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 autopick_type autopick_list[MAX_AUTOPICK];
48 byte h_ver_major; /* Savefile version for Hengband 1.1.1 and later */
53 byte sf_extra; /* Savefile's encoding key */
55 byte z_major; /* Savefile version for Hengband */
60 * Savefile information
62 u32b sf_system; /* Operating system info */
63 u32b sf_when; /* Time when savefile created */
64 u16b sf_lives; /* Number of past "lives" with this file */
65 u16b sf_saves; /* Number of "saves" during this life */
70 bool arg_fiddle; /* Command arg -- Request fiddle mode */
71 bool arg_wizard; /* Command arg -- Request wizard mode */
72 bool arg_sound; /* Command arg -- Request special sounds */
73 byte arg_graphics; /* Command arg -- Request graphics mode */
74 bool arg_monochrome; /* Command arg -- Request monochrome mode */
75 bool arg_force_original; /* Command arg -- Request original keyset */
76 bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
77 bool arg_bigtile = FALSE; /* Command arg -- Request big tile mode */
82 bool character_generated; /* The character exists */
83 bool character_dungeon; /* The character has a dungeon */
84 bool character_loaded; /* The character was loaded from a savefile */
85 bool character_saved; /* The character was just saved to a savefile */
87 bool character_icky; /* The game is in an icky full screen mode */
88 bool character_xtra; /* The game is in an icky startup mode */
90 u32b seed_flavor; /* Hack -- consistent object colors */
91 u32b seed_town; /* Hack -- consistent town layout */
93 s16b command_cmd; /* Current "Angband Command" */
95 s16b command_arg; /* Gives argument of current command */
96 s16b command_rep; /* Gives repetition of current command */
97 s16b command_dir; /* Gives direction of current command */
99 s16b command_see; /* See "object1.c" */
100 s16b command_wrk; /* See "object1.c" */
102 s16b command_gap = 999; /* See "object1.c" */
104 s16b command_new; /* Command chaining from inven/equip view */
106 s16b energy_use; /* Energy use this turn */
108 bool msg_flag; /* Used in msg_print() for "buffering" */
110 s16b running; /* Current counter for running, if any */
111 s16b resting; /* Current counter for resting, if any */
113 s16b cur_hgt; /* Current dungeon height */
114 s16b cur_wid; /* Current dungeon width */
115 s16b dun_level; /* Current dungeon level */
116 s16b num_repro; /* Current reproducer count */
117 s16b object_level; /* Current object creation level */
118 s16b monster_level; /* Current monster creation level */
119 s16b base_level; /* Base dungeon level */
121 s32b turn; /* Current game turn */
122 s32b dungeon_turn; /* Game turn in dungeon */
123 s32b old_turn; /* Turn when level began (feelings) */
126 bool use_sound; /* The "sound" mode is enabled */
127 bool use_graphics; /* The "graphics" mode is enabled */
128 bool use_bigtile = FALSE;
130 s16b signal_count; /* Hack -- Count interupts */
132 bool inkey_base; /* See the "inkey()" function */
133 bool inkey_xtra; /* See the "inkey()" function */
134 bool inkey_scan; /* See the "inkey()" function */
135 bool inkey_flag; /* See the "inkey()" function */
136 bool inkey_special; /* 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"
179 /* Option Set 1 -- User Interface */
181 bool rogue_like_commands; /* Rogue-like commands */
182 bool quick_messages; /* Activate quick messages */
185 bool other_query_flag; /* Prompt for various information */
186 bool carry_query_flag; /* Prompt before picking things up */
187 bool use_old_target; /* Use old target by default */
188 bool always_pickup; /* Pick things up by default */
189 bool always_repeat; /* Repeat obvious commands */
190 bool depth_in_feet; /* Show dungeon level in feet */
192 bool stack_force_notes; /* Merge inscriptions when stacking */
193 bool stack_force_costs; /* Merge discounts when stacking */
195 bool show_labels; /* Show labels in object listings */
196 bool show_weights; /* Show weights in object listings */
197 bool show_choices; /* Show choices in certain sub-windows */
199 bool ring_bell; /* Ring the bell (on errors, etc) */
201 bool show_item_graph;
204 /* Option Set 2 -- Disturbance */
206 bool find_ignore_stairs; /* Run past stairs */
207 bool find_ignore_doors; /* Run through open doors */
208 bool find_cut; /* Run past known corners */
209 bool find_examine; /* Run into potential corners */
211 bool disturb_move; /* Disturb whenever any monster moves */
212 bool disturb_near; /* Disturb whenever viewable monster moves */
213 bool disturb_high; /* Disturb whenever high-level monster moves */
214 bool disturb_panel; /* Disturb whenever map panel changes */
215 bool disturb_state; /* Disturn whenever player state changes */
216 bool disturb_minor; /* Disturb whenever boring things happen */
218 bool alert_hitpoint; /* Alert user to critical hitpoints */
219 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
220 bool alert_trap_detect; /* Alert when leaving trap detected area */
221 bool last_words; /* Get last words upon dying */
223 bool small_levels; /* Allow unusually small dungeon levels */
224 bool always_small_levels; /* Use always unusually small dungeon levels */
225 bool empty_levels; /* Allow empty 'arena' levels */
226 bool bound_walls_perm; /* Boundary walls are created by permanent wall */
227 bool player_symbols; /* Use varying symbols for the player char */
228 bool equippy_chars; /* Back by popular demand... */
229 bool display_mutations; /* Skip mutations screen even if we have it */
230 bool plain_descriptions; /* Plain object descriptions */
231 bool confirm_destroy; /* Known worthless items are destroyed without confirmation */
232 bool confirm_quest; /* Prompt before staircases... */
233 bool confirm_wear; /* Confirm before putting on known cursed items */
234 bool disturb_pets; /* Pets moving nearby disturb us */
238 /* Option Set 3 -- Game-Play */
240 bool manual_haggle; /* Auto-haggle in stores */
242 bool auto_scum; /* Auto-scum for good levels */
244 bool stack_allow_items; /* Allow weapons and armor to stack */
246 bool expand_look; /* Expand the power of the look command */
247 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 */
253 bool dungeon_align; /* Generate dungeons with aligned rooms */
255 bool track_follow; /* Monsters follow the player */
256 bool track_target; /* Monsters target the player */
258 bool smart_learn; /* Monsters learn from their mistakes */
259 bool smart_cheat; /* Monsters exploit player weaknesses */
262 /* Option Set 4 -- Efficiency */
264 bool view_reduce_lite; /* Reduce lite-radius when running */
265 bool view_reduce_view; /* Reduce view-radius in town */
267 bool check_abort; /* Avoid checking for user abort */
269 bool flush_failure; /* Flush input on any failure */
270 bool flush_disturb; /* Flush input on disturbance */
272 bool fresh_before; /* Flush output before normal commands */
273 bool fresh_after; /* Flush output after normal commands */
274 bool fresh_message; /* Flush output after all messages */
276 bool compress_savefile; /* Compress messages in savefiles */
278 bool hilite_player; /* Hilite the player with the cursor */
280 bool view_yellow_lite; /* Use special colors for torch-lit grids */
281 bool view_bright_lite; /* Use special colors for 'viewable' grids */
283 bool view_granite_lite; /* Use special colors for wall grids (slow) */
284 bool view_special_lite; /* Use special colors for floor grids (slow) */
285 bool new_ascii_graphics;
290 bool always_show_list;
294 bool allow_debug_opts; /* Allow use of debug/cheat options */
296 /* Cheating options */
298 bool cheat_peek; /* Peek into object creation */
299 bool cheat_hear; /* Peek into monster creation */
300 bool cheat_room; /* Peek into dungeon creation */
301 bool cheat_xtra; /* Peek into something else */
302 bool cheat_know; /* Know complete monster info */
303 bool cheat_live; /* Allow player to avoid death */
304 bool cheat_save; /* Ask for saving death */
307 /* Special options */
309 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
311 byte delay_factor; /* Delay factor (0 to 9) */
313 bool autosave_l; /* Autosave before entering new levels */
314 bool autosave_t; /* Timed autosave */
315 s16b autosave_freq; /* Autosave frequency */
322 byte feeling; /* Most recent feeling */
323 s16b rating; /* Level's current rating */
325 bool good_item_flag; /* True if "Artifact" on this level */
327 bool closing_flag; /* Dungeon is closing */
334 s16b panel_row_min, panel_row_max;
335 s16b panel_col_min, panel_col_max;
336 s16b panel_col_prt, panel_row_prt;
339 * Player location in dungeon
345 * Targetting variables
360 * Current player's character name
362 char player_name[32];
365 * Stripped version of "player_name"
367 char player_base[32];
371 * Buffer to hold the current savefile name
372 * 'savefile' holds full path name. 'savefile_base' holds only base name.
375 char savefile_base[40];
378 * Array of grids lit by player lite (see "cave.c")
381 s16b lite_y[LITE_MAX];
382 s16b lite_x[LITE_MAX];
385 * Array of grids lit by player lite (see "cave.c")
388 s16b mon_lite_y[MON_LITE_MAX];
389 s16b mon_lite_x[MON_LITE_MAX];
392 * Array of grids viewable to the player (see "cave.c")
395 byte view_y[VIEW_MAX];
396 byte view_x[VIEW_MAX];
399 * Array of grids for use by various functions (see "cave.c")
402 byte temp_y[TEMP_MAX];
403 byte temp_x[TEMP_MAX];
406 * Array of grids for delayed visual updating (see "cave.c")
409 byte redraw_y[REDRAW_MAX];
410 byte redraw_x[REDRAW_MAX];
414 * Number of active macros.
419 * Array of macro patterns [MACRO_MAX]
424 * Array of macro actions [MACRO_MAX]
429 * Array of macro types [MACRO_MAX]
434 * Current macro action [1024]
440 * The number of quarks
445 * The pointers to the quarks [QUARK_MAX]
451 * The next "free" index to use
456 * The index of the oldest message (none yet)
461 * The next "free" offset
466 * The offset to the oldest used char (none yet)
471 * The array of offsets, by index [MESSAGE_MAX]
476 * The array of chars, by offset [MESSAGE_BUF]
482 * The array of normal options
489 * The array of window options
496 * The array of window pointers
498 term *angband_term[8];
502 * Standard window names
504 char angband_term_name[8][16] =
518 * Global table of color definitions
520 byte angband_color_table[256][4] =
522 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
523 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
524 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
525 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
526 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
527 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
528 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
529 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
530 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
531 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
532 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
533 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
534 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
535 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
536 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
537 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
542 * Standard sound names
544 char angband_sound_name[SOUND_MAX][16] =
615 * The array of "cave grids" [MAX_WID][MAX_HGT].
616 * Not completely allocated, that would be inefficient
617 * Not completely hardcoded, that would overflow memory
619 cave_type *cave[MAX_HGT];
623 * The array of saved floors
625 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
629 * Number of floor_id used from birth
635 * Sign for current process used in temporal files.
636 * Actually it is the start time of current process.
638 u32b saved_floor_file_sign;
642 * The array of dungeon items [max_o_idx]
647 * The array of dungeon monsters [max_m_idx]
649 monster_type *m_list;
653 * Maximum number of towns
658 * The towns [max_towns]
664 * The player's inventory [INVEN_TOTAL]
666 object_type *inventory;
670 * The size of "alloc_kind_table" (at most max_k_idx * 4)
672 s16b alloc_kind_size;
675 * The entries in the "kind allocator table"
677 alloc_entry *alloc_kind_table;
681 * The size of "alloc_race_table" (at most max_r_idx)
683 s16b alloc_race_size;
686 * The entries in the "race allocator table"
688 alloc_entry *alloc_race_table;
692 * Specify attr/char pairs for visual special effects
693 * Be sure to use "index & 0x7F" to avoid illegal access
695 byte misc_to_attr[256];
696 char misc_to_char[256];
700 * Specify attr/char pairs for inventory items (by tval)
701 * Be sure to use "index & 0x7F" to avoid illegal access
703 byte tval_to_attr[128];
704 char tval_to_char[128];
708 * Keymaps for each "mode" associated with each keypress.
710 cptr keymap_act[KEYMAP_MODES][256];
714 /*** Player information ***/
717 * Static player info record
722 * Pointer to the player info
724 player_type *p_ptr = &p_body;
727 * Pointer to the player tables
728 * (sex, race, class, magic)
732 player_class *cp_ptr;
733 player_seikaku *ap_ptr;
734 player_magic *mp_ptr;
738 * The last character rolled,
739 * holded for quick start
741 birther previous_char;
745 * The vault generation arrays
759 player_magic *m_info;
762 * The terrain feature arrays
764 feature_type *f_info;
768 * The object kind arrays
775 * The artifact arrays
777 artifact_type *a_info;
782 * The ego-item arrays
784 ego_item_type *e_info;
790 * The monster race arrays
792 monster_race *r_info;
800 dungeon_info_type *d_info;
806 * Hack -- The special Angband "System Suffix"
807 * This variable is used to choose an appropriate "pref-xxx" file
809 cptr ANGBAND_SYS = "xxx";
812 * Hack -- The special Angband "Keyboard Suffix"
813 * This variable is used to choose an appropriate macro-trigger definition
816 cptr ANGBAND_KEYBOARD = "JAPAN";
818 cptr ANGBAND_KEYBOARD = "0";
822 * Hack -- The special Angband "Graphics Suffix"
823 * This variable is used to choose an appropriate "graf-xxx" file
825 cptr ANGBAND_GRAF = "ascii";
828 * Path name: The main "lib" directory
829 * This variable is not actually used anywhere in the code
834 * High score files (binary)
835 * These files may be portable between platforms
837 cptr ANGBAND_DIR_APEX;
840 * Bone files for player ghosts (ascii)
841 * These files are portable between platforms
843 cptr ANGBAND_DIR_BONE;
846 * Binary image files for the "*_info" arrays (binary)
847 * These files are not portable between platforms
849 cptr ANGBAND_DIR_DATA;
852 * Textual template files for the "*_info" arrays (ascii)
853 * These files are portable between platforms
855 cptr ANGBAND_DIR_EDIT;
859 * These files are portable between platforms.
861 cptr ANGBAND_DIR_SCRIPT;
864 * Various extra files (ascii)
865 * These files may be portable between platforms
867 cptr ANGBAND_DIR_FILE;
870 * Help files (normal) for the online help (ascii)
871 * These files are portable between platforms
873 cptr ANGBAND_DIR_HELP;
876 * Help files (spoilers) for the online help (ascii)
877 * These files are portable between platforms
879 cptr ANGBAND_DIR_INFO;
882 * Default user "preference" files (ascii)
883 * These files are rarely portable between platforms
885 cptr ANGBAND_DIR_PREF;
888 * Savefiles for current characters (binary)
889 * These files are portable between platforms
891 cptr ANGBAND_DIR_SAVE;
894 * User "preference" files (ascii)
895 * These files are rarely portable between platforms
897 cptr ANGBAND_DIR_USER;
900 * Various extra files (binary)
901 * These files are rarely portable between platforms
903 cptr ANGBAND_DIR_XTRA;
907 * Total Hack -- allow all items to be listed (even empty ones)
908 * This is only used by "do_cmd_inven_e()" and is cleared there.
910 bool item_tester_full;
912 bool item_tester_no_ryoute = FALSE;
915 * Here is a "pseudo-hook" used during calls to "get_item()" and
916 * "show_inven()" and "show_equip()", and the choice window routines.
918 byte item_tester_tval;
922 * Here is a "hook" used during calls to "get_item()" and
923 * "show_inven()" and "show_equip()", and the choice window routines.
925 bool (*item_tester_hook)(object_type*);
930 * Current "comp" function for ang_sort()
932 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
936 * Current "swap" function for ang_sort()
938 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
943 * Hack -- function hooks to restrict "get_mon_num_prep()" function
945 monster_hook_type get_mon_num_hook;
946 monster_hook_type get_mon_num2_hook;
950 * Hack -- function hook to restrict "get_obj_num_prep()" function
952 bool (*get_obj_num_hook)(int k_idx);
955 /* Hack, monk armour */
956 bool monk_armour_aux;
957 bool monk_notify_aux;
959 #ifdef ALLOW_EASY_OPEN /* TNB */
961 #endif /* ALLOW_EASY_OPEN -- TNB */
963 #ifdef ALLOW_EASY_DISARM /* TNB */
965 #endif /* ALLOW_EASY_DISARM -- TNB */
967 #ifdef ALLOW_EASY_FLOOR /* TNB */
969 #endif /* ALLOW_EASY_FLOOR -- TNB */
975 /* Auto-destruction options */
977 bool destroy_feeling;
978 bool destroy_identify;
989 bool record_rand_art;
990 bool record_destroy_uniq;
991 bool record_fix_quest;
992 bool record_rand_quest;
993 bool record_maxdeapth;
1000 bool record_named_pet;
1001 char record_o_name[MAX_NLEN];
1007 wilderness_type **wilderness;
1013 building_type building[MAX_BLDG];
1017 * Maximum number of quests
1022 * Maximum number of monsters in r_info.txt
1027 * Maximum number of items in k_info.txt
1032 * Maximum number of vaults in v_info.txt
1037 * Maximum number of terrain features in f_info.txt
1042 * Maximum number of artifacts in a_info.txt
1047 * Maximum number of ego-items in e_info.txt
1052 * Maximum number of dungeon in e_info.txt
1057 * Maximum number of objects in the level
1062 * Maximum number of monsters in the level
1067 * Maximum size of the wilderness
1080 char quest_text[10][80];
1083 * Current line of the quest text
1085 int quest_text_line;
1088 * Default spell color table (quark index)
1090 s16b gf_color[MAX_GF];
1093 * Flags for initialization
1099 * The "highscore" file descriptor, if available.
1101 int highscore_fd = -1;
1103 int mutant_regenerate_mod = 100;
1109 bool vanilla_town; /* Use "vanilla" town without set quests */
1110 bool ironman_shops; /* Stores are permanently closed */
1111 bool ironman_small_levels; /* Always create unusually small dungeon levels */
1112 bool ironman_downward; /* Don't allow climbing upwards/recalling */
1113 bool ironman_autoscum; /* Permanently enable the autoscummer */
1114 bool lite_town; /* Use "lite" town without wilderness */
1115 bool ironman_empty_levels; /* Always create empty 'arena' levels */
1116 bool ironman_rooms; /* Always generate very unusual rooms */
1117 bool ironman_nightmare; /* Play the game in Nightmare mode */
1124 bool can_save = FALSE; /* Game can be saved */
1144 s16b kubi_r_idx[MAX_KUBI];
1147 monster_type party_mon[MAX_PARTY_MON];
1162 bool generate_encounter;
1164 cptr screen_dump = NULL;
1172 byte feat_wall_outer;
1173 byte feat_wall_inner;
1174 byte feat_wall_solid;
1175 byte floor_type[100], fill_type[100];
1182 bool chuukei_server;
1183 bool chuukei_client;