/* * File: defines.h * Summary: Various definess used by Crawl. * Written by: Linley Henzel * * Abstract: A variety of miscellaneous constant values are found here. * I think we should move the colors into an enum or something * because there are in numerical order. But I'm too lazy to * do it myself. * * Copyright © 1999 Brian Robinson. // Me? How come? * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <4> 7/29/00 JDJ Renamed MNG NON_MONSTER, MNST MAX_MONSTERS, ITEMS MAX_ITEMS, * ING NON_ITEM, CLOUDS MAX_CLOUDS, CNG EMPTY_CLOUD, NTRAPS MAX_TRAPS. * <3> 9/25/99 CDL linuxlib -> liblinux * <2> 6/17/99 BCR indented and added header * <1> --/--/-- LRH Created */ #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 #define STR_REQ_THRESHOLD 10 // Max ghosts on a level. #define MAX_GHOSTS 10 // max size of monter array {dlb}: #define MAX_MONSTERS 200 // number of monster enchantments #define NUM_MON_ENCHANTS 6 // non-monster for mgrd[][] -- (MNST + 1) {dlb}: #define NON_MONSTER 201 #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 101 // max x-bound for level generation {dlb} #define GXM 80 // max y-bound for level generation {dlb} #define GYM 70 // 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. #define MAPGEN_BORDER 6 // 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 BOUNDARY_BORDER #define X_BOUND_2 (GXM - BOUNDARY_BORDER) #define X_WIDTH (X_BOUND_2 - X_BOUND_1 + 1) #define Y_BOUND_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) #define LOS_SX 8 #define LOS_EX 25 #define LOS_SY 1 #define LOS_EY 17 #define VIEW_SX 1 #define VIEW_EX 33 #define VIEW_SY 1 #define VIEW_EY 17 #define VIEW_WIDTH (VIEW_EX - VIEW_SX + 1) #define VIEW_HEIGHT (VIEW_EY - VIEW_SY + 1) #define VIEW_Y_DIFF (((VIEW_EX - VIEW_SX + 1) - (VIEW_EY - VIEW_SY + 1)) / 2) // View centre must be the same as LOS centre. // VIEW_CX == 17 #define VIEW_CX ((VIEW_SX + VIEW_EX) / 2) // VIEW_CY == 9 #define VIEW_CY ((VIEW_SY + VIEW_EY) / 2) // max traps per level #define MAX_TRAPS 30 // max shops per level #define MAX_SHOPS 5 // lowest grid value which can be passed by walking etc. #define MINMOVE 31 // lowest grid value which can be seen through #define MINSEE 11 // Can be passed to monster_die to indicate that a friendly did the killing. #define ANON_FRIENDLY_MONSTER -1 // This value is used to make test_hit checks always succeed #define AUTOMATIC_HIT 1500 #define MIN_HIT_MISS_PERCENTAGE 5 // grids that monsters can see #define MONSTER_LOS_RANGE 8 // Maximum charge level for rods #define MAX_ROD_CHARGE 17 #define ROD_CHARGE_MULT 100 // Should never exceed 255 - durations are saved as single bytes. #define GOURMAND_MAX 200 #define GOURMAND_NUTRITION_BASE 10 #define CHUNK_BASE_NUTRITION 1000 // The maximum number of abilities any god can have #define MAX_GOD_ABILITIES 5 // This value is used to mark immune levels of MR #define MAG_IMMUNE 5000 // This is the damage amount used to signal insta-death #define INSTANT_DEATH -9999 // grids that monsters can see #define MONSTER_LOS_RANGE 8 // most items allowed in a shop #define MAX_SHOP_ITEMS 16 // sound level standards // mininum is the base, we add mult * radius to it: #define SL_EXPLODE_MIN 10 #define SL_EXPLODE_MULT 10 // #define SL_BOW 3 #define SL_TRAP_CLICK 3 #define SL_HISS 6 #define SL_BUZZ 6 #define SL_GROWL 8 #define SL_MOAN 8 #define SL_SPLASH 8 #define SL_CREAK 8 #define SL_CROAK 8 #define SL_BARK 10 #define SL_YELL 10 #define SL_TRAP_JAM 12 #define SL_SHRIEK 12 #define SL_ROAR 15 #define SL_DIG 15 #define SL_NOISY_WEAPON 20 #define SL_HORN 25 #define SL_NOISE_SCROLL 30 #define SL_THUNDER 30 #define SL_PROJECTED_NOISE 30 #define SL_EARTHQUAKE 30 #define SL_TRAP_ZOT 30 // Maximum enchantment on weapons/armour/secondary armours // Note: use armour_max_enchant(item) to get the correct limit for item #define MAX_WPN_ENCHANT 5 #define MAX_ARM_ENCHANT 5 #define MAX_SEC_ENCHANT 2 #define NUM_STAVE_ADJ 9 // some shortcuts: #define menv env.mons #define mitm env.item #define grd env.grid #define mgrd env.mgrid #define igrd env.igrid // (MNG) -- for a reason! see usage {dlb}: #define MHITNOT 201 // (MNG + 1) -- for a reason! see usage {dlb}: #define MHITYOU 202 // colors, such pretty colors ... #ifndef DOS #define BLACK 0 #define BLUE 1 #define GREEN 2 #define CYAN 3 #define RED 4 #define MAGENTA 5 #define BROWN 6 #define LIGHTGREY 7 #define DARKGREY 8 #define LIGHTBLUE 9 #define LIGHTGREEN 10 #define LIGHTCYAN 11 #define LIGHTRED 12 #define LIGHTMAGENTA 13 #define YELLOW 14 #define WHITE 15 #define LIGHTGRAY LIGHTGREY #define DARKGRAY DARKGREY #else #include #define LIGHTGREY LIGHTGRAY #define DARKGREY DARKGRAY #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 //#ifdef USE_COLOUR_OPTS #define COLFLAG_FRIENDLY_MONSTER 0x0100 #define COLFLAG_ITEM_HEAP 0x0200 #define COLFLAG_WILLSTAB 0x0400 #define COLFLAG_MAYSTAB 0x0800 #define COLFLAG_REVERSE 0x1000 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. }; //#endif #define PDESCS(colour) (colour) #define PDESCQ(qualifier, colour) (((qualifier) * PDC_NCOLOURS) + (colour)) #define PCOLOUR(desc) ((desc) % PDC_NCOLOURS) #define PQUAL(desc) ((desc) / PDC_NCOLOURS) #define MINIMUM( xxx, yyy ) (((xxx) < (yyy)) ? (xxx) : (yyy)) #define MAXIMUM( xxx, yyy ) (((xxx) > (yyy)) ? (xxx) : (yyy)) // 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) #endif