/* * File: externs.h * Summary: Fixed size 2D vector class that asserts if you do something bad. * Written by: Linley Henzell * * 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 "defines.h" #include "enum.h" #include "FixAry.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; #ifdef SHORT_FILE_NAMES const int kNameLen = 30; const int kFileNameLen = 6; const int kFileNameSize = 5 + kFileNameLen; #else #ifdef SAVE_DIR_PATH // file name length has to be able to cover full paths -- bwross const int kNameLen = 30; const int kFileNameLen = 250; const int kFileNameSize = 5 + kFileNameLen; #else const int kNameLen = 30; const int kFileNameLen = 28; const int kFileNameSize = 5 + kFileNameLen; #endif #endif // Length of Path + File Name 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 coord_def { int x; int y; // coord_def( int x_in = 0, int y_in = 0 ) : x(x_in), y(y_in) {}; }; struct dice_def { int num; int size; dice_def( int n = 0, int s = 0 ) : num(n), size(s) {} }; // 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 isCancel; // user cancelled (usually key) 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 // 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 # char beam_name[40]; bool isBeam; // beams? (can hits multiple targets?) const char *aux_source; // source of KILL_MISC beams // OUTPUT parameters (tracing, ID) bool obviousEffect; // 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 isTracer; // is this a tracer? bool aimedAtFeet; // this was aimed at self! bool msgGenerated; // an appropriate msg was already mpr'd bool isExplosion; // explosion phase (as opposed to beam phase) bool smartMonster; // tracer firer can guess at other mons. resists? bool canSeeInvis; // tracer firer can see invisible? bool isFriendly; // tracer firer is enslaved or pet int foeRatio; // 100* foe ratio (see mons_should_fire()) }; 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 statuc 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 }; struct player { char turn_is_over; // flag signaling that player has performed a timed action unsigned char prev_targ; char your_name[kNameLen]; unsigned char species; char run_x; char run_y; FixedVector< run_check_dir, 3 > run_check; // array of grids to check char running; 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; 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 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; char 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 poison; 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 std::queue< delay_queue_item > 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; char level_type; char where_are_you; FixedVector branch_stairs; char religion; unsigned char piety; unsigned char gift_timeout; FixedVector penance; FixedVector worshipped; 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) // 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 }; extern struct player you; struct monsters { int type; int hit_points; int max_hit_points; int hit_dice; int armour_class; // great -- more mixed american/proper spelling int evasion; unsigned int speed; unsigned int speed_increment; unsigned char x; unsigned char y; unsigned char target_x; unsigned char target_y; FixedVector inv; unsigned char attitude; // from MONS_ATTITUDE unsigned int behaviour; unsigned int foe; FixedVector enchantment; unsigned char flags; // bitfield of boolean flags unsigned int number; // #heads (hydra), etc. int foe_memory; // how long to 'remember' foe x,y // once they go out of sight }; struct cloud_struct { unsigned char x; unsigned char y; unsigned char type; int decay; }; 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 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 char, GXM, GYM > map; // discovered terrain 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; struct ghost_struct { char name[20]; FixedVector< short, NUM_GHOST_VALUES > values; }; extern struct ghost_struct ghost; extern void (*viewwindow) (char, bool); struct system_environment { char *crawl_name; char *crawl_pizza; char *crawl_rc; char *crawl_dir; char *home; // only used by MULTIUSER systems bool board_with_nail; // Easter Egg silliness }; extern system_environment SysEnv; struct game_options { long autopickups; // items to autopickup bool verbose_dump; // make character dumps contain more detail 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_armour; // allow auto-removing of armour bool easy_butcher; // open doors with movement 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 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 hp_attention; // percentage hp for danger attention 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 int friend_brand; // Attribute for branding friendly monsters bool no_dark_brand; // Attribute for branding friendly monsters 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 #ifdef CURSES int num_colours; // used for setting up colour table (8 or 16) #endif #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 }; extern game_options Options; struct tagHeader { short tagID; long offset; }; struct scorefile_entry { char version; char release; long points; char name[kNameLen]; long uid; // for multiuser systems char race; char cls; char race_class_name[5]; // overrides race & cls if non-null char lvl; // player level. char best_skill; // best skill # char best_skill_lvl; // best skill level int death_type; int death_source; // 0 or monster TYPE int mon_num; // sigh... char death_source_name[40]; // overrides death_source char auxkilldata[ITEMNAME_SIZE]; // weapon wielded, spell cast, etc char dlvl; // dungeon level (relative) char level_type; // what kind of level died on.. char branch; // dungeon branch int final_hp; // actual current HPs (probably <= 0) int final_max_hp; // net HPs after rot int final_max_max_hp; // gross HPs before rot int damage; // damage of final attack int str; // final str (useful for nickname) int intel; // final int int dex; // final dex (useful for nickname) int god; // god int piety; // piety int penance; // penance char wiz_mode; // character used wiz mode time_t birth_time; // start time of character time_t death_time; // end time of character long real_time; // real playing time in seconds long num_turns; // number of turns taken int num_diff_runes; // number of rune types in inventory int num_runes; // total number of runes in inventory }; #endif // EXTERNS_H