summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/externs.h
blob: 3b9ae64d089ee798efc905a19058a49510a66a07 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
/*
 *  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 <vector>
#include <list>
#include <string>
#include <map>
#include <set>
#include <memory>
#include <cstdlib>
#include <deque>

#include <time.h>

#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<dungeon_feature_type, GXM, GYM> feature_grid;
typedef FixedArray<unsigned, ENV_SHOW_DIAMETER, ENV_SHOW_DIAMETER>
    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 dice_def
{
    int         num;
    int         size;

    dice_def( int n = 0, int s = 0 ) : num(n), size(s) {}
    int roll() const;
};

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<unsigned char, 3> 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_dir,3> 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_item> delay_queue_type;

class KillMaster;




class monster_spells : public FixedVector<spell_type, NUM_MONSTER_SPELL_SLOTS>
{
public:
    monster_spells()
        : FixedVector<spell_type, NUM_MONSTER_SPELL_SLOTS>(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<map_marker*> get_all(map_marker_type type = MAT_ANY);
    std::vector<map_marker*> get_all(const std::string &key,
                                     const std::string &val = "");
    std::vector<map_marker*> 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<coord_def, map_marker *> dgn_marker_map;
    typedef std::pair<coord_def, map_marker *> 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_comparator> 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_PROGRAM_BUG,
                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<std::string> *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_override> feature_overrides;
    std::vector<mon_display>      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<std::string> 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<unsigned> 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<unsigned, NUM_DCHAR_TYPES> 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<std::pair<int, int> > hp_colour;
    std::vector<std::pair<int, int> > mp_colour;
    std::vector<std::pair<int, int> > stat_colour;

    std::string map_file_name;   // name of mapping file to use
    std::vector<std::pair<text_pattern, bool> > force_autopickup;
    std::vector<text_pattern> note_monsters;  // Interesting monsters
    std::vector<text_pattern> note_messages;  // Interesting messages
    std::vector<std::pair<text_pattern, std::string> > autoinscriptions;
    std::vector<text_pattern> note_items;     // Objects to note
    std::vector<int> 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<message_filter> travel_stop_message;
    std::vector<message_filter> 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<text_pattern> 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_mapping> sound_mappings;
    std::vector<colour_mapping> menu_colour_mappings;
    std::vector<message_colour_mapping> message_colour_mappings;

    bool       menu_colour_prefix_class; // Prefix item class to string
    bool       menu_colour_shops;   // Use menu colours in shops?

    std::vector<menu_sort_condition> 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<std::string> 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<text_pattern> drop_filter;

    FixedArray<bool, NUM_DELAYS, NUM_AINTERRUPTS> 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<std::string> 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<std::string, std::string> 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<bool, 85> 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<std::string, std::string> string_map;
    string_map               aliases;
    string_map               variables;
    std::set<std::string>    constants; // Variables that can't be changed
    std::set<std::string>    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<bool, NUM_AINTERRUPTS> &eints);
    void set_activity_interrupt(
        FixedVector<bool, NUM_AINTERRUPTS> &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