/** * @file * @brief Various definess used by Crawl. * * A variety of miscellaneous constant values are found here. **/ #ifndef DEFINES_H #define DEFINES_H // Minimum terminal size allowed. #define MIN_COLS 79 #define MIN_LINES 24 #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 typedef uint32_t ucs_t; // length of a single zot defence cycle #define ZOTDEF_CYCLE_LENGTH 100 // Waiting time before monsters arrive #define ZOTDEF_CYCLE_INTERVAL 50 // peak size of a random spawn #define ZOTDEF_SPAWN_SIZE 1 // Extra power to assign to a boss monster #define ZOTDEF_BOSS_EXTRA_POWER 5 // number of waves to pass between bosses generated with a rune #define ZOTDEF_RUNE_FREQ 7 // max size of inventory array {dlb}: #define ENDOFPACK 52 // Max ghosts on a level. const int MAX_GHOSTS = 10; #define NON_ENTITY 27000 enum extra_monster_index_type { MAX_MONSTERS = 700, // max size of monster array {dlb} ANON_FRIENDLY_MONSTER = MAX_MONSTERS,// unknown/dead ally, for actor blaming YOU_FAULTLESS, // full xp but no penalty (reflection) NON_MONSTER = NON_ENTITY, // no monster MHITNOT = NON_MONSTER, MHITYOU, ZOT_TRAP_MISCAST, HELL_EFFECT_MISCAST, WIELD_MISCAST, MELEE_MISCAST, MISC_MISCAST, }; // number of monster attack specs #define MAX_NUM_ATTACKS 4 // size of Pan monster sets. Also used for wave data in ZotDef. #define PAN_MONS_ALLOC 10 #define MAX_MONS_ALLOC 20 #define MAX_SUBTYPES 60 // max size of item list {dlb}: #define MAX_ITEMS 2000 // non-item -- (ITEMS + 1) {dlb} #define NON_ITEM NON_ENTITY #if NON_ITEM <= MAX_ITEMS #error NON_ITEM must be > MAX_ITEMS #endif // max size of cloud array {dlb}: #define MAX_CLOUDS 600 // empty cloud -- (CLOUDS + 1) {dlb}: #define EMPTY_CLOUD NON_ENTITY #if EMPTY_CLOUD <= MAX_CLOUDS #error EMPTY_CLOUD must be > MAX_CLOUDS #endif // 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; // max distance on a map #define GDM 105 // 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) // maximal LOS radius #define LOS_RADIUS 8 // maximal LOS radius squared, for comparison with distance() #define LOS_RADIUS_SQ (LOS_RADIUS * LOS_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_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 400 // max shops per level #define MAX_SHOPS 64 // max shops randomly generated in a level. // changing this affects the total number of shops in a game #define MAX_RANDOM_SHOPS 5 #define MAX_BRANCH_DEPTH 27 // This value is used to make test_hit checks always succeed #define AUTOMATIC_HIT 1500 const int MAX_SKILL_LEVEL = 27; const int MAX_EXP_TOTAL = 8999999; const int HIGH_EXP_POOL = 20000; const int EXERCISE_QUEUE_SIZE = 100; 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 = 30 * 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 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; // The time (in aut) for a staff of power to decay 1 mp. #define POWER_DECAY 50 const int MAX_KNOWN_SPELLS = 21; const int INVALID_ABSDEPTH = -1000; //#define DEBUG_MIMIC #ifdef DEBUG_MIMIC // Missing stairs are replaced in fixup_branch_stairs, but replacing // too many breaks interlevel connectivity, so we don't use a chance of 1. #define FEATURE_MIMIC_CHANCE 2 #define ITEM_MIMIC_CHANCE 1 #else #define FEATURE_MIMIC_CHANCE 100 #define ITEM_MIMIC_CHANCE 1000 #endif const int AGILITY_BONUS = 5; #define TORNADO_RADIUS 6 #define NUMBER_OF_RUNES_NEEDED 3 // Size of unique_items in player class #define MAX_UNRANDARTS 150 // Haste/slow boost. #define haste_mul(x) div_rand_round((x) * 3, 2) #define haste_div(x) div_rand_round((x) * 2, 3) #define berserk_mul(x) div_rand_round((x) * 3, 2) #define berserk_div(x) div_rand_round((x) * 2, 3) #define MAX_MONSTER_HP 10000 #define DJ_MP_RATE 2 #define GRAND_AVATAR_DAMAGE 15 // 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 ... // 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 }; // Many, MANY places currently hard-code this to 8 bits, but we need to // expand it. Please use colour_t in new code. typedef uint8_t colour_t; // 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_HIT_DICE = "monster-hit-dice"; const char * const MONSTER_NUMBER = "monster-number"; const char * const CORPSE_NEVER_DECAYS = "corpse-no-decay"; const char * const MONSTER_MID = "monster-mid"; const char * const GOZAG_SHOP_KEY = "gozag_shop_%s"; const char * const GOZAG_ANNOUNCE_SHOP_KEY = "gozag_announce_shop"; const char * const GOZAG_POTIONS_KEY = "gozag_potions%d"; const char * const GOZAG_PRICE_KEY = "gozag_price%d"; const char * const GOZAG_SHOPKEEPER_NAME_KEY = "gozag_shopkeeper_%d"; const char * const GOZAG_SHOP_TYPE_KEY = "gozag_shop_type_%d"; const char * const GOZAG_SHOP_SUFFIX_KEY = "gozag_shop_suffix_%d"; const char * const GOZAG_SHOP_COST_KEY = "gozag_shop_cost_%d"; const char * const GOZAG_BRIBE_KEY = "gozag_bribed"; const char * const GOZAG_PERMABRIBE_KEY = "gozag_permabribed"; const char * const GOZAG_BRIBE_BROKEN_KEY = "gozag_bribe_broken"; #define GOZAG_POTION_BASE_MULTIPLIER 25 #define GOZAG_SHOP_BASE_MULTIPLIER 100 #define GOZAG_SHOP_MOD_MULTIPLIER 20 #define GOZAG_BRIBE_AMOUNT 3000 #define GOZAG_MAX_BRIBABILITY 8 #define GOZAG_MAX_POTIONS 4 #define GOZAG_MAX_SHOPS 3 // Synthetic keys: #define KEY_MACRO_MORE_PROTECT -10 #define KEY_MACRO_DISABLE_MORE -1 #define KEY_MACRO_ENABLE_MORE -2 // 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, MOUSE_MODE_PROMPT, MOUSE_MODE_YESNO, MOUSE_MODE_MAX, }; const int DEFAULT_VIEW_DELAY = 600; #define PI 3.14159265359f #endif