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-/*
- * File: AppHdr.h
- * Summary: Precompiled header used by Crawl.
- * Written by: Jesse Jones
- *
- * Abstract: CodeWarrior and MSVC both support precompiled headers which can
- * significantly speed up compiles. Unlike CodeWarrior MSVC imposes
- * some annoying restrictions on precompiled headers: the precompiled
- * header *must* be the first include in all cc files. Any includes or
- * other statements that occur before the pch include are ignored. This
- * is really stupid and can lead to bizarre errors, but it does mean
- * that we shouldn't run into any problems on systems without precompiled
- * headers.
- *
- * Copyright © 1999 Jesse Jones.
- *
- * Change History (most recent first):
- *
- * <9> 9 Aug 2001 MV Added USE_RIVERS,USE_NEW_UNRANDS
- * and MISSILE_TRAILS_OFF #define
- * <8> 10 May 2001 GDL Added FreeBSD support
- * courtesy Andrew E. Filonov
- * <7> 9 May 2000 GDL Added Windows 32 bit console support
- * <6> 24mar2000 jmf Added a whole slew of new options, which
- * ought to be mandatory :-)
- * <5> 10/12/99 BCR Added USE_NEW_RANDOM #define
- * <4> 9/25/99 CDL linuxlib -> liblinux
- * <3> 6/18/99 BCR Moved the CHARACTER_SET #define here from
- * linuxlib.cc. Also wrapped the #define
- * USE_MACROS to prevent it from being used by
- * Linux.
- * <2> 6/17/99 BCR Removed 'linux' check, replaced it with
- * 'LINUX' check. Now need to be -DLINUX
- * during compile. Also moved
- * CHARACTER_SET #define here from
- * linuxlib.cc
- * <1> 5/30/99 JDJ Created (from config.h)
- */
-
-
-#ifndef APPHDR_H
-#define APPHDR_H
-
-#if _MSC_VER >= 1100 // note that we can't just check for _MSC_VER: most compilers will wind up defining this in order to work with the SDK headers...
-#pragma message("Compiling AppHeader.h (this message should only appear once)")
-#endif
-
-#if defined(GCC)
-# define HASH_CONTAINER_NS __gnu_cxx
-# define HASH_CONTAINERS
-#endif
-
-// Enables stash-tracking: keeps track of items in the dungeon as a convenience
-// for the player.
-#define STASH_TRACKING
-
-// Uncomment to enable the Crawl Lua bindings.
-//
-// #define CLUA_BINDINGS
-
-// =========================================================================
-// System Defines
-// =========================================================================
-// Define plain_term for Unix and dos_term for DOS and EMX.
-
-#if defined(LINUX)
- #define UNIX
- #define USE_UNIX_SIGNALS
-#elif defined(SOLARIS)
- #define UNIX
- #define USE_UNIX_SIGNALS
-#elif defined(BSD)
- #define UNIX
-#elif defined(OSX)
- #define UNIX
- // Darkgrey is a particular problem in Terminal.app.
- #define USE_8_COLOUR_TERM_MAP
- #define COL_TO_REPLACE_DARKGREY BLUE
-#elif defined(HPUX)
- #define UNIX
- #define USE_UNIX_SIGNALS
- // Under HP-UX it's typically easier to use ncurses than try and
- // get the colour curses library to work. -- bwr
- #define CURSES_INCLUDE_FILE <ncurses.h>
-#endif
-
-#ifdef UNIX
- #define PLAIN_TERM
- #define MULTIUSER
-
- #define CHARACTER_SET 0
- #define USE_ASCII_CHARACTERS
- #define USE_CURSES
- #define EOL "\n"
-
- // Unix builds use curses/ncurses, which supports colour.
- //
- // This will allow using the standout attribute in curses to
- // mark friendly monsters... results depend on the type of
- // term used... under X Windows try "rxvt".
- #define USE_COLOUR_OPTS
-
- // More sophisticated character handling
- #define CURSES_USE_KEYPAD
-
- // How long (milliseconds) curses should wait for additional characters
- // after seeing an Escape (0x1b) keypress. May not be available on all
- // curses implementations.
- #define CURSES_SET_ESCDELAY 20
-
- // Use this to seed the PRNG with a bit more than just time()... turning
- // this off is perfectly okay, the game just becomes more exploitable
- // with a bit of hacking (ie only by people who know how).
- //
- // For now, we'll make it default to on for Linux (who should have
- // no problems with compiling this).
- #define USE_MORE_SECURE_SEED
-
- // Use POSIX regular expressions
- #define REGEX_POSIX
-
- // If you have libpcre, you can use that instead of POSIX regexes -
- // uncomment the line below and add -lpcre to your makefile.
- // #define REGEX_PCRE
-
- // Uncomment (and edit as appropriate) to play sounds.
- //
- // WARNING: Enabling sounds may compromise security if Crawl is installed
- // setuid or setgid. Filenames passed to this command *are not
- // validated in any way*.
- //
- // #define SOUND_PLAY_COMMAND "/usr/bin/play -v .5 %s 2>/dev/null &"
-
- // For cases when the game will be played on terms that don't support the
- // curses "bold == lighter" 16 colour mode. -- bwr
- //
- // Darkgrey is a particular problem in the 8 colour mode. Popular values
- // for replacing it around here are: WHITE, BLUE, and MAGENTA. THis
- // option has no affect in 16 colour mode. -- bwr
- //
- // #define USE_8_COLOUR_TERM_MAP
- // #define COL_TO_REPLACE_DARKGREY MAGENTA
-
- #include "libunix.h"
-
-// To compile with EMX for OS/2 define USE_EMX macro with compiler command line
-// (already defined in supplied makefile.emx)
-#elif defined(USE_EMX)
- #define DOS_TERM
- #define EOL "\n"
- #define CHARACTER_SET A_ALTCHARSET
-
- #include <string>
- #include "libemx.h"
-
-#elif _MSC_VER >= 1100
- #include <string>
- #include "WinHdr.h"
- #error MSVC is not supported yet
- #define CHARACTER_SET A_ALTCHARSET
-
-// macintosh is predefined on all the common Mac compilers
-#elif defined(macintosh)
- #define PLAIN_TERM
- #define HAS_NAMESPACES 1
- #define EOL "\r"
- #define CHARACTER_SET A_ALTCHARSET
- #include <string>
- #include "libmac.h"
-
-#elif defined(DOS)
- #define DOS_TERM
- #define SHORT_FILE_NAMES
- #define EOL "\r\n"
- #define CHARACTER_SET A_ALTCHARSET
-
- #include <string>
-
- #ifdef __DJGPP__
- #define NEED_SNPRINTF
- #endif
-
-#elif defined(WIN32CONSOLE) && (defined(__IBMCPP__) || defined(__BCPLUSPLUS__) || defined(__MINGW32__))
- #include "libw32c.h"
- #define PLAIN_TERM
- #define SHORT_FILE_NAMES
- #define EOL "\n"
- #define CHARACTER_SET A_ALTCHARSET
- #define getstr(X,Y) getConsoleString(X,Y)
-
- // Uncomment to play sounds. winmm must be linked in if this is uncommented.
- // #define WINMM_PLAY_SOUNDS
-
- // Use Perl-compatible regular expressions. libpcre must be available and
- // linked in.
- // #define REGEX_PCRE
-#else
- #error unsupported compiler
-#endif
-
-
-// =========================================================================
-// Debugging Defines
-// =========================================================================
-#ifdef FULLDEBUG
- // Bounds checking and asserts
- #define DEBUG 1
-
- // Outputs many "hidden" details, defaults to wizard on.
- #define DEBUG_DIAGNOSTICS 1
-
- // Scan for bad items before every input (may be slow)
- //
- // This function might slow things down quite a bit
- // on slow machines because it's going to go through
- // every item on the level and do string comparisons
- // against the name. Still, it is nice to know the
- // turn in which "bad" items appear.
- #define DEBUG_ITEM_SCAN 1
-#endif
-
-#ifdef _DEBUG // this is how MSVC signals a debug build
- #define DEBUG 1
-#else
-// #define DEBUG 0 // leave this undefined for those lamers who use #ifdef
-#endif
-
-#if DEBUG
- #if __MWERKS__
- #define MSIPL_DEBUG_MODE
- #endif
-#else
- #if !defined(NDEBUG)
- #define NDEBUG // used by <assert.h>
- #endif
-#endif
-
-
-// =========================================================================
-// Game Play Defines
-// =========================================================================
-// number of back messages saved during play (currently none saved into files)
-#define NUM_STORED_MESSAGES 1000
-
-// if this works out okay, eventually we can change this to USE_OLD_RANDOM
-#define USE_NEW_RANDOM
-
-// Uncomment this if you find the labyrinth to be buggy and want to
-// remove it from the game.
-// #define SHUT_LABYRINTH
-
-// Define USE_MACRO if you want to use the macro patch in macro.cc.
-#define USE_MACROS
-
-// Set this to the number of runes that will be required to enter Zot's
-// domain. You shouldn't set this really high unless you want to
-// make players spend far too much time in Pandemonium/The Abyss.
-//
-// Traditional setting of this is one rune, but three is pretty standard now.
-#define NUMBER_OF_RUNES_NEEDED 3
-
-// Number of top scores to keep.
-#define SCORE_FILE_ENTRIES 100
-
-// Option to allow scoring of wizard characters. Note that even if
-// you define this option, wizard characters are still tagged as such
-// in the score file.
-// #define SCORE_WIZARD_CHARACTERS
-
-// ================================================= --------------------------
-//jmf: New defines for a bunch of optional features.
-// ================================================= --------------------------
-
-// Use special colours for various channels of messages
-#define USE_COLOUR_MESSAGES
-
-// Wizard death option (needed to test new death messages)
-#define USE_OPTIONAL_WIZARD_DEATH
-
-// Semi-Controlled Blink
-#define USE_SEMI_CONTROLLED_BLINK
-
-// Use new system for weighting str and dex based on weapon type, -- bwr
-#define USE_NEW_COMBAT_STATS
-
-// Use this is you want the occasional spellcaster or ranger type wanderer
-// to show up... comment it if you find these types silly or too powerful,
-// or just want fighter type wanderers.
-// #define USE_SPELLCASTER_AND_RANGER_WANDERER_TEMPLATES
-
-//mv: (new 9 Aug 01) switches on new rivers & lakes code
-#define USE_RIVERS
-
-//mv: (new 9 Aug 01) switches on new unrands
-#define USE_NEW_UNRANDS
-
-// mv: (new 9 Aug 01) turns off missile trails, might be slow on some computers
-// #define MISSILE_TRAILS_OFF
-
-// bwr: allow player to destroy items in inventory (but not equiped items)
-// See comment at items.cc::cmd_destroy_item() for details/issues.
-// #define ALLOW_DESTROY_ITEM_COMMAND
-
-// bwr: set this to non-zero if you want to know the pluses, "runed" status
-// of the monster's weapons in the hiscore file.
-// #define HISCORE_WEAPON_DETAIL 1
-
-// ====================== -----------------------------------------------------
-//jmf: end of new defines
-// ====================== -----------------------------------------------------
-
-
-#ifdef MULTIUSER
- // Define SAVE_DIR to the directory where saves, bones, and score file
- // will go... end it with a '\'. Since all player files will be in the
- // same directory, the players UID will be appended when this option
- // is set.
- //
- // Setting it to nothing or not setting it will cause all game files to
- // be dumped in the current directory.
- //
- // #define SAVE_DIR_PATH "/opt/crawl/lib/"
- #define SAVE_DIR_PATH ""
-
- // will make this little thing go away. Define SAVE_PACKAGE_CMD
- // to a command to compress and bundle the save game files into a
- // single unit... the two %s will be replaced with the players
- // save file name. Define LOAD_UNPACKAGE_CMD to undo this process
- // the %s is the same as above.
- //
- // PACKAGE_SUFFIX is used when the package file name is needed
- //
- // Comment these lines out if you want to leave the save files uncompressed.
- //
- // #define SAVE_PACKAGE_CMD "/usr/bin/zip -m -q -j -1 %s.zip %s.*"
- // #define LOAD_UNPACKAGE_CMD "/usr/bin/unzip -q -o %s.zip -d" SAVE_DIR_PATH
- // #define PACKAGE_SUFFIX ".zip"
-
- // This provides some rudimentary protection against people using
- // save file cheats on multi-user systems.
- #define DO_ANTICHEAT_CHECKS
-
- // This defines the chmod permissions for score and bones files.
- #define SHARED_FILES_CHMOD_PRIVATE 0664
- #define SHARED_FILES_CHMOD_PUBLIC 0664
-
- // If we're on a multiuser system, file locking of shared files is
- // very important (else things will just keep getting corrupted)
- #define USE_FILE_LOCKING
-
- // Define this if you'd rather have the game block on locked files,
- // commenting it will poll the file lock once a second for thirty
- // seconds before giving up.
- #define USE_BLOCKING_LOCK
-
-// some files needed for file locking
-#include <unistd.h>
-#include <fcntl.h>
-#include <errno.h>
-#include <sys/types.h>
-#include <sys/stat.h>
-
-#endif
-
-// ===========================================================================
-// Misc
-// ===========================================================================
-#if HAS_NAMESPACES
- using namespace std;
-#endif
-
-// Uncomment these if you can't find these functions on your system
-// #define NEED_USLEEP
-// #define NEED_SNPRINTF
-
-// Must include libutil.h here if one of the above is defined.
-#include "libutil.h"
-
-template < class T >
-inline void UNUSED(const volatile T &)
-{
-} // Note that this generates no code with CodeWarrior or MSVC (if inlining is on).
-
-#endif