4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband variables */
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 cptr macro_template = NULL;
31 cptr macro_modifier_chr;
32 cptr macro_modifier_name[MAX_MACRO_MOD];
33 cptr macro_trigger_name[MAX_MACRO_TRIG];
34 cptr 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 int max_max_autopick = 0;
44 autopick_type *autopick_list = NULL;
49 byte h_ver_major; /* Savefile version for Hengband 1.1.1 and later */
54 byte sf_extra; /* Savefile's encoding key */
56 byte z_major; /* Savefile version for Hengband */
61 * Savefile information
63 u32b sf_system; /* Operating system info */
64 u32b sf_when; /* Time when savefile created */
65 u16b sf_lives; /* Number of past "lives" with this file */
66 u16b sf_saves; /* Number of "saves" during this life */
71 bool arg_fiddle; /* Command arg -- Request fiddle mode */
72 bool arg_wizard; /* Command arg -- Request wizard mode */
73 bool arg_sound; /* Command arg -- Request special sounds */
74 byte arg_graphics; /* Command arg -- Request graphics mode */
75 bool arg_monochrome; /* Command arg -- Request monochrome mode */
76 bool arg_force_original; /* Command arg -- Request original keyset */
77 bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
78 bool arg_bigtile = FALSE; /* Command arg -- Request big tile mode */
83 bool character_generated; /* The character exists */
84 bool character_dungeon; /* The character has a dungeon */
85 bool character_loaded; /* The character was loaded from a savefile */
86 bool character_saved; /* The character was just saved to a savefile */
88 bool character_icky; /* The game is in an icky full screen mode */
89 bool character_xtra; /* The game is in an icky startup mode */
91 u32b seed_flavor; /* Hack -- consistent object colors */
92 u32b seed_town; /* Hack -- consistent town layout */
94 s16b command_cmd; /* Current "Angband Command" */
96 s16b command_arg; /* Gives argument of current command */
97 s16b command_rep; /* Gives repetition of current command */
98 s16b command_dir; /* Gives direction of current command */
100 s16b command_see; /* See "object1.c" */
101 s16b command_wrk; /* See "object1.c" */
103 s16b command_gap = 999; /* See "object1.c" */
105 s16b command_new; /* Command chaining from inven/equip view */
107 s16b energy_use; /* Energy use this turn */
109 bool msg_flag; /* Used in msg_print() for "buffering" */
111 s16b running; /* Current counter for running, if any */
112 s16b resting; /* Current counter for resting, if any */
114 s16b cur_hgt; /* Current dungeon height */
115 s16b cur_wid; /* Current dungeon width */
116 s16b dun_level; /* Current dungeon level */
117 s16b num_repro; /* Current reproducer count */
118 s16b object_level; /* Current object creation level */
119 s16b monster_level; /* Current monster creation level */
120 s16b base_level; /* Base dungeon level */
122 s32b turn; /* Current game turn */
123 s32b dungeon_turn; /* Game turn in dungeon */
124 s32b old_turn; /* Turn when level began (feelings) */
127 bool use_sound; /* The "sound" mode is enabled */
128 bool use_graphics; /* The "graphics" mode is enabled */
129 bool use_bigtile = FALSE;
131 s16b signal_count; /* Hack -- Count interupts */
133 bool inkey_base; /* See the "inkey()" function */
134 bool inkey_xtra; /* See the "inkey()" function */
135 bool inkey_scan; /* See the "inkey()" function */
136 bool inkey_flag; /* See the "inkey()" function */
138 s16b coin_type; /* Hack -- force coin type */
140 bool opening_chest; /* Hack -- prevent chest generation */
142 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
143 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
145 bool repair_monsters; /* Hack -- optimize detect monsters */
146 bool repair_objects; /* Hack -- optimize detect objects */
148 s16b inven_nxt; /* Hack -- unused */
152 s16b inven_cnt; /* Number of items in inventory */
153 s16b equip_cnt; /* Number of items in equipment */
155 s16b o_max = 1; /* Number of allocated objects */
156 s16b o_cnt = 0; /* Number of live objects */
158 s16b m_max = 1; /* Number of allocated monsters */
159 s16b m_cnt = 0; /* Number of live monsters */
161 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
162 s16b hack_m_idx_ii = 0;
163 bool multi_rew = FALSE;
164 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
166 int total_friends = 0;
167 s32b total_friend_levels = 0;
168 s32b friend_align = 0;
170 int leaving_quest = 0;
171 bool reinit_wilderness = FALSE;
175 * Software options (set via the '=' command). See "tables.c"
178 /*** Input Options ***/
180 bool rogue_like_commands; /* Rogue-like commands */
181 bool always_pickup; /* Pick things up by default */
182 bool carry_query_flag; /* Prompt before picking things up */
183 bool quick_messages; /* Activate quick messages */
184 bool auto_more; /* Automatically clear '-more-' prompts */
185 bool command_menu; /* Enable command selection menu */
186 bool other_query_flag; /* Prompt for floor item selection */
187 bool use_old_target; /* Use old target by default */
188 bool always_repeat; /* Repeat obvious commands */
189 bool confirm_destroy; /* Prompt for destruction of known worthless items */
190 bool confirm_wear; /* Confirm to wear/wield known cursed items */
191 bool confirm_quest; /* Prompt before exiting a quest level */
192 bool target_pet; /* Allow targetting pets */
194 #ifdef ALLOW_EASY_OPEN
195 bool easy_open; /* Automatically open doors */
198 #ifdef ALLOW_EASY_DISARM
199 bool easy_disarm; /* Automatically disarm traps */
202 #ifdef ALLOW_EASY_FLOOR
203 bool easy_floor; /* Display floor stacks in a list */
206 bool use_command; /* Allow unified use command */
207 bool over_exert; /* Allow casting spells when short of mana */
208 bool numpad_as_cursorkey; /* Use numpad keys as cursor key in editor mode */
211 /*** Map Screen Options ***/
213 bool center_player; /* Center map while walking (*slow*) */
214 bool center_running; /* Centering even while running */
215 bool view_yellow_lite; /* Use special colors for torch-lit grids */
216 bool view_bright_lite; /* Use special colors for 'viewable' grids */
217 bool view_granite_lite; /* Use special colors for wall grids (slow) */
218 bool view_special_lite; /* Use special colors for floor grids (slow) */
219 bool view_reduce_view; /* Reduce view-radius in town */
220 bool fresh_before; /* Flush output while continuous command */
221 bool fresh_after; /* Flush output after monster's move */
222 bool fresh_message; /* Flush output after every message */
223 bool hilite_player; /* Hilite the player with the cursor */
224 bool display_path; /* Display actual path before shooting */
227 /*** Text Display Options ***/
229 bool plain_descriptions; /* Plain object descriptions */
230 bool plain_pickup; /* Plain pickup messages(japanese only) */
231 bool always_show_list; /* Always show list when choosing items */
232 bool depth_in_feet; /* Show dungeon level in feet */
233 bool show_labels; /* Show labels in object listings */
234 bool show_weights; /* Show weights in object listings */
235 bool show_item_graph; /* Show items graphics */
236 bool equippy_chars; /* Display 'equippy' chars */
237 bool display_mutations; /* Display mutations in 'C'haracter Display */
238 bool compress_savefile; /* Compress messages in savefiles */
239 bool abbrev_extra; /* Describe obj's extra resistances by abbreviation */
240 bool abbrev_all; /* Describe obj's all resistances by abbreviation */
241 bool exp_need; /* Show the experience needed for next level */
244 /*** Game-Play Options ***/
246 bool stack_force_notes; /* Merge inscriptions when stacking */
247 bool stack_force_costs; /* Merge discounts when stacking */
248 bool expand_list; /* Expand the power of the list commands */
249 bool view_perma_grids; /* Map remembers all perma-lit grids */
250 bool view_torch_grids; /* Map remembers all torch-lit grids */
251 bool view_unsafe_grids; /* Map marked by detect traps */
252 bool small_levels; /* Allow unusually small dungeon levels */
253 bool always_small_levels; /* Always create unusually small dungeon levels */
254 bool empty_levels; /* Allow empty 'arena' levels */
255 bool bound_walls_perm; /* Boundary walls become 'permanent wall' */
256 bool last_words; /* Leave last words when your character dies */
259 bool send_score; /* Send score dump to the world score server */
262 bool allow_debug_opts; /* Allow use of debug/cheat options */
265 /*** Disturbance Options ***/
267 bool find_ignore_stairs; /* Run past stairs */
268 bool find_ignore_doors; /* Run through open doors */
269 bool find_cut; /* Run past known corners */
270 bool check_abort; /* Check for user abort while continuous command */
271 bool flush_failure; /* Flush input on various failures */
272 bool flush_disturb; /* Flush input whenever disturbed */
273 bool disturb_move; /* Disturb whenever any monster moves */
274 bool disturb_high; /* Disturb whenever high-level monster moves */
275 bool disturb_near; /* Disturb whenever viewable monster moves */
276 bool disturb_pets; /* Disturb when visible pets move */
277 bool disturb_panel; /* Disturb whenever map panel changes */
278 bool disturb_state; /* Disturb whenever player state changes */
279 bool disturb_minor; /* Disturb whenever boring things happen */
280 bool ring_bell; /* Audible bell (on errors, etc) */
281 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
282 bool alert_trap_detect; /* Alert when leaving trap detected area */
285 /*** Birth Options ***/
287 bool manual_haggle; /* Manually haggle in stores */
288 bool easy_band; /* Easy Mode (*) */
289 bool smart_learn; /* Monsters learn from their mistakes (*) */
290 bool smart_cheat; /* Monsters exploit players weaknesses (*) */
291 bool vanilla_town; /* Use 'vanilla' town without quests and wilderness */
292 bool lite_town; /* Use 'lite' town without a wilderness */
293 bool ironman_shops; /* Stores are permanently closed (*) */
294 bool ironman_small_levels; /* Always create unusually small dungeon levels (*) */
295 bool ironman_downward; /* Disable recall and use of up stairs (*) */
296 bool ironman_empty_levels; /* Always create empty 'arena' levels (*) */
297 bool ironman_rooms; /* Always generate very unusual rooms (*) */
298 bool ironman_nightmare; /* Nightmare mode(it isn't even remotely fair!)(*) */
299 bool left_hander; /* Left-Hander */
300 bool preserve_mode; /* Preserve artifacts (*) */
301 bool autoroller; /* Allow use of autoroller for stats (*) */
302 bool autochara; /* Autoroll for weight, height and social status */
303 bool powerup_home; /* Increase capacity of your home (*) */
306 /*** Easy Object Auto-Destroyer ***/
308 bool destroy_items; /* Use easy auto-destroyer */
309 bool destroy_feeling; /* Apply auto-destroy as sense feeling */
310 bool destroy_identify; /* Apply auto-destroy as identify an item */
311 bool leave_worth; /* Auto-destroyer leaves known worthy items */
312 bool leave_equip; /* Auto-destroyer leaves weapons and armour */
313 bool leave_chest; /* Auto-destroyer leaves closed chests */
314 bool leave_wanted; /* Auto-destroyer leaves wanted corpses */
315 bool leave_corpse; /* Auto-destroyer leaves corpses and skeletons */
316 bool leave_junk; /* Auto-destroyer leaves junk */
317 bool leave_special; /* Auto-destroyer leaves items your race/class needs */
320 /*** Play-record Options ***/
322 bool record_fix_art; /* Record fixed artifacts */
323 bool record_rand_art; /* Record random artifacts */
324 bool record_destroy_uniq; /* Record when destroy unique monster */
325 bool record_fix_quest; /* Record fixed quests */
326 bool record_rand_quest; /* Record random quests */
327 bool record_maxdeapth; /* Record movements to deepest level */
328 bool record_stair; /* Record recall and stair movements */
329 bool record_buy; /* Record purchased items */
330 bool record_sell; /* Record sold items */
331 bool record_danger; /* Record hitpoint warning */
332 bool record_arena; /* Record arena victories */
333 bool record_ident; /* Record first identified items */
334 bool record_named_pet; /* Record informations of named pets */
337 /* Cheating options */
339 bool cheat_peek; /* Peek into object creation */
340 bool cheat_hear; /* Peek into monster creation */
341 bool cheat_room; /* Peek into dungeon creation */
342 bool cheat_xtra; /* Peek into something else */
343 bool cheat_know; /* Know complete monster info */
344 bool cheat_live; /* Allow player to avoid death */
345 bool cheat_save; /* Ask for saving death */
348 /* Special options */
350 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
351 byte mana_warn; /* Mana color (0 to 9) */
353 byte delay_factor; /* Delay factor (0 to 9) */
355 bool autosave_l; /* Autosave before entering new levels */
356 bool autosave_t; /* Timed autosave */
357 s16b autosave_freq; /* Autosave frequency */
364 byte feeling; /* Most recent feeling */
365 s16b rating; /* Level's current rating */
367 bool good_item_flag; /* True if "Artifact" on this level */
369 bool closing_flag; /* Dungeon is closing */
376 s16b panel_row_min, panel_row_max;
377 s16b panel_col_min, panel_col_max;
378 s16b panel_col_prt, panel_row_prt;
381 * Player location in dungeon
387 * Targetting variables
402 * Current player's character name
404 char player_name[32];
407 * Stripped version of "player_name"
409 char player_base[32];
413 * Buffer to hold the current savefile name
414 * 'savefile' holds full path name. 'savefile_base' holds only base name.
417 char savefile_base[40];
420 * Array of grids lit by player lite (see "cave.c")
423 s16b lite_y[LITE_MAX];
424 s16b lite_x[LITE_MAX];
427 * Array of grids lit by player lite (see "cave.c")
430 s16b mon_lite_y[MON_LITE_MAX];
431 s16b mon_lite_x[MON_LITE_MAX];
434 * Array of grids viewable to the player (see "cave.c")
437 byte view_y[VIEW_MAX];
438 byte view_x[VIEW_MAX];
441 * Array of grids for use by various functions (see "cave.c")
444 byte temp_y[TEMP_MAX];
445 byte temp_x[TEMP_MAX];
448 * Array of grids for delayed visual updating (see "cave.c")
451 byte redraw_y[REDRAW_MAX];
452 byte redraw_x[REDRAW_MAX];
456 * Number of active macros.
461 * Array of macro patterns [MACRO_MAX]
466 * Array of macro actions [MACRO_MAX]
471 * Array of macro types [MACRO_MAX]
476 * Current macro action [1024]
482 * The number of quarks
487 * The pointers to the quarks [QUARK_MAX]
493 * The next "free" index to use
498 * The index of the oldest message (none yet)
503 * The next "free" offset
508 * The offset to the oldest used char (none yet)
513 * The array of offsets, by index [MESSAGE_MAX]
518 * The array of chars, by offset [MESSAGE_BUF]
524 * The array of normal options
531 * The array of window options
538 * The array of window pointers
540 term *angband_term[8];
544 * Standard window names
546 char angband_term_name[8][16] =
560 * Global table of color definitions
562 byte angband_color_table[256][4] =
564 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
565 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
566 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
567 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
568 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
569 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
570 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
571 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
572 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
573 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
574 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
575 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
576 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
577 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
578 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
579 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
584 * Standard sound names
586 char angband_sound_name[SOUND_MAX][16] =
657 * The array of "cave grids" [MAX_WID][MAX_HGT].
658 * Not completely allocated, that would be inefficient
659 * Not completely hardcoded, that would overflow memory
661 cave_type *cave[MAX_HGT];
665 * The array of saved floors
667 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
671 * Number of floor_id used from birth
677 * Sign for current process used in temporal files.
678 * Actually it is the start time of current process.
680 u32b saved_floor_file_sign;
684 * The array of dungeon items [max_o_idx]
689 * The array of dungeon monsters [max_m_idx]
691 monster_type *m_list;
695 * Maximum number of towns
700 * The towns [max_towns]
706 * The player's inventory [INVEN_TOTAL]
708 object_type *inventory;
712 * The size of "alloc_kind_table" (at most max_k_idx * 4)
714 s16b alloc_kind_size;
717 * The entries in the "kind allocator table"
719 alloc_entry *alloc_kind_table;
723 * The size of "alloc_race_table" (at most max_r_idx)
725 s16b alloc_race_size;
728 * The entries in the "race allocator table"
730 alloc_entry *alloc_race_table;
734 * Specify attr/char pairs for visual special effects
735 * Be sure to use "index & 0x7F" to avoid illegal access
737 byte misc_to_attr[256];
738 char misc_to_char[256];
742 * Specify attr/char pairs for inventory items (by tval)
743 * Be sure to use "index & 0x7F" to avoid illegal access
745 byte tval_to_attr[128];
746 char tval_to_char[128];
750 * Keymaps for each "mode" associated with each keypress.
752 cptr keymap_act[KEYMAP_MODES][256];
756 /*** Player information ***/
759 * Static player info record
764 * Pointer to the player info
766 player_type *p_ptr = &p_body;
769 * Pointer to the player tables
770 * (sex, race, class, magic)
774 player_class *cp_ptr;
775 player_seikaku *ap_ptr;
776 player_magic *mp_ptr;
780 * The last character rolled,
781 * holded for quick start
783 birther previous_char;
787 * The vault generation arrays
801 player_magic *m_info;
804 * The terrain feature arrays
806 feature_type *f_info;
811 * The object kind arrays
818 * The artifact arrays
820 artifact_type *a_info;
825 * The ego-item arrays
827 ego_item_type *e_info;
833 * The monster race arrays
835 monster_race *r_info;
843 dungeon_info_type *d_info;
849 * Hack -- The special Angband "System Suffix"
850 * This variable is used to choose an appropriate "pref-xxx" file
852 cptr ANGBAND_SYS = "xxx";
855 * Hack -- The special Angband "Keyboard Suffix"
856 * This variable is used to choose an appropriate macro-trigger definition
859 cptr ANGBAND_KEYBOARD = "JAPAN";
861 cptr ANGBAND_KEYBOARD = "0";
865 * Hack -- The special Angband "Graphics Suffix"
866 * This variable is used to choose an appropriate "graf-xxx" file
868 cptr ANGBAND_GRAF = "ascii";
871 * Path name: The main "lib" directory
872 * This variable is not actually used anywhere in the code
877 * High score files (binary)
878 * These files may be portable between platforms
880 cptr ANGBAND_DIR_APEX;
883 * Bone files for player ghosts (ascii)
884 * These files are portable between platforms
886 cptr ANGBAND_DIR_BONE;
889 * Binary image files for the "*_info" arrays (binary)
890 * These files are not portable between platforms
892 cptr ANGBAND_DIR_DATA;
895 * Textual template files for the "*_info" arrays (ascii)
896 * These files are portable between platforms
898 cptr ANGBAND_DIR_EDIT;
902 * These files are portable between platforms.
904 cptr ANGBAND_DIR_SCRIPT;
907 * Various extra files (ascii)
908 * These files may be portable between platforms
910 cptr ANGBAND_DIR_FILE;
913 * Help files (normal) for the online help (ascii)
914 * These files are portable between platforms
916 cptr ANGBAND_DIR_HELP;
919 * Help files (spoilers) for the online help (ascii)
920 * These files are portable between platforms
922 cptr ANGBAND_DIR_INFO;
925 * Default user "preference" files (ascii)
926 * These files are rarely portable between platforms
928 cptr ANGBAND_DIR_PREF;
931 * Savefiles for current characters (binary)
932 * These files are portable between platforms
934 cptr ANGBAND_DIR_SAVE;
937 * User "preference" files (ascii)
938 * These files are rarely portable between platforms
940 cptr ANGBAND_DIR_USER;
943 * Various extra files (binary)
944 * These files are rarely portable between platforms
946 cptr ANGBAND_DIR_XTRA;
950 * Total Hack -- allow all items to be listed (even empty ones)
951 * This is only used by "do_cmd_inven_e()" and is cleared there.
953 bool item_tester_full;
955 bool item_tester_no_ryoute = FALSE;
958 * Here is a "pseudo-hook" used during calls to "get_item()" and
959 * "show_inven()" and "show_equip()", and the choice window routines.
961 byte item_tester_tval;
965 * Here is a "hook" used during calls to "get_item()" and
966 * "show_inven()" and "show_equip()", and the choice window routines.
968 bool (*item_tester_hook)(object_type*);
973 * Current "comp" function for ang_sort()
975 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
979 * Current "swap" function for ang_sort()
981 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
986 * Hack -- function hooks to restrict "get_mon_num_prep()" function
988 monster_hook_type get_mon_num_hook;
989 monster_hook_type get_mon_num2_hook;
993 * Hack -- function hook to restrict "get_obj_num_prep()" function
995 bool (*get_obj_num_hook)(int k_idx);
998 /* Hack, monk armour */
999 bool monk_armour_aux;
1000 bool monk_notify_aux;
1002 #ifdef ALLOW_EASY_OPEN /* TNB */
1004 #endif /* ALLOW_EASY_OPEN -- TNB */
1006 #ifdef ALLOW_EASY_DISARM /* TNB */
1008 #endif /* ALLOW_EASY_DISARM -- TNB */
1010 #ifdef ALLOW_EASY_FLOOR /* TNB */
1012 #endif /* ALLOW_EASY_FLOOR -- TNB */
1016 bool center_running;
1018 /* Auto-destruction options */
1020 bool destroy_feeling;
1021 bool destroy_identify;
1031 bool record_fix_art;
1032 bool record_rand_art;
1033 bool record_destroy_uniq;
1034 bool record_fix_quest;
1035 bool record_rand_quest;
1036 bool record_maxdeapth;
1043 bool record_named_pet;
1044 char record_o_name[MAX_NLEN];
1050 wilderness_type **wilderness;
1056 building_type building[MAX_BLDG];
1060 * Maximum number of quests
1065 * Maximum number of monsters in r_info.txt
1070 * Maximum number of items in k_info.txt
1075 * Maximum number of vaults in v_info.txt
1080 * Maximum number of terrain features in f_info.txt
1085 * Maximum number of artifacts in a_info.txt
1090 * Maximum number of ego-items in e_info.txt
1095 * Maximum number of dungeon in e_info.txt
1100 * Maximum number of objects in the level
1105 * Maximum number of monsters in the level
1110 * Maximum size of the wilderness
1123 char quest_text[10][80];
1126 * Current line of the quest text
1128 int quest_text_line;
1131 * Default spell color table (quark index)
1133 s16b gf_color[MAX_GF];
1136 * Flags for initialization
1142 * The "highscore" file descriptor, if available.
1144 int highscore_fd = -1;
1146 int mutant_regenerate_mod = 100;
1148 bool can_save = FALSE; /* Game can be saved */
1168 s16b kubi_r_idx[MAX_KUBI];
1171 monster_type party_mon[MAX_PARTY_MON];
1186 bool generate_encounter;
1188 cptr screen_dump = NULL;
1196 s16b feat_wall_outer;
1197 s16b feat_wall_inner;
1198 s16b feat_wall_solid;
1199 s16b floor_type[100], fill_type[100];
1206 bool chuukei_server;
1207 bool chuukei_client;