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 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 bool msg_flag; /* Used in msg_print() for "buffering" */
110 s16b running; /* Current counter for running, if any */
111 s16b resting; /* Current counter for resting, if any */
113 s16b cur_hgt; /* Current dungeon height */
114 s16b cur_wid; /* Current dungeon width */
115 s16b dun_level; /* Current dungeon level */
116 s16b num_repro; /* Current reproducer count */
117 s16b object_level; /* Current object creation level */
118 s16b monster_level; /* Current monster creation level */
119 s16b base_level; /* Base dungeon level */
121 s32b turn; /* Current game turn */
122 s32b turn_limit; /* Limit of game turn */
123 s32b dungeon_turn; /* Game turn in dungeon */
124 s32b dungeon_turn_limit; /* Limit of game turn in dungeon */
125 s32b old_turn; /* Turn when level began (feelings) */
128 bool use_sound; /* The "sound" mode is enabled */
129 bool use_graphics; /* The "graphics" mode is enabled */
130 bool use_bigtile = FALSE;
132 s16b signal_count; /* Hack -- Count interupts */
134 bool inkey_base; /* See the "inkey()" function */
135 bool inkey_xtra; /* See the "inkey()" function */
136 bool inkey_scan; /* See the "inkey()" function */
137 bool inkey_flag; /* See the "inkey()" function */
138 bool inkey_special; /* See the "inkey()" function */
140 s16b coin_type; /* Hack -- force coin type */
142 bool opening_chest; /* Hack -- prevent chest generation */
144 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
145 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
147 bool repair_monsters; /* Hack -- optimize detect monsters */
148 bool repair_objects; /* Hack -- optimize detect objects */
150 s16b inven_nxt; /* Hack -- unused */
154 s16b inven_cnt; /* Number of items in inventory */
155 s16b equip_cnt; /* Number of items in equipment */
157 s16b o_max = 1; /* Number of allocated objects */
158 s16b o_cnt = 0; /* Number of live objects */
160 s16b m_max = 1; /* Number of allocated monsters */
161 s16b m_cnt = 0; /* Number of live monsters */
163 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
164 s16b hack_m_idx_ii = 0;
165 bool multi_rew = FALSE;
166 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
168 int total_friends = 0;
169 s32b total_friend_levels = 0;
170 s32b friend_align = 0;
172 int leaving_quest = 0;
173 bool reinit_wilderness = FALSE;
177 * Software options (set via the '=' command). See "tables.c"
181 /* Option Set 1 -- User Interface */
183 bool rogue_like_commands; /* Rogue-like commands */
184 bool quick_messages; /* Activate quick messages */
187 bool other_query_flag; /* Prompt for various information */
188 bool carry_query_flag; /* Prompt before picking things up */
189 bool use_old_target; /* Use old target by default */
190 bool always_pickup; /* Pick things up by default */
191 bool always_repeat; /* Repeat obvious commands */
192 bool depth_in_feet; /* Show dungeon level in feet */
194 bool stack_force_notes; /* Merge inscriptions when stacking */
195 bool stack_force_costs; /* Merge discounts when stacking */
197 bool show_labels; /* Show labels in object listings */
198 bool show_weights; /* Show weights in object listings */
199 bool show_choices; /* Show choices in certain sub-windows */
201 bool ring_bell; /* Ring the bell (on errors, etc) */
203 bool show_item_graph;
206 /* Option Set 2 -- Disturbance */
208 bool find_ignore_stairs; /* Run past stairs */
209 bool find_ignore_doors; /* Run through open doors */
210 bool find_cut; /* Run past known corners */
211 bool find_examine; /* Run into potential corners */
213 bool disturb_move; /* Disturb whenever any monster moves */
214 bool disturb_near; /* Disturb whenever viewable monster moves */
215 bool disturb_high; /* Disturb whenever high-level monster moves */
216 bool disturb_panel; /* Disturb whenever map panel changes */
217 bool disturb_state; /* Disturn whenever player state changes */
218 bool disturb_minor; /* Disturb whenever boring things happen */
220 bool alert_hitpoint; /* Alert user to critical hitpoints */
221 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
222 bool alert_trap_detect; /* Alert when leaving trap detected area */
223 bool last_words; /* Get last words upon dying */
225 bool small_levels; /* Allow unusually small dungeon levels */
226 bool always_small_levels; /* Use always unusually small dungeon levels */
227 bool empty_levels; /* Allow empty 'arena' levels */
228 bool bound_walls_perm; /* Boundary walls are created by permanent wall */
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_quest; /* 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 */
257 bool track_follow; /* Monsters follow the player */
258 bool track_target; /* Monsters target the player */
260 bool smart_learn; /* Monsters learn from their mistakes */
261 bool smart_cheat; /* Monsters exploit player weaknesses */
264 /* Option Set 4 -- Efficiency */
266 bool view_reduce_lite; /* Reduce lite-radius when running */
267 bool view_reduce_view; /* Reduce view-radius in town */
269 bool check_abort; /* Avoid checking for user abort */
271 bool flush_failure; /* Flush input on any failure */
272 bool flush_disturb; /* Flush input on disturbance */
274 bool fresh_before; /* Flush output before normal commands */
275 bool fresh_after; /* Flush output after normal commands */
276 bool fresh_message; /* Flush output after all messages */
278 bool compress_savefile; /* Compress messages in savefiles */
280 bool hilite_player; /* Hilite the player with the cursor */
282 bool view_yellow_lite; /* Use special colors for torch-lit grids */
283 bool view_bright_lite; /* Use special colors for 'viewable' grids */
285 bool view_granite_lite; /* Use special colors for wall grids (slow) */
286 bool view_special_lite; /* Use special colors for floor grids (slow) */
287 bool new_ascii_graphics;
292 bool always_show_list;
296 bool allow_debug_opts; /* Allow use of debug/cheat options */
298 /* Cheating options */
300 bool cheat_peek; /* Peek into object creation */
301 bool cheat_hear; /* Peek into monster creation */
302 bool cheat_room; /* Peek into dungeon creation */
303 bool cheat_xtra; /* Peek into something else */
304 bool cheat_know; /* Know complete monster info */
305 bool cheat_live; /* Allow player to avoid death */
306 bool cheat_save; /* Ask for saving death */
309 /* Special options */
311 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
313 byte delay_factor; /* Delay factor (0 to 9) */
315 bool autosave_l; /* Autosave before entering new levels */
316 bool autosave_t; /* Timed autosave */
317 s16b autosave_freq; /* Autosave frequency */
324 byte feeling; /* Most recent feeling */
325 s16b rating; /* Level's current rating */
327 bool good_item_flag; /* True if "Artifact" on this level */
329 bool closing_flag; /* Dungeon is closing */
336 s16b panel_row_min, panel_row_max;
337 s16b panel_col_min, panel_col_max;
338 s16b panel_col_prt, panel_row_prt;
341 * Player location in dungeon
347 * Targetting variables
362 * Current player's character name
364 char player_name[32];
367 * Stripped version of "player_name"
369 char player_base[32];
373 * Buffer to hold the current savefile name
374 * 'savefile' holds full path name. 'savefile_base' holds only base name.
377 char savefile_base[40];
380 * Array of grids lit by player lite (see "cave.c")
383 s16b lite_y[LITE_MAX];
384 s16b lite_x[LITE_MAX];
387 * Array of grids lit by player lite (see "cave.c")
390 s16b mon_lite_y[MON_LITE_MAX];
391 s16b mon_lite_x[MON_LITE_MAX];
394 * Array of grids viewable to the player (see "cave.c")
397 byte view_y[VIEW_MAX];
398 byte view_x[VIEW_MAX];
401 * Array of grids for use by various functions (see "cave.c")
404 byte temp_y[TEMP_MAX];
405 byte temp_x[TEMP_MAX];
408 * Array of grids for delayed visual updating (see "cave.c")
411 byte redraw_y[REDRAW_MAX];
412 byte redraw_x[REDRAW_MAX];
416 * Number of active macros.
421 * Array of macro patterns [MACRO_MAX]
426 * Array of macro actions [MACRO_MAX]
431 * Array of macro types [MACRO_MAX]
436 * Current macro action [1024]
442 * The number of quarks
447 * The pointers to the quarks [QUARK_MAX]
453 * The next "free" index to use
458 * The index of the oldest message (none yet)
463 * The next "free" offset
468 * The offset to the oldest used char (none yet)
473 * The array of offsets, by index [MESSAGE_MAX]
478 * The array of chars, by offset [MESSAGE_BUF]
484 * The array of normal options
491 * The array of window options
498 * The array of window pointers
500 term *angband_term[8];
504 * Standard window names
506 char angband_term_name[8][16] =
520 * Global table of color definitions
522 byte angband_color_table[256][4] =
524 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
525 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
526 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
527 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
528 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
529 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
530 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
531 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
532 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
533 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
534 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
535 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
536 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
537 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
538 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
539 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
544 * Standard sound names
546 char angband_sound_name[SOUND_MAX][16] =
617 * The array of "cave grids" [MAX_WID][MAX_HGT].
618 * Not completely allocated, that would be inefficient
619 * Not completely hardcoded, that would overflow memory
621 cave_type *cave[MAX_HGT];
625 * The array of saved floors
627 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
631 * Number of floor_id used from birth
637 * Sign for current process used in temporal files.
638 * Actually it is the start time of current process.
640 u32b saved_floor_file_sign;
644 * The array of dungeon items [max_o_idx]
649 * The array of dungeon monsters [max_m_idx]
651 monster_type *m_list;
655 * Maximum number of towns
660 * The towns [max_towns]
666 * The player's inventory [INVEN_TOTAL]
668 object_type *inventory;
672 * The size of "alloc_kind_table" (at most max_k_idx * 4)
674 s16b alloc_kind_size;
677 * The entries in the "kind allocator table"
679 alloc_entry *alloc_kind_table;
683 * The size of "alloc_race_table" (at most max_r_idx)
685 s16b alloc_race_size;
688 * The entries in the "race allocator table"
690 alloc_entry *alloc_race_table;
694 * Specify attr/char pairs for visual special effects
695 * Be sure to use "index & 0x7F" to avoid illegal access
697 byte misc_to_attr[256];
698 char misc_to_char[256];
702 * Specify attr/char pairs for inventory items (by tval)
703 * Be sure to use "index & 0x7F" to avoid illegal access
705 byte tval_to_attr[128];
706 char tval_to_char[128];
710 * Keymaps for each "mode" associated with each keypress.
712 cptr keymap_act[KEYMAP_MODES][256];
716 /*** Player information ***/
719 * Static player info record
724 * Pointer to the player info
726 player_type *p_ptr = &p_body;
729 * Pointer to the player tables
730 * (sex, race, class, magic)
734 player_class *cp_ptr;
735 player_seikaku *ap_ptr;
736 player_magic *mp_ptr;
740 * The last character rolled,
741 * holded for quick start
743 birther previous_char;
747 * The vault generation arrays
761 player_magic *m_info;
764 * The terrain feature arrays
766 feature_type *f_info;
770 * The object kind arrays
777 * The artifact arrays
779 artifact_type *a_info;
784 * The ego-item arrays
786 ego_item_type *e_info;
792 * The monster race arrays
794 monster_race *r_info;
802 dungeon_info_type *d_info;
808 * Hack -- The special Angband "System Suffix"
809 * This variable is used to choose an appropriate "pref-xxx" file
811 cptr ANGBAND_SYS = "xxx";
814 * Hack -- The special Angband "Keyboard Suffix"
815 * This variable is used to choose an appropriate macro-trigger definition
818 cptr ANGBAND_KEYBOARD = "JAPAN";
820 cptr ANGBAND_KEYBOARD = "0";
824 * Hack -- The special Angband "Graphics Suffix"
825 * This variable is used to choose an appropriate "graf-xxx" file
827 cptr ANGBAND_GRAF = "ascii";
830 * Path name: The main "lib" directory
831 * This variable is not actually used anywhere in the code
836 * High score files (binary)
837 * These files may be portable between platforms
839 cptr ANGBAND_DIR_APEX;
842 * Bone files for player ghosts (ascii)
843 * These files are portable between platforms
845 cptr ANGBAND_DIR_BONE;
848 * Binary image files for the "*_info" arrays (binary)
849 * These files are not portable between platforms
851 cptr ANGBAND_DIR_DATA;
854 * Textual template files for the "*_info" arrays (ascii)
855 * These files are portable between platforms
857 cptr ANGBAND_DIR_EDIT;
861 * These files are portable between platforms.
863 cptr ANGBAND_DIR_SCRIPT;
866 * Various extra files (ascii)
867 * These files may be portable between platforms
869 cptr ANGBAND_DIR_FILE;
872 * Help files (normal) for the online help (ascii)
873 * These files are portable between platforms
875 cptr ANGBAND_DIR_HELP;
878 * Help files (spoilers) for the online help (ascii)
879 * These files are portable between platforms
881 cptr ANGBAND_DIR_INFO;
884 * Default user "preference" files (ascii)
885 * These files are rarely portable between platforms
887 cptr ANGBAND_DIR_PREF;
890 * Savefiles for current characters (binary)
891 * These files are portable between platforms
893 cptr ANGBAND_DIR_SAVE;
896 * User "preference" files (ascii)
897 * These files are rarely portable between platforms
899 cptr ANGBAND_DIR_USER;
902 * Various extra files (binary)
903 * These files are rarely portable between platforms
905 cptr ANGBAND_DIR_XTRA;
909 * Total Hack -- allow all items to be listed (even empty ones)
910 * This is only used by "do_cmd_inven_e()" and is cleared there.
912 bool item_tester_full;
914 bool item_tester_no_ryoute = FALSE;
917 * Here is a "pseudo-hook" used during calls to "get_item()" and
918 * "show_inven()" and "show_equip()", and the choice window routines.
920 byte item_tester_tval;
924 * Here is a "hook" used during calls to "get_item()" and
925 * "show_inven()" and "show_equip()", and the choice window routines.
927 bool (*item_tester_hook)(object_type*);
932 * Current "comp" function for ang_sort()
934 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
938 * Current "swap" function for ang_sort()
940 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
945 * Hack -- function hooks to restrict "get_mon_num_prep()" function
947 monster_hook_type get_mon_num_hook;
948 monster_hook_type get_mon_num2_hook;
952 * Hack -- function hook to restrict "get_obj_num_prep()" function
954 bool (*get_obj_num_hook)(int k_idx);
957 /* Hack, monk armour */
958 bool monk_armour_aux;
959 bool monk_notify_aux;
961 #ifdef ALLOW_EASY_OPEN /* TNB */
963 #endif /* ALLOW_EASY_OPEN -- TNB */
965 #ifdef ALLOW_EASY_DISARM /* TNB */
967 #endif /* ALLOW_EASY_DISARM -- TNB */
969 #ifdef ALLOW_EASY_FLOOR /* TNB */
971 #endif /* ALLOW_EASY_FLOOR -- TNB */
977 /* Auto-destruction options */
979 bool destroy_feeling;
980 bool destroy_identify;
991 bool record_rand_art;
992 bool record_destroy_uniq;
993 bool record_fix_quest;
994 bool record_rand_quest;
995 bool record_maxdepth;
1002 bool record_named_pet;
1003 char record_o_name[MAX_NLEN];
1009 wilderness_type **wilderness;
1015 building_type building[MAX_BLDG];
1019 * Maximum number of quests
1024 * Maximum number of monsters in r_info.txt
1029 * Maximum number of items in k_info.txt
1034 * Maximum number of vaults in v_info.txt
1039 * Maximum number of terrain features in f_info.txt
1044 * Maximum number of artifacts in a_info.txt
1049 * Maximum number of ego-items in e_info.txt
1054 * Maximum number of dungeon in e_info.txt
1059 * Maximum number of objects in the level
1064 * Maximum number of monsters in the level
1069 * Maximum size of the wilderness
1082 char quest_text[10][80];
1085 * Current line of the quest text
1087 int quest_text_line;
1090 * Default spell color table (quark index)
1092 s16b gf_color[MAX_GF];
1095 * Flags for initialization
1101 * The "highscore" file descriptor, if available.
1103 int highscore_fd = -1;
1105 int mutant_regenerate_mod = 100;
1111 bool vanilla_town; /* Use "vanilla" town without set quests */
1112 bool ironman_shops; /* Stores are permanently closed */
1113 bool ironman_small_levels; /* Always create unusually small dungeon levels */
1114 bool ironman_downward; /* Don't allow climbing upwards/recalling */
1115 bool ironman_autoscum; /* Permanently enable the autoscummer */
1116 bool lite_town; /* Use "lite" town without wilderness */
1117 bool ironman_empty_levels; /* Always create empty 'arena' levels */
1118 bool ironman_rooms; /* Always generate very unusual rooms */
1119 bool ironman_nightmare; /* Play the game in Nightmare mode */
1126 bool can_save = FALSE; /* Game can be saved */
1146 s16b kubi_r_idx[MAX_KUBI];
1149 monster_type party_mon[MAX_PARTY_MON];
1164 bool generate_encounter;
1166 cptr screen_dump = NULL;
1174 byte feat_wall_outer;
1175 byte feat_wall_inner;
1176 byte feat_wall_solid;
1177 byte floor_type[100], fill_type[100];
1184 bool chuukei_server;
1185 bool chuukei_client;