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Length: 8906 (0x22ca) Types: TextFile Names: »constants.h.orig«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Umoria/constants.h.orig«
/*Note to the Wizard: */ /* 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. */ /* Current version number of Moria */ #define CUR_VERSION 4.87 #ifndef TRUE #define TRUE 1 #endif #ifndef FALSE #define FALSE 0 #endif /* Changing values below this line may be hazardous to your health! */ /* key bindings option */ #define ORIGINAL 0 /* uses keypad for directions */ #define ROGUE_LIKE 1 /* uses 'rogue' style keys for directions */ /* message line location */ #define MSG_LINE 0 /* number of messages to save in a buffer */ #define SAVED_MSGS 20 /* 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) /* Output dungeon section sizes */ #define OUTPAGE_HEIGHT 44 /* 44 lines of dungeon per section */ #define OUTPAGE_WIDTH 99 /* 100 columns of dungeon per section */ /* Dungeon generation values */ /* Note: The entire design of dungeon can be changed by only */ /* slight adjustments here. */ #define DUN_TUN_RND 36 /* Random direction (4 is min) */ #define DUN_TUN_CHG 70 /* Chance of changing direction (99 max) */ #define DUN_TUN_FND 12 /* Distance for auto find to kick in */ #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 95 /* 1/x chance of treasure per magma */ #define DUN_STR_QUA 2 /* Number of quartz streamers */ #define DUN_STR_QC 55 /* 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 choice stock from */ #define STORE_MAX_INVEN 20 /* Max diff objs in stock before auto sell*/ #define STORE_MIN_INVEN 14 /* Min diff objs in stock before auto buy*/ #define STORE_TURN_AROUND 3 /* Amount of buying and selling normally */ #define INVEN_INIT_MAX 105 /* Size of store init array */ #define COST_ADJ 1.00 /* Adjust prices for buying and selling */ /* Treasure constants */ #define INVEN_ARRAY_SIZE 35 /* Size of inventory array(Do not change)*/ #define INVEN_MAX 34 /* index of highest entry in inventory array */ #define MAX_OBJ_LEVEL 50 /* Maximum level of magic in dungeon */ #define OBJ_GREAT 20 /* 1/n Chance of item being a Great Item */ #define MAX_OBJECTS 344 /* Number of objects for universe */ #define MAX_GOLD 18 /* Number of different types of gold */ #define MAX_TALLOC 225 /* Max objects per level */ #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 1.25 /* Adjust STD per level */ #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 1.3 /* 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 MAX_MALLOC 100+1 /* 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 /* Dun_level/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 */ /* Trap constants */ #define MAX_TRAPA 18 /* Number of defined traps */ #define MAX_TRAPB 19 /* Includes secret doors */ /* Descriptive constants */ #define MAX_COLORS 67 /* Used with potions */ #define MAX_MUSH 29 /* Used with mushrooms */ #define MAX_WOODS 41 /* Used with staffs */ #define MAX_METALS 31 /* Used with wands */ #define MAX_ROCKS 52 /* Used with rings */ #define MAX_AMULETS 39 /* Used with amulets */ #define MAX_SYLLABLES 153 /* Used with scrolls */ /* Player constants */ #define MAX_PLAYER_LEVEL 40 /* Maximum possible character level */ #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 0.0005 /* Regen factor when fainting */ #define PLAYER_REGEN_WEAK 0.0015 /* Regen factor when weak */ #define PLAYER_REGEN_NORMAL 0.0030 /* Regen factor when full */ #define PLAYER_REGEN_HPBASE 0.0220 /* Min amount hp regen */ #define PLAYER_REGEN_MNBASE 0.0080 /* Min amount mana regen */ #define PLAYER_WEIGHT_CAP 130 /* "#"*(1/10 pounds) per strength point */ #define PLAYER_EXIT_PAUSE 2 /* Pause time before player can re-roll */ /* Base to hit constants */ #define BTH_LEV_ADJ 3 /* Adjust BTH per level */ #define BTH_PLUS_ADJ 3 /* Adjust BTH per plus-to-hit */ #define BTH_HIT 12 /* Automatic hit; 1/bth_hit */ /* table size for random() */ #define STATE_SIZE 128 /* magic numbers for players inventory array */ #define INVEN_WIELD 22 #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