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 */
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_perma_grids; /* Map remembers all perma-lit grids */
220 bool view_torch_grids; /* Map remembers all torch-lit grids */
221 bool view_unsafe_grids; /* Map marked by detect traps */
222 bool view_reduce_view; /* Reduce view-radius in town */
223 bool fresh_before; /* Flush output while continuous command */
224 bool fresh_after; /* Flush output after monster's move */
225 bool fresh_message; /* Flush output after every message */
226 bool hilite_player; /* Hilite the player with the cursor */
227 bool display_path; /* Display actual path before shooting */
230 /*** Text Display Options ***/
232 bool plain_descriptions; /* Plain object descriptions */
233 bool plain_pickup; /* Plain pickup messages(japanese only) */
234 bool always_show_list; /* Always show list when choosing items */
235 bool depth_in_feet; /* Show dungeon level in feet */
236 bool show_labels; /* Show labels in object listings */
237 bool show_weights; /* Show weights in object listings */
238 bool show_item_graph; /* Show items graphics */
239 bool equippy_chars; /* Display 'equippy' chars */
240 bool display_mutations; /* Display mutations in 'C'haracter Display */
241 bool compress_savefile; /* Compress messages in savefiles */
242 bool abbrev_extra; /* Describe obj's extra resistances by abbreviation */
243 bool abbrev_all; /* Describe obj's all resistances by abbreviation */
244 bool exp_need; /* Show the experience needed for next level */
245 bool ignore_unview; /* Ignore whenever any monster does */
248 /*** Game-Play Options ***/
250 bool stack_force_notes; /* Merge inscriptions when stacking */
251 bool stack_force_costs; /* Merge discounts when stacking */
252 bool expand_list; /* Expand the power of the list commands */
253 bool small_levels; /* Allow unusually small dungeon levels */
254 bool always_small_levels; /* Always create unusually small dungeon levels */
255 bool empty_levels; /* Allow empty 'arena' levels */
256 bool bound_walls_perm; /* Boundary walls become 'permanent wall' */
257 bool last_words; /* Leave last words when your character dies */
260 bool send_score; /* Send score dump to the world score server */
263 bool allow_debug_opts; /* Allow use of debug/cheat options */
266 /*** Disturbance Options ***/
268 bool find_ignore_stairs; /* Run past stairs */
269 bool find_ignore_doors; /* Run through open doors */
270 bool find_cut; /* Run past known corners */
271 bool check_abort; /* Check for user abort while continuous command */
272 bool flush_failure; /* Flush input on various failures */
273 bool flush_disturb; /* Flush input whenever disturbed */
274 bool disturb_move; /* Disturb whenever any monster moves */
275 bool disturb_high; /* Disturb whenever high-level monster moves */
276 bool disturb_near; /* Disturb whenever viewable monster moves */
277 bool disturb_pets; /* Disturb when visible pets move */
278 bool disturb_panel; /* Disturb whenever map panel changes */
279 bool disturb_state; /* Disturb whenever player state changes */
280 bool disturb_minor; /* Disturb whenever boring things happen */
281 bool ring_bell; /* Audible bell (on errors, etc) */
282 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
283 bool alert_trap_detect; /* Alert when leaving trap detected area */
286 /*** Birth Options ***/
288 bool manual_haggle; /* Manually haggle in stores */
289 bool easy_band; /* Easy Mode (*) */
290 bool smart_learn; /* Monsters learn from their mistakes (*) */
291 bool smart_cheat; /* Monsters exploit players weaknesses (*) */
292 bool vanilla_town; /* Use 'vanilla' town without quests and wilderness */
293 bool lite_town; /* Use 'lite' town without a wilderness */
294 bool ironman_shops; /* Stores are permanently closed (*) */
295 bool ironman_small_levels; /* Always create unusually small dungeon levels (*) */
296 bool ironman_downward; /* Disable recall and use of up stairs (*) */
297 bool ironman_empty_levels; /* Always create empty 'arena' levels (*) */
298 bool ironman_rooms; /* Always generate very unusual rooms (*) */
299 bool ironman_nightmare; /* Nightmare mode(it isn't even remotely fair!)(*) */
300 bool left_hander; /* Left-Hander */
301 bool preserve_mode; /* Preserve artifacts (*) */
302 bool autoroller; /* Allow use of autoroller for stats (*) */
303 bool autochara; /* Autoroll for weight, height and social status */
304 bool powerup_home; /* Increase capacity of your home (*) */
307 /*** Easy Object Auto-Destroyer ***/
309 bool destroy_items; /* Use easy auto-destroyer */
310 bool destroy_feeling; /* Apply auto-destroy as sense feeling */
311 bool destroy_identify; /* Apply auto-destroy as identify an item */
312 bool leave_worth; /* Auto-destroyer leaves known worthy items */
313 bool leave_equip; /* Auto-destroyer leaves weapons and armour */
314 bool leave_chest; /* Auto-destroyer leaves closed chests */
315 bool leave_wanted; /* Auto-destroyer leaves wanted corpses */
316 bool leave_corpse; /* Auto-destroyer leaves corpses and skeletons */
317 bool leave_junk; /* Auto-destroyer leaves junk */
318 bool leave_special; /* Auto-destroyer leaves items your race/class needs */
321 /*** Play-record Options ***/
323 bool record_fix_art; /* Record fixed artifacts */
324 bool record_rand_art; /* Record random artifacts */
325 bool record_destroy_uniq; /* Record when destroy unique monster */
326 bool record_fix_quest; /* Record fixed quests */
327 bool record_rand_quest; /* Record random quests */
328 bool record_maxdepth; /* Record movements to deepest level */
329 bool record_stair; /* Record recall and stair movements */
330 bool record_buy; /* Record purchased items */
331 bool record_sell; /* Record sold items */
332 bool record_danger; /* Record hitpoint warning */
333 bool record_arena; /* Record arena victories */
334 bool record_ident; /* Record first identified items */
335 bool record_named_pet; /* Record informations of named pets */
338 /* Cheating options */
340 bool cheat_peek; /* Peek into object creation */
341 bool cheat_hear; /* Peek into monster creation */
342 bool cheat_room; /* Peek into dungeon creation */
343 bool cheat_xtra; /* Peek into something else */
344 bool cheat_know; /* Know complete monster info */
345 bool cheat_live; /* Allow player to avoid death */
346 bool cheat_save; /* Ask for saving death */
349 /* Special options */
351 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
352 byte mana_warn; /* Mana color (0 to 9) */
354 byte delay_factor; /* Delay factor (0 to 9) */
356 bool autosave_l; /* Autosave before entering new levels */
357 bool autosave_t; /* Timed autosave */
358 s16b autosave_freq; /* Autosave frequency */
365 bool closing_flag; /* Dungeon is closing */
372 s16b panel_row_min, panel_row_max;
373 s16b panel_col_min, panel_col_max;
374 s16b panel_col_prt, panel_row_prt;
377 * Player location in dungeon
383 * Targetting variables
398 * Current player's character name
400 char player_name[32];
403 * Stripped version of "player_name"
405 char player_base[32];
409 * Buffer to hold the current savefile name
410 * 'savefile' holds full path name. 'savefile_base' holds only base name.
413 char savefile_base[40];
416 * Array of grids lit by player lite (see "cave.c")
419 s16b lite_y[LITE_MAX];
420 s16b lite_x[LITE_MAX];
423 * Array of grids lit by player lite (see "cave.c")
426 s16b mon_lite_y[MON_LITE_MAX];
427 s16b mon_lite_x[MON_LITE_MAX];
430 * Array of grids viewable to the player (see "cave.c")
433 byte view_y[VIEW_MAX];
434 byte view_x[VIEW_MAX];
437 * Array of grids for use by various functions (see "cave.c")
440 byte temp_y[TEMP_MAX];
441 byte temp_x[TEMP_MAX];
444 * Array of grids for delayed visual updating (see "cave.c")
447 byte redraw_y[REDRAW_MAX];
448 byte redraw_x[REDRAW_MAX];
452 * Number of active macros.
457 * Array of macro patterns [MACRO_MAX]
462 * Array of macro actions [MACRO_MAX]
467 * Array of macro types [MACRO_MAX]
472 * Current macro action [1024]
478 * The number of quarks
483 * The pointers to the quarks [QUARK_MAX]
489 * The next "free" index to use
494 * The index of the oldest message (none yet)
499 * The next "free" offset
504 * The offset to the oldest used char (none yet)
509 * The array of offsets, by index [MESSAGE_MAX]
514 * The array of chars, by offset [MESSAGE_BUF]
520 * The array of normal options
527 * The array of window options
534 * The array of window pointers
536 term *angband_term[8];
540 * Standard window names
542 char angband_term_name[8][16] =
556 * Global table of color definitions
558 byte angband_color_table[256][4] =
560 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
561 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
562 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
563 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
564 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
565 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
566 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
567 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
568 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
569 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
570 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
571 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
572 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
573 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
574 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
575 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
580 * Standard sound names
582 char angband_sound_name[SOUND_MAX][16] =
654 * The array of "cave grids" [MAX_WID][MAX_HGT].
655 * Not completely allocated, that would be inefficient
656 * Not completely hardcoded, that would overflow memory
658 cave_type *cave[MAX_HGT];
662 * The array of saved floors
664 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
668 * Number of floor_id used from birth
674 * Sign for current process used in temporal files.
675 * Actually it is the start time of current process.
677 u32b saved_floor_file_sign;
681 * The array of dungeon items [max_o_idx]
686 * The array of dungeon monsters [max_m_idx]
688 monster_type *m_list;
691 * The array to process dungeon monsters [max_m_idx]
693 s16b *mproc_list[MAX_MTIMED];
694 s16b mproc_max[MAX_MTIMED]; /* Number of monsters to be processed */
698 * Maximum number of towns
703 * The towns [max_towns]
709 * The player's inventory [INVEN_TOTAL]
711 object_type *inventory;
715 * The size of "alloc_kind_table" (at most max_k_idx * 4)
717 s16b alloc_kind_size;
720 * The entries in the "kind allocator table"
722 alloc_entry *alloc_kind_table;
726 * The size of "alloc_race_table" (at most max_r_idx)
728 s16b alloc_race_size;
731 * The entries in the "race allocator table"
733 alloc_entry *alloc_race_table;
737 * Specify attr/char pairs for visual special effects
738 * Be sure to use "index & 0x7F" to avoid illegal access
740 byte misc_to_attr[256];
741 char misc_to_char[256];
745 * Specify attr/char pairs for inventory items (by tval)
746 * Be sure to use "index & 0x7F" to avoid illegal access
748 byte tval_to_attr[128];
749 char tval_to_char[128];
753 * Keymaps for each "mode" associated with each keypress.
755 cptr keymap_act[KEYMAP_MODES][256];
759 /*** Player information ***/
762 * Static player info record
767 * Pointer to the player info
769 player_type *p_ptr = &p_body;
772 * Pointer to the player tables
773 * (sex, race, class, magic)
777 player_class *cp_ptr;
778 player_seikaku *ap_ptr;
779 player_magic *mp_ptr;
783 * The last character rolled,
784 * holded for quick start
786 birther previous_char;
790 * The vault generation arrays
804 player_magic *m_info;
807 * The terrain feature arrays
809 feature_type *f_info;
814 * The object kind arrays
821 * The artifact arrays
823 artifact_type *a_info;
828 * The ego-item arrays
830 ego_item_type *e_info;
836 * The monster race arrays
838 monster_race *r_info;
846 dungeon_info_type *d_info;
852 * Hack -- The special Angband "System Suffix"
853 * This variable is used to choose an appropriate "pref-xxx" file
855 cptr ANGBAND_SYS = "xxx";
858 * Hack -- The special Angband "Keyboard Suffix"
859 * This variable is used to choose an appropriate macro-trigger definition
862 cptr ANGBAND_KEYBOARD = "JAPAN";
864 cptr ANGBAND_KEYBOARD = "0";
868 * Hack -- The special Angband "Graphics Suffix"
869 * This variable is used to choose an appropriate "graf-xxx" file
871 cptr ANGBAND_GRAF = "ascii";
874 * Path name: The main "lib" directory
875 * This variable is not actually used anywhere in the code
880 * High score files (binary)
881 * These files may be portable between platforms
883 cptr ANGBAND_DIR_APEX;
886 * Bone files for player ghosts (ascii)
887 * These files are portable between platforms
889 cptr ANGBAND_DIR_BONE;
892 * Binary image files for the "*_info" arrays (binary)
893 * These files are not portable between platforms
895 cptr ANGBAND_DIR_DATA;
898 * Textual template files for the "*_info" arrays (ascii)
899 * These files are portable between platforms
901 cptr ANGBAND_DIR_EDIT;
905 * These files are portable between platforms.
907 cptr ANGBAND_DIR_SCRIPT;
910 * Various extra files (ascii)
911 * These files may be portable between platforms
913 cptr ANGBAND_DIR_FILE;
916 * Help files (normal) for the online help (ascii)
917 * These files are portable between platforms
919 cptr ANGBAND_DIR_HELP;
922 * Help files (spoilers) for the online help (ascii)
923 * These files are portable between platforms
925 cptr ANGBAND_DIR_INFO;
928 * Default user "preference" files (ascii)
929 * These files are rarely portable between platforms
931 cptr ANGBAND_DIR_PREF;
934 * Savefiles for current characters (binary)
935 * These files are portable between platforms
937 cptr ANGBAND_DIR_SAVE;
940 * User "preference" files (ascii)
941 * These files are rarely portable between platforms
943 cptr ANGBAND_DIR_USER;
946 * Various extra files (binary)
947 * These files are rarely portable between platforms
949 cptr ANGBAND_DIR_XTRA;
953 * Total Hack -- allow all items to be listed (even empty ones)
954 * This is only used by "do_cmd_inven_e()" and is cleared there.
956 bool item_tester_full;
958 bool item_tester_no_ryoute = FALSE;
961 * Here is a "pseudo-hook" used during calls to "get_item()" and
962 * "show_inven()" and "show_equip()", and the choice window routines.
964 byte item_tester_tval;
968 * Here is a "hook" used during calls to "get_item()" and
969 * "show_inven()" and "show_equip()", and the choice window routines.
971 bool (*item_tester_hook)(object_type*);
976 * Current "comp" function for ang_sort()
978 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
982 * Current "swap" function for ang_sort()
984 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
989 * Hack -- function hooks to restrict "get_mon_num_prep()" function
991 monster_hook_type get_mon_num_hook;
992 monster_hook_type get_mon_num2_hook;
996 * Hack -- function hook to restrict "get_obj_num_prep()" function
998 bool (*get_obj_num_hook)(int k_idx);
1001 /* Hack, monk armour */
1002 bool monk_armour_aux;
1003 bool monk_notify_aux;
1005 #ifdef ALLOW_EASY_OPEN /* TNB */
1007 #endif /* ALLOW_EASY_OPEN -- TNB */
1009 #ifdef ALLOW_EASY_DISARM /* TNB */
1011 #endif /* ALLOW_EASY_DISARM -- TNB */
1013 #ifdef ALLOW_EASY_FLOOR /* TNB */
1015 #endif /* ALLOW_EASY_FLOOR -- TNB */
1019 bool center_running;
1021 /* Auto-destruction options */
1023 bool destroy_feeling;
1024 bool destroy_identify;
1034 bool record_fix_art;
1035 bool record_rand_art;
1036 bool record_destroy_uniq;
1037 bool record_fix_quest;
1038 bool record_rand_quest;
1039 bool record_maxdepth;
1046 bool record_named_pet;
1047 char record_o_name[MAX_NLEN];
1053 wilderness_type **wilderness;
1059 building_type building[MAX_BLDG];
1063 * Maximum number of quests
1068 * Maximum number of monsters in r_info.txt
1073 * Maximum number of items in k_info.txt
1078 * Maximum number of vaults in v_info.txt
1083 * Maximum number of terrain features in f_info.txt
1088 * Maximum number of artifacts in a_info.txt
1093 * Maximum number of ego-items in e_info.txt
1098 * Maximum number of dungeon in e_info.txt
1103 * Maximum number of objects in the level
1108 * Maximum number of monsters in the level
1113 * Maximum size of the wilderness
1126 char quest_text[10][80];
1129 * Current line of the quest text
1131 int quest_text_line;
1134 * Default spell color table (quark index)
1136 s16b gf_color[MAX_GF];
1139 * Flags for initialization
1145 * The "highscore" file descriptor, if available.
1147 int highscore_fd = -1;
1149 int mutant_regenerate_mod = 100;
1151 bool can_save = FALSE; /* Game can be saved */
1171 s16b kubi_r_idx[MAX_KUBI];
1187 bool generate_encounter;
1189 cptr screen_dump = NULL;
1191 /*** Terrain feature variables ***/
1201 s16b feat_explosive_rune;
1205 door_type feat_door[MAX_DOOR_TYPES];
1209 s16b feat_down_stair;
1213 s16b feat_trap_open;
1214 s16b feat_trap_armageddon;
1215 s16b feat_trap_piranha;
1221 s16b feat_magma_vein;
1222 s16b feat_quartz_vein;
1226 s16b feat_permanent;
1229 s16b feat_glass_floor;
1232 s16b feat_glass_wall;
1233 s16b feat_permanent_glass_wall;
1236 s16b feat_pattern_start;
1237 s16b feat_pattern_1;
1238 s16b feat_pattern_2;
1239 s16b feat_pattern_3;
1240 s16b feat_pattern_4;
1241 s16b feat_pattern_end;
1242 s16b feat_pattern_old;
1243 s16b feat_pattern_exit;
1244 s16b feat_pattern_corrupted;
1247 s16b feat_black_market;
1251 s16b feat_deep_water;
1252 s16b feat_shallow_water;
1253 s16b feat_deep_lava;
1254 s16b feat_shallow_lava;
1263 /* Unknown grid (not detected) */
1264 s16b feat_undetected;
1272 s16b feat_wall_outer;
1273 s16b feat_wall_inner;
1274 s16b feat_wall_solid;
1275 s16b floor_type[100], fill_type[100];
1282 bool chuukei_server;
1283 bool chuukei_client;