/* * File: externs.h * Summary: Fixed size 2D vector class that asserts if you do something bad. * Written by: Linley Henzell */ #ifndef EXTERNS_H #define EXTERNS_H #include #include #include #include #include #include #include #include #include #include "defines.h" #include "enum.h" #include "fixary.h" #include "libutil.h" #include "mpr.h" #include "store.h" #ifdef USE_TILE struct tile_flavour { // The floor tile to use. unsigned short floor; // The wall tile to use. unsigned short wall; // Used as a random value or for special cases e.g. (bazaars, gates). unsigned short special; }; // A glorified unsigned int that assists with ref-counting the mcache. class tile_fg_store { public: tile_fg_store() : m_tile(0) {} tile_fg_store(unsigned int tile) : m_tile(tile) {} operator unsigned int() { return m_tile; } unsigned int operator=(unsigned int tile); protected: unsigned int m_tile; }; #endif #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 #define BURDEN_TO_AUM 0.1f // scale factor for converting burden to aum extern char info[INFO_SIZE]; // defined in acr.cc {dlb} 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 typedef FixedArray feature_grid; typedef FixedArray env_show_grid; struct item_def; class melee_attack; struct coord_def; class level_id; class player_quiver; 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); } int distance_from(const coord_def &b) const; 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); } 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 += (int offset) { x += offset; y += offset; return (*this); } const coord_def &operator -= (const coord_def &other) { x -= other.x; y -= other.y; return (*this); } const coord_def &operator -= (int offset) { x -= offset; y -= offset; return (*this); } const coord_def &operator /= (int div) { x /= div; y /= div; return (*this); } const coord_def &operator *= (int mul) { x *= mul; y *= mul; return (*this); } coord_def operator + (const coord_def &other) const { coord_def copy = *this; return (copy += other); } coord_def operator + (int other) const { coord_def copy = *this; return (copy += other); } coord_def operator - (const coord_def &other) const { coord_def copy = *this; return (copy -= other); } coord_def operator - (int other) const { coord_def copy = *this; return (copy -= other); } coord_def operator / (int div) const { coord_def copy = *this; return (copy /= div); } coord_def operator * (int mul) const { coord_def copy = *this; return (copy *= mul); } int abs() const { return (x * x + y * y); } int rdist() const { return (std::max(std::abs(x), std::abs(y))); } bool origin() const { return (!x && !y); } bool zero() const { return origin(); } bool equals(const int xi, const int yi) const { return (xi == x && yi == y); } }; typedef bool (*coord_predicate)(const coord_def &c); struct run_check_dir { dungeon_feature_type grid; coord_def delta; }; struct cloud_struct { coord_def pos; cloud_type type; int decay; unsigned char spread_rate; kill_category whose; killer_type killer; cloud_struct() : pos(), type(CLOUD_NONE), decay(0), spread_rate(0), whose(KC_OTHER), killer(KILL_NONE) { } void set_whose(kill_category _whose); void set_killer(killer_type _killer); static kill_category killer_to_whose(killer_type killer); static killer_type whose_to_killer(kill_category whose); }; struct shop_struct { coord_def pos; unsigned char greed; shop_type type; unsigned char level; FixedVector keeper_name; }; struct delay_queue_item { delay_type type; int duration; int parm1; int parm2; bool started; }; // Identifies a level. Should never include virtual methods or // dynamically allocated memory (see code to push level_id onto Lua // stack in l_dgn.cc) class level_id { public: branch_type branch; // The branch in which the level is. int depth; // What depth (in this branch - starting from 1) level_area_type level_type; public: // Returns the level_id of the current level. static level_id current(); // Returns the level_id of the level that the stair/portal/whatever at // 'pos' on the current level leads to. static level_id get_next_level_id(const coord_def &pos); level_id() : branch(BRANCH_MAIN_DUNGEON), depth(-1), level_type(LEVEL_DUNGEON) { } level_id(branch_type br, int dep, level_area_type ltype = LEVEL_DUNGEON) : branch(br), depth(dep), level_type(ltype) { } level_id(const level_id &ot) : branch(ot.branch), depth(ot.depth), level_type(ot.level_type) { } level_id(level_area_type ltype) : branch(BRANCH_MAIN_DUNGEON), depth(-1), level_type(ltype) { } static level_id parse_level_id(const std::string &s) throw (std::string); static level_id from_packed_place(const unsigned short place); unsigned short packed_place() const; std::string describe(bool long_name = false, bool with_number = true) const; void clear() { branch = BRANCH_MAIN_DUNGEON; depth = -1; level_type = LEVEL_DUNGEON; } // Returns the absolute depth in the dungeon for the level_id; // non-dungeon branches (specifically Abyss and Pan) will return // depths suitable for use in monster and item generation. If // you're looking for a depth to set you.your_level to, use // dungeon_absdepth(). int absdepth() const; // Returns the absolute depth in the dungeon for the level_id, corresponding // to you.your_level. int dungeon_absdepth() const; bool is_valid() const { return (branch != NUM_BRANCHES && depth != -1) || level_type != LEVEL_DUNGEON; } const level_id &operator = (const level_id &id) { branch = id.branch; depth = id.depth; level_type = id.level_type; return (*this); } bool operator == ( const level_id &id ) const { return (level_type == id.level_type && (level_type != LEVEL_DUNGEON || (branch == id.branch && depth == id.depth))); } bool operator != ( const level_id &id ) const { return !operator == (id); } bool operator <( const level_id &id ) const { if (level_type != id.level_type) return (level_type < id.level_type); if (level_type != LEVEL_DUNGEON) return (false); return (branch < id.branch) || (branch==id.branch && depth < id.depth); } bool operator == ( const branch_type _branch ) const { return (branch == _branch && level_type == LEVEL_DUNGEON); } bool operator != ( const branch_type _branch ) const { return !operator == (_branch); } void save(writer&) const; void load(reader&); }; struct item_def { object_class_type 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/helms long special; // special stuff unsigned char colour; // item colour unsigned long flags; // item status flags short quantity; // number of items coord_def pos; // for inventory items == (-1, -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; CrawlHashTable props; public: item_def() : base_type(OBJ_UNASSIGNED), sub_type(0), plus(0), plus2(0), special(0L), colour(0), flags(0L), quantity(0), pos(), link(NON_ITEM), slot(0), orig_place(0), orig_monnum(0), inscription() { } std::string name(description_level_type descrip, bool terse = false, bool ident = false, bool with_inscription = true, bool quantity_in_words = false, unsigned long ignore_flags = 0x0) const; bool has_spells() const; bool cursed() const; int book_number() const; zap_type zap() const; // what kind of beam it shoots (if wand). // Returns index in mitm array. Results are undefined if this item is // not in the array! int index() const; int armour_rating() const; bool launched_by(const item_def &launcher) const; void clear() { *this = item_def(); } // Sets this item as being held by a given monster. void set_holding_monster(int midx); // Returns monster holding this item. NULL if none. monsters* holding_monster() const; // Returns true if a monster is holding this item. bool held_by_monster() const; private: std::string name_aux(description_level_type desc, bool terse, bool ident, unsigned long ignore_flags) const; }; class runrest { public: int runmode; int mp; int hp; coord_def pos; FixedVector run_check; // array of grids to check public: runrest(); void initialise(int rdir, int mode); // returns runmode operator int () const; // sets runmode const runrest &operator = (int newrunmode); // Returns true if we're currently resting. bool is_rest() const; bool is_explore() const; bool is_any_travel() const; // Clears run state. void clear(); // Stops running. void stop(); // Take one off the rest counter. void rest(); // 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(); private: void set_run_check(int index, int compass_dir); bool run_grids_changed() const; }; class PlaceInfo { public: int level_type; // enum level_area_type int branch; // enum branch_type if LEVEL_DUNGEON; otherwise -1 unsigned long num_visits; unsigned long levels_seen; unsigned long mon_kill_exp; unsigned long mon_kill_exp_avail; unsigned long mon_kill_num[KC_NCATEGORIES]; long turns_total; long turns_explore; long turns_travel; long turns_interlevel; long turns_resting; long turns_other; double elapsed_total; double elapsed_explore; double elapsed_travel; double elapsed_interlevel; double elapsed_resting; double elapsed_other; public: PlaceInfo(); bool is_global() const; void make_global(); void assert_validity() const; const std::string short_name() const; const PlaceInfo &operator += (const PlaceInfo &other); const PlaceInfo &operator -= (const PlaceInfo &other); PlaceInfo operator + (const PlaceInfo &other) const; PlaceInfo operator - (const PlaceInfo &other) const; }; typedef std::vector delay_queue_type; class KillMaster; class monster_spells : public FixedVector { public: monster_spells() : FixedVector(SPELL_NO_SPELL) { } void clear() { init(SPELL_NO_SPELL); } }; class ghost_demon; class actor; class monsters; struct trap_def { coord_def pos; trap_type type; int ammo_qty; dungeon_feature_type category() const; std::string name(description_level_type desc = DESC_PLAIN) const; bool is_known(const actor* act = 0) const; void trigger(actor& triggerer, bool flat_footed = false); void disarm(); void destroy(); void hide(); void reveal(); void prepare_ammo(); bool type_has_ammo() const; bool active() const; private: void message_trap_entry(); void shoot_ammo(actor& act, bool was_known); item_def generate_trap_item(); int shot_damage(actor& act); }; struct map_cell { short object; // The object: monster, item, feature, or cloud. unsigned short flags; // Flags describing the mappedness of this square. unsigned short colour; unsigned long property; // Flags for blood, sanctuary, ... map_cell() : object(0), flags(0), colour(0), property(0) { } void clear() { flags = object = colour = 0; } unsigned glyph() const; bool known() const; bool seen() const; }; class map_marker; class reader; class writer; class map_markers { public: map_markers(); map_markers(const map_markers &); map_markers &operator = (const map_markers &); ~map_markers(); void activate_all(bool verbose = true); void add(map_marker *marker); void remove(map_marker *marker); void remove_markers_at(const coord_def &c, map_marker_type type = MAT_ANY); map_marker *find(const coord_def &c, map_marker_type type = MAT_ANY); map_marker *find(map_marker_type type); void move(const coord_def &from, const coord_def &to); void move_marker(map_marker *marker, const coord_def &to); std::vector get_all(map_marker_type type = MAT_ANY); std::vector get_all(const std::string &key, const std::string &val = ""); std::vector get_markers_at(const coord_def &c); std::string property_at(const coord_def &c, map_marker_type type, const std::string &key); void clear(); void write(writer &) const; void read(reader &, int minorVersion); private: typedef std::multimap dgn_marker_map; typedef std::pair dgn_pos_marker; void init_from(const map_markers &); void unlink_marker(const map_marker *); private: dgn_marker_map markers; }; 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 { std::string tag; text_pattern pattern; int colour; }; struct message_colour_mapping { message_filter message; int colour; }; struct feature_def { dungeon_char_type dchar; unsigned symbol; // symbol used for seen terrain unsigned 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() unsigned short em_colour; // Emphasised colour when in LoS. unsigned short seen_em_colour; // Emphasised colour when out of LoS unsigned flags; map_feature minimap; // mini-map categorization bool is_notable() const { return (flags & FFT_NOTABLE); } }; struct feature_override { dungeon_feature_type feat; feature_def override; }; class InvEntry; typedef int (*item_sort_fn)(const InvEntry *a, const InvEntry *b); struct item_comparator { item_sort_fn cmpfn; bool negated; item_comparator(item_sort_fn cfn, bool neg = false) : cmpfn(cfn), negated(neg) { } int compare(const InvEntry *a, const InvEntry *b) const { return (negated? -cmpfn(a, b) : cmpfn(a, b)); } }; typedef std::vector item_sort_comparators; struct menu_sort_condition { public: menu_type mtype; int sort; item_sort_comparators cmp; public: menu_sort_condition(menu_type mt = MT_INVLIST, int sort = 0); menu_sort_condition(const std::string &s); bool matches(menu_type mt) const; private: void set_menu_type(std::string &s); void set_sort(std::string &s); void set_comparators(std::string &s); }; struct mon_display { monster_type type; unsigned glyph; unsigned colour; mon_display(monster_type m = MONS_NO_MONSTER, unsigned gly = 0, unsigned col = 0) : type(m), glyph(gly), colour(col) { } }; 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, bool clear_aliases = true); void include(const std::string &file, bool resolve, bool runscript); void report_error(const std::string &error); std::string resolve_include(const std::string &file, const char *type = ""); bool was_included(const std::string &file) const; static std::string resolve_include( std::string including_file, std::string included_file, const std::vector *rcdirs = NULL) throw (std::string); public: std::string filename; // The name of the file containing options. std::string basefilename; // Base (pathless) file name int line_num; // Current line number being processed. // View options std::vector feature_overrides; std::vector mon_glyph_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 additional_macro_files; std::string player_name; #ifdef DGL_SIMPLE_MESSAGING bool messaging; // Check for messages. #endif bool suppress_startup_errors; bool mouse_input; int view_max_width; int view_max_height; int mlist_min_height; int msg_max_height; bool mlist_allow_alternate_layout; int mlist_targetting; // not actually a real option bool classic_hud; bool msg_condense_repeats; // The view lock variables force centering the viewport around the PC @ // at all times (the default). If view locking is not enabled, the viewport // scrolls only when the PC hits the edge of it. bool view_lock_x; bool view_lock_y; // For an unlocked viewport, this will center the viewport when scrolling. bool center_on_scroll; // If symmetric_scroll is set, for diagonal moves, if the view // scrolls at all, it'll scroll diagonally. bool symmetric_scroll; // How far from the viewport edge is scrolling forced. int scroll_margin_x; int scroll_margin_y; bool verbose_monster_pane; int autopickup_on; int default_friendly_pickup; bool show_more_prompt; bool show_gold_turns; // Show gold and turns in HUD. bool show_beam; // Show targetting beam by default. long autopickups; // items to autopickup bool show_inventory_weights; // show weights in inventory listings 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 easy_open; // open doors with movement bool easy_unequip; // allow auto-removing of armour / jewellery bool equip_unequip; // Make 'W' = 'T', and 'P' = 'R'. bool easy_butcher; // autoswap to butchering tool bool always_confirm_butcher; // even if only one corpse bool chunks_autopickup; // Autopickup chunks after butchering bool prompt_for_swap; // Prompt to switch back from butchering // tool if hostile monsters are around. bool list_rotten; // list slots for rotting corpses/chunks bool prefer_safe_chunks; // prefer clean chunks to contaminated ones bool easy_eat_chunks; // make 'e' auto-eat the oldest safe chunk bool easy_eat_gourmand; // with easy_eat_chunks, and wearing a // "OfGourmand, auto-eat contaminated // chunks if no safe ones are present bool easy_eat_contaminated; // like easy_eat_gourmand, but // always active. bool default_target; // start targetting on a real target bool autopickup_no_burden; // don't autopickup if it changes burden bool note_all_skill_levels; // take note for all skill levels (1-27) bool note_skill_max; // take note when skills reach new max bool note_all_spells; // take note when learning any spell std::string user_note_prefix; // Prefix for user notes int note_hp_percent; // percentage hp for notetaking bool note_xom_effects; // take note of all Xom effects int ood_interesting; // how many levels OOD is noteworthy? int rare_interesting; // what monster rarity is noteworthy? confirm_level_type easy_confirm; // make yesno() confirming easier bool easy_quit_item_prompts; // make item prompts quitable on space confirm_prompt_type allow_self_target; // yes, no, prompt int colour[16]; // macro fg colours to other colours int background; // select default background colour int channels[NUM_MESSAGE_CHANNELS]; // msg channel colouring int target_range; // for whether targetting is out of range bool use_old_selection_order; // use old order of species/classes in // selection screen int weapon; // auto-choose weapon for character int book; // auto-choose book for character int wand; // auto-choose wand for character int chaos_knight; // choice of god for Chaos Knights (Xom/Makleb) int death_knight; // choice of god/necromancy for Death Knights god_type priest; // choice of god for priests (Zin/Yred) bool random_pick; // randomly generate character bool good_random; // when chosing randomly only choose // unrestricted combinations 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 delay_message_clear; // avoid clearing messages each turn unsigned friend_brand; // Attribute for branding friendly monsters unsigned neutral_brand; // Attribute for branding neutral 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 std::vector fire_order; // missile search order for 'f' command bool auto_list; // automatically jump to appropriate item lists bool flush_input[NUM_FLUSH_REASONS]; // when to flush input buff char_set_type char_set; FixedVector char_table; int num_colours; // used for setting up curses colour table (8 or 16) std::string pizza; #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::vector > stat_colour; std::string map_file_name; // name of mapping file to use std::vector > force_autopickup; 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 autoinscribe_artefacts; // Auto-inscribe identified artefacts. bool pickup_thrown; // Pickup thrown missiles bool pickup_dropped; // Pickup dropped objects int travel_delay; // How long to pause between travel moves int explore_delay; // How long to pause between explore moves int arena_delay; bool arena_dump_msgs; bool arena_dump_msgs_all; bool arena_list_eq; bool arena_force_ai; // Messages that stop travel std::vector travel_stop_message; std::vector force_more_message; int stash_tracking; // How stashes are tracked 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. std::vector auto_exclude; // Automatically set an exclusion // around certain monsters. int travel_stair_cost; bool show_waypoints; bool classic_item_colours; // Use old-style item colours bool item_colour; // Colour items on level map unsigned evil_colour; // Colour for things player's god dissapproves unsigned detected_monster_colour; // Colour of detected monsters unsigned detected_item_colour; // Colour of detected items unsigned status_caption_colour; // Colour of captions in HUD. unsigned heap_brand; // Highlight heaps of items unsigned stab_brand; // Highlight monsters that are stabbable unsigned may_stab_brand; // Highlight potential stab candidates unsigned feature_item_brand; // Highlight features covered by items. unsigned trap_item_brand; // Highlight traps covered by items. bool trap_prompt; // Prompt when stepping on mechnical traps // without enough hp (using trapwalk.lua) // What is the minimum number of items in a stack for which // you show summary (one-line) information int item_stack_summary_minimum; 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; // Some experimental improvements to explore bool explore_improved; std::vector sound_mappings; std::vector menu_colour_mappings; std::vector message_colour_mappings; bool menu_colour_prefix_class; // Prefix item class to string bool menu_colour_shops; // Use menu colours in shops? std::vector sort_menus; 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; bool dump_book_spells; // Order of sections in the character dump. std::vector dump_order; bool level_map_title; // Show title in level map bool target_zero_exp; // If true, targetting 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]; bool rest_wait_both; // Stop resting only when both HP and MP are // fully restored. #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 #ifdef USE_TILE char tile_show_items[20]; // show which item types in tile inventory bool tile_title_screen; // display title screen? bool tile_menu_icons; // display icons in menus? // minimap colours char tile_player_col; char tile_monster_col; char tile_neutral_col; char tile_friendly_col; char tile_plant_col; char tile_item_col; char tile_unseen_col; char tile_floor_col; char tile_wall_col; char tile_mapped_wall_col; char tile_door_col; char tile_downstairs_col; char tile_upstairs_col; char tile_feature_col; char tile_trap_col; char tile_water_col; char tile_lava_col; char tile_excluded_col; char tile_excl_centre_col; char tile_window_col; // font settings std::string tile_font_crt_file; int tile_font_crt_size; std::string tile_font_msg_file; int tile_font_msg_size; std::string tile_font_stat_file; int tile_font_stat_size; std::string tile_font_lbl_file; int tile_font_lbl_size; std::string tile_font_tip_file; int tile_font_tip_size; // window settings screen_mode tile_full_screen; int tile_window_width; int tile_window_height; int tile_map_pixels; // display settings int tile_update_rate; int tile_key_repeat_delay; int tile_tooltip_ms; tag_pref tile_tag_pref; tile_display_type tile_display; #endif 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; god_type prev_pr; int prev_weapon; int prev_book; int prev_wand; bool prev_randpick; /////////////////////////////////////////////////////////////////////// // tutorial FixedVector tutorial_events; 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 int tut_last_healed; unsigned int tut_seen_invisible; bool tut_just_triggered; unsigned int tutorial_type; unsigned int tutorial_left; private: typedef std::map string_map; string_map aliases; string_map variables; std::set constants; // Variables that can't be changed std::set included; // Files we've included already. 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; // Fix option values if necessary, specifically file paths. void fixup_options(); private: std::string unalias(const std::string &key) const; std::string expand_vars(const std::string &field) 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 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 set_fire_order(const std::string &full, bool add); void add_fire_order_slot(const std::string &s); void set_menu_sort(std::string field); 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 split_parse(const std::string &s, const std::string &separator, void (game_options::*add)(const std::string &)); void add_mon_glyph_override(monster_type mtype, mon_display &mdisp); void add_mon_glyph_overrides(const std::string &mons, mon_display &mdisp); void add_mon_glyph_override(const std::string &); mon_display parse_mon_glyph(const std::string &s) const; void set_option_fragment(const std::string &s); static const std::string interrupt_prefix; }; extern game_options Options; #include "msvc.h" #endif // EXTERNS_H