/* * File: externs.h * Summary: Fixed size 2D vector class that asserts if you do something bad. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <3> 7/29/00 JDJ Renamed sh_x, sh_y, sh_greed, sh_type, sh_level so * they start with shop. * <2> 7/29/00 JDJ Switched to using bounds checked array classes. * Made a few char arrays unsigned char arrays. */ #ifndef EXTERNS_H #define EXTERNS_H #include #include #include #include #include #include #include #include "defines.h" #include "enum.h" #include "FixAry.h" #include "Kills.h" #include "libutil.h" #include "message.h" #define INFO_SIZE 200 // size of message buffers #define ITEMNAME_SIZE 200 // size of item names/shop names/etc #define HIGHSCORE_SIZE 800 // <= 10 Lines for long format scores #define MAX_NUM_GODS 21 extern char info[INFO_SIZE]; // defined in acr.cc {dlb} extern unsigned char show_green; // defined in view.cc {dlb} // defined in mon-util.cc -- w/o this screen redraws *really* slow {dlb} extern FixedVector mcolour; const int kNameLen = 30; #ifdef SHORT_FILE_NAMES const int kFileNameLen = 6; #else const int kFileNameLen = 250; #endif // Used only to bound the init file name length const int kPathLen = 256; // This value is used to mark that the current berserk is free from // penalty (Xom's granted or from a deck of cards). #define NO_BERSERK_PENALTY -1 struct monsters; struct ait_hp_loss; struct activity_interrupt_data { activity_interrupt_payload_type apt; const void *data; activity_interrupt_data() : apt(AIP_NONE), data(NULL) { } activity_interrupt_data(const int *i) : apt(AIP_INT), data(i) { } activity_interrupt_data(const char *s) : apt(AIP_STRING), data(s) { } activity_interrupt_data(const std::string &s) : apt(AIP_STRING), data(s.c_str()) { } activity_interrupt_data(const monsters *m) : apt(AIP_MONSTER), data(m) { } activity_interrupt_data(const ait_hp_loss *ahl) : apt(AIP_HP_LOSS), data(ahl) { } activity_interrupt_data(const activity_interrupt_data &a) : apt(a.apt), data(a.data) { } }; class item_def; class melee_attack; class coord_def; class actor { public: virtual ~actor(); virtual int id() const = 0; virtual actor_type atype() const = 0; virtual kill_category kill_alignment() const = 0; virtual god_type deity() const = 0; virtual bool alive() const = 0; virtual coord_def pos() const = 0; virtual bool swimming() const = 0; virtual bool floundering() const = 0; virtual size_type body_size(int psize = PSIZE_TORSO, bool base = false) const = 0; virtual int damage_type(int which_attack = -1) = 0; virtual int damage_brand(int which_attack = -1) = 0; virtual item_def *weapon(int which_attack = -1) = 0; virtual item_def *shield() = 0; virtual item_def *slot_item(equipment_type eq) = 0; virtual int hunger_level() const { return HS_ENGORGED; } virtual void make_hungry(int nutrition, bool silent = true) { } virtual std::string name(description_level_type type) const = 0; virtual std::string pronoun(pronoun_type which_pronoun) const = 0; virtual std::string conj_verb(const std::string &verb) const = 0; virtual bool fumbles_attack(bool verbose = true) = 0; // Returns true if the actor has no way to attack (plants, statues). // (statues have only indirect attacks). virtual bool cannot_fight() const = 0; virtual void attacking(actor *other) = 0; virtual bool can_go_berserk() const = 0; virtual bool is_icy() const = 0; virtual void go_berserk(bool intentional) = 0; virtual void mutate() = 0; virtual void hurt(const actor *attacker, int amount) = 0; virtual void heal(int amount, bool max_too = false) = 0; virtual void banish(const std::string &who = "") = 0; virtual void blink() = 0; virtual void teleport(bool right_now = false, bool abyss_shift = false) = 0; virtual void poison(actor *attacker, int amount = 1) = 0; virtual void sicken(int amount) = 0; virtual void paralyse(int strength) = 0; virtual void slow_down(int strength) = 0; virtual void confuse(int strength) = 0; virtual void rot(actor *attacker, int rotlevel, int immediate_rot) = 0; virtual void expose_to_element(beam_type element, int strength = 0) = 0; virtual void drain_stat(int stat, int amount) { } virtual bool wearing_light_armour(bool = false) const { return (true); } virtual int skill(skill_type sk, bool skill_bump = false) const { return (0); } virtual void exercise(skill_type sk, int qty) { } virtual int stat_hp() const = 0; virtual int stat_maxhp() const = 0; virtual int armour_class() const = 0; virtual int melee_evasion(const actor *attacker) const = 0; virtual int shield_bonus() const = 0; virtual int shield_block_penalty() const = 0; virtual int shield_bypass_ability(int tohit) const = 0; virtual void shield_block_succeeded() { } virtual int mons_species() const = 0; virtual int holiness() const = 0; virtual int res_fire() const = 0; virtual int res_cold() const = 0; virtual int res_elec() const = 0; virtual int res_poison() const = 0; virtual int res_negative_energy() const = 0; virtual int levitates() const = 0; virtual bool paralysed() const = 0; virtual bool confused() const = 0; virtual bool asleep() const { return (false); } virtual void god_conduct(int thing_done, int level) { } virtual bool incapacitated() const { return paralysed() || confused(); } virtual int holy_aura() const { return (0); } virtual int warding() const { return (0); } virtual bool visible() const { return (true); } }; struct ait_hp_loss { int hp; int hurt_type; // KILLED_BY_POISON, etc. ait_hp_loss(int _hp, int _ht) : hp(_hp), hurt_type(_ht) { } }; struct coord_def { int x; int y; explicit coord_def( int x_in = 0, int y_in = 0 ) : x(x_in), y(y_in) { } void set(int xi, int yi) { x = xi; y = yi; } void reset() { set(0, 0); } bool operator == (const coord_def &other) const { return x == other.x && y == other.y; } bool operator != (const coord_def &other) const { return !operator == (other); } bool operator < (const coord_def &other) const { return (x < other.x) || (x == other.x && y < other.y); } const coord_def &operator += (const coord_def &other) { x += other.x; y += other.y; return (*this); } const coord_def &operator -= (const coord_def &other) { x -= other.x; y -= other.y; return (*this); } coord_def operator + (const coord_def &other) const { coord_def copy = *this; copy += other; return (copy); } coord_def operator - (const coord_def &other) const { coord_def copy = *this; copy -= other; return (copy); } }; struct dice_def { int num; int size; dice_def( int n = 0, int s = 0 ) : num(n), size(s) {} }; struct ray_def { double accx; double accy; double slope; // Quadrant 1: down-right // Quadrant 2: down-left // Quadrant 3: up-left // Quadrant 4: up-right int quadrant; int fullray_idx; // for cycling: where did we come from? int x() const { return (int)(accx); } int y() const { return (int)(accy); } int advance(); // returns the direction taken (0,1,2) void advance_and_bounce(); void regress(); }; // output from direction() function: struct dist { bool isValid; // valid target chosen? bool isTarget; // target (true), or direction (false)? bool isMe; // selected self (convenience: tx == you.x_pos, // ty == you.y_pos) bool isEndpoint; // Does the player want the attack to stop at (tx,ty)? bool isCancel; // user cancelled (usually key) bool choseRay; // user wants a specific beam int tx,ty; // target x,y or logical extension of beam to map edge int dx,dy; // delta x and y if direction - always -1,0,1 ray_def ray; // ray chosen if necessary // internal use - ignore int prev_target; // previous target }; struct bolt { // INPUT parameters set by caller int range; // minimum range int rangeMax; // maximum range int type; // missile gfx int colour; int flavour; int source_x, source_y; // beam origin dice_def damage; int ench_power, hit; int target_x, target_y; // intended target char thrower; // what kind of thing threw this? char ex_size; // explosion radius (0==none) int beam_source; // NON_MONSTER or monster index # std::string name; bool is_beam; // beams? (can hits multiple targets?) bool is_explosion; bool is_big_cloud; // expands into big_cloud at endpoint bool is_enchant; // no block/dodge, but mag resist bool is_energy; // mostly energy/non-physical attack bool is_launched; // was fired from launcher? bool is_thrown; // was thrown from hand? bool target_first; // targeting by direction bool aimed_at_spot; // aimed at (x,y), should not cross std::string aux_source; // source of KILL_MISC beams // OUTPUT parameters (tracing, ID) bool obvious_effect; // did an 'obvious' effect happen? int fr_count, foe_count; // # of times a friend/foe is "hit" int fr_power, foe_power; // total levels/hit dice affected // INTERNAL use - should not usually be set outside of beam.cc bool is_tracer; // is this a tracer? bool aimed_at_feet; // this was aimed at self! bool msg_generated; // an appropriate msg was already mpr'd bool in_explosion_phase; // explosion phase (as opposed to beam phase) bool smart_monster; // tracer firer can guess at other mons. resists? bool can_see_invis; // tracer firer can see invisible? bool is_friendly; // tracer firer is enslaved or pet int foe_ratio; // 100* foe ratio (see mons_should_fire()) bool chose_ray; // do we want a specific ray? ray_def ray; // shoot on this specific ray public: // A constructor to try and fix some of the bugs that occur because // this struct never seems to be properly initialized. Definition // is over in beam.cc. bolt(); void set_target(const dist &); // Returns YOU_KILL or MON_KILL, depending on the source of the beam. int killer() const; }; struct run_check_dir { unsigned char grid; char dx; char dy; }; struct delay_queue_item { int type; int duration; int parm1; int parm2; }; struct item_def { unsigned char base_type; // basic class (ie OBJ_WEAPON) unsigned char sub_type; // type within that class (ie WPN_DAGGER) short plus; // +to hit, charges, corpse mon id short plus2; // +to dam, sub-sub type for boots and helms long special; // special stuff unsigned char colour; // item colour unsigned long flags; // item status flags short quantity; // number of items short x; // x-location; for inventory items = -1 short y; // y-location; for inventory items = -1 short link; // link to next item; for inventory items = slot short slot; // Inventory letter unsigned short orig_place; short orig_monnum; std::string inscription; item_def() : base_type(OBJ_UNASSIGNED), sub_type(0), plus(0), plus2(0), special(0L), colour(0), flags(0L), quantity(0), x(0), y(0), link(NON_ITEM), slot(0), orig_place(0), orig_monnum(0), inscription() { } void clear() { *this = item_def(); } }; class input_history { public: input_history(size_t size); void new_input(const std::string &s); void clear(); const std::string *prev(); const std::string *next(); void go_end(); private: typedef std::list string_list; string_list history; string_list::iterator pos; size_t maxsize; }; class runrest { public: int runmode; int mp; int hp; int x, y; FixedVector run_check; // array of grids to check public: runrest(); void initialise(int rdir, int mode); operator int () const; const runrest &operator = (int newrunmode); // Returns true if we're currently resting. bool is_rest() const; bool is_explore() const; // Clears run state. void clear(); // Stops running. void stop(); // Take one off the rest counter. void rest(); // Decrements the run counter. Identical to rest. void rundown(); // Checks if shift-run should be aborted and aborts the run if necessary. // Returns true if you were running and are now no longer running. bool check_stop_running(); // Check if we've reached the HP/MP stop-rest condition void check_hp(); void check_mp(); private: void set_run_check(int index, int compass_dir); bool run_grids_changed() const; }; typedef std::vector delay_queue_type; class player : public actor { public: bool turn_is_over; // flag signaling that player has performed a timed action // If true, player is headed to the Abyss. bool banished; std::string banished_by; bool just_autoprayed; // autopray just kicked in unsigned char prev_targ; char your_name[kNameLen]; unsigned char species; // Coordinates of last travel target; note that this is never used by // travel itself, only by the level-map to remember the last travel target. short travel_x, travel_y; runrest running; // Nonzero if running/traveling. char special_wield; char deaths_door; char fire_shield; double elapsed_time; // total amount of elapsed time in the game unsigned char synch_time; // amount to wait before calling handle_time unsigned char disease; char max_level; int x_pos; int y_pos; int hunger; FixedVector equip; int hp; int hp_max; int base_hp; // temporary max HP loss (rotting) int base_hp2; // base HPs from levels (and permanent loss) int magic_points; int max_magic_points; int base_magic_points; // temporary max MP loss? (currently unused) int base_magic_points2; // base MPs from levels and potions of magic char strength; char intel; char dex; char max_strength; char max_intel; char max_dex; char hunger_state; bool wield_change; // redraw weapon unsigned long redraw_status_flags; // PC's symbol (usually @) and colour. int symbol; int colour; char redraw_hit_points; char redraw_magic_points; char redraw_strength; char redraw_intelligence; char redraw_dexterity; char redraw_experience; char redraw_armour_class; char redraw_gold; char redraw_evasion; unsigned char flash_colour; unsigned char hit_points_regeneration; unsigned char magic_points_regeneration; unsigned long experience; int experience_level; unsigned int gold; int char_class; char class_name[30]; // char speed; // now unused int time_taken; char shield_blocks; // number of shield blocks since last action FixedVector< item_def, ENDOFPACK > inv; int burden; burden_state_type burden_state; FixedVector spells; char spell_no; unsigned char char_direction; // unsigned char pet_target; int your_level; // offset by one (-1 == 0, 0 == 1, etc.) for display // durational things. Why didn't I do this for haste etc // right from the start? Oh well. FixedVector duration; int invis; int conf; int paralysis; int slow; int haste; int might; int levitation; int poisoning; int rotting; int berserker; int exhausted; // fatigue counter for berserk int berserk_penalty; // pelnalty for moving while berserk FixedVector attribute; // see ATTRIBUTES in enum.h char is_undead; // see UNDEAD_STATES in enum.h delay_queue_type delay_queue; // pending actions FixedVector skills; FixedVector practise_skill; FixedVector skill_points; FixedVector skill_order; int skill_cost_level; int total_skill_points; int exp_available; FixedArray item_description; FixedVector unique_items; FixedVector unique_creatures; KillMaster kills; level_area_type level_type; branch_type where_are_you; FixedVector branch_stairs; god_type religion; unsigned char piety; unsigned char gift_timeout; FixedVector penance; FixedVector worshipped; FixedVector num_gifts; FixedVector mutation; FixedVector demon_pow; unsigned char magic_contamination; char confusing_touch; char sure_blade; FixedVector had_book; unsigned char betrayal; unsigned char normal_vision; // how far the species gets to see unsigned char current_vision; // current sight radius (cells) unsigned char hell_exit; // which level plyr goes to on hell exit. // This field is here even in non-WIZARD compiles, since the // player might have been playing previously under wiz mode. bool wizard; // true if player has entered wiz mode. time_t birth_time; // start time of game time_t start_time; // start time of session long real_time; // real time played (in seconds) long num_turns; // number of turns taken int old_hunger; // used for hunger delta-meter (see output.cc) // Hard-coded to store and restore the inscription of any altar // you 'E'voke. Got to do this better sometime. std::string last_altar_inscription; // Warning: these two are quite different. // // The spell table is an index to a specific spell slot (you.spells). // The ability table lists the ability (ABIL_*) which prefers that letter. // // In other words, the spell table contains hard links and the ability // table contains soft links. FixedVector spell_letter_table; // ref to spell by slot FixedVector ability_letter_table; // ref to ability by enum public: player(); void init(); bool is_valid() const; std::string short_desc() const; // For sorting bool operator < (const player &p) const; public: bool in_water() const; bool can_swim() const; bool is_levitating() const; bool cannot_speak() const; bool is_icy() const; kill_category kill_alignment() const; bool has_spell(int spell) const; size_type transform_size(int psize = PSIZE_TORSO) const; std::string shout_verb() const; item_def *slot_item(equipment_type eq); // actor int id() const; actor_type atype() const { return ACT_PLAYER; } god_type deity() const; bool alive() const; coord_def pos() const; bool swimming() const; bool floundering() const; size_type body_size(int psize = PSIZE_TORSO, bool base = false) const; int damage_type(int attk = -1); int damage_brand(int attk = -1); bool has_usable_claws() const; item_def *weapon(int which_attack = -1); item_def *shield(); std::string name(description_level_type type) const; std::string pronoun(pronoun_type pro) const; std::string conj_verb(const std::string &verb) const; bool fumbles_attack(bool verbose = true); bool cannot_fight() const; void attacking(actor *other); bool can_go_berserk() const; bool can_go_berserk(bool verbose) const; void go_berserk(bool intentional); void mutate(); void banish(const std::string &who = ""); void blink(); void teleport(bool right_now = false, bool abyss_shift = false); void drain_stat(int stat, int amount); void expose_to_element(beam_type element, int strength = 0); void god_conduct(int thing_done, int level); int hunger_level() const { return hunger_state; } void make_hungry(int nutrition, bool silent = true); void poison(actor *agent, int amount = 1); void sicken(int amount); void paralyse(int str); void slow_down(int str); void confuse(int strength); void rot(actor *agent, int rotlevel, int immed_rot); void heal(int amount, bool max_too = false); void hurt(const actor *agent, int amount); int holy_aura() const; int warding() const; int mons_species() const; int holiness() const; int res_fire() const; int res_cold() const; int res_elec() const; int res_poison() const; int res_negative_energy() const; int levitates() const; bool paralysed() const; bool confused() const; int armour_class() const; int melee_evasion(const actor *attacker) const; int stat_hp() const { return hp; } int stat_maxhp() const { return hp_max; } int shield_bonus() const; int shield_block_penalty() const; int shield_bypass_ability(int tohit) const; void shield_block_succeeded(); bool wearing_light_armour(bool with_skill = false) const; void exercise(skill_type skill, int qty); int skill(skill_type skill, bool skill_bump = false) const; }; extern player you; class monster_spells : public FixedVector { public: monster_spells() : FixedVector(MS_NO_SPELL) { } void clear() { init(MS_NO_SPELL); } }; struct mon_attack_def { mon_attack_type type; mon_attack_flavour flavour; int damage; static mon_attack_def attk(int damage, mon_attack_type type = AT_HIT, mon_attack_flavour flav = AF_PLAIN) { mon_attack_def def = { type, flav, damage }; return (def); } }; class ghost_demon; class level_id; struct mon_enchant { enchant_type ench; int degree; kill_category who; // Who set this enchantment? mon_enchant(enchant_type e = ENCH_NONE, int deg = 0, kill_category whose = KC_OTHER) : ench(e), degree(deg), who(whose) { } int killer() const; int kill_agent() const; operator std::string () const; const char *kill_category_desc(kill_category) const; void merge_killer(kill_category who); void cap_degree(); bool operator < (const mon_enchant &other) const { return (ench < other.ench); } bool operator == (const mon_enchant &other) const { // NOTE: This does *not* check who/degree. return (ench == other.ench); } mon_enchant &operator += (const mon_enchant &other); mon_enchant operator + (const mon_enchant &other) const; }; typedef std::set mon_enchant_list; class monsters : public actor { public: monsters(); monsters(const monsters &other); monsters &operator = (const monsters &other); public: int type; int hit_points; int max_hit_points; int hit_dice; int ac; int ev; int speed; int speed_increment; unsigned char x; unsigned char y; unsigned char target_x; unsigned char target_y; FixedVector inv; monster_spells spells; unsigned char attitude; // from MONS_ATTITUDE unsigned int behaviour; unsigned int foe; mon_enchant_list enchantments; unsigned long flags; // bitfield of boolean flags unsigned int number; // #heads (hydra), etc. int colour; int foe_memory; // how long to 'remember' foe x,y // once they go out of sight god_type god; // Usually GOD_NO_GOD. std::auto_ptr ghost; // Ghost information. public: kill_category kill_alignment() const; bool has_ench(enchant_type ench, enchant_type ench2 = ENCH_NONE) const; mon_enchant get_ench(enchant_type ench, enchant_type ench2 = ENCH_NONE) const; bool add_ench(const mon_enchant &); void update_ench(const mon_enchant &); bool del_ench(enchant_type ench, bool quiet = false); void lose_ench_levels(const mon_enchant &e, int levels); void remove_enchantment_effect(const mon_enchant &me, bool quiet = false); void apply_enchantments(int speed); void apply_enchantment(mon_enchant me, int speed); void timeout_enchantments(int levels); bool needs_transit() const; void set_transit(const level_id &destination); bool find_place_to_live(bool near_player = false); bool find_place_near_player(); bool find_home_in(coord_def s, coord_def e); bool find_home_anywhere(); void set_ghost(const ghost_demon &ghost); void ghost_init(); void pandemon_init(); void destroy_inventory(); void reset(); void load_spells(int spellbook); // actor interface int id() const; god_type deity() const; bool alive() const; coord_def pos() const; bool swimming() const; bool can_drown() const; bool floundering() const; size_type body_size(int psize = PSIZE_TORSO, bool base = false) const; int damage_type(int attk = -1); int damage_brand(int attk = -1); item_def *slot_item(equipment_type eq); item_def *weapon(int which_attack = -1); item_def *shield(); std::string name(description_level_type type) const; std::string name(description_level_type type, bool force_visible) const; std::string pronoun(pronoun_type pro) const; std::string conj_verb(const std::string &verb) const; bool fumbles_attack(bool verbose = true); bool cannot_fight() const; int skill(skill_type skill, bool skill_bump = false) const; void attacking(actor *other); bool can_go_berserk() const; void go_berserk(bool intentional); void mutate(); void banish(const std::string &who = ""); void expose_to_element(beam_type element, int strength = 0); bool visible() const; int mons_species() const; int holiness() const; int res_fire() const; int res_cold() const; int res_elec() const; int res_poison() const; int res_negative_energy() const; int levitates() const; bool is_icy() const; bool paralysed() const; bool confused() const; bool asleep() const; int holy_aura() const; int armour_class() const; int melee_evasion(const actor *attacker) const; void poison(actor *agent, int amount = 1); void sicken(int strength); void paralyse(int str); void slow_down(int str); void confuse(int strength); void rot(actor *agent, int rotlevel, int immed_rot); void hurt(const actor *agent, int amount); void heal(int amount, bool max_too = false); void blink(); void teleport(bool right_now = false, bool abyss_shift = false); int stat_hp() const { return hit_points; } int stat_maxhp() const { return max_hit_points; } int shield_bonus() const; int shield_block_penalty() const; int shield_bypass_ability(int tohit) const; actor_type atype() const { return ACT_MONSTER; } // Hack, with a capital H. void fix_speed(); void check_speed(); static int base_speed(int mcls); private: void init_with(const monsters &mons); }; struct cloud_struct { int x; int y; int type; int decay; kill_category whose; }; struct shop_struct { unsigned char x; unsigned char y; unsigned char greed; unsigned char type; unsigned char level; FixedVector keeper_name; }; struct trap_struct { unsigned char x; unsigned char y; unsigned char type; }; struct map_colour { short colour; short flags; operator short () const { return colour; } void clear() { colour = flags = 0; } }; struct crawl_environment { unsigned char rock_colour; unsigned char floor_colour; FixedVector< item_def, MAX_ITEMS > item; // item list FixedVector< monsters, MAX_MONSTERS > mons; // monster list FixedArray< unsigned char, GXM, GYM > grid; // terrain grid FixedArray< unsigned char, GXM, GYM > mgrid; // monster grid FixedArray< int, GXM, GYM > igrid; // item grid FixedArray< unsigned char, GXM, GYM > cgrid; // cloud grid FixedArray< unsigned short, GXM, GYM > map; // discovered terrain FixedArray< map_colour, GXM, GYM > map_col; // map colours FixedArray< unsigned int, 19, 19> show; // view window char FixedArray< unsigned short, 19, 19> show_col; // view window colour FixedVector< cloud_struct, MAX_CLOUDS > cloud; // cloud list unsigned char cloud_no; FixedVector< shop_struct, MAX_SHOPS > shop; // shop list FixedVector< trap_struct, MAX_TRAPS > trap; // trap list FixedVector< int, 20 > mons_alloc; int trap_known; double elapsed_time; // used during level load }; extern struct crawl_environment env; // Track stuff for SIGHUP handling. struct game_state { bool need_save; // Set to true when game has started. bool saving_game; // Set to true while in save_game. bool updating_scores; // Set to true while updating hiscores. bool shopping; // Set if id has been munged for shopping. int seen_hups; // Set to true if SIGHUP received. game_state() : need_save(false), saving_game(false), updating_scores(false), shopping(false), seen_hups(0) { } }; extern game_state crawl_state; struct ghost_demon { public: std::string name; FixedVector< short, NUM_GHOST_VALUES > values; public: ghost_demon(); void reset(); void init_random_demon(); void init_player_ghost(); public: static std::vector find_ghosts(); private: static int n_extra_ghosts(); static void find_extra_ghosts(std::vector &ghosts, int n); static void announce_ghost(const ghost_demon &g); private: void add_spells(); int translate_spell(int playerspell) const; }; extern std::vector ghosts; struct system_environment { std::string crawl_name; std::string crawl_pizza; std::string crawl_rc; std::string crawl_dir; std::string crawl_base; // Directory from argv[0], may be used to // locate datafiles. std::string home; // only used by MULTIUSER systems bool board_with_nail; // Easter Egg silliness #ifdef DGL_SIMPLE_MESSAGING std::string messagefile; // File containing messages from other users. bool have_messages; // There are messages waiting to be read. unsigned message_check_tick; #endif std::string scorefile; }; extern system_environment SysEnv; struct message_filter { int channel; // Use -1 to match any channel. text_pattern pattern; // Empty pattern matches any message message_filter( int ch, const std::string &s ) : channel(ch), pattern(s) { } message_filter( const std::string &s ) : channel(-1), pattern(s) { } bool is_filtered( int ch, const std::string &s ) const { bool channel_match = ch == channel || channel == -1; if (!channel_match || pattern.empty()) return channel_match; return pattern.matches(s); } }; struct sound_mapping { text_pattern pattern; std::string soundfile; }; struct colour_mapping { text_pattern pattern; int colour; }; struct message_colour_mapping { message_filter message; int colour; }; struct feature_def { unsigned short symbol; // symbol used for seen terrain unsigned short magic_symbol; // symbol used for magic-mapped terrain unsigned short colour; // normal in LoS colour unsigned short map_colour; // colour when out of LoS on display unsigned short seen_colour; // map_colour when is_terrain_seen() bool notable; // gets noted when seen bool seen_effect; // requires special handling when seen }; struct feature_override { dungeon_feature_type feat; feature_def override; }; class InitLineInput; struct game_options { public: game_options(); void reset_startup_options(); void reset_options(); void read_option_line(const std::string &s, bool runscripts = false); void read_options(InitLineInput &, bool runscripts); public: // View options std::vector feature_overrides; unsigned cset_override[NUM_CSET][NUM_DCHAR_TYPES]; std::string save_dir; // Directory where saves and bones go. std::string macro_dir; // Directory containing macro.txt std::string morgue_dir; // Directory where character dumps and morgue // dumps are saved. Overrides crawl_dir. std::vector extra_levels; std::string player_name; #ifdef DGL_SIMPLE_MESSAGING bool messaging; // Check for messages. #endif bool autopickup_on; bool autoprayer_on; bool show_turns; // Show turns used in HUD. long autopickups; // items to autopickup bool verbose_dump; // make character dumps contain more detail bool detailed_stat_dump; // add detailed stat and resist dump bool colour_map; // add colour to the map bool clean_map; // remove unseen clouds/monsters bool show_uncursed; // label known uncursed items as "uncursed" bool always_greet; // display greeting message when reloading bool easy_open; // open doors with movement bool easy_unequip; // allow auto-removing of armour / jewelry bool easy_butcher; // open doors with movement bool increasing_skill_progress; // skills go from 0-10 or 10-0 bool confirm_self_target; // require confirmation before selftarget bool default_target; // start targeting on a real target bool safe_autopickup; // don't autopickup when monsters visible bool autopickup_no_burden; // don't autopickup if it changes burden bool note_skill_max; // take note when skills reach new max bool note_all_spells; // take note when learning any spell bool use_notes; // take (and dump) notes int note_hp_percent; // percentage hp for notetaking int ood_interesting; // how many levels OOD is noteworthy? int easy_confirm; // make yesno() confirming easier int easy_quit_item_prompts; // make item prompts quitable on space int colour[16]; // macro fg colours to other colours int background; // select default background colour int channels[NUM_MESSAGE_CHANNELS]; // msg channel colouring int weapon; // auto-choose weapon for character int book; // auto-choose book for character int chaos_knight; // choice of god for Chaos Knights (Xom/Makleb) int death_knight; // choice of god/necromancy for Death Knights int priest; // choice of god for priests (Zin/Yred) bool random_pick; // randomly generate character int hp_warning; // percentage hp for danger warning int magic_point_warning; // percentage mp for danger warning char race; // preselected race char cls; // preselected class bool terse_hand; // use terse description for wielded item bool delay_message_clear; // avoid clearing messages each turn unsigned friend_brand; // Attribute for branding friendly monsters bool no_dark_brand; // Attribute for branding friendly monsters bool macro_meta_entry; // Allow user to use numeric sequences when // creating macros int fire_items_start; // index of first item for fire command FixedVector fire_order; // order for 'f' command bool auto_list; // automatically jump to appropriate item lists bool flush_input[NUM_FLUSH_REASONS]; // when to flush input buff bool lowercase_invocations; // prefer lowercase invocations char_set_type char_set; FixedVector char_table; int num_colours; // used for setting up curses colour table (8 or 16) #ifdef WIZARD int wiz_mode; // yes, no, never in wiz mode to start #endif // internal use only: int sc_entries; // # of score entries int sc_format; // Format for score entries std::vector > hp_colour; std::vector > mp_colour; std::string map_file_name; // name of mapping file to use std::vector never_pickup; // Objects we'll never pick up std::vector always_pickup; // Stuff we always pick up std::vector note_monsters; // Interesting monsters std::vector note_messages; // Interesting messages std::vector > autoinscriptions; std::vector note_items; // Objects to note std::vector note_skill_levels; // Skill levels to note bool pickup_thrown; // Pickup thrown missiles bool pickup_dropped; // Pickup dropped objects int travel_delay; // How long to pause between travel moves // Messages that stop travel std::vector travel_stop_message; int stash_tracking; // How stashes are tracked bool travel_colour; // Colour levelmap using travel information? int tc_reachable; // Colour for squares that are reachable int tc_excluded; // Colour for excluded squares. int tc_exclude_circle; // Colour for squares in the exclusion radius int tc_dangerous; // Colour for trapped squares, deep water, lava. int tc_disconnected;// Areas that are completely disconnected. int travel_stair_cost; int travel_exclude_radius2; // Square of the travel exclude radius bool show_waypoints; bool classic_item_colours; // Use old-style item colours bool item_colour; // Colour items on level map unsigned detected_monster_colour; // Colour of detected monsters unsigned detected_item_colour; // Colour of detected items unsigned heap_brand; // Highlight heaps of items in the playing area unsigned stab_brand; // Highlight monsters that are stabbable unsigned may_stab_brand; // Highlight potential stab candidates int explore_stop; // Stop exploring if a previously unseen // item comes into view int explore_stop_prompt; bool explore_greedy; // Explore goes after items as well. // How much more eager greedy-explore is for items than to explore. int explore_item_greed; std::vector sound_mappings; std::vector menu_colour_mappings; std::vector message_colour_mappings; int sort_menus; // 0 = always, -1 = never, number = beyond // that size. int dump_kill_places; // How to dump place information for kills. int dump_message_count; // How many old messages to dump int dump_item_origins; // Show where items came from? int dump_item_origin_price; // Order of sections in the character dump. std::vector dump_order; bool level_map_title; // Show title in level map bool safe_zero_exp; // If true, you feel safe around 0xp monsters bool target_zero_exp; // If true, targeting targets zero-exp // monsters. bool target_wrap; // Wrap around from last to first target bool target_oos; // 'x' look around can target out-of-LOS bool target_los_first; // 'x' look around first goes to visible // objects/features, then goes to stuff // outside LOS. bool target_unshifted_dirs; // Unshifted keys target if cursor is // on player. int drop_mode; // Controls whether single or multidrop // is the default. int pickup_mode; // -1 for single, 0 for menu, // X for 'if at least X items present' bool easy_exit_menu; // Menus are easier to get out of int assign_item_slot; // How free slots are assigned std::vector drop_filter; FixedArray activity_interrupts; // Previous startup options bool remember_name; // Remember and reprompt with last name bool dos_use_background_intensity; bool use_fake_cursor; // Draw a fake cursor instead of relying // on the term's own cursor. int level_map_cursor_step; // The cursor increment in the level // map. // If the player prefers to merge kill records, this option can do that. int kill_map[KC_NCATEGORIES]; #ifdef WIZARD // Parameters for fight simulations. long fsim_rounds; int fsim_str, fsim_int, fsim_dex; int fsim_xl; std::string fsim_mons; std::vector fsim_kit; #endif // WIZARD typedef std::map opt_map; opt_map named_options; // All options not caught above are // recorded here. /////////////////////////////////////////////////////////////////////// // These options cannot be directly set by the user. Instead they're // set indirectly to the choices the user made for the last character // created. XXX: Isn't there a better place for these? std::string prev_name; char prev_race; char prev_cls; int prev_ck, prev_dk, prev_pr; int prev_weapon; int prev_book; bool prev_randpick; /////////////////////////////////////////////////////////////////////// // tutorial FixedVector tutorial_events; // bool tut_made_note; bool tut_explored; bool tut_stashes; bool tut_travel; unsigned int tut_spell_counter; unsigned int tut_throw_counter; unsigned int tut_berserk_counter; unsigned int tut_melee_counter; unsigned tut_last_healed; bool tut_just_triggered; unsigned int tutorial_type; unsigned int tutorial_left; private: std::map aliases; public: // Convenience accessors for the second-class options in named_options. int o_int(const char *name, int def = 0) const; long o_long(const char *name, long def = 0L) const; bool o_bool(const char *name, bool def = false) const; std::string o_str(const char *name, const char *def = NULL) const; int o_colour(const char *name, int def = LIGHTGREY) const; private: std::string unalias(const std::string &key) const; void add_alias(const std::string &alias, const std::string &name); void clear_feature_overrides(); void clear_cset_overrides(); void add_cset_override(char_set_type set, const std::string &overrides); void add_cset_override(char_set_type set, dungeon_char_type dc, unsigned char symbol); void add_feature_override(const std::string &); void add_message_colour_mappings(const std::string &); void add_message_colour_mapping(const std::string &); message_filter parse_message_filter(const std::string &s); void set_default_activity_interrupts(); void clear_activity_interrupts(FixedVector &eints); void set_activity_interrupt( FixedVector &eints, const std::string &interrupt); void set_activity_interrupt(const std::string &activity_name, const std::string &interrupt_names, bool append_interrupts, bool remove_interrupts); void new_dump_fields(const std::string &text, bool add = true); void do_kill_map(const std::string &from, const std::string &to); int read_explore_stop_conditions(const std::string &) const; void validate_options(); static const std::string interrupt_prefix; }; extern game_options Options; struct tagHeader { short tagID; long offset; }; extern const struct coord_def Compass[8]; extern const char* god_gain_power_messages[MAX_NUM_GODS][MAX_GOD_ABILITIES]; typedef int keycode_type; typedef FixedArray < int, 4, 50 > id_fix_arr; typedef char id_arr[4][50]; #endif // EXTERNS_H