X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fvariable.c;h=bb3242a1b912ec2ee8ce87568bd1b9ce3306e23d;hb=2dabd068522a6433630194cea47785e2d680c294;hp=73398bc18a53f959a08ead6239b4a6b4d0e90ce6;hpb=46f6262935a9d7464bd89e9c49b88734735cacd0;p=hengband%2Fhengband.git diff --git a/src/variable.c b/src/variable.c index 73398bc18..bb3242a1b 100644 --- a/src/variable.c +++ b/src/variable.c @@ -1,15 +1,15 @@ /* File: variable.c */ -/* Purpose: Angband variables */ - /* - * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke + * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke * - * This software may be copied and distributed for educational, research, and - * not for profit purposes provided that this copyright and statement are - * included in all such copies. + * This software may be copied and distributed for educational, research, + * and not for profit purposes provided that this copyright and statement + * are included in all such copies. Other copyrights may also apply. */ +/* Purpose: Angband variables */ + #include "angband.h" @@ -27,35 +27,31 @@ cptr copyright[5] = int max_macrotrigger = 0; -char *macro_template = NULL; -char *macro_modifier_chr; -char *macro_modifier_name[MAX_MACRO_MOD]; -char *macro_trigger_name[MAX_MACRO_TRIG]; -char *macro_trigger_keycode[2][MAX_MACRO_TRIG]; +cptr macro_template = NULL; +cptr macro_modifier_chr; +cptr macro_modifier_name[MAX_MACRO_MOD]; +cptr macro_trigger_name[MAX_MACRO_TRIG]; +cptr macro_trigger_keycode[2][MAX_MACRO_TRIG]; /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ë¾å¾ºÎ̤òɽ¼¨¤¹¤ë¤Î¤Ë»È¤¦ */ int level_up = 0; -int max_autopick=0; -cptr autopick_name[MAX_AUTOPICK]; -cptr autopick_insc[MAX_AUTOPICK]; -byte autopick_action[MAX_AUTOPICK]; -/* - * Executable version +/* + * List for auto-picker/destroyer entries */ -byte version_major = VERSION_MAJOR; -byte version_minor = VERSION_MINOR; -byte version_patch = VERSION_PATCH; -byte version_extra = VERSION_EXTRA; +int max_autopick = 0; +int max_max_autopick = 0; +autopick_type *autopick_list = NULL; /* * Savefile version */ -byte sf_major; /* Savefile's "version_major" */ -byte sf_minor; /* Savefile's "version_minor" */ -byte sf_patch; /* Savefile's "version_patch" */ -byte sf_extra; /* Savefile's "version_extra" */ -u32b sf_version; /* Savefile's "version" */ +byte h_ver_major; /* Savefile version for Hengband 1.1.1 and later */ +byte h_ver_minor; +byte h_ver_patch; +byte h_ver_extra; + +byte sf_extra; /* Savefile's encoding key */ byte z_major; /* Savefile version for Hengband */ byte z_minor; @@ -64,7 +60,7 @@ byte z_patch; /* * Savefile information */ -u32b sf_xtra; /* Operating system info */ +u32b sf_system; /* Operating system info */ u32b sf_when; /* Time when savefile created */ u16b sf_lives; /* Number of past "lives" with this file */ u16b sf_saves; /* Number of "saves" during this life */ @@ -79,6 +75,7 @@ byte arg_graphics; /* Command arg -- Request graphics mode */ bool arg_monochrome; /* Command arg -- Request monochrome mode */ bool arg_force_original; /* Command arg -- Request original keyset */ bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */ +bool arg_bigtile = FALSE; /* Command arg -- Request big tile mode */ /* * Various things @@ -100,24 +97,17 @@ s16b command_arg; /* Gives argument of current command */ s16b command_rep; /* Gives repetition of current command */ s16b command_dir; /* Gives direction of current command */ -s16b command_see; /* See "cmd1.c" */ -s16b command_wrk; /* See "cmd1.c" */ +s16b command_see; /* See "object1.c" */ +s16b command_wrk; /* See "object1.c" */ -s16b command_gap = 50; /* See "cmd1.c" */ +s16b command_gap = 999; /* See "object1.c" */ s16b command_new; /* Command chaining from inven/equip view */ s16b energy_use; /* Energy use this turn */ -byte create_up_stair; /* Auto-create "up stairs" */ -byte create_down_stair; /* Auto-create "down stairs" */ - bool msg_flag; /* Used in msg_print() for "buffering" */ -bool alive; /* True if game is running */ - -bool death; /* True if player has died */ - s16b running; /* Current counter for running, if any */ s16b resting; /* Current counter for resting, if any */ @@ -131,19 +121,12 @@ s16b base_level; /* Base dungeon level */ 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 wizard; /* Is the player currently in Wizard mode? */ - bool use_sound; /* The "sound" mode is enabled */ bool use_graphics; /* The "graphics" mode is enabled */ - -u16b total_winner; /* Semi-Hack -- Game has been won */ - -u16b panic_save; /* Track some special "conditions" */ -u16b noscore; /* Track various "cheating" conditions */ -bool wait_report_score; /* Waiting to report score */ +bool use_bigtile = FALSE; s16b signal_count; /* Hack -- Count interupts */ @@ -165,7 +148,6 @@ bool repair_objects; /* Hack -- optimize detect objects */ s16b inven_nxt; /* Hack -- unused */ bool hack_mind; bool hack_mutation; -int artifact_bias; s16b inven_cnt; /* Number of items in inventory */ s16b equip_cnt; /* Number of items in equipment */ @@ -186,145 +168,193 @@ s32b total_friend_levels = 0; s32b friend_align = 0; int leaving_quest = 0; +bool reinit_wilderness = FALSE; /* * Software options (set via the '=' command). See "tables.c" */ - -/* Option Set 1 -- User Interface */ +/*** Input Options ***/ bool rogue_like_commands; /* Rogue-like commands */ -bool quick_messages; /* Activate quick messages */ -bool auto_more; -bool command_menu; -bool other_query_flag; /* Prompt for various information */ -bool carry_query_flag; /* Prompt before picking things up */ -bool use_old_target; /* Use old target by default */ -bool always_pickup; /* Pick things up by default */ -bool always_repeat; /* Repeat obvious commands */ -bool depth_in_feet; /* Show dungeon level in feet */ - -bool stack_force_notes; /* Merge inscriptions when stacking */ -bool stack_force_costs; /* Merge discounts when stacking */ - -bool show_labels; /* Show labels in object listings */ -bool show_weights; /* Show weights in object listings */ -bool show_choices; /* Show choices in certain sub-windows */ - -bool ring_bell; /* Ring the bell (on errors, etc) */ - -bool show_item_graph; - - -/* Option Set 2 -- Disturbance */ - -bool find_ignore_stairs; /* Run past stairs */ -bool find_ignore_doors; /* Run through open doors */ -bool find_cut; /* Run past known corners */ -bool find_examine; /* Run into potential corners */ - -bool disturb_move; /* Disturb whenever any monster moves */ -bool disturb_near; /* Disturb whenever viewable monster moves */ -bool disturb_panel; /* Disturb whenever map panel changes */ -bool disturb_state; /* Disturn whenever player state changes */ -bool disturb_minor; /* Disturb whenever boring things happen */ - -bool alert_hitpoint; /* Alert user to critical hitpoints */ -bool last_words; /* Get last words upon dying */ -bool over_exert; -bool small_levels; /* Allow unusually small dungeon levels */ -bool always_small_levels; /* Use always unusually small dungeon levels */ -bool empty_levels; /* Allow empty 'arena' levels */ -bool player_symbols; /* Use varying symbols for the player char */ -bool equippy_chars; /* Back by popular demand... */ -bool skip_mutations; /* Skip mutations screen even if we have it */ -bool plain_descriptions; /* Plain object descriptions */ -bool stupid_monsters; /* Monsters use old AI */ -bool confirm_destroy; /* Known worthless items are destroyed without confirmation */ -bool confirm_stairs; /* Prompt before staircases... */ -bool wear_confirm; /* Confirm before putting on known cursed items */ -bool disturb_pets; /* Pets moving nearby disturb us */ - - - -/* Option Set 3 -- Game-Play */ - -bool manual_haggle; /* Auto-haggle in stores */ - -bool auto_scum; /* Auto-scum for good levels */ - -bool stack_allow_items; /* Allow weapons and armor to stack */ -bool stack_allow_wands; /* Allow wands/staffs/rods to stack */ - -bool expand_look; /* Expand the power of the look command */ -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 always_pickup; /* Pick things up by default */ +bool carry_query_flag; /* Prompt before picking things up */ +bool quick_messages; /* Activate quick messages */ +bool auto_more; /* Automatically clear '-more-' prompts */ +bool command_menu; /* Enable command selection menu */ +bool other_query_flag; /* Prompt for floor item selection */ +bool use_old_target; /* Use old target by default */ +bool always_repeat; /* Repeat obvious commands */ +bool confirm_destroy; /* Prompt for destruction of known worthless items */ +bool confirm_wear; /* Confirm to wear/wield known cursed items */ +bool confirm_quest; /* Prompt before exiting a quest level */ +bool target_pet; /* Allow targetting pets */ + +#ifdef ALLOW_EASY_OPEN +bool easy_open; /* Automatically open doors */ +#endif -bool dungeon_align; /* Generate dungeons with aligned rooms */ -bool dungeon_stair; /* Generate dungeons with connected stairs */ +#ifdef ALLOW_EASY_DISARM +bool easy_disarm; /* Automatically disarm traps */ +#endif -bool track_follow; /* Monsters follow the player */ -bool track_target; /* Monsters target the player */ +#ifdef ALLOW_EASY_FLOOR +bool easy_floor; /* Display floor stacks in a list */ +#endif -bool smart_learn; /* Monsters learn from their mistakes */ -bool smart_cheat; /* Monsters exploit player weaknesses */ +bool use_command; /* Allow unified use command */ +bool over_exert; /* Allow casting spells when short of mana */ +bool numpad_as_cursorkey; /* Use numpad keys as cursor key in editor mode */ -/* Option Set 4 -- Efficiency */ +/*** Map Screen Options ***/ -bool view_reduce_lite; /* Reduce lite-radius when running */ -bool view_reduce_view; /* Reduce view-radius in town */ +bool center_player; /* Center map while walking (*slow*) */ +bool center_running; /* Centering even while running */ +bool view_yellow_lite; /* Use special colors for torch-lit grids */ +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 fresh_message; /* Flush output after every message */ +bool hilite_player; /* Hilite the player with the cursor */ +bool display_path; /* Display actual path before shooting */ -bool avoid_abort; /* Avoid checking for user abort */ -bool flush_failure; /* Flush input on any failure */ -bool flush_disturb; /* Flush input on disturbance */ +/*** Text Display Options ***/ -bool fresh_before; /* Flush output before normal commands */ -bool fresh_after; /* Flush output after normal commands */ -bool fresh_message; /* Flush output after all messages */ +bool plain_descriptions; /* Plain object descriptions */ +bool plain_pickup; /* Plain pickup messages(japanese only) */ +bool always_show_list; /* Always show list when choosing items */ +bool depth_in_feet; /* Show dungeon level in feet */ +bool show_labels; /* Show labels in object listings */ +bool show_weights; /* Show weights in object listings */ +bool show_item_graph; /* Show items graphics */ +bool equippy_chars; /* Display 'equippy' chars */ +bool display_mutations; /* Display mutations in 'C'haracter Display */ +bool compress_savefile; /* Compress messages in savefiles */ +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 small_levels; /* Allow unusually small dungeon levels */ +bool always_small_levels; /* Always create unusually small dungeon levels */ +bool empty_levels; /* Allow empty 'arena' levels */ +bool bound_walls_perm; /* Boundary walls become 'permanent wall' */ +bool last_words; /* Leave last words when your character dies */ + +#ifdef WORLD_SCORE +bool send_score; /* Send score dump to the world score server */ +#endif -bool compress_savefile; /* Compress messages in savefiles */ +bool allow_debug_opts; /* Allow use of debug/cheat options */ -bool hilite_player; /* Hilite the player with the cursor */ -bool view_yellow_lite; /* Use special colors for torch-lit grids */ -bool view_bright_lite; /* Use special colors for 'viewable' grids */ +/*** Disturbance Options ***/ -bool view_granite_lite; /* Use special colors for wall grids (slow) */ -bool view_special_lite; /* Use special colors for floor grids (slow) */ -bool new_ascii_graphics; -bool display_path; -bool target_pet; -bool plain_pickup; +bool find_ignore_stairs; /* Run past stairs */ +bool find_ignore_doors; /* Run through open doors */ +bool find_cut; /* Run past known corners */ +bool check_abort; /* Check for user abort while continuous command */ +bool flush_failure; /* Flush input on various failures */ +bool flush_disturb; /* Flush input whenever disturbed */ +bool disturb_move; /* Disturb whenever any monster moves */ +bool disturb_high; /* Disturb whenever high-level monster moves */ +bool disturb_near; /* Disturb whenever viewable monster moves */ +bool disturb_pets; /* Disturb when visible pets move */ +bool disturb_panel; /* Disturb whenever map panel changes */ +bool disturb_state; /* Disturb whenever player state changes */ +bool disturb_minor; /* Disturb whenever boring things happen */ +bool ring_bell; /* Audible bell (on errors, etc) */ +bool disturb_trap_detect; /* Disturb when leaving trap detected area */ +bool alert_trap_detect; /* Alert when leaving trap detected area */ + + +/*** Birth Options ***/ + +bool manual_haggle; /* Manually haggle in stores */ +bool easy_band; /* Easy Mode (*) */ +bool smart_learn; /* Monsters learn from their mistakes (*) */ +bool smart_cheat; /* Monsters exploit players weaknesses (*) */ +bool vanilla_town; /* Use 'vanilla' town without quests and wilderness */ +bool lite_town; /* Use 'lite' town without a wilderness */ +bool ironman_shops; /* Stores are permanently closed (*) */ +bool ironman_small_levels; /* Always create unusually small dungeon levels (*) */ +bool ironman_downward; /* Disable recall and use of up stairs (*) */ +bool ironman_empty_levels; /* Always create empty 'arena' levels (*) */ +bool ironman_rooms; /* Always generate very unusual rooms (*) */ +bool ironman_nightmare; /* Nightmare mode(it isn't even remotely fair!)(*) */ +bool left_hander; /* Left-Hander */ +bool preserve_mode; /* Preserve artifacts (*) */ +bool autoroller; /* Allow use of autoroller for stats (*) */ +bool autochara; /* Autoroll for weight, height and social status */ +bool powerup_home; /* Increase capacity of your home (*) */ + + +/*** Easy Object Auto-Destroyer ***/ + +bool destroy_items; /* Use easy auto-destroyer */ +bool destroy_feeling; /* Apply auto-destroy as sense feeling */ +bool destroy_identify; /* Apply auto-destroy as identify an item */ +bool leave_worth; /* Auto-destroyer leaves known worthy items */ +bool leave_equip; /* Auto-destroyer leaves weapons and armour */ +bool leave_chest; /* Auto-destroyer leaves closed chests */ +bool leave_wanted; /* Auto-destroyer leaves wanted corpses */ +bool leave_corpse; /* Auto-destroyer leaves corpses and skeletons */ +bool leave_junk; /* Auto-destroyer leaves junk */ +bool leave_special; /* Auto-destroyer leaves items your race/class needs */ + + +/*** Play-record Options ***/ + +bool record_fix_art; /* Record fixed artifacts */ +bool record_rand_art; /* Record random artifacts */ +bool record_destroy_uniq; /* Record when destroy unique monster */ +bool record_fix_quest; /* Record fixed quests */ +bool record_rand_quest; /* Record random quests */ +bool record_maxdepth; /* Record movements to deepest level */ +bool record_stair; /* Record recall and stair movements */ +bool record_buy; /* Record purchased items */ +bool record_sell; /* Record sold items */ +bool record_danger; /* Record hitpoint warning */ +bool record_arena; /* Record arena victories */ +bool record_ident; /* Record first identified items */ +bool record_named_pet; /* Record informations of named pets */ -bool always_show_list; -bool powerup_home; -bool old_way_of_kaz; -bool send_score; /* Cheating options */ -bool cheat_peek; /* Peek into object creation */ -bool cheat_hear; /* Peek into monster creation */ -bool cheat_room; /* Peek into dungeon creation */ -bool cheat_xtra; /* Peek into something else */ -bool cheat_know; /* Know complete monster info */ -bool cheat_live; /* Allow player to avoid death */ +bool cheat_peek; /* Peek into object creation */ +bool cheat_hear; /* Peek into monster creation */ +bool cheat_room; /* Peek into dungeon creation */ +bool cheat_xtra; /* Peek into something else */ +bool cheat_know; /* Know complete monster info */ +bool cheat_live; /* Allow player to avoid death */ +bool cheat_save; /* Ask for saving death */ /* Special options */ -byte hitpoint_warn; /* Hitpoint warning (0 to 9) */ +byte hitpoint_warn; /* Hitpoint warning (0 to 9) */ +byte mana_warn; /* Mana color (0 to 9) */ -byte delay_factor; /* Delay factor (0 to 9) */ +byte delay_factor; /* Delay factor (0 to 9) */ -bool autosave_l; /* Autosave before entering new levels */ -bool autosave_t; /* Timed autosave */ +bool autosave_l; /* Autosave before entering new levels */ +bool autosave_t; /* Timed autosave */ s16b autosave_freq; /* Autosave frequency */ @@ -332,11 +362,6 @@ s16b autosave_freq; /* Autosave frequency */ * 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 */ @@ -344,8 +369,6 @@ bool closing_flag; /* Dungeon is closing */ * Dungeon size info */ -s16b max_panel_rows, max_panel_cols; -s16b panel_row, panel_col; s16b panel_row_min, panel_row_max; s16b panel_col_min, panel_col_max; s16b panel_col_prt, panel_row_prt; @@ -381,15 +404,6 @@ char player_name[32]; */ char player_base[32]; -/* - * What killed the player - */ -char died_from[80]; - -/* - * Hack -- Textual "history" for the Player - */ -char history[4][60]; /* * Buffer to hold the current savefile name @@ -409,8 +423,8 @@ s16b lite_x[LITE_MAX]; * Array of grids lit by player lite (see "cave.c") */ s16b mon_lite_n; -s16b mon_lite_y[LITE_MAX]; -s16b mon_lite_x[LITE_MAX]; +s16b mon_lite_y[MON_LITE_MAX]; +s16b mon_lite_x[MON_LITE_MAX]; /* * Array of grids viewable to the player (see "cave.c") @@ -426,6 +440,13 @@ s16b temp_n; byte temp_y[TEMP_MAX]; byte 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]; + /* * Number of active macros. @@ -625,6 +646,7 @@ char angband_sound_name[SOUND_MAX][16] = "show", "unused", "explode", + "glass", }; @@ -635,6 +657,26 @@ char angband_sound_name[SOUND_MAX][16] = */ cave_type *cave[MAX_HGT]; + +/* + * The array of saved floors + */ +saved_floor_type saved_floors[MAX_SAVED_FLOORS]; + + +/* + * Number of floor_id used from birth + */ +s16b max_floor_id; + + +/* + * Sign for current process used in temporal files. + * Actually it is the start time of current process. + */ +u32b saved_floor_file_sign; + + /* * The array of dungeon items [max_o_idx] */ @@ -645,6 +687,12 @@ object_type *o_list; */ 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 @@ -732,24 +780,10 @@ player_magic *mp_ptr; /* - * More spell info - */ -u32b spell_learned1; /* bit mask of spells learned */ -u32b spell_learned2; /* bit mask of spells learned */ -u32b spell_worked1; /* bit mask of spells tried and worked */ -u32b spell_worked2; /* bit mask of spells tried and worked */ -u32b spell_forgotten1; /* bit mask of spells learned but forgotten */ -u32b spell_forgotten2; /* bit mask of spells learned but forgotten */ -byte spell_order[64]; /* order spells learned/remembered/forgotten */ - - -/* - * Calculated base hp values for player at each level, - * store them so that drain life + restore life does not - * affect hit points. Also prevents shameless use of backup - * savefiles for hitpoint acquirement. + * The last character rolled, + * holded for quick start */ -s16b player_hp[PY_MAX_LEVEL]; +birther previous_char; /* @@ -763,22 +797,18 @@ char *v_text; * The skill table */ skill_table *s_info; -char *s_name; -char *s_text; /* * The magic info */ player_magic *m_info; -char *m_name; -char *m_text; /* * The terrain feature arrays */ feature_type *f_info; char *f_name; -char *f_text; +char *f_tag; /* * The object kind arrays @@ -990,12 +1020,15 @@ bool center_running; /* Auto-destruction options */ bool destroy_items; +bool destroy_feeling; +bool destroy_identify; bool leave_worth; bool leave_equip; bool leave_wanted; bool leave_corpse; bool leave_junk; bool leave_chest; +bool leave_special; /* Nikki */ bool record_fix_art; @@ -1003,7 +1036,7 @@ bool record_rand_art; bool record_destroy_uniq; bool record_fix_quest; bool record_rand_quest; -bool record_maxdeapth; +bool record_maxdepth; bool record_stair; bool record_buy; bool record_sell; @@ -1113,51 +1146,13 @@ int init_flags; */ int highscore_fd = -1; -/* - * Should the monster allocation fail with inappropriate terrain? - */ -bool monster_terrain_sensitive = TRUE; - int mutant_regenerate_mod = 100; -/* - * Startup options - */ -bool easy_band; -bool vanilla_town; /* Use "vanilla" town without set quests */ -bool ironman_shops; /* Stores are permanently closed */ -bool ironman_small_levels; /* Always create unusually small dungeon levels */ -bool ironman_downward; /* Don't allow climbing upwards/recalling */ -bool ironman_autoscum; /* Permanently enable the autoscummer */ -bool lite_town; /* Use "lite" town without wilderness */ -bool ironman_empty_levels; /* Always create empty 'arena' levels */ -bool terrain_streams; /* Create terrain 'streamers' in the dungeon */ -bool munchkin_death; /* Ask for saving death */ -bool ironman_rooms; /* Always generate very unusual rooms */ -bool ironman_nightmare; /* Play the game in Nightmare mode */ -bool left_hander; -bool preserve_mode; -bool autoroller; -bool autochara; - - -bool use_lighting = FALSE; /* Use lighting effects of tiles */ - bool can_save = FALSE; /* Game can be saved */ -s16b spell_exp[64]; /* mahou keikenchi */ - -s16b weapon_exp[5][64]; /* weapon keikenchi */ - -s16b skill_exp[10]; /* ginou keikenchi */ - -bool world_monster; +s16b world_monster; bool world_player; -s16b mane_spell[MAX_MANE]; -s16b mane_dam[MAX_MANE]; -s16b mane_num; - int cap_mon; int cap_mspeed; int cap_hp; @@ -1176,8 +1171,6 @@ int riding_t_m_idx; s16b kubi_r_idx[MAX_KUBI]; s16b today_mon; -monster_type party_mon[21]; - bool write_level; u32b playtime; @@ -1201,10 +1194,10 @@ cptr screen_dump = NULL; byte dungeon_type; s16b *max_dlv; -byte feat_wall_outer; -byte feat_wall_inner; -byte feat_wall_solid; -byte floor_type[100], fill_type[100]; +s16b feat_wall_outer; +s16b feat_wall_inner; +s16b feat_wall_solid; +s16b floor_type[100], fill_type[100]; bool now_damaged; s16b now_message;