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 */
141 bool get_com_no_macros = FALSE; /* Expand macros in "get_com" or not */
143 s16b coin_type; /* Hack -- force coin type */
145 bool opening_chest; /* Hack -- prevent chest generation */
147 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
148 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
150 bool repair_monsters; /* Hack -- optimize detect monsters */
151 bool repair_objects; /* Hack -- optimize detect objects */
153 s16b inven_nxt; /* Hack -- unused */
157 s16b inven_cnt; /* Number of items in inventory */
158 s16b equip_cnt; /* Number of items in equipment */
160 s16b o_max = 1; /* Number of allocated objects */
161 s16b o_cnt = 0; /* Number of live objects */
163 s16b m_max = 1; /* Number of allocated monsters */
164 s16b m_cnt = 0; /* Number of live monsters */
166 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
167 s16b hack_m_idx_ii = 0;
168 bool multi_rew = FALSE;
169 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
171 int total_friends = 0;
172 s32b friend_align = 0;
174 int leaving_quest = 0;
175 bool reinit_wilderness = FALSE;
179 * Software options (set via the '=' command). See "tables.c"
182 /*** Input Options ***/
184 bool rogue_like_commands; /* Rogue-like commands */
185 bool always_pickup; /* Pick things up by default */
186 bool carry_query_flag; /* Prompt before picking things up */
187 bool quick_messages; /* Activate quick messages */
188 bool auto_more; /* Automatically clear '-more-' prompts */
189 bool command_menu; /* Enable command selection menu */
190 bool other_query_flag; /* Prompt for floor item selection */
191 bool use_old_target; /* Use old target by default */
192 bool always_repeat; /* Repeat obvious commands */
193 bool confirm_destroy; /* Prompt for destruction of known worthless items */
194 bool confirm_wear; /* Confirm to wear/wield known cursed items */
195 bool confirm_quest; /* Prompt before exiting a quest level */
196 bool target_pet; /* Allow targetting pets */
198 #ifdef ALLOW_EASY_OPEN
199 bool easy_open; /* Automatically open doors */
202 #ifdef ALLOW_EASY_DISARM
203 bool easy_disarm; /* Automatically disarm traps */
206 #ifdef ALLOW_EASY_FLOOR
207 bool easy_floor; /* Display floor stacks in a list */
210 bool use_command; /* Allow unified use command */
211 bool over_exert; /* Allow casting spells when short of mana */
212 bool numpad_as_cursorkey; /* Use numpad keys as cursor key in editor mode */
215 /*** Map Screen Options ***/
217 bool center_player; /* Center map while walking (*slow*) */
218 bool center_running; /* Centering even while running */
219 bool view_yellow_lite; /* Use special colors for torch-lit grids */
220 bool view_bright_lite; /* Use special colors for 'viewable' grids */
221 bool view_granite_lite; /* Use special colors for wall grids (slow) */
222 bool view_special_lite; /* Use special colors for floor grids (slow) */
223 bool view_perma_grids; /* Map remembers all perma-lit grids */
224 bool view_torch_grids; /* Map remembers all torch-lit grids */
225 bool view_unsafe_grids; /* Map marked by detect traps */
226 bool view_reduce_view; /* Reduce view-radius in town */
227 bool fresh_before; /* Flush output while continuous command */
228 bool fresh_after; /* Flush output after monster's move */
229 bool fresh_message; /* Flush output after every message */
230 bool hilite_player; /* Hilite the player with the cursor */
231 bool display_path; /* Display actual path before shooting */
234 /*** Text Display Options ***/
236 bool plain_descriptions; /* Plain object descriptions */
237 bool plain_pickup; /* Plain pickup messages(japanese only) */
238 bool always_show_list; /* Always show list when choosing items */
239 bool depth_in_feet; /* Show dungeon level in feet */
240 bool show_labels; /* Show labels in object listings */
241 bool show_weights; /* Show weights in object listings */
242 bool show_item_graph; /* Show items graphics */
243 bool equippy_chars; /* Display 'equippy' chars */
244 bool display_mutations; /* Display mutations in 'C'haracter Display */
245 bool compress_savefile; /* Compress messages in savefiles */
246 bool abbrev_extra; /* Describe obj's extra resistances by abbreviation */
247 bool abbrev_all; /* Describe obj's all resistances by abbreviation */
248 bool exp_need; /* Show the experience needed for next level */
249 bool ignore_unview; /* Ignore whenever any monster does */
252 /*** Game-Play Options ***/
254 bool stack_force_notes; /* Merge inscriptions when stacking */
255 bool stack_force_costs; /* Merge discounts when stacking */
256 bool expand_list; /* Expand the power of the list commands */
257 bool small_levels; /* Allow unusually small dungeon levels */
258 bool always_small_levels; /* Always create unusually small dungeon levels */
259 bool empty_levels; /* Allow empty 'arena' levels */
260 bool bound_walls_perm; /* Boundary walls become 'permanent wall' */
261 bool last_words; /* Leave last words when your character dies */
264 bool send_score; /* Send score dump to the world score server */
267 bool allow_debug_opts; /* Allow use of debug/cheat options */
270 /*** Disturbance Options ***/
272 bool find_ignore_stairs; /* Run past stairs */
273 bool find_ignore_doors; /* Run through open doors */
274 bool find_cut; /* Run past known corners */
275 bool check_abort; /* Check for user abort while continuous command */
276 bool flush_failure; /* Flush input on various failures */
277 bool flush_disturb; /* Flush input whenever disturbed */
278 bool disturb_move; /* Disturb whenever any monster moves */
279 bool disturb_high; /* Disturb whenever high-level monster moves */
280 bool disturb_near; /* Disturb whenever viewable monster moves */
281 bool disturb_pets; /* Disturb when visible pets move */
282 bool disturb_panel; /* Disturb whenever map panel changes */
283 bool disturb_state; /* Disturb whenever player state changes */
284 bool disturb_minor; /* Disturb whenever boring things happen */
285 bool ring_bell; /* Audible bell (on errors, etc) */
286 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
287 bool alert_trap_detect; /* Alert when leaving trap detected area */
290 /*** Birth Options ***/
292 bool manual_haggle; /* Manually haggle in stores */
293 bool easy_band; /* Easy Mode (*) */
294 bool smart_learn; /* Monsters learn from their mistakes (*) */
295 bool smart_cheat; /* Monsters exploit players weaknesses (*) */
296 bool vanilla_town; /* Use 'vanilla' town without quests and wilderness */
297 bool lite_town; /* Use 'lite' town without a wilderness */
298 bool ironman_shops; /* Stores are permanently closed (*) */
299 bool ironman_small_levels; /* Always create unusually small dungeon levels (*) */
300 bool ironman_downward; /* Disable recall and use of up stairs (*) */
301 bool ironman_empty_levels; /* Always create empty 'arena' levels (*) */
302 bool ironman_rooms; /* Always generate very unusual rooms (*) */
303 bool ironman_nightmare; /* Nightmare mode(it isn't even remotely fair!)(*) */
304 bool left_hander; /* Left-Hander */
305 bool preserve_mode; /* Preserve artifacts (*) */
306 bool autoroller; /* Allow use of autoroller for stats (*) */
307 bool autochara; /* Autoroll for weight, height and social status */
308 bool powerup_home; /* Increase capacity of your home (*) */
311 /*** Easy Object Auto-Destroyer ***/
313 bool destroy_items; /* Use easy auto-destroyer */
314 bool destroy_feeling; /* Apply auto-destroy as sense feeling */
315 bool destroy_identify; /* Apply auto-destroy as identify an item */
316 bool leave_worth; /* Auto-destroyer leaves known worthy items */
317 bool leave_equip; /* Auto-destroyer leaves weapons and armour */
318 bool leave_chest; /* Auto-destroyer leaves closed chests */
319 bool leave_wanted; /* Auto-destroyer leaves wanted corpses */
320 bool leave_corpse; /* Auto-destroyer leaves corpses and skeletons */
321 bool leave_junk; /* Auto-destroyer leaves junk */
322 bool leave_special; /* Auto-destroyer leaves items your race/class needs */
325 /*** Play-record Options ***/
327 bool record_fix_art; /* Record fixed artifacts */
328 bool record_rand_art; /* Record random artifacts */
329 bool record_destroy_uniq; /* Record when destroy unique monster */
330 bool record_fix_quest; /* Record fixed quests */
331 bool record_rand_quest; /* Record random quests */
332 bool record_maxdepth; /* Record movements to deepest level */
333 bool record_stair; /* Record recall and stair movements */
334 bool record_buy; /* Record purchased items */
335 bool record_sell; /* Record sold items */
336 bool record_danger; /* Record hitpoint warning */
337 bool record_arena; /* Record arena victories */
338 bool record_ident; /* Record first identified items */
339 bool record_named_pet; /* Record informations of named pets */
342 /* Cheating options */
344 bool cheat_peek; /* Peek into object creation */
345 bool cheat_hear; /* Peek into monster creation */
346 bool cheat_room; /* Peek into dungeon creation */
347 bool cheat_xtra; /* Peek into something else */
348 bool cheat_know; /* Know complete monster info */
349 bool cheat_live; /* Allow player to avoid death */
350 bool cheat_save; /* Ask for saving death */
353 /* Special options */
355 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
356 byte mana_warn; /* Mana color (0 to 9) */
358 byte delay_factor; /* Delay factor (0 to 9) */
360 bool autosave_l; /* Autosave before entering new levels */
361 bool autosave_t; /* Timed autosave */
362 s16b autosave_freq; /* Autosave frequency */
369 bool closing_flag; /* Dungeon is closing */
376 s16b panel_row_min, panel_row_max;
377 s16b panel_col_min, panel_col_max;
378 s16b panel_col_prt, panel_row_prt;
381 * Player location in dungeon
387 * Targetting variables
402 * Current player's character name
404 char player_name[32];
407 * Stripped version of "player_name"
409 char player_base[32];
413 * Buffer to hold the current savefile name
414 * 'savefile' holds full path name. 'savefile_base' holds only base name.
417 char savefile_base[40];
420 * Array of grids lit by player lite (see "cave.c")
423 s16b lite_y[LITE_MAX];
424 s16b lite_x[LITE_MAX];
427 * Array of grids lit by player lite (see "cave.c")
430 s16b mon_lite_y[MON_LITE_MAX];
431 s16b mon_lite_x[MON_LITE_MAX];
434 * Array of grids viewable to the player (see "cave.c")
437 byte view_y[VIEW_MAX];
438 byte view_x[VIEW_MAX];
441 * Array of grids for use by various functions (see "cave.c")
444 byte temp_y[TEMP_MAX];
445 byte temp_x[TEMP_MAX];
448 * Array of grids for delayed visual updating (see "cave.c")
451 byte redraw_y[REDRAW_MAX];
452 byte redraw_x[REDRAW_MAX];
456 * Number of active macros.
461 * Array of macro patterns [MACRO_MAX]
466 * Array of macro actions [MACRO_MAX]
471 * Array of macro types [MACRO_MAX]
476 * Current macro action [1024]
482 * The number of quarks
487 * The pointers to the quarks [QUARK_MAX]
493 * The next "free" index to use
498 * The index of the oldest message (none yet)
503 * The next "free" offset
508 * The offset to the oldest used char (none yet)
513 * The array of offsets, by index [MESSAGE_MAX]
518 * The array of chars, by offset [MESSAGE_BUF]
524 * The array of normal options
531 * The array of window options
538 * The array of window pointers
540 term *angband_term[8];
544 * Standard window names
546 char angband_term_name[8][16] =
560 * Global table of color definitions
562 byte angband_color_table[256][4] =
564 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
565 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
566 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
567 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
568 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
569 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
570 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
571 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
572 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
573 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
574 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
575 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
576 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
577 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
578 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
579 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
584 * Standard sound names
586 char angband_sound_name[SOUND_MAX][16] =
658 * The array of "cave grids" [MAX_WID][MAX_HGT].
659 * Not completely allocated, that would be inefficient
660 * Not completely hardcoded, that would overflow memory
662 cave_type *cave[MAX_HGT];
666 * The array of saved floors
668 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
672 * Number of floor_id used from birth
678 * Sign for current process used in temporal files.
679 * Actually it is the start time of current process.
681 u32b saved_floor_file_sign;
685 * The array of dungeon items [max_o_idx]
690 * The array of dungeon monsters [max_m_idx]
692 monster_type *m_list;
695 * The array to process dungeon monsters [max_m_idx]
697 s16b *mproc_list[MAX_MTIMED];
698 s16b mproc_max[MAX_MTIMED]; /* Number of monsters to be processed */
702 * Maximum number of towns
707 * The towns [max_towns]
713 * The player's inventory [INVEN_TOTAL]
715 object_type *inventory;
719 * The size of "alloc_kind_table" (at most max_k_idx * 4)
721 s16b alloc_kind_size;
724 * The entries in the "kind allocator table"
726 alloc_entry *alloc_kind_table;
730 * The size of "alloc_race_table" (at most max_r_idx)
732 s16b alloc_race_size;
735 * The entries in the "race allocator table"
737 alloc_entry *alloc_race_table;
741 * Specify attr/char pairs for visual special effects
742 * Be sure to use "index & 0x7F" to avoid illegal access
744 byte misc_to_attr[256];
745 char misc_to_char[256];
749 * Specify attr/char pairs for inventory items (by tval)
750 * Be sure to use "index & 0x7F" to avoid illegal access
752 byte tval_to_attr[128];
753 char tval_to_char[128];
757 * Keymaps for each "mode" associated with each keypress.
759 cptr keymap_act[KEYMAP_MODES][256];
763 /*** Player information ***/
766 * Static player info record
771 * Pointer to the player info
773 player_type *p_ptr = &p_body;
776 * Pointer to the player tables
777 * (sex, race, class, magic)
781 player_class *cp_ptr;
782 player_seikaku *ap_ptr;
783 player_magic *mp_ptr;
787 * The last character rolled,
788 * holded for quick start
790 birther previous_char;
794 * The vault generation arrays
808 player_magic *m_info;
811 * The terrain feature arrays
813 feature_type *f_info;
818 * The object kind arrays
825 * The artifact arrays
827 artifact_type *a_info;
832 * The ego-item arrays
834 ego_item_type *e_info;
840 * The monster race arrays
842 monster_race *r_info;
850 dungeon_info_type *d_info;
856 * Hack -- The special Angband "System Suffix"
857 * This variable is used to choose an appropriate "pref-xxx" file
859 cptr ANGBAND_SYS = "xxx";
862 * Hack -- The special Angband "Keyboard Suffix"
863 * This variable is used to choose an appropriate macro-trigger definition
866 cptr ANGBAND_KEYBOARD = "JAPAN";
868 cptr ANGBAND_KEYBOARD = "0";
872 * Hack -- The special Angband "Graphics Suffix"
873 * This variable is used to choose an appropriate "graf-xxx" file
875 cptr ANGBAND_GRAF = "ascii";
878 * Path name: The main "lib" directory
879 * This variable is not actually used anywhere in the code
884 * High score files (binary)
885 * These files may be portable between platforms
887 cptr ANGBAND_DIR_APEX;
890 * Bone files for player ghosts (ascii)
891 * These files are portable between platforms
893 cptr ANGBAND_DIR_BONE;
896 * Binary image files for the "*_info" arrays (binary)
897 * These files are not portable between platforms
899 cptr ANGBAND_DIR_DATA;
902 * Textual template files for the "*_info" arrays (ascii)
903 * These files are portable between platforms
905 cptr ANGBAND_DIR_EDIT;
909 * These files are portable between platforms.
911 cptr ANGBAND_DIR_SCRIPT;
914 * Various extra files (ascii)
915 * These files may be portable between platforms
917 cptr ANGBAND_DIR_FILE;
920 * Help files (normal) for the online help (ascii)
921 * These files are portable between platforms
923 cptr ANGBAND_DIR_HELP;
926 * Help files (spoilers) for the online help (ascii)
927 * These files are portable between platforms
929 cptr ANGBAND_DIR_INFO;
932 * Default user "preference" files (ascii)
933 * These files are rarely portable between platforms
935 cptr ANGBAND_DIR_PREF;
938 * Savefiles for current characters (binary)
939 * These files are portable between platforms
941 cptr ANGBAND_DIR_SAVE;
944 * User "preference" files (ascii)
945 * These files are rarely portable between platforms
947 cptr ANGBAND_DIR_USER;
950 * Various extra files (binary)
951 * These files are rarely portable between platforms
953 cptr ANGBAND_DIR_XTRA;
957 * Total Hack -- allow all items to be listed (even empty ones)
958 * This is only used by "do_cmd_inven_e()" and is cleared there.
960 bool item_tester_full;
962 bool item_tester_no_ryoute = FALSE;
965 * Here is a "pseudo-hook" used during calls to "get_item()" and
966 * "show_inven()" and "show_equip()", and the choice window routines.
968 byte item_tester_tval;
972 * Here is a "hook" used during calls to "get_item()" and
973 * "show_inven()" and "show_equip()", and the choice window routines.
975 bool (*item_tester_hook)(object_type*);
980 * Current "comp" function for ang_sort()
982 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
986 * Current "swap" function for ang_sort()
988 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
993 * Hack -- function hooks to restrict "get_mon_num_prep()" function
995 monster_hook_type get_mon_num_hook;
996 monster_hook_type get_mon_num2_hook;
1000 * Hack -- function hook to restrict "get_obj_num_prep()" function
1002 bool (*get_obj_num_hook)(int k_idx);
1005 /* Hack, monk armour */
1006 bool monk_armour_aux;
1007 bool monk_notify_aux;
1009 #ifdef ALLOW_EASY_OPEN /* TNB */
1011 #endif /* ALLOW_EASY_OPEN -- TNB */
1013 #ifdef ALLOW_EASY_DISARM /* TNB */
1015 #endif /* ALLOW_EASY_DISARM -- TNB */
1017 #ifdef ALLOW_EASY_FLOOR /* TNB */
1019 #endif /* ALLOW_EASY_FLOOR -- TNB */
1023 bool center_running;
1025 /* Auto-destruction options */
1027 bool destroy_feeling;
1028 bool destroy_identify;
1038 bool record_fix_art;
1039 bool record_rand_art;
1040 bool record_destroy_uniq;
1041 bool record_fix_quest;
1042 bool record_rand_quest;
1043 bool record_maxdepth;
1050 bool record_named_pet;
1051 char record_o_name[MAX_NLEN];
1057 wilderness_type **wilderness;
1063 building_type building[MAX_BLDG];
1067 * Maximum number of quests
1072 * Maximum number of monsters in r_info.txt
1077 * Maximum number of items in k_info.txt
1082 * Maximum number of vaults in v_info.txt
1087 * Maximum number of terrain features in f_info.txt
1092 * Maximum number of artifacts in a_info.txt
1097 * Maximum number of ego-items in e_info.txt
1102 * Maximum number of dungeon in e_info.txt
1107 * Maximum number of objects in the level
1112 * Maximum number of monsters in the level
1117 * Maximum size of the wilderness
1130 char quest_text[10][80];
1133 * Current line of the quest text
1135 int quest_text_line;
1138 * Default spell color table (quark index)
1140 s16b gf_color[MAX_GF];
1143 * Flags for initialization
1149 * The "highscore" file descriptor, if available.
1151 int highscore_fd = -1;
1153 int mutant_regenerate_mod = 100;
1155 bool can_save = FALSE; /* Game can be saved */
1175 s16b kubi_r_idx[MAX_KUBI];
1191 bool generate_encounter;
1193 cptr screen_dump = NULL;
1195 /*** Terrain feature variables ***/
1205 s16b feat_explosive_rune;
1209 door_type feat_door[MAX_DOOR_TYPES];
1213 s16b feat_down_stair;
1217 s16b feat_trap_open;
1218 s16b feat_trap_armageddon;
1219 s16b feat_trap_piranha;
1225 s16b feat_magma_vein;
1226 s16b feat_quartz_vein;
1230 s16b feat_permanent;
1233 s16b feat_glass_floor;
1236 s16b feat_glass_wall;
1237 s16b feat_permanent_glass_wall;
1240 s16b feat_pattern_start;
1241 s16b feat_pattern_1;
1242 s16b feat_pattern_2;
1243 s16b feat_pattern_3;
1244 s16b feat_pattern_4;
1245 s16b feat_pattern_end;
1246 s16b feat_pattern_old;
1247 s16b feat_pattern_exit;
1248 s16b feat_pattern_corrupted;
1251 s16b feat_black_market;
1255 s16b feat_deep_water;
1256 s16b feat_shallow_water;
1257 s16b feat_deep_lava;
1258 s16b feat_shallow_lava;
1267 /* Unknown grid (not detected) */
1268 s16b feat_undetected;
1276 s16b feat_wall_outer;
1277 s16b feat_wall_inner;
1278 s16b feat_wall_solid;
1279 s16b floor_type[100], fill_type[100];
1286 bool chuukei_server;
1287 bool chuukei_client;
1293 bool browsing_movie;
1301 int snipe_type = SP_NONE;
1302 bool reset_concent = FALSE; /* Concentration reset flag */
1303 bool is_fired = FALSE;