_flags iflags; //是一个结构体变量,用于存储游戏实例的标志位。
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NEARDATA struct instance_flags iflags;
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/* NOTE: the order of these words exactly corresponds to the
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order of oc_material values #define'd in objclass.h. */
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const char *materialnm[] = { "mysterious", "liquid", "wax", "organic",
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@ -115,35 +111,29 @@ const char *materialnm[] = { "mysterious", "liquid", "wax", "organic",
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"metal", "copper", "silver", "gold",
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"platinum", "mithril", "plastic", "glass",
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"gemstone", "stone" };
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//是一个字符串指针数组,包含了一些物品材质的名称。这些名称与objclass.h中定义的oc_material值的顺序完全对应。
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const char quitchars[] = " \r\n\033";//是一个包含一些表示退出字符的字符串,包括空格、回车、换行和转义字符。
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NEARDATA struct savefile_info sfcap, sfrestinfo, sfsaveinfo; //结构体变量,用于保存文件的信息。
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const int shield_static[SHIELD_COUNT] = {//是一个整型数组,包含了一些盾牌的静态符号。
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const char quitchars[] = " \r\n\033";
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NEARDATA struct savefile_info sfcap, sfrestinfo, sfsaveinfo;
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const int shield_static[SHIELD_COUNT] = {
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S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4, /* 7 per row */
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S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
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S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
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};
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NEARDATA struct you u;//结构体变量,用于表示玩家角色的状态和属性。
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NEARDATA time_t ubirthday; //是一个time_t类型的变量,表示玩家角色的出生时间。
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NEARDATA struct u_realtime urealtime; //用于表示游戏时间的实时信息。
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NEARDATA struct obj *uwep, *uarm, *uswapwep, //结构体的指针变量,用于表示玩家角色的装备和物品。
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NEARDATA struct you u;
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NEARDATA time_t ubirthday;
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NEARDATA struct u_realtime urealtime;
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NEARDATA struct obj *uwep, *uarm, *uswapwep,
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*uquiver, /* quiver */
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*uarmu, /* under-wear, so to speak */
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*uskin, /* dragon armor, if a dragon */
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*uarmc, *uarmh, *uarms, *uarmg,*uarmf, *uamul,
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*uright, *uleft, *ublindf, *uchain, *uball;
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const char vowels[] = "aeiouAEIOU"; //是一个包含元音字母的字符串,包括小写和大写的元音字母。
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NEARDATA winid WIN_MESSAGE, WIN_STATUS, WIN_MAP, WIN_INVEN;//是窗口标识符(winid类型)变量,用于表示游戏中的不同窗口。
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const char ynchars[] = "yn"; //是包含一些表示"yes"和"no"的字符的字符串。
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const char vowels[] = "aeiouAEIOU";
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NEARDATA winid WIN_MESSAGE, WIN_STATUS, WIN_MAP, WIN_INVEN;
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const char ynchars[] = "yn";
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const char ynqchars[] = "ynq";
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const char ynaqchars[] = "ynaq";
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const char ynNaqchars[] = "yn#aq";
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NEARDATA long yn_number = 0L;
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//这些变量的定义用于实现游戏的逻辑和界面显示等功能。
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//其中包括随机数种子、文本输出、文件操作、游戏状态、时间管理、玩家角色属性、装备和物品等。
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#ifdef PANICTRACE
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const char *ARGV0;
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