/* * File: defines.h * Summary: Various definess used by Crawl. * Written by: Linley Henzel * * Abstract: A variety of miscellaneous constant values are found here. * * Copyright © 1999 Brian Robinson. // Me? How come? */ #ifndef DEFINES_H #define DEFINES_H #define NUM_MONSTER_SPELL_SLOTS 6 #define ESCAPE '\x1b' // most ansi-friendly way I can think of defining this. // there's got to be a better way... #ifndef _LIBUNIX_IMPLEMENTATION #else #ifndef TRUE #define TRUE 1 #endif #ifndef FALSE #define FALSE 0 #endif #endif // max size of inventory array {dlb}: #define ENDOFPACK 52 // minimum value for strength required on armour and weapons const int STR_REQ_THRESHOLD = 10; // Max ghosts on a level. const int MAX_GHOSTS = 10; // max size of monter array {dlb}: #define MAX_MONSTERS 350 // number of monster enchantments #define NUM_MON_ENCHANTS 6 // non-monster for mgrd[][] -- (MNST + 1) {dlb}: #define NON_MONSTER (MAX_MONSTERS + 1) // (MNG) -- for a reason! see usage {dlb}: #define MHITNOT (MAX_MONSTERS + 1) // (MNG + 1) -- for a reason! see usage {dlb}: #define MHITYOU (MAX_MONSTERS + 2) #define MAX_SUBTYPES 50 // max size of item list {dlb}: #define MAX_ITEMS 500 // non-item -- (ITEMS + 1) {dlb} #define NON_ITEM 501 // max size of cloud array {dlb}: #define MAX_CLOUDS 180 // empty cloud -- (CLOUDS + 1) {dlb}: #define EMPTY_CLOUD (MAX_CLOUDS + 1) // max x-bound for level generation {dlb} #define GXM 80 // max y-bound for level generation {dlb} #define GYM 70 const int INFINITE_DISTANCE = 30000; // this is the size of the border around the playing area (see in_bounds()) #define BOUNDARY_BORDER 1 // This is the border that must be left around the map. I'm not sure why it's // necessary, beyond hysterical raisins. const int MAPGEN_BORDER = 2; const int LABYRINTH_BORDER = 4; // Now some defines about the actual play area: // Note: these boundaries are exclusive for the zone the player can move/dig, // and are inclusive for the area that we display on the map. // Note: that the right (bottom) boundary is one smaller here. #define X_BOUND_1 (-1 + BOUNDARY_BORDER) #define X_BOUND_2 (GXM - BOUNDARY_BORDER) #define X_WIDTH (X_BOUND_2 - X_BOUND_1 + 1) #define Y_BOUND_1 (-1 + BOUNDARY_BORDER) #define Y_BOUND_2 (GYM - BOUNDARY_BORDER) #define Y_WIDTH (Y_BOUND_2 - Y_BOUND_1 + 1) // these mark the center zone where the player moves without shifting #define ABYSS_SHIFT_RADIUS 10 #define X_ABYSS_1 (X_BOUND_1 + ABYSS_SHIFT_RADIUS) #define X_ABYSS_2 (GXM - X_ABYSS_1) #define X_ABYSS_WIDTH (X_ABYSS_2 - X_ABYSS_1 + 1) #define X_ABYSS_CENTER (X_ABYSS_1 + X_ABYSS_WIDTH / 2) #define Y_ABYSS_1 (Y_BOUND_1 + ABYSS_SHIFT_RADIUS) #define Y_ABYSS_2 (GYM - Y_ABYSS_1) #define Y_ABYSS_WIDTH (Y_ABYSS_2 - Y_ABYSS_1 + 1) #define Y_ABYSS_CENTER (Y_ABYSS_1 + Y_ABYSS_WIDTH / 2) // default LOS radius #define LOS_RADIUS 8 // default LOS radius squared, for comparison with distance() #define LOS_RADIUS_SQ (LOS_RADIUS * LOS_RADIUS + 1) // maximal LOS radius #define LOS_MAX_RADIUS LOS_RADIUS #define LOS_MAX_RADIUS_SQ (LOS_MAX_RADIUS * LOS_MAX_RADIUS + 1) // maximal horizontal or vertical LOS range: // a quadrant needs to fit inside an 2D array with // 0 <= x, y <= LOS_MAX_RANGE #define LOS_MAX_RANGE LOS_MAX_RADIUS #define ENV_SHOW_OFFSET LOS_MAX_RANGE #define ENV_SHOW_DIAMETER (ENV_SHOW_OFFSET * 2 + 1) #define VIEW_BASE_WIDTH 33 // FIXME: never used #define VIEW_MIN_WIDTH ENV_SHOW_DIAMETER #define VIEW_MIN_HEIGHT ENV_SHOW_DIAMETER #define MSG_MIN_HEIGHT 5 // max traps per level #define MAX_TRAPS 100 // max shops per level #define MAX_SHOPS 15 // max shops randomly generated in a level. #define MAX_RANDOM_SHOPS 5 // Can be passed to monster_die to indicate that a friendly did the killing. const int ANON_FRIENDLY_MONSTER = -1999; // This value is used to make test_hit checks always succeed #define AUTOMATIC_HIT 1500 // Yes, I know we have 32-bit ints now. const int DEBUG_COOKIE = 32767; const int MAX_SKILL_LEVEL = 27; const int MAX_EXP_TOTAL = 8999999; const int MAX_EXP_POOL = 20000; const int FULL_EXP_POOL = MAX_EXP_POOL; const int MIN_HIT_MISS_PERCENTAGE = 5; // grids that monsters can see const int MONSTER_LOS_RANGE = LOS_RADIUS; // Maximum charge level for rods const int MAX_ROD_CHARGE = 17; const int ROD_CHARGE_MULT = 100; const int BASELINE_DELAY = 10; const int GOURMAND_MAX = 200 * BASELINE_DELAY; const int GOURMAND_NUTRITION_BASE = 10 * BASELINE_DELAY; const int CHUNK_BASE_NUTRITION = 1000; const int ICEMAIL_MAX = 10; const int ICEMAIL_TIME = 300 * BASELINE_DELAY; // The maximum number of abilities any god can have #define MAX_GOD_ABILITIES 5 // This value is used to mark immune levels of MR const int MAG_IMMUNE = 5000; // This is the damage amount used to signal insta-death const int INSTANT_DEATH = -9999; // Maximum enchantment on weapons/armour/secondary armours // This is the same as for ammunition. const int MAX_WPN_ENCHANT = 9; // Note: use armour_max_enchant(item) to get the correct limit for item const int MAX_ARM_ENCHANT = 8; const int MAX_SEC_ENCHANT = 2; // Size of unique_items in player class #define MAX_UNRANDARTS 100 // some shortcuts: #define menv env.mons #define mitm env.item #define grd env.grid #define mgrd env.mgrid #define igrd env.igrid // colors, such pretty colors ... #ifndef TARGET_OS_DOS // The order is important (IRGB bit patterns). enum COLORS { BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY, LIGHTGREY = LIGHTGRAY, DARKGRAY, DARKGREY = DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE, MAX_TERM_COLOUR }; #else # include # define LIGHTGREY LIGHTGRAY # define DARKGREY DARKGRAY # define MAX_TERM_COLOUR 16 #endif // Colour options... these are used as bit flags along with the colour // value in the low byte. // This is used to signal curses (which has seven base colours) to // try to get a brighter version using recommisioned attribute flags. #define COLFLAG_CURSES_BRIGHTEN 0x0080 #define COLFLAG_FRIENDLY_MONSTER 0x0100 #define COLFLAG_NEUTRAL_MONSTER 0x0200 #define COLFLAG_WILLSTAB 0x0400 #define COLFLAG_MAYSTAB 0x0800 #define COLFLAG_ITEM_HEAP 0x1000 #define COLFLAG_FEATURE_ITEM 0x2000 #define COLFLAG_TRAP_ITEM 0x4000 #define COLFLAG_REVERSE 0x8000 #define COLFLAG_MASK 0xFF00 enum CHAR_ATTRIBUTES { CHATTR_NORMAL, /* 0 */ CHATTR_STANDOUT, CHATTR_BOLD, CHATTR_BLINK, CHATTR_UNDERLINE, CHATTR_REVERSE, /* 5 */ CHATTR_DIM, CHATTR_HILITE, CHATTR_ATTRMASK = 0xF, /* 15 (well, obviously) */ CHATTR_COLMASK = 0xF00 // Mask with this to get extra colour info. }; #define PDESCS(colour) (colour) #define PDESCQ(qualifier, colour) (((qualifier) * PDC_NCOLOURS) + (colour)) #define PCOLOUR(desc) ((desc) % PDC_NCOLOURS) #define PQUAL(desc) ((desc) / PDC_NCOLOURS) // Convert capital letters into mystic numbers representing // CTRL sequences. This is a macro because a lot of the type // it wants to be used in case labels. #define CONTROL( xxx ) ((xxx) - 'A' + 1) #define ARRAYSZ(x) (sizeof(x) / sizeof(x[0])) #define RANDOM_ELEMENT(x) (x[random2(ARRAYSZ(x))]) const char * const MONSTER_NUMBER = "monster-number"; // Synthetic keys: #define KEY_MACRO_MORE_PROTECT -10 #define KEY_MACRO_DISABLE_MORE -1 #define KEY_MACRO_ENABLE_MORE -2 #define KEY_REPEAT_KEYS -3 // cgotoxy regions enum GotoRegion { GOTO_CRT, // cprintf > crt GOTO_MSG, // cprintf > message GOTO_STAT, // cprintf > character status GOTO_DNGN, // cprintf > dungeon screen GOTO_MLIST // cprintf > monster list }; // Mouse modes (for tiles) enum mouse_mode { MOUSE_MODE_NORMAL, MOUSE_MODE_COMMAND, MOUSE_MODE_TARGET, MOUSE_MODE_TARGET_DIR, MOUSE_MODE_TARGET_PATH, MOUSE_MODE_MORE, MOUSE_MODE_MACRO }; #define PI 3.14159265359f #endif