3 /* Purpose: Angband variables */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 * Hack -- Link a copyright message into the executable
21 "Copyright (c) 1989 James E. Wilson, Robert A. Keoneke",
23 "This software may be copied and distributed for educational, research,",
24 "and not for profit purposes provided that this copyright and statement",
25 "are included in all such copies."
29 int max_macrotrigger = 0;
30 char *macro_template = NULL;
31 char *macro_modifier_chr;
32 char *macro_modifier_name[MAX_MACRO_MOD];
33 char *macro_trigger_name[MAX_MACRO_TRIG];
34 char *macro_trigger_keycode[2][MAX_MACRO_TRIG];
36 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ë¾å¾ºÎ̤òɽ¼¨¤¹¤ë¤Î¤Ë»È¤¦ */
40 * List for auto-picker/destroyer entries
43 autopick_type autopick_list[MAX_AUTOPICK];
48 byte h_ver_major; /* Savefile version for Hengband 1.1.1 and later */
53 byte sf_extra; /* Savefile's encoding key */
55 byte z_major; /* Savefile version for Hengband */
60 * Savefile information
62 u32b sf_system; /* Operating system info */
63 u32b sf_when; /* Time when savefile created */
64 u16b sf_lives; /* Number of past "lives" with this file */
65 u16b sf_saves; /* Number of "saves" during this life */
70 bool arg_fiddle; /* Command arg -- Request fiddle mode */
71 bool arg_wizard; /* Command arg -- Request wizard mode */
72 bool arg_sound; /* Command arg -- Request special sounds */
73 byte arg_graphics; /* Command arg -- Request graphics mode */
74 bool arg_monochrome; /* Command arg -- Request monochrome mode */
75 bool arg_force_original; /* Command arg -- Request original keyset */
76 bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
77 bool arg_bigtile = FALSE; /* Command arg -- Request big tile mode */
82 bool character_generated; /* The character exists */
83 bool character_dungeon; /* The character has a dungeon */
84 bool character_loaded; /* The character was loaded from a savefile */
85 bool character_saved; /* The character was just saved to a savefile */
87 bool character_icky; /* The game is in an icky full screen mode */
88 bool character_xtra; /* The game is in an icky startup mode */
90 u32b seed_flavor; /* Hack -- consistent object colors */
91 u32b seed_town; /* Hack -- consistent town layout */
93 s16b command_cmd; /* Current "Angband Command" */
95 s16b command_arg; /* Gives argument of current command */
96 s16b command_rep; /* Gives repetition of current command */
97 s16b command_dir; /* Gives direction of current command */
99 s16b command_see; /* See "cmd1.c" */
100 s16b command_wrk; /* See "cmd1.c" */
102 s16b command_gap = 50; /* See "cmd1.c" */
104 s16b command_new; /* Command chaining from inven/equip view */
106 s16b energy_use; /* Energy use this turn */
108 byte create_up_stair; /* Auto-create "up stairs" */
109 byte create_down_stair; /* Auto-create "down stairs" */
111 bool msg_flag; /* Used in msg_print() for "buffering" */
113 s16b running; /* Current counter for running, if any */
114 s16b resting; /* Current counter for resting, if any */
116 s16b cur_hgt; /* Current dungeon height */
117 s16b cur_wid; /* Current dungeon width */
118 s16b dun_level; /* Current dungeon level */
119 s16b num_repro; /* Current reproducer count */
120 s16b object_level; /* Current object creation level */
121 s16b monster_level; /* Current monster creation level */
122 s16b base_level; /* Base dungeon level */
124 s32b turn; /* Current game turn */
125 s32b dungeon_turn; /* Game turn in dungeon */
126 s32b old_turn; /* Turn when level began (feelings) */
129 bool use_sound; /* The "sound" mode is enabled */
130 bool use_graphics; /* The "graphics" mode is enabled */
131 bool use_bigtile = FALSE;
133 s16b signal_count; /* Hack -- Count interupts */
135 bool inkey_base; /* See the "inkey()" function */
136 bool inkey_xtra; /* See the "inkey()" function */
137 bool inkey_scan; /* See the "inkey()" function */
138 bool inkey_flag; /* See the "inkey()" function */
139 bool inkey_special; /* See the "inkey()" function */
141 s16b coin_type; /* Hack -- force coin type */
143 bool opening_chest; /* Hack -- prevent chest generation */
145 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
146 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
148 bool repair_monsters; /* Hack -- optimize detect monsters */
149 bool repair_objects; /* Hack -- optimize detect objects */
151 s16b inven_nxt; /* Hack -- unused */
155 s16b inven_cnt; /* Number of items in inventory */
156 s16b equip_cnt; /* Number of items in equipment */
158 s16b o_max = 1; /* Number of allocated objects */
159 s16b o_cnt = 0; /* Number of live objects */
161 s16b m_max = 1; /* Number of allocated monsters */
162 s16b m_cnt = 0; /* Number of live monsters */
164 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
165 s16b hack_m_idx_ii = 0;
166 bool multi_rew = FALSE;
167 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
169 int total_friends = 0;
170 s32b total_friend_levels = 0;
171 s32b friend_align = 0;
173 int leaving_quest = 0;
177 * Software options (set via the '=' command). See "tables.c"
181 /* Option Set 1 -- User Interface */
183 bool rogue_like_commands; /* Rogue-like commands */
184 bool quick_messages; /* Activate quick messages */
187 bool other_query_flag; /* Prompt for various information */
188 bool carry_query_flag; /* Prompt before picking things up */
189 bool use_old_target; /* Use old target by default */
190 bool always_pickup; /* Pick things up by default */
191 bool always_repeat; /* Repeat obvious commands */
192 bool depth_in_feet; /* Show dungeon level in feet */
194 bool stack_force_notes; /* Merge inscriptions when stacking */
195 bool stack_force_costs; /* Merge discounts when stacking */
197 bool show_labels; /* Show labels in object listings */
198 bool show_weights; /* Show weights in object listings */
199 bool show_choices; /* Show choices in certain sub-windows */
201 bool ring_bell; /* Ring the bell (on errors, etc) */
203 bool show_item_graph;
206 /* Option Set 2 -- Disturbance */
208 bool find_ignore_stairs; /* Run past stairs */
209 bool find_ignore_doors; /* Run through open doors */
210 bool find_cut; /* Run past known corners */
211 bool find_examine; /* Run into potential corners */
213 bool disturb_move; /* Disturb whenever any monster moves */
214 bool disturb_near; /* Disturb whenever viewable monster moves */
215 bool disturb_panel; /* Disturb whenever map panel changes */
216 bool disturb_state; /* Disturn whenever player state changes */
217 bool disturb_minor; /* Disturb whenever boring things happen */
219 bool alert_hitpoint; /* Alert user to critical hitpoints */
220 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
221 bool alert_trap_detect; /* Alert when leaving trap detected area */
222 bool last_words; /* Get last words upon dying */
224 bool small_levels; /* Allow unusually small dungeon levels */
225 bool always_small_levels; /* Use always unusually small dungeon levels */
226 bool empty_levels; /* Allow empty 'arena' levels */
227 bool player_symbols; /* Use varying symbols for the player char */
228 bool equippy_chars; /* Back by popular demand... */
229 bool display_mutations; /* Skip mutations screen even if we have it */
230 bool plain_descriptions; /* Plain object descriptions */
231 bool stupid_monsters; /* Monsters use old AI */
232 bool confirm_destroy; /* Known worthless items are destroyed without confirmation */
233 bool confirm_stairs; /* Prompt before staircases... */
234 bool confirm_wear; /* Confirm before putting on known cursed items */
235 bool disturb_pets; /* Pets moving nearby disturb us */
239 /* Option Set 3 -- Game-Play */
241 bool manual_haggle; /* Auto-haggle in stores */
243 bool auto_scum; /* Auto-scum for good levels */
245 bool stack_allow_items; /* Allow weapons and armor to stack */
247 bool expand_look; /* Expand the power of the look command */
248 bool expand_list; /* Expand the power of the list commands */
250 bool view_perma_grids; /* Map remembers all perma-lit grids */
251 bool view_torch_grids; /* Map remembers all torch-lit grids */
252 bool view_unsafe_grids; /* Map marked by detect traps */
254 bool dungeon_align; /* Generate dungeons with aligned rooms */
255 bool dungeon_stair; /* Generate dungeons with connected stairs */
257 bool track_follow; /* Monsters follow the player */
258 bool track_target; /* Monsters target the player */
260 bool smart_learn; /* Monsters learn from their mistakes */
261 bool smart_cheat; /* Monsters exploit player weaknesses */
264 /* Option Set 4 -- Efficiency */
266 bool view_reduce_lite; /* Reduce lite-radius when running */
267 bool view_reduce_view; /* Reduce view-radius in town */
269 bool check_abort; /* Avoid checking for user abort */
271 bool flush_failure; /* Flush input on any failure */
272 bool flush_disturb; /* Flush input on disturbance */
274 bool fresh_before; /* Flush output before normal commands */
275 bool fresh_after; /* Flush output after normal commands */
276 bool fresh_message; /* Flush output after all messages */
278 bool compress_savefile; /* Compress messages in savefiles */
280 bool hilite_player; /* Hilite the player with the cursor */
282 bool view_yellow_lite; /* Use special colors for torch-lit grids */
283 bool view_bright_lite; /* Use special colors for 'viewable' grids */
285 bool view_granite_lite; /* Use special colors for wall grids (slow) */
286 bool view_special_lite; /* Use special colors for floor grids (slow) */
287 bool new_ascii_graphics;
292 bool always_show_list;
297 /* Cheating options */
299 bool cheat_peek; /* Peek into object creation */
300 bool cheat_hear; /* Peek into monster creation */
301 bool cheat_room; /* Peek into dungeon creation */
302 bool cheat_xtra; /* Peek into something else */
303 bool cheat_know; /* Know complete monster info */
304 bool cheat_live; /* Allow player to avoid death */
307 /* Special options */
309 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
311 byte delay_factor; /* Delay factor (0 to 9) */
313 bool autosave_l; /* Autosave before entering new levels */
314 bool autosave_t; /* Timed autosave */
315 s16b autosave_freq; /* Autosave frequency */
322 byte feeling; /* Most recent feeling */
323 s16b rating; /* Level's current rating */
325 bool good_item_flag; /* True if "Artifact" on this level */
327 bool closing_flag; /* Dungeon is closing */
334 s16b panel_row_min, panel_row_max;
335 s16b panel_col_min, panel_col_max;
336 s16b panel_col_prt, panel_row_prt;
339 * Player location in dungeon
345 * Targetting variables
360 * Current player's character name
362 char player_name[32];
365 * Stripped version of "player_name"
367 char player_base[32];
371 * Buffer to hold the current savefile name
372 * 'savefile' holds full path name. 'savefile_base' holds only base name.
375 char savefile_base[40];
378 * Array of grids lit by player lite (see "cave.c")
381 s16b lite_y[LITE_MAX];
382 s16b lite_x[LITE_MAX];
385 * Array of grids lit by player lite (see "cave.c")
388 s16b mon_lite_y[LITE_MAX];
389 s16b mon_lite_x[LITE_MAX];
392 * Array of grids viewable to the player (see "cave.c")
395 byte view_y[VIEW_MAX];
396 byte view_x[VIEW_MAX];
399 * Array of grids for use by various functions (see "cave.c")
402 byte temp_y[TEMP_MAX];
403 byte temp_x[TEMP_MAX];
407 * Number of active macros.
412 * Array of macro patterns [MACRO_MAX]
417 * Array of macro actions [MACRO_MAX]
422 * Array of macro types [MACRO_MAX]
427 * Current macro action [1024]
433 * The number of quarks
438 * The pointers to the quarks [QUARK_MAX]
444 * The next "free" index to use
449 * The index of the oldest message (none yet)
454 * The next "free" offset
459 * The offset to the oldest used char (none yet)
464 * The array of offsets, by index [MESSAGE_MAX]
469 * The array of chars, by offset [MESSAGE_BUF]
475 * The array of normal options
482 * The array of window options
489 * The array of window pointers
491 term *angband_term[8];
495 * Standard window names
497 char angband_term_name[8][16] =
511 * Global table of color definitions
513 byte angband_color_table[256][4] =
515 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
516 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
517 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
518 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
519 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
520 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
521 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
522 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
523 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
524 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
525 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
526 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
527 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
528 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
529 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
530 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
535 * Standard sound names
537 char angband_sound_name[SOUND_MAX][16] =
608 * The array of "cave grids" [MAX_WID][MAX_HGT].
609 * Not completely allocated, that would be inefficient
610 * Not completely hardcoded, that would overflow memory
612 cave_type *cave[MAX_HGT];
615 * The array of dungeon items [max_o_idx]
620 * The array of dungeon monsters [max_m_idx]
622 monster_type *m_list;
626 * Maximum number of towns
631 * The towns [max_towns]
637 * The player's inventory [INVEN_TOTAL]
639 object_type *inventory;
643 * The size of "alloc_kind_table" (at most max_k_idx * 4)
645 s16b alloc_kind_size;
648 * The entries in the "kind allocator table"
650 alloc_entry *alloc_kind_table;
654 * The size of "alloc_race_table" (at most max_r_idx)
656 s16b alloc_race_size;
659 * The entries in the "race allocator table"
661 alloc_entry *alloc_race_table;
665 * Specify attr/char pairs for visual special effects
666 * Be sure to use "index & 0x7F" to avoid illegal access
668 byte misc_to_attr[256];
669 char misc_to_char[256];
673 * Specify attr/char pairs for inventory items (by tval)
674 * Be sure to use "index & 0x7F" to avoid illegal access
676 byte tval_to_attr[128];
677 char tval_to_char[128];
681 * Keymaps for each "mode" associated with each keypress.
683 cptr keymap_act[KEYMAP_MODES][256];
687 /*** Player information ***/
690 * Static player info record
695 * Pointer to the player info
697 player_type *p_ptr = &p_body;
700 * Pointer to the player tables
701 * (sex, race, class, magic)
705 player_class *cp_ptr;
706 player_seikaku *ap_ptr;
707 player_magic *mp_ptr;
711 * The last character rolled,
712 * holded for quick start
714 birther previous_char;
718 * The vault generation arrays
734 player_magic *m_info;
739 * The terrain feature arrays
741 feature_type *f_info;
746 * The object kind arrays
753 * The artifact arrays
755 artifact_type *a_info;
760 * The ego-item arrays
762 ego_item_type *e_info;
768 * The monster race arrays
770 monster_race *r_info;
778 dungeon_info_type *d_info;
784 * Hack -- The special Angband "System Suffix"
785 * This variable is used to choose an appropriate "pref-xxx" file
787 cptr ANGBAND_SYS = "xxx";
790 * Hack -- The special Angband "Keyboard Suffix"
791 * This variable is used to choose an appropriate macro-trigger definition
794 cptr ANGBAND_KEYBOARD = "JAPAN";
796 cptr ANGBAND_KEYBOARD = "0";
800 * Hack -- The special Angband "Graphics Suffix"
801 * This variable is used to choose an appropriate "graf-xxx" file
803 cptr ANGBAND_GRAF = "ascii";
806 * Path name: The main "lib" directory
807 * This variable is not actually used anywhere in the code
812 * High score files (binary)
813 * These files may be portable between platforms
815 cptr ANGBAND_DIR_APEX;
818 * Bone files for player ghosts (ascii)
819 * These files are portable between platforms
821 cptr ANGBAND_DIR_BONE;
824 * Binary image files for the "*_info" arrays (binary)
825 * These files are not portable between platforms
827 cptr ANGBAND_DIR_DATA;
830 * Textual template files for the "*_info" arrays (ascii)
831 * These files are portable between platforms
833 cptr ANGBAND_DIR_EDIT;
837 * These files are portable between platforms.
839 cptr ANGBAND_DIR_SCRIPT;
842 * Various extra files (ascii)
843 * These files may be portable between platforms
845 cptr ANGBAND_DIR_FILE;
848 * Help files (normal) for the online help (ascii)
849 * These files are portable between platforms
851 cptr ANGBAND_DIR_HELP;
854 * Help files (spoilers) for the online help (ascii)
855 * These files are portable between platforms
857 cptr ANGBAND_DIR_INFO;
860 * Default user "preference" files (ascii)
861 * These files are rarely portable between platforms
863 cptr ANGBAND_DIR_PREF;
866 * Savefiles for current characters (binary)
867 * These files are portable between platforms
869 cptr ANGBAND_DIR_SAVE;
872 * User "preference" files (ascii)
873 * These files are rarely portable between platforms
875 cptr ANGBAND_DIR_USER;
878 * Various extra files (binary)
879 * These files are rarely portable between platforms
881 cptr ANGBAND_DIR_XTRA;
885 * Total Hack -- allow all items to be listed (even empty ones)
886 * This is only used by "do_cmd_inven_e()" and is cleared there.
888 bool item_tester_full;
890 bool item_tester_no_ryoute = FALSE;
893 * Here is a "pseudo-hook" used during calls to "get_item()" and
894 * "show_inven()" and "show_equip()", and the choice window routines.
896 byte item_tester_tval;
900 * Here is a "hook" used during calls to "get_item()" and
901 * "show_inven()" and "show_equip()", and the choice window routines.
903 bool (*item_tester_hook)(object_type*);
908 * Current "comp" function for ang_sort()
910 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
914 * Current "swap" function for ang_sort()
916 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
921 * Hack -- function hooks to restrict "get_mon_num_prep()" function
923 monster_hook_type get_mon_num_hook;
924 monster_hook_type get_mon_num2_hook;
928 * Hack -- function hook to restrict "get_obj_num_prep()" function
930 bool (*get_obj_num_hook)(int k_idx);
933 /* Hack, monk armour */
934 bool monk_armour_aux;
935 bool monk_notify_aux;
937 #ifdef ALLOW_EASY_OPEN /* TNB */
939 #endif /* ALLOW_EASY_OPEN -- TNB */
941 #ifdef ALLOW_EASY_DISARM /* TNB */
943 #endif /* ALLOW_EASY_DISARM -- TNB */
945 #ifdef ALLOW_EASY_FLOOR /* TNB */
947 #endif /* ALLOW_EASY_FLOOR -- TNB */
953 /* Auto-destruction options */
955 bool destroy_feeling;
956 bool destroy_identify;
966 bool record_rand_art;
967 bool record_destroy_uniq;
968 bool record_fix_quest;
969 bool record_rand_quest;
970 bool record_maxdeapth;
977 bool record_named_pet;
978 char record_o_name[MAX_NLEN];
984 wilderness_type **wilderness;
990 building_type building[MAX_BLDG];
994 * Maximum number of quests
999 * Maximum number of monsters in r_info.txt
1004 * Maximum number of items in k_info.txt
1009 * Maximum number of vaults in v_info.txt
1014 * Maximum number of terrain features in f_info.txt
1019 * Maximum number of artifacts in a_info.txt
1024 * Maximum number of ego-items in e_info.txt
1029 * Maximum number of dungeon in e_info.txt
1034 * Maximum number of objects in the level
1039 * Maximum number of monsters in the level
1044 * Maximum size of the wilderness
1057 char quest_text[10][80];
1060 * Current line of the quest text
1062 int quest_text_line;
1065 * Default spell color table (quark index)
1067 s16b gf_color[MAX_GF];
1070 * Flags for initialization
1076 * The "highscore" file descriptor, if available.
1078 int highscore_fd = -1;
1080 int mutant_regenerate_mod = 100;
1086 bool vanilla_town; /* Use "vanilla" town without set quests */
1087 bool ironman_shops; /* Stores are permanently closed */
1088 bool ironman_small_levels; /* Always create unusually small dungeon levels */
1089 bool ironman_downward; /* Don't allow climbing upwards/recalling */
1090 bool ironman_autoscum; /* Permanently enable the autoscummer */
1091 bool lite_town; /* Use "lite" town without wilderness */
1092 bool ironman_empty_levels; /* Always create empty 'arena' levels */
1093 bool terrain_streams; /* Create terrain 'streamers' in the dungeon */
1094 bool munchkin_death; /* Ask for saving death */
1095 bool ironman_rooms; /* Always generate very unusual rooms */
1096 bool ironman_nightmare; /* Play the game in Nightmare mode */
1103 bool can_save = FALSE; /* Game can be saved */
1123 s16b kubi_r_idx[MAX_KUBI];
1126 monster_type party_mon[21];
1141 bool generate_encounter;
1143 cptr screen_dump = NULL;
1151 byte feat_wall_outer;
1152 byte feat_wall_inner;
1153 byte feat_wall_solid;
1154 byte floor_type[100], fill_type[100];
1161 bool chuukei_server;
1162 bool chuukei_client;