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 bool creating_savefile; /* New savefile is currently created */
93 u32b seed_flavor; /* Hack -- consistent object colors */
94 u32b seed_town; /* Hack -- consistent town layout */
96 s16b command_cmd; /* Current "Angband Command" */
98 s16b command_arg; /* Gives argument of current command */
99 s16b command_rep; /* Gives repetition of current command */
100 s16b command_dir; /* Gives direction of current command */
102 s16b command_see; /* See "object1.c" */
103 s16b command_wrk; /* See "object1.c" */
105 s16b command_gap = 999; /* See "object1.c" */
107 s16b command_new; /* Command chaining from inven/equip view */
109 s16b energy_use; /* Energy use this turn */
111 bool msg_flag; /* Used in msg_print() for "buffering" */
113 s16b running; /* Current counter for running, if any */
114 s16b resting; /* Current counter for resting, if any */
116 s16b cur_hgt; /* Current dungeon height */
117 s16b cur_wid; /* Current dungeon width */
118 s16b dun_level; /* Current dungeon level */
119 s16b num_repro; /* Current reproducer count */
120 s16b object_level; /* Current object creation level */
121 s16b monster_level; /* Current monster creation level */
122 s16b base_level; /* Base dungeon level */
124 s32b turn; /* Current game turn */
125 s32b turn_limit; /* Limit of game turn */
126 s32b dungeon_turn; /* Game turn in dungeon */
127 s32b dungeon_turn_limit; /* Limit of game turn in dungeon */
128 s32b old_turn; /* Turn when level began */
131 bool use_sound; /* The "sound" mode is enabled */
132 bool use_graphics; /* The "graphics" mode is enabled */
133 bool use_bigtile = FALSE;
135 s16b signal_count; /* Hack -- Count interupts */
137 bool inkey_base; /* See the "inkey()" function */
138 bool inkey_xtra; /* See the "inkey()" function */
139 bool inkey_scan; /* See the "inkey()" function */
140 bool inkey_flag; /* See the "inkey()" function */
142 s16b coin_type; /* Hack -- force coin type */
144 bool opening_chest; /* Hack -- prevent chest generation */
146 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
147 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
149 bool repair_monsters; /* Hack -- optimize detect monsters */
150 bool repair_objects; /* Hack -- optimize detect objects */
152 s16b inven_nxt; /* Hack -- unused */
156 s16b inven_cnt; /* Number of items in inventory */
157 s16b equip_cnt; /* Number of items in equipment */
159 s16b o_max = 1; /* Number of allocated objects */
160 s16b o_cnt = 0; /* Number of live objects */
162 s16b m_max = 1; /* Number of allocated monsters */
163 s16b m_cnt = 0; /* Number of live monsters */
165 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
166 s16b hack_m_idx_ii = 0;
167 bool multi_rew = FALSE;
168 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
170 int total_friends = 0;
171 s32b friend_align = 0;
173 int leaving_quest = 0;
174 bool reinit_wilderness = FALSE;
178 * Software options (set via the '=' command). See "tables.c"
181 /*** Input Options ***/
183 bool rogue_like_commands; /* Rogue-like commands */
184 bool always_pickup; /* Pick things up by default */
185 bool carry_query_flag; /* Prompt before picking things up */
186 bool quick_messages; /* Activate quick messages */
187 bool auto_more; /* Automatically clear '-more-' prompts */
188 bool command_menu; /* Enable command selection menu */
189 bool other_query_flag; /* Prompt for floor item selection */
190 bool use_old_target; /* Use old target by default */
191 bool always_repeat; /* Repeat obvious commands */
192 bool confirm_destroy; /* Prompt for destruction of known worthless items */
193 bool confirm_wear; /* Confirm to wear/wield known cursed items */
194 bool confirm_quest; /* Prompt before exiting a quest level */
195 bool target_pet; /* Allow targetting pets */
197 #ifdef ALLOW_EASY_OPEN
198 bool easy_open; /* Automatically open doors */
201 #ifdef ALLOW_EASY_DISARM
202 bool easy_disarm; /* Automatically disarm traps */
205 #ifdef ALLOW_EASY_FLOOR
206 bool easy_floor; /* Display floor stacks in a list */
209 bool use_command; /* Allow unified use command */
210 bool over_exert; /* Allow casting spells when short of mana */
211 bool numpad_as_cursorkey; /* Use numpad keys as cursor key in editor mode */
214 /*** Map Screen Options ***/
216 bool center_player; /* Center map while walking (*slow*) */
217 bool center_running; /* Centering even while running */
218 bool view_yellow_lite; /* Use special colors for torch-lit grids */
219 bool view_bright_lite; /* Use special colors for 'viewable' grids */
220 bool view_granite_lite; /* Use special colors for wall grids (slow) */
221 bool view_special_lite; /* Use special colors for floor grids (slow) */
222 bool view_perma_grids; /* Map remembers all perma-lit grids */
223 bool view_torch_grids; /* Map remembers all torch-lit grids */
224 bool view_unsafe_grids; /* Map marked by detect traps */
225 bool view_reduce_view; /* Reduce view-radius in town */
226 bool fresh_before; /* Flush output while continuous command */
227 bool fresh_after; /* Flush output after monster's move */
228 bool fresh_message; /* Flush output after every message */
229 bool hilite_player; /* Hilite the player with the cursor */
230 bool display_path; /* Display actual path before shooting */
233 /*** Text Display Options ***/
235 bool plain_descriptions; /* Plain object descriptions */
236 bool plain_pickup; /* Plain pickup messages(japanese only) */
237 bool always_show_list; /* Always show list when choosing items */
238 bool depth_in_feet; /* Show dungeon level in feet */
239 bool show_labels; /* Show labels in object listings */
240 bool show_weights; /* Show weights in object listings */
241 bool show_item_graph; /* Show items graphics */
242 bool equippy_chars; /* Display 'equippy' chars */
243 bool display_mutations; /* Display mutations in 'C'haracter Display */
244 bool compress_savefile; /* Compress messages in savefiles */
245 bool abbrev_extra; /* Describe obj's extra resistances by abbreviation */
246 bool abbrev_all; /* Describe obj's all resistances by abbreviation */
247 bool exp_need; /* Show the experience needed for next level */
248 bool ignore_unview; /* Ignore whenever any monster does */
251 /*** Game-Play Options ***/
253 bool stack_force_notes; /* Merge inscriptions when stacking */
254 bool stack_force_costs; /* Merge discounts when stacking */
255 bool expand_list; /* Expand the power of the list commands */
256 bool small_levels; /* Allow unusually small dungeon levels */
257 bool always_small_levels; /* Always create unusually small dungeon levels */
258 bool empty_levels; /* Allow empty 'arena' levels */
259 bool bound_walls_perm; /* Boundary walls become 'permanent wall' */
260 bool last_words; /* Leave last words when your character dies */
263 bool send_score; /* Send score dump to the world score server */
266 bool allow_debug_opts; /* Allow use of debug/cheat options */
269 /*** Disturbance Options ***/
271 bool find_ignore_stairs; /* Run past stairs */
272 bool find_ignore_doors; /* Run through open doors */
273 bool find_cut; /* Run past known corners */
274 bool check_abort; /* Check for user abort while continuous command */
275 bool flush_failure; /* Flush input on various failures */
276 bool flush_disturb; /* Flush input whenever disturbed */
277 bool disturb_move; /* Disturb whenever any monster moves */
278 bool disturb_high; /* Disturb whenever high-level monster moves */
279 bool disturb_near; /* Disturb whenever viewable monster moves */
280 bool disturb_pets; /* Disturb when visible pets move */
281 bool disturb_panel; /* Disturb whenever map panel changes */
282 bool disturb_state; /* Disturb whenever player state changes */
283 bool disturb_minor; /* Disturb whenever boring things happen */
284 bool ring_bell; /* Audible bell (on errors, etc) */
285 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
286 bool alert_trap_detect; /* Alert when leaving trap detected area */
289 /*** Birth Options ***/
291 bool manual_haggle; /* Manually haggle in stores */
292 bool easy_band; /* Easy Mode (*) */
293 bool smart_learn; /* Monsters learn from their mistakes (*) */
294 bool smart_cheat; /* Monsters exploit players weaknesses (*) */
295 bool vanilla_town; /* Use 'vanilla' town without quests and wilderness */
296 bool lite_town; /* Use 'lite' town without a wilderness */
297 bool ironman_shops; /* Stores are permanently closed (*) */
298 bool ironman_small_levels; /* Always create unusually small dungeon levels (*) */
299 bool ironman_downward; /* Disable recall and use of up stairs (*) */
300 bool ironman_empty_levels; /* Always create empty 'arena' levels (*) */
301 bool ironman_rooms; /* Always generate very unusual rooms (*) */
302 bool ironman_nightmare; /* Nightmare mode(it isn't even remotely fair!)(*) */
303 bool left_hander; /* Left-Hander */
304 bool preserve_mode; /* Preserve artifacts (*) */
305 bool autoroller; /* Allow use of autoroller for stats (*) */
306 bool autochara; /* Autoroll for weight, height and social status */
307 bool powerup_home; /* Increase capacity of your home (*) */
310 /*** Easy Object Auto-Destroyer ***/
312 bool destroy_items; /* Use easy auto-destroyer */
313 bool destroy_feeling; /* Apply auto-destroy as sense feeling */
314 bool destroy_identify; /* Apply auto-destroy as identify an item */
315 bool leave_worth; /* Auto-destroyer leaves known worthy items */
316 bool leave_equip; /* Auto-destroyer leaves weapons and armour */
317 bool leave_chest; /* Auto-destroyer leaves closed chests */
318 bool leave_wanted; /* Auto-destroyer leaves wanted corpses */
319 bool leave_corpse; /* Auto-destroyer leaves corpses and skeletons */
320 bool leave_junk; /* Auto-destroyer leaves junk */
321 bool leave_special; /* Auto-destroyer leaves items your race/class needs */
324 /*** Play-record Options ***/
326 bool record_fix_art; /* Record fixed artifacts */
327 bool record_rand_art; /* Record random artifacts */
328 bool record_destroy_uniq; /* Record when destroy unique monster */
329 bool record_fix_quest; /* Record fixed quests */
330 bool record_rand_quest; /* Record random quests */
331 bool record_maxdepth; /* Record movements to deepest level */
332 bool record_stair; /* Record recall and stair movements */
333 bool record_buy; /* Record purchased items */
334 bool record_sell; /* Record sold items */
335 bool record_danger; /* Record hitpoint warning */
336 bool record_arena; /* Record arena victories */
337 bool record_ident; /* Record first identified items */
338 bool record_named_pet; /* Record informations of named pets */
341 /* Cheating options */
343 bool cheat_peek; /* Peek into object creation */
344 bool cheat_hear; /* Peek into monster creation */
345 bool cheat_room; /* Peek into dungeon creation */
346 bool cheat_xtra; /* Peek into something else */
347 bool cheat_know; /* Know complete monster info */
348 bool cheat_live; /* Allow player to avoid death */
349 bool cheat_save; /* Ask for saving death */
352 /* Special options */
354 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
355 byte mana_warn; /* Mana color (0 to 9) */
357 byte delay_factor; /* Delay factor (0 to 9) */
359 bool autosave_l; /* Autosave before entering new levels */
360 bool autosave_t; /* Timed autosave */
361 s16b autosave_freq; /* Autosave frequency */
368 bool closing_flag; /* Dungeon is closing */
375 s16b panel_row_min, panel_row_max;
376 s16b panel_col_min, panel_col_max;
377 s16b panel_col_prt, panel_row_prt;
380 * Player location in dungeon
386 * Targetting variables
401 * Current player's character name
403 char player_name[32];
406 * Stripped version of "player_name"
408 char player_base[32];
412 * Buffer to hold the current savefile name
413 * 'savefile' holds full path name. 'savefile_base' holds only base name.
416 char savefile_base[40];
419 * Array of grids lit by player lite (see "cave.c")
422 s16b lite_y[LITE_MAX];
423 s16b lite_x[LITE_MAX];
426 * Array of grids lit by player lite (see "cave.c")
429 s16b mon_lite_y[MON_LITE_MAX];
430 s16b mon_lite_x[MON_LITE_MAX];
433 * Array of grids viewable to the player (see "cave.c")
436 byte view_y[VIEW_MAX];
437 byte view_x[VIEW_MAX];
440 * Array of grids for use by various functions (see "cave.c")
443 byte temp_y[TEMP_MAX];
444 byte temp_x[TEMP_MAX];
447 * Array of grids for delayed visual updating (see "cave.c")
450 byte redraw_y[REDRAW_MAX];
451 byte redraw_x[REDRAW_MAX];
455 * Number of active macros.
460 * Array of macro patterns [MACRO_MAX]
465 * Array of macro actions [MACRO_MAX]
470 * Array of macro types [MACRO_MAX]
475 * Current macro action [1024]
481 * The number of quarks
486 * The pointers to the quarks [QUARK_MAX]
492 * The next "free" index to use
497 * The index of the oldest message (none yet)
502 * The next "free" offset
507 * The offset to the oldest used char (none yet)
512 * The array of offsets, by index [MESSAGE_MAX]
517 * The array of chars, by offset [MESSAGE_BUF]
523 * The array of normal options
530 * The array of window options
537 * The array of window pointers
539 term *angband_term[8];
543 * Standard window names
545 char angband_term_name[8][16] =
559 * Global table of color definitions
561 byte angband_color_table[256][4] =
563 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
564 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
565 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
566 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
567 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
568 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
569 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
570 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
571 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
572 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
573 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
574 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
575 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
576 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
577 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
578 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
583 * Standard sound names
585 char angband_sound_name[SOUND_MAX][16] =
657 * The array of "cave grids" [MAX_WID][MAX_HGT].
658 * Not completely allocated, that would be inefficient
659 * Not completely hardcoded, that would overflow memory
661 cave_type *cave[MAX_HGT];
665 * The array of saved floors
667 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
671 * Number of floor_id used from birth
677 * Sign for current process used in temporal files.
678 * Actually it is the start time of current process.
680 u32b saved_floor_file_sign;
684 * The array of dungeon items [max_o_idx]
689 * The array of dungeon monsters [max_m_idx]
691 monster_type *m_list;
694 * The array to process dungeon monsters [max_m_idx]
696 s16b *mproc_list[MAX_MTIMED];
697 s16b mproc_max[MAX_MTIMED]; /* Number of monsters to be processed */
701 * Maximum number of towns
706 * The towns [max_towns]
712 * The player's inventory [INVEN_TOTAL]
714 object_type *inventory;
718 * The size of "alloc_kind_table" (at most max_k_idx * 4)
720 s16b alloc_kind_size;
723 * The entries in the "kind allocator table"
725 alloc_entry *alloc_kind_table;
729 * The size of "alloc_race_table" (at most max_r_idx)
731 s16b alloc_race_size;
734 * The entries in the "race allocator table"
736 alloc_entry *alloc_race_table;
740 * Specify attr/char pairs for visual special effects
741 * Be sure to use "index & 0x7F" to avoid illegal access
743 byte misc_to_attr[256];
744 char misc_to_char[256];
748 * Specify attr/char pairs for inventory items (by tval)
749 * Be sure to use "index & 0x7F" to avoid illegal access
751 byte tval_to_attr[128];
752 char tval_to_char[128];
756 * Keymaps for each "mode" associated with each keypress.
758 cptr keymap_act[KEYMAP_MODES][256];
762 /*** Player information ***/
765 * Static player info record
770 * Pointer to the player info
772 player_type *p_ptr = &p_body;
775 * Pointer to the player tables
776 * (sex, race, class, magic)
780 player_class *cp_ptr;
781 player_seikaku *ap_ptr;
782 player_magic *mp_ptr;
786 * The last character rolled,
787 * holded for quick start
789 birther previous_char;
793 * The vault generation arrays
807 player_magic *m_info;
810 * The terrain feature arrays
812 feature_type *f_info;
817 * The object kind arrays
824 * The artifact arrays
826 artifact_type *a_info;
831 * The ego-item arrays
833 ego_item_type *e_info;
839 * The monster race arrays
841 monster_race *r_info;
849 dungeon_info_type *d_info;
855 * Hack -- The special Angband "System Suffix"
856 * This variable is used to choose an appropriate "pref-xxx" file
858 cptr ANGBAND_SYS = "xxx";
861 * Hack -- The special Angband "Keyboard Suffix"
862 * This variable is used to choose an appropriate macro-trigger definition
865 cptr ANGBAND_KEYBOARD = "JAPAN";
867 cptr ANGBAND_KEYBOARD = "0";
871 * Hack -- The special Angband "Graphics Suffix"
872 * This variable is used to choose an appropriate "graf-xxx" file
874 cptr ANGBAND_GRAF = "ascii";
877 * Path name: The main "lib" directory
878 * This variable is not actually used anywhere in the code
883 * High score files (binary)
884 * These files may be portable between platforms
886 cptr ANGBAND_DIR_APEX;
889 * Bone files for player ghosts (ascii)
890 * These files are portable between platforms
892 cptr ANGBAND_DIR_BONE;
895 * Binary image files for the "*_info" arrays (binary)
896 * These files are not portable between platforms
898 cptr ANGBAND_DIR_DATA;
901 * Textual template files for the "*_info" arrays (ascii)
902 * These files are portable between platforms
904 cptr ANGBAND_DIR_EDIT;
908 * These files are portable between platforms.
910 cptr ANGBAND_DIR_SCRIPT;
913 * Various extra files (ascii)
914 * These files may be portable between platforms
916 cptr ANGBAND_DIR_FILE;
919 * Help files (normal) for the online help (ascii)
920 * These files are portable between platforms
922 cptr ANGBAND_DIR_HELP;
925 * Help files (spoilers) for the online help (ascii)
926 * These files are portable between platforms
928 cptr ANGBAND_DIR_INFO;
931 * Default user "preference" files (ascii)
932 * These files are rarely portable between platforms
934 cptr ANGBAND_DIR_PREF;
937 * Savefiles for current characters (binary)
938 * These files are portable between platforms
940 cptr ANGBAND_DIR_SAVE;
943 * User "preference" files (ascii)
944 * These files are rarely portable between platforms
946 cptr ANGBAND_DIR_USER;
949 * Various extra files (binary)
950 * These files are rarely portable between platforms
952 cptr ANGBAND_DIR_XTRA;
956 * Total Hack -- allow all items to be listed (even empty ones)
957 * This is only used by "do_cmd_inven_e()" and is cleared there.
959 bool item_tester_full;
961 bool item_tester_no_ryoute = FALSE;
964 * Here is a "pseudo-hook" used during calls to "get_item()" and
965 * "show_inven()" and "show_equip()", and the choice window routines.
967 byte item_tester_tval;
971 * Here is a "hook" used during calls to "get_item()" and
972 * "show_inven()" and "show_equip()", and the choice window routines.
974 bool (*item_tester_hook)(object_type*);
979 * Current "comp" function for ang_sort()
981 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
985 * Current "swap" function for ang_sort()
987 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
992 * Hack -- function hooks to restrict "get_mon_num_prep()" function
994 monster_hook_type get_mon_num_hook;
995 monster_hook_type get_mon_num2_hook;
999 * Hack -- function hook to restrict "get_obj_num_prep()" function
1001 bool (*get_obj_num_hook)(int k_idx);
1004 /* Hack, monk armour */
1005 bool monk_armour_aux;
1006 bool monk_notify_aux;
1008 #ifdef ALLOW_EASY_OPEN /* TNB */
1010 #endif /* ALLOW_EASY_OPEN -- TNB */
1012 #ifdef ALLOW_EASY_DISARM /* TNB */
1014 #endif /* ALLOW_EASY_DISARM -- TNB */
1016 #ifdef ALLOW_EASY_FLOOR /* TNB */
1018 #endif /* ALLOW_EASY_FLOOR -- TNB */
1022 bool center_running;
1024 /* Auto-destruction options */
1026 bool destroy_feeling;
1027 bool destroy_identify;
1037 bool record_fix_art;
1038 bool record_rand_art;
1039 bool record_destroy_uniq;
1040 bool record_fix_quest;
1041 bool record_rand_quest;
1042 bool record_maxdepth;
1049 bool record_named_pet;
1050 char record_o_name[MAX_NLEN];
1056 wilderness_type **wilderness;
1062 building_type building[MAX_BLDG];
1066 * Maximum number of quests
1071 * Maximum number of monsters in r_info.txt
1076 * Maximum number of items in k_info.txt
1081 * Maximum number of vaults in v_info.txt
1086 * Maximum number of terrain features in f_info.txt
1091 * Maximum number of artifacts in a_info.txt
1096 * Maximum number of ego-items in e_info.txt
1101 * Maximum number of dungeon in e_info.txt
1106 * Maximum number of objects in the level
1111 * Maximum number of monsters in the level
1116 * Maximum size of the wilderness
1129 char quest_text[10][80];
1132 * Current line of the quest text
1134 int quest_text_line;
1137 * Default spell color table (quark index)
1139 s16b gf_color[MAX_GF];
1142 * Flags for initialization
1148 * The "highscore" file descriptor, if available.
1150 int highscore_fd = -1;
1152 int mutant_regenerate_mod = 100;
1154 bool can_save = FALSE; /* Game can be saved */
1174 s16b kubi_r_idx[MAX_KUBI];
1190 bool generate_encounter;
1192 cptr screen_dump = NULL;
1194 /*** Terrain feature variables ***/
1204 s16b feat_explosive_rune;
1208 door_type feat_door[MAX_DOOR_TYPES];
1212 s16b feat_down_stair;
1216 s16b feat_trap_open;
1217 s16b feat_trap_armageddon;
1218 s16b feat_trap_piranha;
1224 s16b feat_magma_vein;
1225 s16b feat_quartz_vein;
1229 s16b feat_permanent;
1232 s16b feat_glass_floor;
1235 s16b feat_glass_wall;
1236 s16b feat_permanent_glass_wall;
1239 s16b feat_pattern_start;
1240 s16b feat_pattern_1;
1241 s16b feat_pattern_2;
1242 s16b feat_pattern_3;
1243 s16b feat_pattern_4;
1244 s16b feat_pattern_end;
1245 s16b feat_pattern_old;
1246 s16b feat_pattern_exit;
1247 s16b feat_pattern_corrupted;
1250 s16b feat_black_market;
1254 s16b feat_deep_water;
1255 s16b feat_shallow_water;
1256 s16b feat_deep_lava;
1257 s16b feat_shallow_lava;
1266 /* Unknown grid (not detected) */
1267 s16b feat_undetected;
1275 s16b feat_wall_outer;
1276 s16b feat_wall_inner;
1277 s16b feat_wall_solid;
1278 s16b floor_type[100], fill_type[100];
1285 bool chuukei_server;
1286 bool chuukei_client;