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MORIA
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CONSTANT.H
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1992-12-07
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/* source/constant.h: global constants used by Moria
Copyright (c) 1989-92 James E. Wilson, Robert A. Koeneke
This software may be copied and distributed for educational, research, and
not for profit purposes provided that this copyright and statement are
included in all such copies. */
/*Note to the Wizard: - RAK - */
/* Tweaking these constants can *GREATLY* change the game. */
/* Two years of constant tuning have generated these */
/* values. Minor adjustments are encouraged, but you must */
/* be very careful not to unbalance the game. Moria was */
/* meant to be challenging, not a give away. Many */
/* adjustments can cause the game to act strangely, or even*/
/* cause errors. */
/*Addendum: - JEW -
I have greatly expanded the number of defined constants. However, if
you change anything below, without understanding EXACTLY how the game
uses the number, the program may stop working correctly. Modify the
constants at your own risk. */
#define CONSTANT_H_INCLUDED
#ifndef CONFIG_H_INCLUDED
Constant.h should always be included after config.h, because it uses
some of the system defines set up there.
#endif
/* Current version number of Moria */
#define CUR_VERSION_MAJ 5 /* version 5.5 */
#define CUR_VERSION_MIN 5
#define PATCH_LEVEL 0
#ifndef TRUE
#define TRUE 1
#endif
#ifndef FALSE
#define FALSE 0
#endif
#define MAX_UCHAR 255
#define MAX_SHORT 32767 /* maximum short/long signed ints */
#define MAX_LONG 0x7FFFFFFFL
/* Changing values below this line may be hazardous to your health! */
/* message line location */
#define MSG_LINE 0
/* number of messages to save in a buffer */
#define MAX_SAVE_MSG 22 /* How many messages to save -CJS- */
/* Dungeon size parameters */
#define MAX_HEIGHT 66 /* Multiple of 11; >= 22 */
#define MAX_WIDTH 198 /* Multiple of 33; >= 66 */
#define SCREEN_HEIGHT 22
#define SCREEN_WIDTH 66
#define QUART_HEIGHT (SCREEN_HEIGHT / 4)
#define QUART_WIDTH (SCREEN_WIDTH / 4)
/* Dungeon generation values */
/* Note: The entire design of dungeon can be changed by only */
/* slight adjustments here. */
#define DUN_TUN_RND 9 /* 1/Chance of Random direction */
#define DUN_TUN_CHG 70 /* Chance of changing direction (99 max) */
#define DUN_TUN_CON 15 /* Chance of extra tunneling */
#define DUN_ROO_MEA 32 /* Mean of # of rooms, standard dev2 */
#define DUN_TUN_PEN 25 /* % chance of room doors */
#define DUN_TUN_JCT 15 /* % chance of doors at tunnel junctions */
#define DUN_STR_DEN 5 /* Density of streamers */
#define DUN_STR_RNG 2 /* Width of streamers */
#define DUN_STR_MAG 3 /* Number of magma streamers */
#define DUN_STR_MC 90 /* 1/x chance of treasure per magma */
#define DUN_STR_QUA 2 /* Number of quartz streamers */
#define DUN_STR_QC 40 /* 1/x chance of treasure per quartz */
#define DUN_UNUSUAL 300 /* Level/x chance of unusual room */
/* Store constants */
#define MAX_OWNERS 18 /* Number of owners to choose from */
#define MAX_STORES 6 /* Number of different stores */
#define STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */
#define STORE_CHOICES 26 /* NUMBER of items to choose stock from */
#define STORE_MAX_INVEN 18 /* Max diff objs in stock for auto buy */
#define STORE_MIN_INVEN 10 /* Min diff objs in stock for auto sell */
#define STORE_TURN_AROUND 9 /* Amount of buying and selling normally */
#define COST_ADJ 100 /* Adjust prices for buying and selling */
/* Treasure constants */
#define INVEN_ARRAY_SIZE 34 /* Size of inventory array(Do not change)*/
#define MAX_OBJ_LEVEL 50 /* Maximum level of magic in dungeon */
#define OBJ_GREAT 12 /* 1/n Chance of item being a Great Item */
/* Note that the following constants are all related, if you change one,
you must also change all succeeding ones. Also, player_init[] and
store_choice[] may also have to be changed. */
#define MAX_OBJECTS 420 /* Number of objects for universe */
#define MAX_DUNGEON_OBJ 344 /* Number of dungeon objects */
#define OBJ_OPEN_DOOR 367
#define OBJ_CLOSED_DOOR 368
#define OBJ_SECRET_DOOR 369
#define OBJ_UP_STAIR 370
#define OBJ_DOWN_STAIR 371
#define OBJ_STORE_DOOR 372
#define OBJ_TRAP_LIST 378
#define OBJ_RUBBLE 396
#define OBJ_MUSH 397
#define OBJ_SCARE_MON 398
#define OBJ_GOLD_LIST 399
#define OBJ_NOTHING 417
#define OBJ_RUINED_CHEST 418
#define OBJ_WIZARD 419
#define OBJECT_IDENT_SIZE 448 /* 7*64, see object_offset() in desc.c,
could be MAX_OBJECTS o_o() rewritten */
#define MAX_GOLD 18 /* Number of different types of gold */
/* with MAX_TALLOC 150, it is possible to get compacting objects during
level generation, although it is extremely rare */
#define MAX_TALLOC 175 /* Max objects per level */
#define MIN_TRIX 1 /* Minimum t_list index used */
#define TREAS_ROOM_ALLOC 7 /* Amount of objects for rooms */
#define TREAS_ANY_ALLOC 2 /* Amount of objects for corridors */
#define TREAS_GOLD_ALLOC 2 /* Amount of gold (and gems) */
/* Magic Treasure Generation constants */
/* Note: Number of special objects, and degree of enchantments */
/* can be adjusted here. */
#define OBJ_STD_ADJ 125 /* Adjust STD per level * 100 */
#define OBJ_STD_MIN 7 /* Minimum STD */
#define OBJ_TOWN_LEVEL 7 /* Town object generation level */
#define OBJ_BASE_MAGIC 15 /* Base amount of magic */
#define OBJ_BASE_MAX 70 /* Max amount of magic */
#define OBJ_DIV_SPECIAL 6 /* magic_chance/# special magic */
#define OBJ_DIV_CURSED 13 /* 10*magic_chance/# cursed items */
/* Constants describing limits of certain objects */
#define OBJ_LAMP_MAX 15000 /* Maximum amount that lamp can be filled*/
#define OBJ_BOLT_RANGE 18 /* Maximum range of bolts and balls */
#define OBJ_RUNE_PROT 3000 /* Rune of protection resistance */
/* Creature constants */
#define MAX_CREATURES 279 /* Number of creatures defined for univ */
#define N_MONS_ATTS 215 /* Number of monster attack types. */
/* with MAX_MALLOC 101, it is possible to get compacting monsters messages
while breeding/cloning monsters */
#define MAX_MALLOC 125 /* Max that can be allocated */
#define MAX_MALLOC_CHANCE 160 /* 1/x chance of new monster each round */
#define MAX_MONS_LEVEL 40 /* Maximum level of creatures */
#define MAX_SIGHT 20 /* Maximum dis a creature can be seen */
#define MAX_SPELL_DIS 20 /* Maximum dis creat. spell can be cast */
#define MAX_MON_MULT 75 /* Maximum reproductions on a level */
#define MON_MULT_ADJ 7 /* High value slows multiplication */
#define MON_NASTY 50 /* 1/x chance of high level creat */
#define MIN_MALLOC_LEVEL 14 /* Minimum number of monsters/level */
#define MIN_MALLOC_TD 4 /* Number of people on town level (day) */
#define MIN_MALLOC_TN 8 /* Number of people on town level (night)*/
#define WIN_MON_TOT 2 /* Total number of "win" creatures */
#define WIN_MON_APPEAR 50 /* Level where winning creatures begin */
#define MON_SUMMON_ADJ 2 /* Adjust level of summoned creatures */
#define MON_DRAIN_LIFE 2 /* Percent of player exp drained per hit */
#define MAX_MON_NATTACK 4 /* Max num attacks (used in mons memory) -CJS-*/
#define MIN_MONIX 2 /* Minimum index in m_list (1 = py, 0 = no mon)*/
/* Trap constants */
#define MAX_TRAP 18 /* Number of defined traps */
#define SCARE_MONSTER 99
/* Descriptive constants */
#define MAX_COLORS 49 /* Used with potions */
#define MAX_MUSH 22 /* Used with mushrooms */
#define MAX_WOODS 25 /* Used with staffs */
#define MAX_METALS 25 /* Used with wands */
#define MAX_ROCKS 32 /* Used with rings */
#define MAX_AMULETS 11 /* Used with amulets */
#define MAX_TITLES 45 /* Used with scrolls */
#define MAX_SYLLABLES 153 /* Used with scrolls */
/* Player constants */
#define MAX_PLAYER_LEVEL 40 /* Maximum possible character level */
#define MAX_EXP 9999999L /* Maximum amount of experience -CJS- */
#define MAX_RACES 8 /* Number of defined races */
#define MAX_CLASS 6 /* Number of defined classes */
#define USE_DEVICE 3 /* x> Harder devices x< Easier devices */
#define MAX_BACKGROUND 128 /* Number of types of histories for univ */
#define PLAYER_FOOD_FULL 10000/* Getting full */
#define PLAYER_FOOD_MAX 15000/* Maximum food value, beyond is wasted */
#define PLAYER_FOOD_FAINT 300/* Character begins fainting */
#define PLAYER_FOOD_WEAK 1000/* Warn player that he is getting very low*/
#define PLAYER_FOOD_ALERT 2000/* Warn player that he is getting low */
#define PLAYER_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
#define PLAYER_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
#define PLAYER_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
#define PLAYER_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
#define PLAYER_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
#define PLAYER_WEIGHT_CAP 130 /* "#"*(1/10 pounds) per strength point */
#define PLAYER_EXIT_PAUSE 2 /* Pause time before player can re-roll */
/* class level adjustment constants */
#define CLA_BTH 0
#define CLA_BTHB 1
#define CLA_DEVICE 2
#define CLA_DISARM 3
#define CLA_SAVE 4
/* this depends on the fact that CLA_SAVE values are all the same, if not,
then should add a separate column for this */
#define CLA_MISC_HIT 4
#define MAX_LEV_ADJ 5
/* Base to hit constants */
#define BTH_PLUS_ADJ 3 /* Adjust BTH per plus-to-hit */
/* magic numbers for players inventory array */
#define INVEN_WIELD 22 /* must be first item in equipment list */
#define INVEN_HEAD 23
#define INVEN_NECK 24
#define INVEN_BODY 25
#define INVEN_ARM 26
#define INVEN_HANDS 27
#define INVEN_RIGHT 28
#define INVEN_LEFT 29
#define INVEN_FEET 30
#define INVEN_OUTER 31
#define INVEN_LIGHT 32
#define INVEN_AUX 33
/* Attribute indexes -CJS- */
#define A_STR 0
#define A_INT 1
#define A_WIS 2
#define A_DEX 3
#define A_CON 4
#define A_CHR 5
/* some systems have a non-ANSI definition of this, so undef it first */
#undef CTRL
#define CTRL(x) (x & 0x1F)
#define DELETE 0x7f
#ifdef VMS
#define ESCAPE '\032' /* Use CTRL-Z instead of ESCAPE. */
#else
#define ESCAPE '\033' /* ESCAPE character -CJS- */
#endif
/* This used to be NULL, but that was technically incorrect. CNIL is used
instead of null to help avoid lint errors. */
#ifndef CNIL
#define CNIL (char *)0
#endif
/* Fval definitions: these describe the various types of dungeon floors and
walls, if numbers above 15 are ever used, then the test against
MIN_CAVE_WALL will have to be changed, also the save routines will have
to be changed. */
#define NULL_WALL 0
#define DARK_FLOOR 1
#define LIGHT_FLOOR 2
#define MAX_CAVE_ROOM 2
#define CORR_FLOOR 3
#define BLOCKED_FLOOR 4 /* a corridor space with cl/st/se door or rubble */
#define MAX_CAVE_FLOOR 4
#define MAX_OPEN_SPACE 3
#define MIN_CLOSED_SPACE 4
#define TMP1_WALL 8
#define TMP2_WALL 9
#define MIN_CAVE_WALL 12
#define GRANITE_WALL 12
#define MAGMA_WALL 13
#define QUARTZ_WALL 14
#define BOUNDARY_WALL 15
/* Column for stats */
#define STAT_COLUMN 0
/* Class spell types */
#define NONE 0
#define MAGE 1
#define PRIEST 2
/* offsets to spell names in spell_names[] array */
#define SPELL_OFFSET 0
#define PRAYER_OFFSET 31
/* definitions for the psuedo-normal distribution generation */
#define NORMAL_TABLE_SIZE 256
#define NORMAL_TABLE_SD 64 /* the standard deviation for the table */
/* definitions for the player's status field */
#define PY_HUNGRY 0x00000001L
#define PY_WEAK 0x00000002L
#define PY_BLIND 0x00000004L
#define PY_CONFUSED 0x00000008L
#define PY_FEAR 0x00000010L
#define PY_POISONED 0x00000020L
#define PY_FAST 0x00000040L
#define PY_SLOW 0x00000080L
#define PY_SEARCH 0x00000100L
#define PY_REST 0x00000200L
#define PY_STUDY 0x00000400L
#define PY_INVULN 0x00001000L
#define PY_HERO 0x00002000L
#define PY_SHERO 0x00004000L
#define PY_BLESSED 0x00008000L
#define PY_DET_INV 0x00010000L
#define PY_TIM_INFRA 0x00020000L
#define PY_SPEED 0x00040000L
#define PY_STR_WGT 0x00080000L
#define PY_PARALYSED 0x00100000L
#define PY_REPEAT 0x00200000L
#define PY_ARMOR 0x00400000L
#define PY_STATS 0x3F000000L
#define PY_STR 0x01000000L /* these 6 stat flags must be adjacent */
#define PY_INT 0x02000000L
#define PY_WIS 0x04000000L
#define PY_DEX 0x08000000L
#define PY_CON 0x10000000L
#define PY_CHR 0x20000000L
#define PY_HP 0x40000000L
#define PY_MANA 0x80000000L
/* definitions for objects that can be worn */
#define TR_STATS 0x0000003FL /* the stats must be the low 6 bits */
#define TR_STR 0x00000001L
#define TR_INT 0x00000002L
#define TR_WIS 0x00000004L
#define TR_DEX 0x00000008L
#define TR_CON 0x00000010L
#define TR_CHR 0x00000020L
#define TR_SEARCH 0x00000040L
#define TR_SLOW_DIGEST 0x00000080L
#define TR_STEALTH 0x00000100L
#define TR_AGGRAVATE 0x00000200L
#define TR_TELEPORT 0x00000400L
#define TR_REGEN 0x00000800L
#define TR_SPEED 0x00001000L
#define TR_EGO_WEAPON 0x0007E000L
#define TR_SLAY_DRAGON 0x00002000L
#define TR_SLAY_ANIMAL 0x00004000L
#define TR_SLAY_EVIL 0x00008000L
#define TR_SLAY_UNDEAD 0x00010000L
#define TR_FROST_BRAND 0x00020000L
#define TR_FLAME_TONGUE 0x00040000L
#define TR_RES_FIRE 0x00080000L
#define TR_RES_ACID 0x00100000L
#define TR_RES_COLD 0x00200000L
#define TR_SUST_STAT 0x00400000L
#define TR_FREE_ACT 0x00800000L
#define TR_SEE_INVIS 0x01000000L
#define TR_RES_LIGHT 0x02000000L
#define TR_FFALL 0x04000000L
#define TR_BLIND 0x08000000L
#define TR_TIMID 0x10000000L
#define TR_TUNNEL 0x20000000L
#define TR_INFRA 0x40000000L
#define TR_CURSED 0x80000000L
/* definitions for chests */
#define CH_LOCKED 0x00000001L
#define CH_TRAPPED 0x000001F0L
#define CH_LOSE_STR 0x00000010L
#define CH_POISON 0x00000020L
#define CH_PARALYSED 0x00000040L
#define CH_EXPLODE 0x00000080L
#define CH_SUMMON 0x00000100L
/* definitions for creatures, cmove field */
#define CM_ALL_MV_FLAGS 0x0000003FL
#define CM_ATTACK_ONLY 0x00000001L
#define CM_MOVE_NORMAL 0x00000002L
/* For Quylthulgs, which have no physical movement. */
#define CM_ONLY_MAGIC 0x00000004L
#define CM_RANDOM_MOVE 0x00000038L
#define CM_20_RANDOM 0x00000008L
#define CM_40_RANDOM 0x00000010L
#define CM_75_RANDOM 0x00000020L
#define CM_SPECIAL 0x003F0000L
#define CM_INVISIBLE 0x00010000L
#define CM_OPEN_DOOR 0x00020000L
#define CM_PHASE 0x00040000L
#define CM_EATS_OTHER 0x00080000L
#define CM_PICKS_UP 0x00100000L
#define CM_MULTIPLY 0x00200000L
#define CM_CARRY_OBJ 0x01000000L
#define CM_CARRY_GOLD 0x02000000L
#define CM_TREASURE 0x7C000000L
#define CM_TR_SHIFT 26 /* used for recall of treasure */
#define CM_60_RANDOM 0x04000000L
#define CM_90_RANDOM 0x08000000L
#define CM_1D2_OBJ 0x10000000L
#define CM_2D2_OBJ 0x20000000L
#define CM_4D2_OBJ 0x40000000L
#define CM_WIN 0x80000000L
/* creature spell definitions */
#define CS_FREQ 0x0000000FL
#define CS_SPELLS 0x0001FFF0L
#define CS_TEL_SHORT 0x00000010L
#define CS_TEL_LONG 0x00000020L
#define CS_TEL_TO 0x00000040L
#define CS_LGHT_WND 0x00000080L
#define CS_SER_WND 0x00000100L
#define CS_HOLD_PER 0x00000200L
#define CS_BLIND 0x00000400L
#define CS_CONFUSE 0x00000800L
#define CS_FEAR 0x00001000L
#define CS_SUMMON_MON 0x00002000L
#define CS_SUMMON_UND 0x00004000L
#define CS_SLOW_PER 0x00008000L
#define CS_DRAIN_MANA 0x00010000L
#define CS_BREATHE 0x00F80000L
#define CS_BR_LIGHT 0x00080000L
#define CS_BR_GAS 0x00100000L
#define CS_BR_ACID 0x00200000L
#define CS_BR_FROST 0x00400000L
#define CS_BR_FIRE 0x00800000L
/* creature defense flags */
#define CD_DRAGON 0x0001
#define CD_ANIMAL 0x0002
#define CD_EVIL 0x0004
#define CD_UNDEAD 0x0008
#define CD_WEAKNESS 0x03F0
#define CD_FROST 0x0010
#define CD_FIRE 0x0020
#define CD_POISON 0x0040
#define CD_ACID 0x0080
#define CD_LIGHT 0x0100
#define CD_STONE 0x0200
#define CD_NO_SLEEP 0x1000
#define CD_INFRA 0x2000
#define CD_MAX_HP 0x4000
/* inventory stacking subvals */
/* these never stack */
#define ITEM_NEVER_STACK_MIN 0
#define ITEM_NEVER_STACK_MAX 63
/* these items always stack with others of same subval, always treated as
single objects, must be power of 2 */
#define ITEM_SINGLE_STACK_MIN 64
#define ITEM_SINGLE_STACK_MAX 192 /* see NOTE below */
/* these items stack with others only if have same subval and same p1,
they are treated as a group for wielding, etc. */
#define ITEM_GROUP_MIN 192
#define ITEM_GROUP_MAX 255
/* NOTE: items with subval 192 are treated as single objects, but only stack
with others of same subval if have the same p1 value, only used for
torches */
/* id's used for object description, stored in object_ident */
#define OD_TRIED 0x1
#define OD_KNOWN1 0x2
/* id's used for item description, stored in i_ptr->ident */
#define ID_MAGIK 0x1
#define ID_DAMD 0x2
#define ID_EMPTY 0x4
#define ID_KNOWN2 0x8
#define ID_STOREBOUGHT 0x10
#define ID_SHOW_HITDAM 0x20
#define ID_NOSHOW_P1 0x40
#define ID_SHOW_P1 0x80
/* indexes into the special name table */
#define SN_NULL 0
#define SN_R 1
#define SN_RA 2
#define SN_RF 3
#define SN_RC 4
#define SN_RL 5
#define SN_HA 6
#define SN_DF 7
#define SN_SA 8
#define SN_SD 9
#define SN_SE 10
#define SN_SU 11
#define SN_FT 12
#define SN_FB 13
#define SN_FREE_ACTION 14
#define SN_SLAYING 15
#define SN_CLUMSINESS 16
#define SN_WEAKNESS 17
#define SN_SLOW_DESCENT 18
#define SN_SPEED 19
#define SN_STEALTH 20
#define SN_SLOWNESS 21
#define SN_NOISE 22
#define SN_GREAT_MASS 23
#define SN_INTELLIGENCE 24
#define SN_WISDOM 25
#define SN_INFRAVISION 26
#define SN_MIGHT 27
#define SN_LORDLINESS 28
#define SN_MAGI 29
#define SN_BEAUTY 30
#define SN_SEEING 31
#define SN_REGENERATION 32
#define SN_STUPIDITY 33
#define SN_DULLNESS 34
#define SN_BLINDNESS 35
#define SN_TIMIDNESS 36
#define SN_TELEPORTATION 37
#define SN_UGLINESS 38
#define SN_PROTECTION 39
#define SN_IRRITATION 40
#define SN_VULNERABILITY 41
#define SN_ENVELOPING 42
#define SN_FIRE 43
#define SN_SLAY_EVIL 44
#define SN_DRAGON_SLAYING 45
#define SN_EMPTY 46
#define SN_LOCKED 47
#define SN_POISON_NEEDLE 48
#define SN_GAS_TRAP 49
#define SN_EXPLOSION_DEVICE 50
#define SN_SUMMONING_RUNES 51
#define SN_MULTIPLE_TRAPS 52
#define SN_DISARMED 53
#define SN_UNLOCKED 54
#define SN_SLAY_ANIMAL 55
#define SN_ARRAY_SIZE 56 /* must be at end of this list */
/* defines for treasure type values (tval) */
#define TV_NEVER -1 /* used by find_range() for non-search */
#define TV_NOTHING 0
#define TV_MISC 1
#define TV_CHEST 2
/* min tval for wearable items, all items between TV_MIN_WEAR and TV_MAX_WEAR
use the same flag bits, see the TR_* defines */
#define TV_MIN_WEAR 10
/* items tested for enchantments, i.e. the MAGIK inscription, see the
enchanted() procedure */
#define TV_MIN_ENCHANT 10
#define TV_SLING_AMMO 10
#define TV_BOLT 11
#define TV_ARROW 12
#define TV_SPIKE 13
#define TV_LIGHT 15
#define TV_BOW 20
#define TV_HAFTED 21
#define TV_POLEARM 22
#define TV_SWORD 23
#define TV_DIGGING 25
#define TV_BOOTS 30
#define TV_GLOVES 31
#define TV_CLOAK 32
#define TV_HELM 33
#define TV_SHIELD 34
#define TV_HARD_ARMOR 35
#define TV_SOFT_ARMOR 36
/* max tval that uses the TR_* flags */
#define TV_MAX_ENCHANT 39
#define TV_AMULET 40
#define TV_RING 45
/* max tval for wearable items */
#define TV_MAX_WEAR 50
#define TV_STAFF 55
#define TV_WAND 65
#define TV_SCROLL1 70
#define TV_SCROLL2 71
#define TV_POTION1 75
#define TV_POTION2 76
#define TV_FLASK 77
#define TV_FOOD 80
#define TV_MAGIC_BOOK 90
#define TV_PRAYER_BOOK 91
/* objects with tval above this are never picked up by monsters */
#define TV_MAX_OBJECT 99
#define TV_GOLD 100
/* objects with higher tvals can not be picked up */
#define TV_MAX_PICK_UP 100
#define TV_INVIS_TRAP 101
/* objects between TV_MIN_VISIBLE and TV_MAX_VISIBLE are always visible,
i.e. the cave fm flag is set when they are present */
#define TV_MIN_VISIBLE 102
#define TV_VIS_TRAP 102
#define TV_RUBBLE 103
/* following objects are never deleted when trying to create another one
during level generation */
#define TV_MIN_DOORS 104
#define TV_OPEN_DOOR 104
#define TV_CLOSED_DOOR 105
#define TV_UP_STAIR 107
#define TV_DOWN_STAIR 108
#define TV_SECRET_DOOR 109
#define TV_STORE_DOOR 110
#define TV_MAX_VISIBLE 110
/* spell types used by get_flags(), breathe(), fire_bolt() and fire_ball() */
#define GF_MAGIC_MISSILE 0
#define GF_LIGHTNING 1
#define GF_POISON_GAS 2
#define GF_ACID 3
#define GF_FROST 4
#define GF_FIRE 5
#define GF_HOLY_ORB 6
/* Number of entries allowed in the scorefile. */
#define SCOREFILE_SIZE 1000