s16b running; /* Current counter for running, if any */
s16b resting; /* Current counter for resting, if any */
-s16b cur_hgt; /* Current dungeon height */
-s16b cur_wid; /* Current dungeon width */
-s16b dun_level; /* Current dungeon level */
+POSITION cur_hgt; /* Current dungeon height */
+POSITION cur_wid; /* Current dungeon width */
+DEPTH dun_level; /* Current dungeon level */
s16b num_repro; /* Current reproducer count */
-s16b object_level; /* Current object creation level */
-s16b monster_level; /* Current monster creation level */
-s16b base_level; /* Base dungeon level */
-
-s32b turn; /* Current game turn */
-s32b turn_limit; /* Limit of game turn */
-s32b dungeon_turn; /* Game turn in dungeon */
-s32b dungeon_turn_limit; /* Limit of game turn in dungeon */
+DEPTH object_level; /* Current object creation level */
+DEPTH monster_level; /* Current monster creation level */
+DEPTH base_level; /* Base dungeon level */
+
+s32b turn; /*!< 画面表示上のゲーム時間基準となるターン / Current game turn */
+s32b turn_limit; /*!< turnの最大値 / Limit of game turn */
+s32b dungeon_turn; /*!< NASTY生成の計算に関わる内部ターン値 / Game turn in dungeon */
+s32b dungeon_turn_limit; /*!< dungeon_turnの最大値 / Limit of game turn in dungeon */
s32b old_turn; /* Turn when level began */
s32b old_battle;
bool cheat_know; /* Know complete monster info */
bool cheat_live; /* Allow player to avoid death */
bool cheat_save; /* Ask for saving death */
+bool cheat_diary_output; /* Detailed info to diary */
+bool cheat_turn; /* Peek turn */
/* Special options */
* Dungeon size info
*/
-s16b panel_row_min, panel_row_max;
-s16b panel_col_min, panel_col_max;
-s16b panel_col_prt, panel_row_prt;
+POSITION panel_row_min, panel_row_max;
+POSITION panel_col_min, panel_col_max;
+POSITION panel_col_prt, panel_row_prt;
/*
* Targetting variables
*/
-s16b target_who;
-s16b target_col;
-s16b target_row;
+IDX target_who;
+POSITION target_col;
+POSITION target_row;
/*
* Array of grids lit by player lite (see "cave.c")
*/
s16b lite_n;
-s16b lite_y[LITE_MAX];
-s16b lite_x[LITE_MAX];
+POSITION lite_y[LITE_MAX];
+POSITION lite_x[LITE_MAX];
/*
* Array of grids lit by player lite (see "cave.c")
*/
s16b mon_lite_n;
-s16b mon_lite_y[MON_LITE_MAX];
-s16b mon_lite_x[MON_LITE_MAX];
+POSITION mon_lite_y[MON_LITE_MAX];
+POSITION mon_lite_x[MON_LITE_MAX];
/*
* Array of grids viewable to the player (see "cave.c")
*/
s16b view_n;
-byte view_y[VIEW_MAX];
-byte view_x[VIEW_MAX];
+POSITION view_y[VIEW_MAX];
+POSITION view_x[VIEW_MAX];
/*
* Array of grids for use by various functions (see "cave.c")
*/
s16b temp_n;
-byte temp_y[TEMP_MAX];
-byte temp_x[TEMP_MAX];
+POSITION temp_y[TEMP_MAX];
+POSITION temp_x[TEMP_MAX];
/*
* Array of grids for delayed visual updating (see "cave.c")
*/
s16b redraw_n = 0;
-byte redraw_y[REDRAW_MAX];
-byte redraw_x[REDRAW_MAX];
+POSITION redraw_y[REDRAW_MAX];
+POSITION redraw_x[REDRAW_MAX];
/*
/*
* The next "free" index to use
*/
-u16b message__next;
+u32b message__next;
/*
* The index of the oldest message (none yet)
*/
-u16b message__last;
+u32b message__last;
/*
* The next "free" offset
*/
-u16b message__head;
+u32b message__head;
/*
* The offset to the oldest used char (none yet)
*/
-u16b message__tail;
+u32b message__tail;
/*
* The array of offsets, by index [MESSAGE_MAX]
*/
-u16b *message__ptr;
+u32b *message__ptr;
/*
* The array of chars, by offset [MESSAGE_BUF]
/*
* Maximum number of quests
*/
-u16b max_quests;
+IDX max_quests;
/*
* Maximum number of monsters in r_info.txt
*/
-u16b max_r_idx;
+IDX max_r_idx;
/*
* Maximum number of items in k_info.txt
*/
-u16b max_k_idx;
+IDX max_k_idx;
/*
* Maximum number of vaults in v_info.txt
*/
-u16b max_v_idx;
+IDX max_v_idx;
/*
* Maximum number of terrain features in f_info.txt
*/
-u16b max_f_idx;
+IDX max_f_idx;
/*
* Maximum number of artifacts in a_info.txt
*/
-u16b max_a_idx;
+IDX max_a_idx;
/*
* Maximum number of ego-items in e_info.txt
*/
-u16b max_e_idx;
+IDX max_e_idx;
/*
* Maximum number of dungeon in e_info.txt
*/
-u16b max_d_idx;
+IDX max_d_idx;
/*
* Maximum number of objects in the level
*/
-u16b max_o_idx;
+IDX max_o_idx;
/*
* Maximum number of monsters in the level
*/
-u16b max_m_idx;
+IDX max_m_idx;
/*
* Maximum size of the wilderness
*/
-s32b max_wild_x;
-s32b max_wild_y;
+POSITION max_wild_x;
+POSITION max_wild_y;
/*
* Quest info