3 * @brief グローバル変数定義 / Angband variables
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke<br>
8 * This software may be copied and distributed for educational, research,<br>
9 * and not for profit purposes provided that this copyright and statement<br>
10 * are included in all such copies. Other copyrights may also apply.<br>
17 * Hack -- Link a copyright message into the executable
19 const cptr copyright[5] =
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; /*!< 現在登録中のマクロ(トリガー)の数 */
30 cptr macro_template = NULL; /*!< Angband設定ファイルのT: タグ情報から読み込んだ長いTコードを処理するために利用する文字列ポインタ */
31 cptr macro_modifier_chr; /*!< &x# で指定されるマクロトリガーに関する情報を記録する文字列ポインタ */
32 cptr macro_modifier_name[MAX_MACRO_MOD]; /*!< マクロ上で取り扱う特殊キーを文字列上で表現するためのフォーマットを記録した文字列ポインタ配列 */
33 cptr macro_trigger_name[MAX_MACRO_TRIG]; /*!< マクロのトリガーコード */
34 cptr macro_trigger_keycode[2][MAX_MACRO_TRIG]; /*!< マクロの内容 */
36 int level_up = 0; /*!< レベルアップの際に遅延してcalc_mana()関数上で上昇量を表示するかどうかの判定フラグ */
40 * 自動拾い/破壊設定のリストに関する変数 / List for auto-picker/destroyer entries
42 int max_autopick = 0; /*!< 現在登録している自動拾い/破壊設定の数 */
43 int max_max_autopick = 0; /*!< 自動拾い/破壊設定の限界数 */
44 autopick_type *autopick_list = NULL; /*!< 自動拾い/破壊設定構造体のポインタ配列 */
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 bool arg_music; /* Command arg -- Request special musics */
75 byte arg_graphics; /* Command arg -- Request graphics mode */
76 bool arg_monochrome; /* Command arg -- Request monochrome mode */
77 bool arg_force_original; /* Command arg -- Request original keyset */
78 bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
79 bool arg_bigtile = FALSE; /* Command arg -- Request big tile mode */
84 bool character_generated; /* The character exists */
85 bool character_dungeon; /* The character has a dungeon */
86 bool character_loaded; /* The character was loaded from a savefile */
87 bool character_saved; /* The character was just saved to a savefile */
89 bool character_icky; /* The game is in an icky full screen mode */
90 bool character_xtra; /* The game is in an icky startup mode */
92 bool creating_savefile; /* New savefile is currently created */
94 u32b seed_flavor; /* Hack -- consistent object colors */
95 u32b seed_town; /* Hack -- consistent town layout */
97 s16b command_cmd; /* Current "Angband Command" */
99 s16b command_arg; /* Gives argument of current command */
100 s16b command_rep; /* Gives repetition of current command */
101 s16b command_dir; /* Gives direction of current command */
103 s16b command_see; /* See "object1.c" */
104 s16b command_wrk; /* See "object1.c" */
106 s16b command_gap = 999; /* See "object1.c" */
108 s16b command_new; /* Command chaining from inven/equip view */
110 s16b energy_use; /* Energy use this turn */
112 bool msg_flag; /* Used in msg_print() for "buffering" */
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 turn_limit; /* Limit of game turn */
127 s32b dungeon_turn; /* Game turn in dungeon */
128 s32b dungeon_turn_limit; /* Limit of game turn in dungeon */
129 s32b old_turn; /* Turn when level began */
132 bool use_sound; /* The "sound" mode is enabled */
133 bool use_music; /* The "music" mode is enabled */
134 bool use_graphics; /* The "graphics" mode is enabled */
135 bool use_bigtile = FALSE;
137 s16b signal_count; /* Hack -- Count interupts */
139 bool inkey_base; /* See the "inkey()" function */
140 bool inkey_xtra; /* See the "inkey()" function */
141 bool inkey_scan; /* See the "inkey()" function */
142 bool inkey_flag; /* See the "inkey()" function */
143 bool get_com_no_macros = FALSE; /* Expand macros in "get_com" or not */
145 s16b coin_type; /* Hack -- force coin type */
147 bool opening_chest; /* Hack -- prevent chest generation */
149 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
150 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
152 bool repair_monsters; /* Hack -- optimize detect monsters */
153 bool repair_objects; /* Hack -- optimize detect objects */
155 s16b inven_nxt; /* Hack -- unused */
159 s16b inven_cnt; /* Number of items in inventory */
160 s16b equip_cnt; /* Number of items in equipment */
162 s16b o_max = 1; /* Number of allocated objects */
163 s16b o_cnt = 0; /* Number of live objects */
165 s16b m_max = 1; /* Number of allocated monsters */
166 s16b m_cnt = 0; /* Number of live monsters */
168 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
169 s16b hack_m_idx_ii = 0;
170 bool multi_rew = FALSE;
171 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
173 int total_friends = 0;
174 s32b friend_align = 0;
176 int leaving_quest = 0;
177 bool reinit_wilderness = FALSE;
181 * Software options (set via the '=' command). See "tables.c"
184 /*** Input Options ***/
186 bool rogue_like_commands; /* Rogue-like commands */
187 bool always_pickup; /* Pick things up by default */
188 bool carry_query_flag; /* Prompt before picking things up */
189 bool quick_messages; /* Activate quick messages */
190 bool auto_more; /* Automatically clear '-more-' prompts */
191 bool command_menu; /* Enable command selection menu */
192 bool other_query_flag; /* Prompt for floor item selection */
193 bool use_old_target; /* Use old target by default */
194 bool always_repeat; /* Repeat obvious commands */
195 bool confirm_destroy; /* Prompt for destruction of known worthless items */
196 bool confirm_wear; /* Confirm to wear/wield known cursed items */
197 bool confirm_quest; /* Prompt before exiting a quest level */
198 bool target_pet; /* Allow targetting pets */
200 #ifdef ALLOW_EASY_OPEN
201 bool easy_open; /* Automatically open doors */
204 #ifdef ALLOW_EASY_DISARM
205 bool easy_disarm; /* Automatically disarm traps */
208 #ifdef ALLOW_EASY_FLOOR
209 bool easy_floor; /* Display floor stacks in a list */
212 bool use_command; /* Allow unified use command */
213 bool over_exert; /* Allow casting spells when short of mana */
214 bool numpad_as_cursorkey; /* Use numpad keys as cursor key in editor mode */
217 /*** Map Screen Options ***/
219 bool center_player; /* Center map while walking (*slow*) */
220 bool center_running; /* Centering even while running */
221 bool view_yellow_lite; /* Use special colors for torch-lit grids */
222 bool view_bright_lite; /* Use special colors for 'viewable' grids */
223 bool view_granite_lite; /* Use special colors for wall grids (slow) */
224 bool view_special_lite; /* Use special colors for floor grids (slow) */
225 bool view_perma_grids; /* Map remembers all perma-lit grids */
226 bool view_torch_grids; /* Map remembers all torch-lit grids */
227 bool view_unsafe_grids; /* Map marked by detect traps */
228 bool view_reduce_view; /* Reduce view-radius in town */
229 bool fresh_before; /* Flush output while continuous command */
230 bool fresh_after; /* Flush output after monster's move */
231 bool fresh_message; /* Flush output after every message */
232 bool hilite_player; /* Hilite the player with the cursor */
233 bool display_path; /* Display actual path before shooting */
236 /*** Text Display Options ***/
238 bool plain_descriptions; /* Plain object descriptions */
239 bool plain_pickup; /* Plain pickup messages(japanese only) */
240 bool always_show_list; /* Always show list when choosing items */
241 bool depth_in_feet; /* Show dungeon level in feet */
242 bool show_labels; /* Show labels in object listings */
243 bool show_weights; /* Show weights in object listings */
244 bool show_item_graph; /* Show items graphics */
245 bool equippy_chars; /* Display 'equippy' chars */
246 bool display_mutations; /* Display mutations in 'C'haracter Display */
247 bool compress_savefile; /* Compress messages in savefiles */
248 bool abbrev_extra; /* Describe obj's extra resistances by abbreviation */
249 bool abbrev_all; /* Describe obj's all resistances by abbreviation */
250 bool exp_need; /* Show the experience needed for next level */
251 bool ignore_unview; /* Ignore whenever any monster does */
254 /*** Game-Play Options ***/
256 bool stack_force_notes; /* Merge inscriptions when stacking */
257 bool stack_force_costs; /* Merge discounts when stacking */
258 bool expand_list; /* Expand the power of the list commands */
259 bool small_levels; /* Allow unusually small dungeon levels */
260 bool always_small_levels; /* Always create unusually small dungeon levels */
261 bool empty_levels; /* Allow empty 'arena' levels */
262 bool bound_walls_perm; /* Boundary walls become 'permanent wall' */
263 bool last_words; /* Leave last words when your character dies */
266 bool send_score; /* Send score dump to the world score server */
269 bool allow_debug_opts; /* Allow use of debug/cheat options */
272 /*** Disturbance Options ***/
274 bool find_ignore_stairs; /* Run past stairs */
275 bool find_ignore_doors; /* Run through open doors */
276 bool find_cut; /* Run past known corners */
277 bool check_abort; /* Check for user abort while continuous command */
278 bool flush_failure; /* Flush input on various failures */
279 bool flush_disturb; /* Flush input whenever disturbed */
280 bool disturb_move; /* Disturb whenever any monster moves */
281 bool disturb_high; /* Disturb whenever high-level monster moves */
282 bool disturb_near; /* Disturb whenever viewable monster moves */
283 bool disturb_pets; /* Disturb when visible pets move */
284 bool disturb_panel; /* Disturb whenever map panel changes */
285 bool disturb_state; /* Disturb whenever player state changes */
286 bool disturb_minor; /* Disturb whenever boring things happen */
287 bool ring_bell; /* Audible bell (on errors, etc) */
288 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
289 bool alert_trap_detect; /* Alert when leaving trap detected area */
292 /*** Birth Options ***/
294 bool manual_haggle; /* Manually haggle in stores */
295 bool easy_band; /* Easy Mode (*) */
296 bool smart_learn; /* Monsters learn from their mistakes (*) */
297 bool smart_cheat; /* Monsters exploit players weaknesses (*) */
298 bool vanilla_town; /* Use 'vanilla' town without quests and wilderness */
299 bool lite_town; /* Use 'lite' town without a wilderness */
300 bool ironman_shops; /* Stores are permanently closed (*) */
301 bool ironman_small_levels; /* Always create unusually small dungeon levels (*) */
302 bool ironman_downward; /* Disable recall and use of up stairs (*) */
303 bool ironman_empty_levels; /* Always create empty 'arena' levels (*) */
304 bool ironman_rooms; /* Always generate very unusual rooms (*) */
305 bool ironman_nightmare; /* Nightmare mode(it isn't even remotely fair!)(*) */
306 bool left_hander; /* Left-Hander */
307 bool preserve_mode; /* Preserve artifacts (*) */
308 bool autoroller; /* Allow use of autoroller for stats (*) */
309 bool autochara; /* Autoroll for weight, height and social status */
310 bool powerup_home; /* Increase capacity of your home (*) */
311 bool show_ammo_detail; /* Show Description of ammo damage */
312 bool show_ammo_no_crit; /* Show No-crit damage of ammo */
313 bool show_ammo_crit_ratio; /* Show critical ratio of ammo */
318 /*** Easy Object Auto-Destroyer ***/
320 bool destroy_items; /* Use easy auto-destroyer */
321 bool destroy_feeling; /* Apply auto-destroy as sense feeling */
322 bool destroy_identify; /* Apply auto-destroy as identify an item */
323 bool leave_worth; /* Auto-destroyer leaves known worthy items */
324 bool leave_equip; /* Auto-destroyer leaves weapons and armour */
325 bool leave_chest; /* Auto-destroyer leaves closed chests */
326 bool leave_wanted; /* Auto-destroyer leaves wanted corpses */
327 bool leave_corpse; /* Auto-destroyer leaves corpses and skeletons */
328 bool leave_junk; /* Auto-destroyer leaves junk */
329 bool leave_special; /* Auto-destroyer leaves items your race/class needs */
332 /*** Play-record Options ***/
334 bool record_fix_art; /* Record fixed artifacts */
335 bool record_rand_art; /* Record random artifacts */
336 bool record_destroy_uniq; /* Record when destroy unique monster */
337 bool record_fix_quest; /* Record fixed quests */
338 bool record_rand_quest; /* Record random quests */
339 bool record_maxdepth; /* Record movements to deepest level */
340 bool record_stair; /* Record recall and stair movements */
341 bool record_buy; /* Record purchased items */
342 bool record_sell; /* Record sold items */
343 bool record_danger; /* Record hitpoint warning */
344 bool record_arena; /* Record arena victories */
345 bool record_ident; /* Record first identified items */
346 bool record_named_pet; /* Record informations of named pets */
347 char record_o_name[MAX_NLEN];
351 /* Cheating options */
353 bool cheat_peek; /* Peek into object creation */
354 bool cheat_hear; /* Peek into monster creation */
355 bool cheat_room; /* Peek into dungeon creation */
356 bool cheat_xtra; /* Peek into something else */
357 bool cheat_know; /* Know complete monster info */
358 bool cheat_live; /* Allow player to avoid death */
359 bool cheat_save; /* Ask for saving death */
362 /* Special options */
364 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
365 byte mana_warn; /* Mana color (0 to 9) */
367 byte delay_factor; /* Delay factor (0 to 9) */
369 bool autosave_l; /* Autosave before entering new levels */
370 bool autosave_t; /* Timed autosave */
371 s16b autosave_freq; /* Autosave frequency */
378 bool closing_flag; /* Dungeon is closing */
385 s16b panel_row_min, panel_row_max;
386 s16b panel_col_min, panel_col_max;
387 s16b panel_col_prt, panel_row_prt;
390 * Player location in dungeon
396 * Targetting variables
411 * Current player's character name
413 char player_name[32];
416 * Stripped version of "player_name"
418 char player_base[32];
422 * Buffer to hold the current savefile name
423 * 'savefile' holds full path name. 'savefile_base' holds only base name.
426 char savefile_base[40];
429 * Array of grids lit by player lite (see "cave.c")
432 s16b lite_y[LITE_MAX];
433 s16b lite_x[LITE_MAX];
436 * Array of grids lit by player lite (see "cave.c")
439 s16b mon_lite_y[MON_LITE_MAX];
440 s16b mon_lite_x[MON_LITE_MAX];
443 * Array of grids viewable to the player (see "cave.c")
446 byte view_y[VIEW_MAX];
447 byte view_x[VIEW_MAX];
450 * Array of grids for use by various functions (see "cave.c")
453 byte temp_y[TEMP_MAX];
454 byte temp_x[TEMP_MAX];
457 * Array of grids for delayed visual updating (see "cave.c")
460 byte redraw_y[REDRAW_MAX];
461 byte redraw_x[REDRAW_MAX];
465 * Number of active macros.
470 * Array of macro patterns [MACRO_MAX]
475 * Array of macro actions [MACRO_MAX]
480 * Array of macro types [MACRO_MAX]
485 * Current macro action [1024]
491 * The number of quarks
496 * The pointers to the quarks [QUARK_MAX]
502 * The next "free" index to use
507 * The index of the oldest message (none yet)
512 * The next "free" offset
517 * The offset to the oldest used char (none yet)
522 * The array of offsets, by index [MESSAGE_MAX]
527 * The array of chars, by offset [MESSAGE_BUF]
533 * The array of normal options
540 * The array of window options
547 * The array of window pointers
549 term *angband_term[8];
553 * Standard window names
555 const char angband_term_name[8][16] =
569 * Global table of color definitions
571 byte angband_color_table[256][4] =
573 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
574 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
575 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
576 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
577 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
578 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
579 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
580 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
581 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
582 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
583 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
584 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
585 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
586 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
587 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
588 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
593 * Standard sound names
595 const cptr angband_sound_name[SOUND_MAX] =
666 * Standard music names
668 const cptr angband_music_basic_name[MUSIC_BASIC_MAX] =
692 * The array of "cave grids" [MAX_WID][MAX_HGT].
693 * Not completely allocated, that would be inefficient
694 * Not completely hardcoded, that would overflow memory
696 cave_type *cave[MAX_HGT];
700 * The array of saved floors
702 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
706 * Number of floor_id used from birth
712 * Sign for current process used in temporal files.
713 * Actually it is the start time of current process.
715 u32b saved_floor_file_sign;
719 * The array of dungeon items [max_o_idx]
724 * The array of dungeon monsters [max_m_idx]
726 monster_type *m_list;
729 * The array to process dungeon monsters [max_m_idx]
731 s16b *mproc_list[MAX_MTIMED];
732 s16b mproc_max[MAX_MTIMED]; /* Number of monsters to be processed */
736 * Maximum number of towns
741 * The towns [max_towns]
747 * The player's inventory [INVEN_TOTAL]
749 object_type *inventory;
753 * The size of "alloc_kind_table" (at most max_k_idx * 4)
755 s16b alloc_kind_size;
758 * The entries in the "kind allocator table"
760 alloc_entry *alloc_kind_table;
764 * The size of "alloc_race_table" (at most max_r_idx)
766 s16b alloc_race_size;
769 * The entries in the "race allocator table"
771 alloc_entry *alloc_race_table;
775 * Specify attr/char pairs for visual special effects
776 * Be sure to use "index & 0x7F" to avoid illegal access
778 byte misc_to_attr[256];
779 char misc_to_char[256];
783 * Specify attr/char pairs for inventory items (by tval)
784 * Be sure to use "index & 0x7F" to avoid illegal access
786 byte tval_to_attr[128];
787 char tval_to_char[128];
791 * Keymaps for each "mode" associated with each keypress.
793 cptr keymap_act[KEYMAP_MODES][256];
797 /*** Player information ***/
800 * Static player info record
805 * Pointer to the player info
807 player_type *p_ptr = &p_body;
810 * Pointer to the player tables
811 * (sex, race, class, magic)
813 const player_sex *sp_ptr;
814 const player_race *rp_ptr;
815 const player_class *cp_ptr;
816 const player_seikaku *ap_ptr;
817 const player_magic *mp_ptr;
821 * The last character rolled,
822 * holded for quick start
824 birther previous_char;
828 * The vault generation arrays
842 player_magic *m_info;
845 * The terrain feature arrays
847 feature_type *f_info;
852 * The object kind arrays
859 * The artifact arrays
861 artifact_type *a_info;
866 * The ego-item arrays
868 ego_item_type *e_info;
874 * The monster race arrays
876 monster_race *r_info;
884 dungeon_info_type *d_info;
890 * Hack -- The special Angband "System Suffix"
891 * This variable is used to choose an appropriate "pref-xxx" file
893 cptr ANGBAND_SYS = "xxx";
896 * Hack -- The special Angband "Keyboard Suffix"
897 * This variable is used to choose an appropriate macro-trigger definition
900 cptr ANGBAND_KEYBOARD = "JAPAN";
902 cptr ANGBAND_KEYBOARD = "0";
906 * Hack -- The special Angband "Graphics Suffix"
907 * This variable is used to choose an appropriate "graf-xxx" file
909 cptr ANGBAND_GRAF = "ascii";
912 * Path name: The main "lib" directory
913 * This variable is not actually used anywhere in the code
918 * High score files (binary)
919 * These files may be portable between platforms
921 cptr ANGBAND_DIR_APEX;
924 * Bone files for player ghosts (ascii)
925 * These files are portable between platforms
927 cptr ANGBAND_DIR_BONE;
930 * Binary image files for the "*_info" arrays (binary)
931 * These files are not portable between platforms
933 cptr ANGBAND_DIR_DATA;
936 * Textual template files for the "*_info" arrays (ascii)
937 * These files are portable between platforms
939 cptr ANGBAND_DIR_EDIT;
943 * These files are portable between platforms.
945 cptr ANGBAND_DIR_SCRIPT;
948 * Various extra files (ascii)
949 * These files may be portable between platforms
951 cptr ANGBAND_DIR_FILE;
954 * Help files (normal) for the online help (ascii)
955 * These files are portable between platforms
957 cptr ANGBAND_DIR_HELP;
960 * Help files (spoilers) for the online help (ascii)
961 * These files are portable between platforms
963 cptr ANGBAND_DIR_INFO;
966 * Default user "preference" files (ascii)
967 * These files are rarely portable between platforms
969 cptr ANGBAND_DIR_PREF;
972 * Savefiles for current characters (binary)
973 * These files are portable between platforms
975 cptr ANGBAND_DIR_SAVE;
978 * User "preference" files (ascii)
979 * These files are rarely portable between platforms
981 cptr ANGBAND_DIR_USER;
984 * Various extra files (binary)
985 * These files are rarely portable between platforms
987 cptr ANGBAND_DIR_XTRA;
991 * Total Hack -- allow all items to be listed (even empty ones)
992 * This is only used by "do_cmd_inven_e()" and is cleared there.
994 bool item_tester_full;
996 bool item_tester_no_ryoute = FALSE;
999 * Here is a "pseudo-hook" used during calls to "get_item()" and
1000 * "show_inven()" and "show_equip()", and the choice window routines.
1002 byte item_tester_tval;
1006 * Here is a "hook" used during calls to "get_item()" and
1007 * "show_inven()" and "show_equip()", and the choice window routines.
1009 bool (*item_tester_hook)(object_type*);
1014 * Current "comp" function for ang_sort()
1016 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
1020 * Current "swap" function for ang_sort()
1022 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
1027 * Hack -- function hooks to restrict "get_mon_num_prep()" function
1029 monster_hook_type get_mon_num_hook;
1030 monster_hook_type get_mon_num2_hook;
1034 * Hack -- function hook to restrict "get_obj_num_prep()" function
1036 bool (*get_obj_num_hook)(int k_idx);
1039 /* Hack, monk armour */
1040 bool monk_armour_aux;
1041 bool monk_notify_aux;
1047 wilderness_type **wilderness;
1053 building_type building[MAX_BLDG];
1057 * Maximum number of quests
1062 * Maximum number of monsters in r_info.txt
1067 * Maximum number of items in k_info.txt
1072 * Maximum number of vaults in v_info.txt
1077 * Maximum number of terrain features in f_info.txt
1082 * Maximum number of artifacts in a_info.txt
1087 * Maximum number of ego-items in e_info.txt
1092 * Maximum number of dungeon in e_info.txt
1097 * Maximum number of objects in the level
1102 * Maximum number of monsters in the level
1107 * Maximum size of the wilderness
1120 char quest_text[10][80];
1123 * Current line of the quest text
1125 int quest_text_line;
1128 * Default spell color table (quark index)
1130 s16b gf_color[MAX_GF];
1133 * Flags for initialization
1139 * The "highscore" file descriptor, if available.
1141 int highscore_fd = -1;
1143 int mutant_regenerate_mod = 100;
1145 bool can_save = FALSE; /* Game can be saved */
1165 s16b kubi_r_idx[MAX_KUBI];
1181 bool generate_encounter;
1183 cptr screen_dump = NULL;
1185 /*** Terrain feature variables ***/
1195 s16b feat_explosive_rune;
1199 door_type feat_door[MAX_DOOR_TYPES];
1203 s16b feat_down_stair;
1207 s16b feat_trap_open;
1208 s16b feat_trap_armageddon;
1209 s16b feat_trap_piranha;
1215 s16b feat_magma_vein;
1216 s16b feat_quartz_vein;
1220 s16b feat_permanent;
1223 s16b feat_glass_floor;
1226 s16b feat_glass_wall;
1227 s16b feat_permanent_glass_wall;
1230 s16b feat_pattern_start;
1231 s16b feat_pattern_1;
1232 s16b feat_pattern_2;
1233 s16b feat_pattern_3;
1234 s16b feat_pattern_4;
1235 s16b feat_pattern_end;
1236 s16b feat_pattern_old;
1237 s16b feat_pattern_exit;
1238 s16b feat_pattern_corrupted;
1241 s16b feat_black_market;
1245 s16b feat_deep_water;
1246 s16b feat_shallow_water;
1247 s16b feat_deep_lava;
1248 s16b feat_shallow_lava;
1257 /* Unknown grid (not detected) */
1258 s16b feat_undetected;
1266 s16b feat_wall_outer;
1267 s16b feat_wall_inner;
1268 s16b feat_wall_solid;
1269 s16b floor_type[100], fill_type[100];
1276 bool chuukei_server;
1277 bool chuukei_client;
1283 bool browsing_movie;
1291 int snipe_type = SP_NONE;
1292 bool reset_concent = FALSE; /* Concentration reset flag */
1293 bool is_fired = FALSE;