s32b turn; /* Current game turn */
s32b dungeon_turn; /* Game turn in dungeon */
-s32b old_turn; /* Turn when level began (feelings) */
+s32b old_turn; /* Turn when level began */
s32b old_battle;
bool use_sound; /* The "sound" mode is enabled */
bool view_bright_lite; /* Use special colors for 'viewable' grids */
bool view_granite_lite; /* Use special colors for wall grids (slow) */
bool view_special_lite; /* Use special colors for floor grids (slow) */
+bool view_perma_grids; /* Map remembers all perma-lit grids */
+bool view_torch_grids; /* Map remembers all torch-lit grids */
+bool view_unsafe_grids; /* Map marked by detect traps */
bool view_reduce_view; /* Reduce view-radius in town */
bool fresh_before; /* Flush output while continuous command */
bool fresh_after; /* Flush output after monster's move */
bool abbrev_extra; /* Describe obj's extra resistances by abbreviation */
bool abbrev_all; /* Describe obj's all resistances by abbreviation */
bool exp_need; /* Show the experience needed for next level */
+bool ignore_unview; /* Ignore whenever any monster does */
/*** Game-Play Options ***/
bool stack_force_notes; /* Merge inscriptions when stacking */
bool stack_force_costs; /* Merge discounts when stacking */
bool expand_list; /* Expand the power of the list commands */
-bool view_perma_grids; /* Map remembers all perma-lit grids */
-bool view_torch_grids; /* Map remembers all torch-lit grids */
-bool view_unsafe_grids; /* Map marked by detect traps */
bool small_levels; /* Allow unusually small dungeon levels */
bool always_small_levels; /* Always create unusually small dungeon levels */
bool empty_levels; /* Allow empty 'arena' levels */
* Dungeon variables
*/
-byte feeling; /* Most recent feeling */
-s16b rating; /* Level's current rating */
-
-bool good_item_flag; /* True if "Artifact" on this level */
-
bool closing_flag; /* Dungeon is closing */
"show",
"unused",
"explode",
+ "glass",
};
*/
monster_type *m_list;
+/*
+ * The array to process dungeon monsters [max_m_idx]
+ */
+s16b *mproc_list[MAX_MTIMED];
+s16b mproc_max[MAX_MTIMED]; /* Number of monsters to be processed */
+
/*
* Maximum number of towns
s16b kubi_r_idx[MAX_KUBI];
s16b today_mon;
-monster_type party_mon[MAX_PARTY_MON];
-
bool write_level;
u32b playtime;