3 /* Purpose: Angband variables */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
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 char *macro_template = NULL;
31 char *macro_modifier_chr;
32 char *macro_modifier_name[MAX_MACRO_MOD];
33 char *macro_trigger_name[MAX_MACRO_TRIG];
34 char *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 autopick_type autopick_list[MAX_AUTOPICK];
48 byte h_ver_major; /* Savefile version for Hengband 1.1.1 and later */
53 byte sf_extra; /* Savefile's encoding key */
55 byte z_major; /* Savefile version for Hengband */
60 * Savefile information
62 u32b sf_system; /* Operating system info */
63 u32b sf_when; /* Time when savefile created */
64 u16b sf_lives; /* Number of past "lives" with this file */
65 u16b sf_saves; /* Number of "saves" during this life */
70 bool arg_fiddle; /* Command arg -- Request fiddle mode */
71 bool arg_wizard; /* Command arg -- Request wizard mode */
72 bool arg_sound; /* Command arg -- Request special sounds */
73 byte arg_graphics; /* Command arg -- Request graphics mode */
74 bool arg_monochrome; /* Command arg -- Request monochrome mode */
75 bool arg_force_original; /* Command arg -- Request original keyset */
76 bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
77 bool arg_bigtile = FALSE; /* Command arg -- Request big tile mode */
82 bool character_generated; /* The character exists */
83 bool character_dungeon; /* The character has a dungeon */
84 bool character_loaded; /* The character was loaded from a savefile */
85 bool character_saved; /* The character was just saved to a savefile */
87 bool character_icky; /* The game is in an icky full screen mode */
88 bool character_xtra; /* The game is in an icky startup mode */
90 u32b seed_flavor; /* Hack -- consistent object colors */
91 u32b seed_town; /* Hack -- consistent town layout */
93 s16b command_cmd; /* Current "Angband Command" */
95 s16b command_arg; /* Gives argument of current command */
96 s16b command_rep; /* Gives repetition of current command */
97 s16b command_dir; /* Gives direction of current command */
99 s16b command_see; /* See "object1.c" */
100 s16b command_wrk; /* See "object1.c" */
102 s16b command_gap = 999; /* See "object1.c" */
104 s16b command_new; /* Command chaining from inven/equip view */
106 s16b energy_use; /* Energy use this turn */
108 byte create_up_stair; /* Auto-create "up stairs" */
109 byte create_down_stair; /* Auto-create "down stairs" */
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 dungeon_turn; /* Game turn in dungeon */
126 s32b old_turn; /* Turn when level began (feelings) */
129 bool use_sound; /* The "sound" mode is enabled */
130 bool use_graphics; /* The "graphics" mode is enabled */
131 bool use_bigtile = FALSE;
133 s16b signal_count; /* Hack -- Count interupts */
135 bool inkey_base; /* See the "inkey()" function */
136 bool inkey_xtra; /* See the "inkey()" function */
137 bool inkey_scan; /* See the "inkey()" function */
138 bool inkey_flag; /* See the "inkey()" function */
139 bool inkey_special; /* See the "inkey()" function */
141 s16b coin_type; /* Hack -- force coin type */
143 bool opening_chest; /* Hack -- prevent chest generation */
145 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
146 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
148 bool repair_monsters; /* Hack -- optimize detect monsters */
149 bool repair_objects; /* Hack -- optimize detect objects */
151 s16b inven_nxt; /* Hack -- unused */
155 s16b inven_cnt; /* Number of items in inventory */
156 s16b equip_cnt; /* Number of items in equipment */
158 s16b o_max = 1; /* Number of allocated objects */
159 s16b o_cnt = 0; /* Number of live objects */
161 s16b m_max = 1; /* Number of allocated monsters */
162 s16b m_cnt = 0; /* Number of live monsters */
164 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
165 s16b hack_m_idx_ii = 0;
166 bool multi_rew = FALSE;
167 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
169 int total_friends = 0;
170 s32b total_friend_levels = 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"
182 /* Option Set 1 -- User Interface */
184 bool rogue_like_commands; /* Rogue-like commands */
185 bool quick_messages; /* Activate quick messages */
188 bool other_query_flag; /* Prompt for various information */
189 bool carry_query_flag; /* Prompt before picking things up */
190 bool use_old_target; /* Use old target by default */
191 bool always_pickup; /* Pick things up by default */
192 bool always_repeat; /* Repeat obvious commands */
193 bool depth_in_feet; /* Show dungeon level in feet */
195 bool stack_force_notes; /* Merge inscriptions when stacking */
196 bool stack_force_costs; /* Merge discounts when stacking */
198 bool show_labels; /* Show labels in object listings */
199 bool show_weights; /* Show weights in object listings */
200 bool show_choices; /* Show choices in certain sub-windows */
202 bool ring_bell; /* Ring the bell (on errors, etc) */
204 bool show_item_graph;
207 /* Option Set 2 -- Disturbance */
209 bool find_ignore_stairs; /* Run past stairs */
210 bool find_ignore_doors; /* Run through open doors */
211 bool find_cut; /* Run past known corners */
212 bool find_examine; /* Run into potential corners */
214 bool disturb_move; /* Disturb whenever any monster moves */
215 bool disturb_near; /* Disturb whenever viewable monster moves */
216 bool disturb_high; /* Disturb whenever high-level monster moves */
217 bool disturb_panel; /* Disturb whenever map panel changes */
218 bool disturb_state; /* Disturn whenever player state changes */
219 bool disturb_minor; /* Disturb whenever boring things happen */
221 bool alert_hitpoint; /* Alert user to critical hitpoints */
222 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
223 bool alert_trap_detect; /* Alert when leaving trap detected area */
224 bool last_words; /* Get last words upon dying */
226 bool small_levels; /* Allow unusually small dungeon levels */
227 bool always_small_levels; /* Use always unusually small dungeon levels */
228 bool empty_levels; /* Allow empty 'arena' levels */
229 bool player_symbols; /* Use varying symbols for the player char */
230 bool equippy_chars; /* Back by popular demand... */
231 bool display_mutations; /* Skip mutations screen even if we have it */
232 bool plain_descriptions; /* Plain object descriptions */
233 bool confirm_destroy; /* Known worthless items are destroyed without confirmation */
234 bool confirm_stairs; /* Prompt before staircases... */
235 bool confirm_wear; /* Confirm before putting on known cursed items */
236 bool disturb_pets; /* Pets moving nearby disturb us */
240 /* Option Set 3 -- Game-Play */
242 bool manual_haggle; /* Auto-haggle in stores */
244 bool auto_scum; /* Auto-scum for good levels */
246 bool stack_allow_items; /* Allow weapons and armor to stack */
248 bool expand_look; /* Expand the power of the look command */
249 bool expand_list; /* Expand the power of the list commands */
251 bool view_perma_grids; /* Map remembers all perma-lit grids */
252 bool view_torch_grids; /* Map remembers all torch-lit grids */
253 bool view_unsafe_grids; /* Map marked by detect traps */
255 bool dungeon_align; /* Generate dungeons with aligned rooms */
256 bool dungeon_stair; /* Generate dungeons with connected stairs */
258 bool track_follow; /* Monsters follow the player */
259 bool track_target; /* Monsters target the player */
261 bool smart_learn; /* Monsters learn from their mistakes */
262 bool smart_cheat; /* Monsters exploit player weaknesses */
265 /* Option Set 4 -- Efficiency */
267 bool view_reduce_lite; /* Reduce lite-radius when running */
268 bool view_reduce_view; /* Reduce view-radius in town */
270 bool check_abort; /* Avoid checking for user abort */
272 bool flush_failure; /* Flush input on any failure */
273 bool flush_disturb; /* Flush input on disturbance */
275 bool fresh_before; /* Flush output before normal commands */
276 bool fresh_after; /* Flush output after normal commands */
277 bool fresh_message; /* Flush output after all messages */
279 bool compress_savefile; /* Compress messages in savefiles */
281 bool hilite_player; /* Hilite the player with the cursor */
283 bool view_yellow_lite; /* Use special colors for torch-lit grids */
284 bool view_bright_lite; /* Use special colors for 'viewable' grids */
286 bool view_granite_lite; /* Use special colors for wall grids (slow) */
287 bool view_special_lite; /* Use special colors for floor grids (slow) */
288 bool new_ascii_graphics;
293 bool always_show_list;
297 bool allow_debug_opts; /* Allow use of debug/cheat options */
299 /* Cheating options */
301 bool cheat_peek; /* Peek into object creation */
302 bool cheat_hear; /* Peek into monster creation */
303 bool cheat_room; /* Peek into dungeon creation */
304 bool cheat_xtra; /* Peek into something else */
305 bool cheat_know; /* Know complete monster info */
306 bool cheat_live; /* Allow player to avoid death */
307 bool cheat_save; /* Ask for saving death */
310 /* Special options */
312 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
314 byte delay_factor; /* Delay factor (0 to 9) */
316 bool autosave_l; /* Autosave before entering new levels */
317 bool autosave_t; /* Timed autosave */
318 s16b autosave_freq; /* Autosave frequency */
325 byte feeling; /* Most recent feeling */
326 s16b rating; /* Level's current rating */
328 bool good_item_flag; /* True if "Artifact" on this level */
330 bool closing_flag; /* Dungeon is closing */
337 s16b panel_row_min, panel_row_max;
338 s16b panel_col_min, panel_col_max;
339 s16b panel_col_prt, panel_row_prt;
342 * Player location in dungeon
348 * Targetting variables
363 * Current player's character name
365 char player_name[32];
368 * Stripped version of "player_name"
370 char player_base[32];
374 * Buffer to hold the current savefile name
375 * 'savefile' holds full path name. 'savefile_base' holds only base name.
378 char savefile_base[40];
381 * Array of grids lit by player lite (see "cave.c")
384 s16b lite_y[LITE_MAX];
385 s16b lite_x[LITE_MAX];
388 * Array of grids lit by player lite (see "cave.c")
391 s16b mon_lite_y[LITE_MAX];
392 s16b mon_lite_x[LITE_MAX];
395 * Array of grids viewable to the player (see "cave.c")
398 byte view_y[VIEW_MAX];
399 byte view_x[VIEW_MAX];
402 * Array of grids for use by various functions (see "cave.c")
405 byte temp_y[TEMP_MAX];
406 byte temp_x[TEMP_MAX];
410 * Number of active macros.
415 * Array of macro patterns [MACRO_MAX]
420 * Array of macro actions [MACRO_MAX]
425 * Array of macro types [MACRO_MAX]
430 * Current macro action [1024]
436 * The number of quarks
441 * The pointers to the quarks [QUARK_MAX]
447 * The next "free" index to use
452 * The index of the oldest message (none yet)
457 * The next "free" offset
462 * The offset to the oldest used char (none yet)
467 * The array of offsets, by index [MESSAGE_MAX]
472 * The array of chars, by offset [MESSAGE_BUF]
478 * The array of normal options
485 * The array of window options
492 * The array of window pointers
494 term *angband_term[8];
498 * Standard window names
500 char angband_term_name[8][16] =
514 * Global table of color definitions
516 byte angband_color_table[256][4] =
518 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
519 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
520 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
521 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
522 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
523 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
524 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
525 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
526 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
527 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
528 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
529 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
530 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
531 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
532 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
533 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
538 * Standard sound names
540 char angband_sound_name[SOUND_MAX][16] =
611 * The array of "cave grids" [MAX_WID][MAX_HGT].
612 * Not completely allocated, that would be inefficient
613 * Not completely hardcoded, that would overflow memory
615 cave_type *cave[MAX_HGT];
618 * The array of dungeon items [max_o_idx]
623 * The array of dungeon monsters [max_m_idx]
625 monster_type *m_list;
629 * Maximum number of towns
634 * The towns [max_towns]
640 * The player's inventory [INVEN_TOTAL]
642 object_type *inventory;
646 * The size of "alloc_kind_table" (at most max_k_idx * 4)
648 s16b alloc_kind_size;
651 * The entries in the "kind allocator table"
653 alloc_entry *alloc_kind_table;
657 * The size of "alloc_race_table" (at most max_r_idx)
659 s16b alloc_race_size;
662 * The entries in the "race allocator table"
664 alloc_entry *alloc_race_table;
668 * Specify attr/char pairs for visual special effects
669 * Be sure to use "index & 0x7F" to avoid illegal access
671 byte misc_to_attr[256];
672 char misc_to_char[256];
676 * Specify attr/char pairs for inventory items (by tval)
677 * Be sure to use "index & 0x7F" to avoid illegal access
679 byte tval_to_attr[128];
680 char tval_to_char[128];
684 * Keymaps for each "mode" associated with each keypress.
686 cptr keymap_act[KEYMAP_MODES][256];
690 /*** Player information ***/
693 * Static player info record
698 * Pointer to the player info
700 player_type *p_ptr = &p_body;
703 * Pointer to the player tables
704 * (sex, race, class, magic)
708 player_class *cp_ptr;
709 player_seikaku *ap_ptr;
710 player_magic *mp_ptr;
714 * The last character rolled,
715 * holded for quick start
717 birther previous_char;
721 * The vault generation arrays
737 player_magic *m_info;
742 * The terrain feature arrays
744 feature_type *f_info;
749 * The object kind arrays
756 * The artifact arrays
758 artifact_type *a_info;
763 * The ego-item arrays
765 ego_item_type *e_info;
771 * The monster race arrays
773 monster_race *r_info;
781 dungeon_info_type *d_info;
787 * Hack -- The special Angband "System Suffix"
788 * This variable is used to choose an appropriate "pref-xxx" file
790 cptr ANGBAND_SYS = "xxx";
793 * Hack -- The special Angband "Keyboard Suffix"
794 * This variable is used to choose an appropriate macro-trigger definition
797 cptr ANGBAND_KEYBOARD = "JAPAN";
799 cptr ANGBAND_KEYBOARD = "0";
803 * Hack -- The special Angband "Graphics Suffix"
804 * This variable is used to choose an appropriate "graf-xxx" file
806 cptr ANGBAND_GRAF = "ascii";
809 * Path name: The main "lib" directory
810 * This variable is not actually used anywhere in the code
815 * High score files (binary)
816 * These files may be portable between platforms
818 cptr ANGBAND_DIR_APEX;
821 * Bone files for player ghosts (ascii)
822 * These files are portable between platforms
824 cptr ANGBAND_DIR_BONE;
827 * Binary image files for the "*_info" arrays (binary)
828 * These files are not portable between platforms
830 cptr ANGBAND_DIR_DATA;
833 * Textual template files for the "*_info" arrays (ascii)
834 * These files are portable between platforms
836 cptr ANGBAND_DIR_EDIT;
840 * These files are portable between platforms.
842 cptr ANGBAND_DIR_SCRIPT;
845 * Various extra files (ascii)
846 * These files may be portable between platforms
848 cptr ANGBAND_DIR_FILE;
851 * Help files (normal) for the online help (ascii)
852 * These files are portable between platforms
854 cptr ANGBAND_DIR_HELP;
857 * Help files (spoilers) for the online help (ascii)
858 * These files are portable between platforms
860 cptr ANGBAND_DIR_INFO;
863 * Default user "preference" files (ascii)
864 * These files are rarely portable between platforms
866 cptr ANGBAND_DIR_PREF;
869 * Savefiles for current characters (binary)
870 * These files are portable between platforms
872 cptr ANGBAND_DIR_SAVE;
875 * User "preference" files (ascii)
876 * These files are rarely portable between platforms
878 cptr ANGBAND_DIR_USER;
881 * Various extra files (binary)
882 * These files are rarely portable between platforms
884 cptr ANGBAND_DIR_XTRA;
888 * Total Hack -- allow all items to be listed (even empty ones)
889 * This is only used by "do_cmd_inven_e()" and is cleared there.
891 bool item_tester_full;
893 bool item_tester_no_ryoute = FALSE;
896 * Here is a "pseudo-hook" used during calls to "get_item()" and
897 * "show_inven()" and "show_equip()", and the choice window routines.
899 byte item_tester_tval;
903 * Here is a "hook" used during calls to "get_item()" and
904 * "show_inven()" and "show_equip()", and the choice window routines.
906 bool (*item_tester_hook)(object_type*);
911 * Current "comp" function for ang_sort()
913 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
917 * Current "swap" function for ang_sort()
919 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
924 * Hack -- function hooks to restrict "get_mon_num_prep()" function
926 monster_hook_type get_mon_num_hook;
927 monster_hook_type get_mon_num2_hook;
931 * Hack -- function hook to restrict "get_obj_num_prep()" function
933 bool (*get_obj_num_hook)(int k_idx);
936 /* Hack, monk armour */
937 bool monk_armour_aux;
938 bool monk_notify_aux;
940 #ifdef ALLOW_EASY_OPEN /* TNB */
942 #endif /* ALLOW_EASY_OPEN -- TNB */
944 #ifdef ALLOW_EASY_DISARM /* TNB */
946 #endif /* ALLOW_EASY_DISARM -- TNB */
948 #ifdef ALLOW_EASY_FLOOR /* TNB */
950 #endif /* ALLOW_EASY_FLOOR -- TNB */
956 /* Auto-destruction options */
958 bool destroy_feeling;
959 bool destroy_identify;
970 bool record_rand_art;
971 bool record_destroy_uniq;
972 bool record_fix_quest;
973 bool record_rand_quest;
974 bool record_maxdeapth;
981 bool record_named_pet;
982 char record_o_name[MAX_NLEN];
988 wilderness_type **wilderness;
994 building_type building[MAX_BLDG];
998 * Maximum number of quests
1003 * Maximum number of monsters in r_info.txt
1008 * Maximum number of items in k_info.txt
1013 * Maximum number of vaults in v_info.txt
1018 * Maximum number of terrain features in f_info.txt
1023 * Maximum number of artifacts in a_info.txt
1028 * Maximum number of ego-items in e_info.txt
1033 * Maximum number of dungeon in e_info.txt
1038 * Maximum number of objects in the level
1043 * Maximum number of monsters in the level
1048 * Maximum size of the wilderness
1061 char quest_text[10][80];
1064 * Current line of the quest text
1066 int quest_text_line;
1069 * Default spell color table (quark index)
1071 s16b gf_color[MAX_GF];
1074 * Flags for initialization
1080 * The "highscore" file descriptor, if available.
1082 int highscore_fd = -1;
1084 int mutant_regenerate_mod = 100;
1090 bool vanilla_town; /* Use "vanilla" town without set quests */
1091 bool ironman_shops; /* Stores are permanently closed */
1092 bool ironman_small_levels; /* Always create unusually small dungeon levels */
1093 bool ironman_downward; /* Don't allow climbing upwards/recalling */
1094 bool ironman_autoscum; /* Permanently enable the autoscummer */
1095 bool lite_town; /* Use "lite" town without wilderness */
1096 bool ironman_empty_levels; /* Always create empty 'arena' levels */
1097 bool ironman_rooms; /* Always generate very unusual rooms */
1098 bool ironman_nightmare; /* Play the game in Nightmare mode */
1105 bool can_save = FALSE; /* Game can be saved */
1125 s16b kubi_r_idx[MAX_KUBI];
1128 monster_type party_mon[21];
1143 bool generate_encounter;
1145 cptr screen_dump = NULL;
1153 byte feat_wall_outer;
1154 byte feat_wall_inner;
1155 byte feat_wall_solid;
1156 byte floor_type[100], fill_type[100];
1163 bool chuukei_server;
1164 bool chuukei_client;