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 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ë¾å¾ºÎ̤òɽ¼¨¤¹¤ë¤Î¤Ë»È¤¦ */
32 unsigned char *autopick_name[MAX_AUTOPICK];
33 unsigned char *autopick_insc[MAX_AUTOPICK];
34 s16b autopick_action[MAX_AUTOPICK];
39 byte version_major = VERSION_MAJOR;
40 byte version_minor = VERSION_MINOR;
41 byte version_patch = VERSION_PATCH;
42 byte version_extra = VERSION_EXTRA;
47 byte sf_major; /* Savefile's "version_major" */
48 byte sf_minor; /* Savefile's "version_minor" */
49 byte sf_patch; /* Savefile's "version_patch" */
50 byte sf_extra; /* Savefile's "version_extra" */
51 u32b sf_version; /* Savefile's "version" */
53 byte z_major; /* Savefile version for Hengband */
58 * Savefile information
60 u32b sf_xtra; /* Operating system info */
61 u32b sf_when; /* Time when savefile created */
62 u16b sf_lives; /* Number of past "lives" with this file */
63 u16b sf_saves; /* Number of "saves" during this life */
68 bool arg_fiddle; /* Command arg -- Request fiddle mode */
69 bool arg_wizard; /* Command arg -- Request wizard mode */
70 bool arg_sound; /* Command arg -- Request special sounds */
71 byte arg_graphics; /* Command arg -- Request graphics mode */
72 bool arg_monochrome; /* Command arg -- Request monochrome mode */
73 bool arg_force_original; /* Command arg -- Request original keyset */
74 bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
79 bool character_generated; /* The character exists */
80 bool character_dungeon; /* The character has a dungeon */
81 bool character_loaded; /* The character was loaded from a savefile */
82 bool character_saved; /* The character was just saved to a savefile */
84 bool character_icky; /* The game is in an icky full screen mode */
85 bool character_xtra; /* The game is in an icky startup mode */
87 u32b seed_flavor; /* Hack -- consistent object colors */
88 u32b seed_town; /* Hack -- consistent town layout */
90 s16b command_cmd; /* Current "Angband Command" */
92 s16b command_arg; /* Gives argument of current command */
93 s16b command_rep; /* Gives repetition of current command */
94 s16b command_dir; /* Gives direction of current command */
96 s16b command_see; /* See "cmd1.c" */
97 s16b command_wrk; /* See "cmd1.c" */
99 s16b command_gap = 50; /* See "cmd1.c" */
101 s16b command_new; /* Command chaining from inven/equip view */
103 s16b energy_use; /* Energy use this turn */
105 byte create_up_stair; /* Auto-create "up stairs" */
106 byte create_down_stair; /* Auto-create "down stairs" */
108 bool msg_flag; /* Used in msg_print() for "buffering" */
110 bool alive; /* True if game is running */
112 bool death; /* True if player has died */
114 s16b running; /* Current counter for running, if any */
115 s16b resting; /* Current counter for resting, if any */
117 s16b cur_hgt; /* Current dungeon height */
118 s16b cur_wid; /* Current dungeon width */
119 s16b dun_level; /* Current dungeon level */
120 s16b num_repro; /* Current reproducer count */
121 s16b object_level; /* Current object creation level */
122 s16b monster_level; /* Current monster creation level */
123 s16b base_level; /* Base dungeon level */
125 s32b turn; /* Current game turn */
126 s32b dungeon_turn; /* Game turn in dungeon */
127 s32b old_turn; /* Turn when level began (feelings) */
130 bool wizard; /* Is the player currently in Wizard mode? */
132 bool use_sound; /* The "sound" mode is enabled */
133 bool use_graphics; /* The "graphics" mode is enabled */
135 u16b total_winner; /* Semi-Hack -- Game has been won */
137 u16b panic_save; /* Track some special "conditions" */
138 u16b noscore; /* Track various "cheating" conditions */
139 bool wait_report_score; /* Waiting to report score */
141 s16b signal_count; /* Hack -- Count interupts */
143 bool inkey_base; /* See the "inkey()" function */
144 bool inkey_xtra; /* See the "inkey()" function */
145 bool inkey_scan; /* See the "inkey()" function */
146 bool inkey_flag; /* See the "inkey()" function */
148 s16b coin_type; /* Hack -- force coin type */
150 bool opening_chest; /* Hack -- prevent chest generation */
152 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
153 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
155 bool repair_monsters; /* Hack -- optimize detect monsters */
156 bool repair_objects; /* Hack -- optimize detect objects */
158 s16b inven_nxt; /* Hack -- unused */
163 s16b inven_cnt; /* Number of items in inventory */
164 s16b equip_cnt; /* Number of items in equipment */
166 s16b o_max = 1; /* Number of allocated objects */
167 s16b o_cnt = 0; /* Number of live objects */
169 s16b m_max = 1; /* Number of allocated monsters */
170 s16b m_cnt = 0; /* Number of live monsters */
172 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
173 s16b hack_m_idx_ii = 0;
174 bool multi_rew = FALSE;
175 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
177 int total_friends = 0;
178 s32b total_friend_levels = 0;
179 s32b friend_align = 0;
181 int leaving_quest = 0;
185 * Software options (set via the '=' command). See "tables.c"
189 /* Option Set 1 -- User Interface */
191 bool rogue_like_commands; /* Rogue-like commands */
192 bool quick_messages; /* Activate quick messages */
195 bool other_query_flag; /* Prompt for various information */
196 bool carry_query_flag; /* Prompt before picking things up */
197 bool use_old_target; /* Use old target by default */
198 bool always_pickup; /* Pick things up by default */
199 bool always_repeat; /* Repeat obvious commands */
200 bool depth_in_feet; /* Show dungeon level in feet */
202 bool stack_force_notes; /* Merge inscriptions when stacking */
203 bool stack_force_costs; /* Merge discounts when stacking */
205 bool show_labels; /* Show labels in object listings */
206 bool show_weights; /* Show weights in object listings */
207 bool show_choices; /* Show choices in certain sub-windows */
209 bool ring_bell; /* Ring the bell (on errors, etc) */
211 bool show_item_graph;
214 /* Option Set 2 -- Disturbance */
216 bool find_ignore_stairs; /* Run past stairs */
217 bool find_ignore_doors; /* Run through open doors */
218 bool find_cut; /* Run past known corners */
219 bool find_examine; /* Run into potential corners */
221 bool disturb_move; /* Disturb whenever any monster moves */
222 bool disturb_near; /* Disturb whenever viewable monster moves */
223 bool disturb_panel; /* Disturb whenever map panel changes */
224 bool disturb_state; /* Disturn whenever player state changes */
225 bool disturb_minor; /* Disturb whenever boring things happen */
227 bool alert_hitpoint; /* Alert user to critical hitpoints */
228 bool last_words; /* Get last words upon dying */
230 bool small_levels; /* Allow unusually small dungeon levels */
231 bool always_small_levels; /* Use always unusually small dungeon levels */
232 bool empty_levels; /* Allow empty 'arena' levels */
233 bool player_symbols; /* Use varying symbols for the player char */
234 bool equippy_chars; /* Back by popular demand... */
235 bool skip_mutations; /* Skip mutations screen even if we have it */
236 bool plain_descriptions; /* Plain object descriptions */
237 bool stupid_monsters; /* Monsters use old AI */
238 bool confirm_destroy; /* Known worthless items are destroyed without confirmation */
239 bool confirm_stairs; /* Prompt before staircases... */
240 bool wear_confirm; /* Confirm before putting on known cursed items */
241 bool disturb_pets; /* Pets moving nearby disturb us */
245 /* Option Set 3 -- Game-Play */
247 bool manual_haggle; /* Auto-haggle in stores */
249 bool auto_scum; /* Auto-scum for good levels */
251 bool stack_allow_items; /* Allow weapons and armor to stack */
252 bool stack_allow_wands; /* Allow wands/staffs/rods to stack */
254 bool expand_look; /* Expand the power of the look command */
255 bool expand_list; /* Expand the power of the list commands */
257 bool view_perma_grids; /* Map remembers all perma-lit grids */
258 bool view_torch_grids; /* Map remembers all torch-lit grids */
260 bool dungeon_align; /* Generate dungeons with aligned rooms */
261 bool dungeon_stair; /* Generate dungeons with connected stairs */
263 bool track_follow; /* Monsters follow the player */
264 bool track_target; /* Monsters target the player */
266 bool smart_learn; /* Monsters learn from their mistakes */
267 bool smart_cheat; /* Monsters exploit player weaknesses */
270 /* Option Set 4 -- Efficiency */
272 bool view_reduce_lite; /* Reduce lite-radius when running */
273 bool view_reduce_view; /* Reduce view-radius in town */
275 bool avoid_abort; /* Avoid checking for user abort */
277 bool flush_failure; /* Flush input on any failure */
278 bool flush_disturb; /* Flush input on disturbance */
280 bool fresh_before; /* Flush output before normal commands */
281 bool fresh_after; /* Flush output after normal commands */
282 bool fresh_message; /* Flush output after all messages */
284 bool compress_savefile; /* Compress messages in savefiles */
286 bool hilite_player; /* Hilite the player with the cursor */
288 bool view_yellow_lite; /* Use special colors for torch-lit grids */
289 bool view_bright_lite; /* Use special colors for 'viewable' grids */
291 bool view_granite_lite; /* Use special colors for wall grids (slow) */
292 bool view_special_lite; /* Use special colors for floor grids (slow) */
293 bool new_ascii_graphics;
298 bool always_show_list;
303 /* Cheating options */
305 bool cheat_peek; /* Peek into object creation */
306 bool cheat_hear; /* Peek into monster creation */
307 bool cheat_room; /* Peek into dungeon creation */
308 bool cheat_xtra; /* Peek into something else */
309 bool cheat_know; /* Know complete monster info */
310 bool cheat_live; /* Allow player to avoid death */
313 /* Special options */
315 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
317 byte delay_factor; /* Delay factor (0 to 9) */
319 bool autosave_l; /* Autosave before entering new levels */
320 bool autosave_t; /* Timed autosave */
321 s16b autosave_freq; /* Autosave frequency */
328 byte feeling; /* Most recent feeling */
329 s16b rating; /* Level's current rating */
331 bool good_item_flag; /* True if "Artifact" on this level */
333 bool closing_flag; /* Dungeon is closing */
340 s16b max_panel_rows, max_panel_cols;
341 s16b panel_row, panel_col;
342 s16b panel_row_min, panel_row_max;
343 s16b panel_col_min, panel_col_max;
344 s16b panel_col_prt, panel_row_prt;
347 * Player location in dungeon
353 * Targetting variables
368 * Current player's character name
370 char player_name[32];
373 * Stripped version of "player_name"
375 char player_base[32];
378 * What killed the player
383 * Hack -- Textual "history" for the Player
388 * Buffer to hold the current savefile name
389 * 'savefile' holds full path name. 'savefile_base' holds only base name.
392 char savefile_base[40];
395 * Array of grids lit by player lite (see "cave.c")
398 s16b lite_y[LITE_MAX];
399 s16b lite_x[LITE_MAX];
402 * Array of grids lit by player lite (see "cave.c")
405 s16b mon_lite_y[LITE_MAX];
406 s16b mon_lite_x[LITE_MAX];
409 * Array of grids viewable to the player (see "cave.c")
412 byte view_y[VIEW_MAX];
413 byte view_x[VIEW_MAX];
416 * Array of grids for use by various functions (see "cave.c")
419 byte temp_y[TEMP_MAX];
420 byte temp_x[TEMP_MAX];
424 * Number of active macros.
429 * Array of macro patterns [MACRO_MAX]
434 * Array of macro actions [MACRO_MAX]
439 * Array of macro types [MACRO_MAX]
444 * Current macro action [1024]
450 * The number of quarks
455 * The pointers to the quarks [QUARK_MAX]
461 * The next "free" index to use
466 * The index of the oldest message (none yet)
471 * The next "free" offset
476 * The offset to the oldest used char (none yet)
481 * The array of offsets, by index [MESSAGE_MAX]
486 * The array of chars, by offset [MESSAGE_BUF]
492 * The array of normal options
499 * The array of window options
506 * The array of window pointers
508 term *angband_term[8];
512 * Standard window names
514 char angband_term_name[8][16] =
528 * Global table of color definitions
530 byte angband_color_table[256][4] =
532 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
533 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
534 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
535 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
536 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
537 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
538 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
539 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
540 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
541 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
542 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
543 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
544 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
545 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
546 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
547 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
552 * Standard sound names
554 char angband_sound_name[SOUND_MAX][16] =
625 * The array of "cave grids" [MAX_WID][MAX_HGT].
626 * Not completely allocated, that would be inefficient
627 * Not completely hardcoded, that would overflow memory
629 cave_type *cave[MAX_HGT];
632 * The array of dungeon items [max_o_idx]
637 * The array of dungeon monsters [max_m_idx]
639 monster_type *m_list;
643 * Maximum number of towns
648 * The towns [max_towns]
654 * The player's inventory [INVEN_TOTAL]
656 object_type *inventory;
660 * The size of "alloc_kind_table" (at most max_k_idx * 4)
662 s16b alloc_kind_size;
665 * The entries in the "kind allocator table"
667 alloc_entry *alloc_kind_table;
671 * The size of "alloc_race_table" (at most max_r_idx)
673 s16b alloc_race_size;
676 * The entries in the "race allocator table"
678 alloc_entry *alloc_race_table;
682 * Specify attr/char pairs for visual special effects
683 * Be sure to use "index & 0x7F" to avoid illegal access
685 byte misc_to_attr[256];
686 char misc_to_char[256];
690 * Specify attr/char pairs for inventory items (by tval)
691 * Be sure to use "index & 0x7F" to avoid illegal access
693 byte tval_to_attr[128];
694 char tval_to_char[128];
698 * Keymaps for each "mode" associated with each keypress.
700 cptr keymap_act[KEYMAP_MODES][256];
704 /*** Player information ***/
707 * Static player info record
712 * Pointer to the player info
714 player_type *p_ptr = &p_body;
717 * Pointer to the player tables
718 * (sex, race, class, magic)
722 player_class *cp_ptr;
723 player_seikaku *ap_ptr;
724 player_magic *mp_ptr;
730 u32b spell_learned1; /* bit mask of spells learned */
731 u32b spell_learned2; /* bit mask of spells learned */
732 u32b spell_worked1; /* bit mask of spells tried and worked */
733 u32b spell_worked2; /* bit mask of spells tried and worked */
734 u32b spell_forgotten1; /* bit mask of spells learned but forgotten */
735 u32b spell_forgotten2; /* bit mask of spells learned but forgotten */
736 byte spell_order[64]; /* order spells learned/remembered/forgotten */
740 * Calculated base hp values for player at each level,
741 * store them so that drain life + restore life does not
742 * affect hit points. Also prevents shameless use of backup
743 * savefiles for hitpoint acquirement.
745 s16b player_hp[PY_MAX_LEVEL];
749 * The vault generation arrays
757 * The terrain feature arrays
760 feature_type *f_info;
763 char *E_f_name; /* ±Ñ¸ìÃÏ·Á̾ */
768 * The object kind arrays
774 char *E_k_name; /* ±Ñ¸ì¥¢¥¤¥Æ¥à̾ */
779 * The artifact arrays
782 artifact_type *a_info;
785 char *E_a_name; /* ±Ñ¸ì¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È̾ */
790 * The ego-item arrays
793 ego_item_type *e_info;
796 char *E_e_name; /* ±Ñ¸ì¡Ö̾¤Î¤¢¤ë¡×¥¢¥¤¥Æ¥à̾ */
802 * The monster race arrays
805 monster_race *r_info;
808 char *E_r_name; /* ±Ñ¸ì¥â¥ó¥¹¥¿¡¼Ì¾ */
817 dungeon_info_type *d_info;
823 * Hack -- The special Angband "System Suffix"
824 * This variable is used to choose an appropriate "pref-xxx" file
826 cptr ANGBAND_SYS = "xxx";
829 * Hack -- The special Angband "Graphics Suffix"
830 * This variable is used to choose an appropriate "graf-xxx" file
832 cptr ANGBAND_GRAF = "old";
835 * Path name: The main "lib" directory
836 * This variable is not actually used anywhere in the code
841 * High score files (binary)
842 * These files may be portable between platforms
844 cptr ANGBAND_DIR_APEX;
847 * Bone files for player ghosts (ascii)
848 * These files are portable between platforms
850 cptr ANGBAND_DIR_BONE;
853 * Binary image files for the "*_info" arrays (binary)
854 * These files are not portable between platforms
856 cptr ANGBAND_DIR_DATA;
859 * Textual template files for the "*_info" arrays (ascii)
860 * These files are portable between platforms
862 cptr ANGBAND_DIR_EDIT;
866 * These files are portable between platforms.
868 cptr ANGBAND_DIR_SCRIPT;
871 * Various extra files (ascii)
872 * These files may be portable between platforms
874 cptr ANGBAND_DIR_FILE;
877 * Help files (normal) for the online help (ascii)
878 * These files are portable between platforms
880 cptr ANGBAND_DIR_HELP;
883 * Help files (spoilers) for the online help (ascii)
884 * These files are portable between platforms
886 cptr ANGBAND_DIR_INFO;
889 * Default user "preference" files (ascii)
890 * These files are rarely portable between platforms
892 cptr ANGBAND_DIR_PREF;
895 * Savefiles for current characters (binary)
896 * These files are portable between platforms
898 cptr ANGBAND_DIR_SAVE;
901 * User "preference" files (ascii)
902 * These files are rarely portable between platforms
904 cptr ANGBAND_DIR_USER;
907 * Various extra files (binary)
908 * These files are rarely portable between platforms
910 cptr ANGBAND_DIR_XTRA;
914 * Total Hack -- allow all items to be listed (even empty ones)
915 * This is only used by "do_cmd_inven_e()" and is cleared there.
917 bool item_tester_full;
919 bool item_tester_no_ryoute = FALSE;
922 * Here is a "pseudo-hook" used during calls to "get_item()" and
923 * "show_inven()" and "show_equip()", and the choice window routines.
925 byte item_tester_tval;
929 * Here is a "hook" used during calls to "get_item()" and
930 * "show_inven()" and "show_equip()", and the choice window routines.
932 bool (*item_tester_hook)(object_type*);
937 * Current "comp" function for ang_sort()
939 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
943 * Current "swap" function for ang_sort()
945 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
950 * Hack -- function hooks to restrict "get_mon_num_prep()" function
952 monster_hook_type get_mon_num_hook;
953 monster_hook_type get_mon_num2_hook;
957 * Hack -- function hook to restrict "get_obj_num_prep()" function
959 bool (*get_obj_num_hook)(int k_idx);
962 /* Hack, monk armour */
963 bool monk_armour_aux;
964 bool monk_notify_aux;
966 #ifdef ALLOW_EASY_OPEN /* TNB */
968 #endif /* ALLOW_EASY_OPEN -- TNB */
970 #ifdef ALLOW_EASY_DISARM /* TNB */
972 #endif /* ALLOW_EASY_DISARM -- TNB */
974 #ifdef ALLOW_EASY_FLOOR /* TNB */
976 #endif /* ALLOW_EASY_FLOOR -- TNB */
984 bool display_destroy;
986 /* Auto-destruction options */
997 bool record_rand_art;
998 bool record_destroy_uniq;
999 bool record_fix_quest;
1000 bool record_rand_quest;
1001 bool record_maxdeapth;
1008 bool record_named_pet;
1009 char record_o_name[MAX_NLEN];
1015 wilderness_type **wilderness;
1021 building_type building[MAX_BLDG];
1025 * Maximum number of quests
1030 * Maximum number of monsters in r_info.txt
1035 * Maximum number of items in k_info.txt
1040 * Maximum number of vaults in v_info.txt
1045 * Maximum number of terrain features in f_info.txt
1050 * Maximum number of artifacts in a_info.txt
1055 * Maximum number of ego-items in e_info.txt
1060 * Maximum number of dungeon in e_info.txt
1065 * Maximum number of objects in the level
1070 * Maximum number of monsters in the level
1075 * Maximum size of the wilderness
1088 char quest_text[10][80];
1091 * Current line of the quest text
1093 int quest_text_line;
1096 * Default spell color table (quark index)
1098 s16b gf_color[MAX_GF];
1101 * Flags for initialization
1107 * The "highscore" file descriptor, if available.
1109 int highscore_fd = -1;
1112 * Should the monster allocation fail with inappropriate terrain?
1114 bool monster_terrain_sensitive = TRUE;
1116 int mutant_regenerate_mod = 100;
1122 bool vanilla_town; /* Use "vanilla" town without set quests */
1123 bool ironman_shops; /* Stores are permanently closed */
1124 bool ironman_small_levels; /* Always create unusually small dungeon levels */
1125 bool ironman_downward; /* Don't allow climbing upwards/recalling */
1126 bool ironman_autoscum; /* Permanently enable the autoscummer */
1127 bool lite_town; /* Use "lite" town without wilderness */
1128 bool ironman_empty_levels; /* Always create empty 'arena' levels */
1129 bool terrain_streams; /* Create terrain 'streamers' in the dungeon */
1130 bool munchkin_death; /* Ask for saving death */
1131 bool ironman_rooms; /* Always generate very unusual rooms */
1132 bool ironman_nightmare; /* Play the game in Nightmare mode */
1139 bool use_transparency = FALSE; /* Use transparent tiles */
1141 bool can_save = FALSE; /* Game can be saved */
1143 s16b spell_exp[64]; /* mahou keikenchi */
1145 s16b weapon_exp[5][64]; /* weapon keikenchi */
1147 s16b skill_exp[10]; /* ginou keikenchi */
1152 s16b mane_spell[MAX_MANE];
1153 s16b mane_dam[MAX_MANE];
1171 s16b kubi_r_idx[MAX_KUBI];
1174 monster_type riding_mon;
1175 monster_type party_mon[20];
1190 bool generate_encounter;
1198 byte feat_wall_outer;
1199 byte feat_wall_inner;
1200 byte feat_wall_solid;
1201 s16b floor_type[100], fill_type[100];
1208 bool chuukei_server;
1209 bool chuukei_client;