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¤¦ */
39 cptr autopick_name[MAX_AUTOPICK];
40 cptr autopick_insc[MAX_AUTOPICK];
41 byte autopick_action[MAX_AUTOPICK];
46 byte version_major = VERSION_MAJOR;
47 byte version_minor = VERSION_MINOR;
48 byte version_patch = VERSION_PATCH;
49 byte version_extra = VERSION_EXTRA;
54 byte sf_major; /* Savefile's "version_major" */
55 byte sf_minor; /* Savefile's "version_minor" */
56 byte sf_patch; /* Savefile's "version_patch" */
57 byte sf_extra; /* Savefile's "version_extra" */
58 u32b sf_version; /* Savefile's "version" */
60 byte z_major; /* Savefile version for Hengband */
65 * Savefile information
67 u32b sf_xtra; /* Operating system info */
68 u32b sf_when; /* Time when savefile created */
69 u16b sf_lives; /* Number of past "lives" with this file */
70 u16b sf_saves; /* Number of "saves" during this life */
75 bool arg_fiddle; /* Command arg -- Request fiddle mode */
76 bool arg_wizard; /* Command arg -- Request wizard mode */
77 bool arg_sound; /* Command arg -- Request special sounds */
78 byte arg_graphics; /* Command arg -- Request graphics mode */
79 bool arg_monochrome; /* Command arg -- Request monochrome mode */
80 bool arg_force_original; /* Command arg -- Request original keyset */
81 bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
86 bool character_generated; /* The character exists */
87 bool character_dungeon; /* The character has a dungeon */
88 bool character_loaded; /* The character was loaded from a savefile */
89 bool character_saved; /* The character was just saved to a savefile */
91 bool character_icky; /* The game is in an icky full screen mode */
92 bool character_xtra; /* The game is in an icky startup mode */
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 "cmd1.c" */
104 s16b command_wrk; /* See "cmd1.c" */
106 s16b command_gap = 50; /* See "cmd1.c" */
108 s16b command_new; /* Command chaining from inven/equip view */
110 s16b energy_use; /* Energy use this turn */
112 byte create_up_stair; /* Auto-create "up stairs" */
113 byte create_down_stair; /* Auto-create "down stairs" */
115 bool msg_flag; /* Used in msg_print() for "buffering" */
117 bool alive; /* True if game is running */
119 bool death; /* True if player has died */
121 s16b running; /* Current counter for running, if any */
122 s16b resting; /* Current counter for resting, if any */
124 s16b cur_hgt; /* Current dungeon height */
125 s16b cur_wid; /* Current dungeon width */
126 s16b dun_level; /* Current dungeon level */
127 s16b num_repro; /* Current reproducer count */
128 s16b object_level; /* Current object creation level */
129 s16b monster_level; /* Current monster creation level */
130 s16b base_level; /* Base dungeon level */
132 s32b turn; /* Current game turn */
133 s32b dungeon_turn; /* Game turn in dungeon */
134 s32b old_turn; /* Turn when level began (feelings) */
137 bool wizard; /* Is the player currently in Wizard mode? */
139 bool use_sound; /* The "sound" mode is enabled */
140 bool use_graphics; /* The "graphics" mode is enabled */
142 u16b total_winner; /* Semi-Hack -- Game has been won */
144 u16b panic_save; /* Track some special "conditions" */
145 u16b noscore; /* Track various "cheating" conditions */
146 bool wait_report_score; /* Waiting to report score */
148 s16b signal_count; /* Hack -- Count interupts */
150 bool inkey_base; /* See the "inkey()" function */
151 bool inkey_xtra; /* See the "inkey()" function */
152 bool inkey_scan; /* See the "inkey()" function */
153 bool inkey_flag; /* See the "inkey()" function */
155 s16b coin_type; /* Hack -- force coin type */
157 bool opening_chest; /* Hack -- prevent chest generation */
159 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
160 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
162 bool repair_monsters; /* Hack -- optimize detect monsters */
163 bool repair_objects; /* Hack -- optimize detect objects */
165 s16b inven_nxt; /* Hack -- unused */
170 s16b inven_cnt; /* Number of items in inventory */
171 s16b equip_cnt; /* Number of items in equipment */
173 s16b o_max = 1; /* Number of allocated objects */
174 s16b o_cnt = 0; /* Number of live objects */
176 s16b m_max = 1; /* Number of allocated monsters */
177 s16b m_cnt = 0; /* Number of live monsters */
179 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
180 s16b hack_m_idx_ii = 0;
181 bool multi_rew = FALSE;
182 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
184 int total_friends = 0;
185 s32b total_friend_levels = 0;
186 s32b friend_align = 0;
188 int leaving_quest = 0;
192 * Software options (set via the '=' command). See "tables.c"
196 /* Option Set 1 -- User Interface */
198 bool rogue_like_commands; /* Rogue-like commands */
199 bool quick_messages; /* Activate quick messages */
202 bool other_query_flag; /* Prompt for various information */
203 bool carry_query_flag; /* Prompt before picking things up */
204 bool use_old_target; /* Use old target by default */
205 bool always_pickup; /* Pick things up by default */
206 bool always_repeat; /* Repeat obvious commands */
207 bool depth_in_feet; /* Show dungeon level in feet */
209 bool stack_force_notes; /* Merge inscriptions when stacking */
210 bool stack_force_costs; /* Merge discounts when stacking */
212 bool show_labels; /* Show labels in object listings */
213 bool show_weights; /* Show weights in object listings */
214 bool show_choices; /* Show choices in certain sub-windows */
216 bool ring_bell; /* Ring the bell (on errors, etc) */
218 bool show_item_graph;
221 /* Option Set 2 -- Disturbance */
223 bool find_ignore_stairs; /* Run past stairs */
224 bool find_ignore_doors; /* Run through open doors */
225 bool find_cut; /* Run past known corners */
226 bool find_examine; /* Run into potential corners */
228 bool disturb_move; /* Disturb whenever any monster moves */
229 bool disturb_near; /* Disturb whenever viewable monster moves */
230 bool disturb_panel; /* Disturb whenever map panel changes */
231 bool disturb_state; /* Disturn whenever player state changes */
232 bool disturb_minor; /* Disturb whenever boring things happen */
234 bool alert_hitpoint; /* Alert user to critical hitpoints */
235 bool last_words; /* Get last words upon dying */
237 bool small_levels; /* Allow unusually small dungeon levels */
238 bool always_small_levels; /* Use always unusually small dungeon levels */
239 bool empty_levels; /* Allow empty 'arena' levels */
240 bool player_symbols; /* Use varying symbols for the player char */
241 bool equippy_chars; /* Back by popular demand... */
242 bool skip_mutations; /* Skip mutations screen even if we have it */
243 bool plain_descriptions; /* Plain object descriptions */
244 bool stupid_monsters; /* Monsters use old AI */
245 bool confirm_destroy; /* Known worthless items are destroyed without confirmation */
246 bool confirm_stairs; /* Prompt before staircases... */
247 bool wear_confirm; /* Confirm before putting on known cursed items */
248 bool disturb_pets; /* Pets moving nearby disturb us */
252 /* Option Set 3 -- Game-Play */
254 bool manual_haggle; /* Auto-haggle in stores */
256 bool auto_scum; /* Auto-scum for good levels */
258 bool stack_allow_items; /* Allow weapons and armor to stack */
259 bool stack_allow_wands; /* Allow wands/staffs/rods to stack */
261 bool expand_look; /* Expand the power of the look command */
262 bool expand_list; /* Expand the power of the list commands */
264 bool view_perma_grids; /* Map remembers all perma-lit grids */
265 bool view_torch_grids; /* Map remembers all torch-lit grids */
267 bool dungeon_align; /* Generate dungeons with aligned rooms */
268 bool dungeon_stair; /* Generate dungeons with connected stairs */
270 bool track_follow; /* Monsters follow the player */
271 bool track_target; /* Monsters target the player */
273 bool smart_learn; /* Monsters learn from their mistakes */
274 bool smart_cheat; /* Monsters exploit player weaknesses */
277 /* Option Set 4 -- Efficiency */
279 bool view_reduce_lite; /* Reduce lite-radius when running */
280 bool view_reduce_view; /* Reduce view-radius in town */
282 bool avoid_abort; /* Avoid checking for user abort */
284 bool flush_failure; /* Flush input on any failure */
285 bool flush_disturb; /* Flush input on disturbance */
287 bool fresh_before; /* Flush output before normal commands */
288 bool fresh_after; /* Flush output after normal commands */
289 bool fresh_message; /* Flush output after all messages */
291 bool compress_savefile; /* Compress messages in savefiles */
293 bool hilite_player; /* Hilite the player with the cursor */
295 bool view_yellow_lite; /* Use special colors for torch-lit grids */
296 bool view_bright_lite; /* Use special colors for 'viewable' grids */
298 bool view_granite_lite; /* Use special colors for wall grids (slow) */
299 bool view_special_lite; /* Use special colors for floor grids (slow) */
300 bool new_ascii_graphics;
305 bool always_show_list;
310 /* Cheating options */
312 bool cheat_peek; /* Peek into object creation */
313 bool cheat_hear; /* Peek into monster creation */
314 bool cheat_room; /* Peek into dungeon creation */
315 bool cheat_xtra; /* Peek into something else */
316 bool cheat_know; /* Know complete monster info */
317 bool cheat_live; /* Allow player to avoid death */
320 /* Special options */
322 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
324 byte delay_factor; /* Delay factor (0 to 9) */
326 bool autosave_l; /* Autosave before entering new levels */
327 bool autosave_t; /* Timed autosave */
328 s16b autosave_freq; /* Autosave frequency */
335 byte feeling; /* Most recent feeling */
336 s16b rating; /* Level's current rating */
338 bool good_item_flag; /* True if "Artifact" on this level */
340 bool closing_flag; /* Dungeon is closing */
347 s16b max_panel_rows, max_panel_cols;
348 s16b panel_row, panel_col;
349 s16b panel_row_min, panel_row_max;
350 s16b panel_col_min, panel_col_max;
351 s16b panel_col_prt, panel_row_prt;
354 * Player location in dungeon
360 * Targetting variables
375 * Current player's character name
377 char player_name[32];
380 * Stripped version of "player_name"
382 char player_base[32];
385 * What killed the player
390 * Hack -- Textual "history" for the Player
395 * Buffer to hold the current savefile name
396 * 'savefile' holds full path name. 'savefile_base' holds only base name.
399 char savefile_base[40];
402 * Array of grids lit by player lite (see "cave.c")
405 s16b lite_y[LITE_MAX];
406 s16b lite_x[LITE_MAX];
409 * Array of grids lit by player lite (see "cave.c")
412 s16b mon_lite_y[LITE_MAX];
413 s16b mon_lite_x[LITE_MAX];
416 * Array of grids viewable to the player (see "cave.c")
419 byte view_y[VIEW_MAX];
420 byte view_x[VIEW_MAX];
423 * Array of grids for use by various functions (see "cave.c")
426 byte temp_y[TEMP_MAX];
427 byte temp_x[TEMP_MAX];
431 * Number of active macros.
436 * Array of macro patterns [MACRO_MAX]
441 * Array of macro actions [MACRO_MAX]
446 * Array of macro types [MACRO_MAX]
451 * Current macro action [1024]
457 * The number of quarks
462 * The pointers to the quarks [QUARK_MAX]
468 * The next "free" index to use
473 * The index of the oldest message (none yet)
478 * The next "free" offset
483 * The offset to the oldest used char (none yet)
488 * The array of offsets, by index [MESSAGE_MAX]
493 * The array of chars, by offset [MESSAGE_BUF]
499 * The array of normal options
506 * The array of window options
513 * The array of window pointers
515 term *angband_term[8];
519 * Standard window names
521 char angband_term_name[8][16] =
535 * Global table of color definitions
537 byte angband_color_table[256][4] =
539 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
540 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
541 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
542 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
543 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
544 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
545 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
546 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
547 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
548 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
549 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
550 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
551 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
552 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
553 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
554 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
559 * Standard sound names
561 char angband_sound_name[SOUND_MAX][16] =
632 * The array of "cave grids" [MAX_WID][MAX_HGT].
633 * Not completely allocated, that would be inefficient
634 * Not completely hardcoded, that would overflow memory
636 cave_type *cave[MAX_HGT];
639 * The array of dungeon items [max_o_idx]
644 * The array of dungeon monsters [max_m_idx]
646 monster_type *m_list;
650 * Maximum number of towns
655 * The towns [max_towns]
661 * The player's inventory [INVEN_TOTAL]
663 object_type *inventory;
667 * The size of "alloc_kind_table" (at most max_k_idx * 4)
669 s16b alloc_kind_size;
672 * The entries in the "kind allocator table"
674 alloc_entry *alloc_kind_table;
678 * The size of "alloc_race_table" (at most max_r_idx)
680 s16b alloc_race_size;
683 * The entries in the "race allocator table"
685 alloc_entry *alloc_race_table;
689 * Specify attr/char pairs for visual special effects
690 * Be sure to use "index & 0x7F" to avoid illegal access
692 byte misc_to_attr[256];
693 char misc_to_char[256];
697 * Specify attr/char pairs for inventory items (by tval)
698 * Be sure to use "index & 0x7F" to avoid illegal access
700 byte tval_to_attr[128];
701 char tval_to_char[128];
705 * Keymaps for each "mode" associated with each keypress.
707 cptr keymap_act[KEYMAP_MODES][256];
711 /*** Player information ***/
714 * Static player info record
719 * Pointer to the player info
721 player_type *p_ptr = &p_body;
724 * Pointer to the player tables
725 * (sex, race, class, magic)
729 player_class *cp_ptr;
730 player_seikaku *ap_ptr;
731 player_magic *mp_ptr;
737 u32b spell_learned1; /* bit mask of spells learned */
738 u32b spell_learned2; /* bit mask of spells learned */
739 u32b spell_worked1; /* bit mask of spells tried and worked */
740 u32b spell_worked2; /* bit mask of spells tried and worked */
741 u32b spell_forgotten1; /* bit mask of spells learned but forgotten */
742 u32b spell_forgotten2; /* bit mask of spells learned but forgotten */
743 byte spell_order[64]; /* order spells learned/remembered/forgotten */
747 * Calculated base hp values for player at each level,
748 * store them so that drain life + restore life does not
749 * affect hit points. Also prevents shameless use of backup
750 * savefiles for hitpoint acquirement.
752 s16b player_hp[PY_MAX_LEVEL];
756 * The vault generation arrays
772 player_magic *m_info;
777 * The terrain feature arrays
779 feature_type *f_info;
784 * The object kind arrays
791 * The artifact arrays
793 artifact_type *a_info;
798 * The ego-item arrays
800 ego_item_type *e_info;
806 * The monster race arrays
808 monster_race *r_info;
816 dungeon_info_type *d_info;
822 * Hack -- The special Angband "System Suffix"
823 * This variable is used to choose an appropriate "pref-xxx" file
825 cptr ANGBAND_SYS = "xxx";
828 * Hack -- The special Angband "Keyboard Suffix"
829 * This variable is used to choose an appropriate macro-trigger definition
832 cptr ANGBAND_KEYBOARD = "JAPAN";
834 cptr ANGBAND_KEYBOARD = "0";
838 * Hack -- The special Angband "Graphics Suffix"
839 * This variable is used to choose an appropriate "graf-xxx" file
841 cptr ANGBAND_GRAF = "ascii";
844 * Path name: The main "lib" directory
845 * This variable is not actually used anywhere in the code
850 * High score files (binary)
851 * These files may be portable between platforms
853 cptr ANGBAND_DIR_APEX;
856 * Bone files for player ghosts (ascii)
857 * These files are portable between platforms
859 cptr ANGBAND_DIR_BONE;
862 * Binary image files for the "*_info" arrays (binary)
863 * These files are not portable between platforms
865 cptr ANGBAND_DIR_DATA;
868 * Textual template files for the "*_info" arrays (ascii)
869 * These files are portable between platforms
871 cptr ANGBAND_DIR_EDIT;
875 * These files are portable between platforms.
877 cptr ANGBAND_DIR_SCRIPT;
880 * Various extra files (ascii)
881 * These files may be portable between platforms
883 cptr ANGBAND_DIR_FILE;
886 * Help files (normal) for the online help (ascii)
887 * These files are portable between platforms
889 cptr ANGBAND_DIR_HELP;
892 * Help files (spoilers) for the online help (ascii)
893 * These files are portable between platforms
895 cptr ANGBAND_DIR_INFO;
898 * Default user "preference" files (ascii)
899 * These files are rarely portable between platforms
901 cptr ANGBAND_DIR_PREF;
904 * Savefiles for current characters (binary)
905 * These files are portable between platforms
907 cptr ANGBAND_DIR_SAVE;
910 * User "preference" files (ascii)
911 * These files are rarely portable between platforms
913 cptr ANGBAND_DIR_USER;
916 * Various extra files (binary)
917 * These files are rarely portable between platforms
919 cptr ANGBAND_DIR_XTRA;
923 * Total Hack -- allow all items to be listed (even empty ones)
924 * This is only used by "do_cmd_inven_e()" and is cleared there.
926 bool item_tester_full;
928 bool item_tester_no_ryoute = FALSE;
931 * Here is a "pseudo-hook" used during calls to "get_item()" and
932 * "show_inven()" and "show_equip()", and the choice window routines.
934 byte item_tester_tval;
938 * Here is a "hook" used during calls to "get_item()" and
939 * "show_inven()" and "show_equip()", and the choice window routines.
941 bool (*item_tester_hook)(object_type*);
946 * Current "comp" function for ang_sort()
948 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
952 * Current "swap" function for ang_sort()
954 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
959 * Hack -- function hooks to restrict "get_mon_num_prep()" function
961 monster_hook_type get_mon_num_hook;
962 monster_hook_type get_mon_num2_hook;
966 * Hack -- function hook to restrict "get_obj_num_prep()" function
968 bool (*get_obj_num_hook)(int k_idx);
971 /* Hack, monk armour */
972 bool monk_armour_aux;
973 bool monk_notify_aux;
975 #ifdef ALLOW_EASY_OPEN /* TNB */
977 #endif /* ALLOW_EASY_OPEN -- TNB */
979 #ifdef ALLOW_EASY_DISARM /* TNB */
981 #endif /* ALLOW_EASY_DISARM -- TNB */
983 #ifdef ALLOW_EASY_FLOOR /* TNB */
985 #endif /* ALLOW_EASY_FLOOR -- TNB */
991 /* Auto-destruction options */
1001 bool record_fix_art;
1002 bool record_rand_art;
1003 bool record_destroy_uniq;
1004 bool record_fix_quest;
1005 bool record_rand_quest;
1006 bool record_maxdeapth;
1013 bool record_named_pet;
1014 char record_o_name[MAX_NLEN];
1020 wilderness_type **wilderness;
1026 building_type building[MAX_BLDG];
1030 * Maximum number of quests
1035 * Maximum number of monsters in r_info.txt
1040 * Maximum number of items in k_info.txt
1045 * Maximum number of vaults in v_info.txt
1050 * Maximum number of terrain features in f_info.txt
1055 * Maximum number of artifacts in a_info.txt
1060 * Maximum number of ego-items in e_info.txt
1065 * Maximum number of dungeon in e_info.txt
1070 * Maximum number of objects in the level
1075 * Maximum number of monsters in the level
1080 * Maximum size of the wilderness
1093 char quest_text[10][80];
1096 * Current line of the quest text
1098 int quest_text_line;
1101 * Default spell color table (quark index)
1103 s16b gf_color[MAX_GF];
1106 * Flags for initialization
1112 * The "highscore" file descriptor, if available.
1114 int highscore_fd = -1;
1117 * Should the monster allocation fail with inappropriate terrain?
1119 bool monster_terrain_sensitive = TRUE;
1121 int mutant_regenerate_mod = 100;
1127 bool vanilla_town; /* Use "vanilla" town without set quests */
1128 bool ironman_shops; /* Stores are permanently closed */
1129 bool ironman_small_levels; /* Always create unusually small dungeon levels */
1130 bool ironman_downward; /* Don't allow climbing upwards/recalling */
1131 bool ironman_autoscum; /* Permanently enable the autoscummer */
1132 bool lite_town; /* Use "lite" town without wilderness */
1133 bool ironman_empty_levels; /* Always create empty 'arena' levels */
1134 bool terrain_streams; /* Create terrain 'streamers' in the dungeon */
1135 bool munchkin_death; /* Ask for saving death */
1136 bool ironman_rooms; /* Always generate very unusual rooms */
1137 bool ironman_nightmare; /* Play the game in Nightmare mode */
1144 bool use_lighting = FALSE; /* Use lighting effects of tiles */
1146 bool can_save = FALSE; /* Game can be saved */
1148 s16b spell_exp[64]; /* mahou keikenchi */
1150 s16b weapon_exp[5][64]; /* weapon keikenchi */
1152 s16b skill_exp[10]; /* ginou keikenchi */
1157 s16b mane_spell[MAX_MANE];
1158 s16b mane_dam[MAX_MANE];
1176 s16b kubi_r_idx[MAX_KUBI];
1179 monster_type party_mon[21];
1194 bool generate_encounter;
1196 cptr screen_dump = NULL;
1204 byte feat_wall_outer;
1205 byte feat_wall_inner;
1206 byte feat_wall_solid;
1207 byte floor_type[100], fill_type[100];
1214 bool chuukei_server;
1215 bool chuukei_client;