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¤¦ */
39 cptr autopick_name[MAX_AUTOPICK];
40 cptr autopick_insc[MAX_AUTOPICK];
41 byte autopick_action[MAX_AUTOPICK];
46 byte version_major = VERSION_MAJOR;
47 byte version_minor = VERSION_MINOR;
48 byte version_patch = VERSION_PATCH;
49 byte version_extra = VERSION_EXTRA;
54 byte sf_major; /* Savefile's "version_major" */
55 byte sf_minor; /* Savefile's "version_minor" */
56 byte sf_patch; /* Savefile's "version_patch" */
57 byte sf_extra; /* Savefile's "version_extra" */
58 u32b sf_version; /* Savefile's "version" */
60 byte z_major; /* Savefile version for Hengband */
65 * Savefile information
67 u32b sf_xtra; /* Operating system info */
68 u32b sf_when; /* Time when savefile created */
69 u16b sf_lives; /* Number of past "lives" with this file */
70 u16b sf_saves; /* Number of "saves" during this life */
75 bool arg_fiddle; /* Command arg -- Request fiddle mode */
76 bool arg_wizard; /* Command arg -- Request wizard mode */
77 bool arg_sound; /* Command arg -- Request special sounds */
78 byte arg_graphics; /* Command arg -- Request graphics mode */
79 bool arg_monochrome; /* Command arg -- Request monochrome mode */
80 bool arg_force_original; /* Command arg -- Request original keyset */
81 bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
86 bool character_generated; /* The character exists */
87 bool character_dungeon; /* The character has a dungeon */
88 bool character_loaded; /* The character was loaded from a savefile */
89 bool character_saved; /* The character was just saved to a savefile */
91 bool character_icky; /* The game is in an icky full screen mode */
92 bool character_xtra; /* The game is in an icky startup mode */
94 u32b seed_flavor; /* Hack -- consistent object colors */
95 u32b seed_town; /* Hack -- consistent town layout */
97 s16b command_cmd; /* Current "Angband Command" */
99 s16b command_arg; /* Gives argument of current command */
100 s16b command_rep; /* Gives repetition of current command */
101 s16b command_dir; /* Gives direction of current command */
103 s16b command_see; /* See "cmd1.c" */
104 s16b command_wrk; /* See "cmd1.c" */
106 s16b command_gap = 50; /* See "cmd1.c" */
108 s16b command_new; /* Command chaining from inven/equip view */
110 s16b energy_use; /* Energy use this turn */
112 byte create_up_stair; /* Auto-create "up stairs" */
113 byte create_down_stair; /* Auto-create "down stairs" */
115 bool msg_flag; /* Used in msg_print() for "buffering" */
117 bool alive; /* True if game is running */
119 bool death; /* True if player has died */
121 s16b running; /* Current counter for running, if any */
122 s16b resting; /* Current counter for resting, if any */
124 s16b cur_hgt; /* Current dungeon height */
125 s16b cur_wid; /* Current dungeon width */
126 s16b dun_level; /* Current dungeon level */
127 s16b num_repro; /* Current reproducer count */
128 s16b object_level; /* Current object creation level */
129 s16b monster_level; /* Current monster creation level */
130 s16b base_level; /* Base dungeon level */
132 s32b turn; /* Current game turn */
133 s32b dungeon_turn; /* Game turn in dungeon */
134 s32b old_turn; /* Turn when level began (feelings) */
137 bool wizard; /* Is the player currently in Wizard mode? */
139 bool use_sound; /* The "sound" mode is enabled */
140 bool use_graphics; /* The "graphics" mode is enabled */
142 u16b total_winner; /* Semi-Hack -- Game has been won */
144 u16b panic_save; /* Track some special "conditions" */
145 u16b noscore; /* Track various "cheating" conditions */
146 bool wait_report_score; /* Waiting to report score */
148 s16b signal_count; /* Hack -- Count interupts */
150 bool inkey_base; /* See the "inkey()" function */
151 bool inkey_xtra; /* See the "inkey()" function */
152 bool inkey_scan; /* See the "inkey()" function */
153 bool inkey_flag; /* See the "inkey()" function */
155 s16b coin_type; /* Hack -- force coin type */
157 bool opening_chest; /* Hack -- prevent chest generation */
159 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
160 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
162 bool repair_monsters; /* Hack -- optimize detect monsters */
163 bool repair_objects; /* Hack -- optimize detect objects */
165 s16b inven_nxt; /* Hack -- unused */
169 s16b inven_cnt; /* Number of items in inventory */
170 s16b equip_cnt; /* Number of items in equipment */
172 s16b o_max = 1; /* Number of allocated objects */
173 s16b o_cnt = 0; /* Number of live objects */
175 s16b m_max = 1; /* Number of allocated monsters */
176 s16b m_cnt = 0; /* Number of live monsters */
178 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
179 s16b hack_m_idx_ii = 0;
180 bool multi_rew = FALSE;
181 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
183 int total_friends = 0;
184 s32b total_friend_levels = 0;
185 s32b friend_align = 0;
187 int leaving_quest = 0;
191 * Software options (set via the '=' command). See "tables.c"
195 /* Option Set 1 -- User Interface */
197 bool rogue_like_commands; /* Rogue-like commands */
198 bool quick_messages; /* Activate quick messages */
201 bool other_query_flag; /* Prompt for various information */
202 bool carry_query_flag; /* Prompt before picking things up */
203 bool use_old_target; /* Use old target by default */
204 bool always_pickup; /* Pick things up by default */
205 bool always_repeat; /* Repeat obvious commands */
206 bool depth_in_feet; /* Show dungeon level in feet */
208 bool stack_force_notes; /* Merge inscriptions when stacking */
209 bool stack_force_costs; /* Merge discounts when stacking */
211 bool show_labels; /* Show labels in object listings */
212 bool show_weights; /* Show weights in object listings */
213 bool show_choices; /* Show choices in certain sub-windows */
215 bool ring_bell; /* Ring the bell (on errors, etc) */
217 bool show_item_graph;
220 /* Option Set 2 -- Disturbance */
222 bool find_ignore_stairs; /* Run past stairs */
223 bool find_ignore_doors; /* Run through open doors */
224 bool find_cut; /* Run past known corners */
225 bool find_examine; /* Run into potential corners */
227 bool disturb_move; /* Disturb whenever any monster moves */
228 bool disturb_near; /* Disturb whenever viewable monster moves */
229 bool disturb_panel; /* Disturb whenever map panel changes */
230 bool disturb_state; /* Disturn whenever player state changes */
231 bool disturb_minor; /* Disturb whenever boring things happen */
233 bool alert_hitpoint; /* Alert user to critical hitpoints */
234 bool last_words; /* Get last words upon dying */
236 bool small_levels; /* Allow unusually small dungeon levels */
237 bool always_small_levels; /* Use always unusually small dungeon levels */
238 bool empty_levels; /* Allow empty 'arena' levels */
239 bool player_symbols; /* Use varying symbols for the player char */
240 bool equippy_chars; /* Back by popular demand... */
241 bool skip_mutations; /* Skip mutations screen even if we have it */
242 bool plain_descriptions; /* Plain object descriptions */
243 bool stupid_monsters; /* Monsters use old AI */
244 bool confirm_destroy; /* Known worthless items are destroyed without confirmation */
245 bool confirm_stairs; /* Prompt before staircases... */
246 bool wear_confirm; /* Confirm before putting on known cursed items */
247 bool disturb_pets; /* Pets moving nearby disturb us */
251 /* Option Set 3 -- Game-Play */
253 bool manual_haggle; /* Auto-haggle in stores */
255 bool auto_scum; /* Auto-scum for good levels */
257 bool stack_allow_items; /* Allow weapons and armor to stack */
258 bool stack_allow_wands; /* Allow wands/staffs/rods to stack */
260 bool expand_look; /* Expand the power of the look command */
261 bool expand_list; /* Expand the power of the list commands */
263 bool view_perma_grids; /* Map remembers all perma-lit grids */
264 bool view_torch_grids; /* Map remembers all torch-lit grids */
266 bool dungeon_align; /* Generate dungeons with aligned rooms */
267 bool dungeon_stair; /* Generate dungeons with connected stairs */
269 bool track_follow; /* Monsters follow the player */
270 bool track_target; /* Monsters target the player */
272 bool smart_learn; /* Monsters learn from their mistakes */
273 bool smart_cheat; /* Monsters exploit player weaknesses */
276 /* Option Set 4 -- Efficiency */
278 bool view_reduce_lite; /* Reduce lite-radius when running */
279 bool view_reduce_view; /* Reduce view-radius in town */
281 bool avoid_abort; /* Avoid checking for user abort */
283 bool flush_failure; /* Flush input on any failure */
284 bool flush_disturb; /* Flush input on disturbance */
286 bool fresh_before; /* Flush output before normal commands */
287 bool fresh_after; /* Flush output after normal commands */
288 bool fresh_message; /* Flush output after all messages */
290 bool compress_savefile; /* Compress messages in savefiles */
292 bool hilite_player; /* Hilite the player with the cursor */
294 bool view_yellow_lite; /* Use special colors for torch-lit grids */
295 bool view_bright_lite; /* Use special colors for 'viewable' grids */
297 bool view_granite_lite; /* Use special colors for wall grids (slow) */
298 bool view_special_lite; /* Use special colors for floor grids (slow) */
299 bool new_ascii_graphics;
304 bool always_show_list;
309 /* Cheating options */
311 bool cheat_peek; /* Peek into object creation */
312 bool cheat_hear; /* Peek into monster creation */
313 bool cheat_room; /* Peek into dungeon creation */
314 bool cheat_xtra; /* Peek into something else */
315 bool cheat_know; /* Know complete monster info */
316 bool cheat_live; /* Allow player to avoid death */
319 /* Special options */
321 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
323 byte delay_factor; /* Delay factor (0 to 9) */
325 bool autosave_l; /* Autosave before entering new levels */
326 bool autosave_t; /* Timed autosave */
327 s16b autosave_freq; /* Autosave frequency */
334 byte feeling; /* Most recent feeling */
335 s16b rating; /* Level's current rating */
337 bool good_item_flag; /* True if "Artifact" on this level */
339 bool closing_flag; /* Dungeon is closing */
346 s16b max_panel_rows, max_panel_cols;
347 s16b panel_row, panel_col;
348 s16b panel_row_min, panel_row_max;
349 s16b panel_col_min, panel_col_max;
350 s16b panel_col_prt, panel_row_prt;
353 * Player location in dungeon
359 * Targetting variables
374 * Current player's character name
376 char player_name[32];
379 * Stripped version of "player_name"
381 char player_base[32];
384 * What killed the player
389 * Hack -- Textual "history" for the Player
394 * Buffer to hold the current savefile name
395 * 'savefile' holds full path name. 'savefile_base' holds only base name.
398 char savefile_base[40];
401 * Array of grids lit by player lite (see "cave.c")
404 s16b lite_y[LITE_MAX];
405 s16b lite_x[LITE_MAX];
408 * Array of grids lit by player lite (see "cave.c")
411 s16b mon_lite_y[LITE_MAX];
412 s16b mon_lite_x[LITE_MAX];
415 * Array of grids viewable to the player (see "cave.c")
418 byte view_y[VIEW_MAX];
419 byte view_x[VIEW_MAX];
422 * Array of grids for use by various functions (see "cave.c")
425 byte temp_y[TEMP_MAX];
426 byte temp_x[TEMP_MAX];
430 * Number of active macros.
435 * Array of macro patterns [MACRO_MAX]
440 * Array of macro actions [MACRO_MAX]
445 * Array of macro types [MACRO_MAX]
450 * Current macro action [1024]
456 * The number of quarks
461 * The pointers to the quarks [QUARK_MAX]
467 * The next "free" index to use
472 * The index of the oldest message (none yet)
477 * The next "free" offset
482 * The offset to the oldest used char (none yet)
487 * The array of offsets, by index [MESSAGE_MAX]
492 * The array of chars, by offset [MESSAGE_BUF]
498 * The array of normal options
505 * The array of window options
512 * The array of window pointers
514 term *angband_term[8];
518 * Standard window names
520 char angband_term_name[8][16] =
534 * Global table of color definitions
536 byte angband_color_table[256][4] =
538 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
539 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
540 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
541 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
542 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
543 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
544 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
545 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
546 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
547 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
548 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
549 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
550 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
551 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
552 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
553 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
558 * Standard sound names
560 char angband_sound_name[SOUND_MAX][16] =
631 * The array of "cave grids" [MAX_WID][MAX_HGT].
632 * Not completely allocated, that would be inefficient
633 * Not completely hardcoded, that would overflow memory
635 cave_type *cave[MAX_HGT];
638 * The array of dungeon items [max_o_idx]
643 * The array of dungeon monsters [max_m_idx]
645 monster_type *m_list;
649 * Maximum number of towns
654 * The towns [max_towns]
660 * The player's inventory [INVEN_TOTAL]
662 object_type *inventory;
666 * The size of "alloc_kind_table" (at most max_k_idx * 4)
668 s16b alloc_kind_size;
671 * The entries in the "kind allocator table"
673 alloc_entry *alloc_kind_table;
677 * The size of "alloc_race_table" (at most max_r_idx)
679 s16b alloc_race_size;
682 * The entries in the "race allocator table"
684 alloc_entry *alloc_race_table;
688 * Specify attr/char pairs for visual special effects
689 * Be sure to use "index & 0x7F" to avoid illegal access
691 byte misc_to_attr[256];
692 char misc_to_char[256];
696 * Specify attr/char pairs for inventory items (by tval)
697 * Be sure to use "index & 0x7F" to avoid illegal access
699 byte tval_to_attr[128];
700 char tval_to_char[128];
704 * Keymaps for each "mode" associated with each keypress.
706 cptr keymap_act[KEYMAP_MODES][256];
710 /*** Player information ***/
713 * Static player info record
718 * Pointer to the player info
720 player_type *p_ptr = &p_body;
723 * Pointer to the player tables
724 * (sex, race, class, magic)
728 player_class *cp_ptr;
729 player_seikaku *ap_ptr;
730 player_magic *mp_ptr;
736 u32b spell_learned1; /* bit mask of spells learned */
737 u32b spell_learned2; /* bit mask of spells learned */
738 u32b spell_worked1; /* bit mask of spells tried and worked */
739 u32b spell_worked2; /* bit mask of spells tried and worked */
740 u32b spell_forgotten1; /* bit mask of spells learned but forgotten */
741 u32b spell_forgotten2; /* bit mask of spells learned but forgotten */
742 byte spell_order[64]; /* order spells learned/remembered/forgotten */
746 * Calculated base hp values for player at each level,
747 * store them so that drain life + restore life does not
748 * affect hit points. Also prevents shameless use of backup
749 * savefiles for hitpoint acquirement.
751 s16b player_hp[PY_MAX_LEVEL];
755 * The vault generation arrays
771 player_magic *m_info;
776 * The terrain feature arrays
778 feature_type *f_info;
783 * The object kind arrays
790 * The artifact arrays
792 artifact_type *a_info;
797 * The ego-item arrays
799 ego_item_type *e_info;
805 * The monster race arrays
807 monster_race *r_info;
815 dungeon_info_type *d_info;
821 * Hack -- The special Angband "System Suffix"
822 * This variable is used to choose an appropriate "pref-xxx" file
824 cptr ANGBAND_SYS = "xxx";
827 * Hack -- The special Angband "Keyboard Suffix"
828 * This variable is used to choose an appropriate macro-trigger definition
831 cptr ANGBAND_KEYBOARD = "JAPAN";
833 cptr ANGBAND_KEYBOARD = "0";
837 * Hack -- The special Angband "Graphics Suffix"
838 * This variable is used to choose an appropriate "graf-xxx" file
840 cptr ANGBAND_GRAF = "ascii";
843 * Path name: The main "lib" directory
844 * This variable is not actually used anywhere in the code
849 * High score files (binary)
850 * These files may be portable between platforms
852 cptr ANGBAND_DIR_APEX;
855 * Bone files for player ghosts (ascii)
856 * These files are portable between platforms
858 cptr ANGBAND_DIR_BONE;
861 * Binary image files for the "*_info" arrays (binary)
862 * These files are not portable between platforms
864 cptr ANGBAND_DIR_DATA;
867 * Textual template files for the "*_info" arrays (ascii)
868 * These files are portable between platforms
870 cptr ANGBAND_DIR_EDIT;
874 * These files are portable between platforms.
876 cptr ANGBAND_DIR_SCRIPT;
879 * Various extra files (ascii)
880 * These files may be portable between platforms
882 cptr ANGBAND_DIR_FILE;
885 * Help files (normal) for the online help (ascii)
886 * These files are portable between platforms
888 cptr ANGBAND_DIR_HELP;
891 * Help files (spoilers) for the online help (ascii)
892 * These files are portable between platforms
894 cptr ANGBAND_DIR_INFO;
897 * Default user "preference" files (ascii)
898 * These files are rarely portable between platforms
900 cptr ANGBAND_DIR_PREF;
903 * Savefiles for current characters (binary)
904 * These files are portable between platforms
906 cptr ANGBAND_DIR_SAVE;
909 * User "preference" files (ascii)
910 * These files are rarely portable between platforms
912 cptr ANGBAND_DIR_USER;
915 * Various extra files (binary)
916 * These files are rarely portable between platforms
918 cptr ANGBAND_DIR_XTRA;
922 * Total Hack -- allow all items to be listed (even empty ones)
923 * This is only used by "do_cmd_inven_e()" and is cleared there.
925 bool item_tester_full;
927 bool item_tester_no_ryoute = FALSE;
930 * Here is a "pseudo-hook" used during calls to "get_item()" and
931 * "show_inven()" and "show_equip()", and the choice window routines.
933 byte item_tester_tval;
937 * Here is a "hook" used during calls to "get_item()" and
938 * "show_inven()" and "show_equip()", and the choice window routines.
940 bool (*item_tester_hook)(object_type*);
945 * Current "comp" function for ang_sort()
947 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
951 * Current "swap" function for ang_sort()
953 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
958 * Hack -- function hooks to restrict "get_mon_num_prep()" function
960 monster_hook_type get_mon_num_hook;
961 monster_hook_type get_mon_num2_hook;
965 * Hack -- function hook to restrict "get_obj_num_prep()" function
967 bool (*get_obj_num_hook)(int k_idx);
970 /* Hack, monk armour */
971 bool monk_armour_aux;
972 bool monk_notify_aux;
974 #ifdef ALLOW_EASY_OPEN /* TNB */
976 #endif /* ALLOW_EASY_OPEN -- TNB */
978 #ifdef ALLOW_EASY_DISARM /* TNB */
980 #endif /* ALLOW_EASY_DISARM -- TNB */
982 #ifdef ALLOW_EASY_FLOOR /* TNB */
984 #endif /* ALLOW_EASY_FLOOR -- TNB */
990 /* Auto-destruction options */
1000 bool record_fix_art;
1001 bool record_rand_art;
1002 bool record_destroy_uniq;
1003 bool record_fix_quest;
1004 bool record_rand_quest;
1005 bool record_maxdeapth;
1012 bool record_named_pet;
1013 char record_o_name[MAX_NLEN];
1019 wilderness_type **wilderness;
1025 building_type building[MAX_BLDG];
1029 * Maximum number of quests
1034 * Maximum number of monsters in r_info.txt
1039 * Maximum number of items in k_info.txt
1044 * Maximum number of vaults in v_info.txt
1049 * Maximum number of terrain features in f_info.txt
1054 * Maximum number of artifacts in a_info.txt
1059 * Maximum number of ego-items in e_info.txt
1064 * Maximum number of dungeon in e_info.txt
1069 * Maximum number of objects in the level
1074 * Maximum number of monsters in the level
1079 * Maximum size of the wilderness
1092 char quest_text[10][80];
1095 * Current line of the quest text
1097 int quest_text_line;
1100 * Default spell color table (quark index)
1102 s16b gf_color[MAX_GF];
1105 * Flags for initialization
1111 * The "highscore" file descriptor, if available.
1113 int highscore_fd = -1;
1116 * Should the monster allocation fail with inappropriate terrain?
1118 bool monster_terrain_sensitive = TRUE;
1120 int mutant_regenerate_mod = 100;
1126 bool vanilla_town; /* Use "vanilla" town without set quests */
1127 bool ironman_shops; /* Stores are permanently closed */
1128 bool ironman_small_levels; /* Always create unusually small dungeon levels */
1129 bool ironman_downward; /* Don't allow climbing upwards/recalling */
1130 bool ironman_autoscum; /* Permanently enable the autoscummer */
1131 bool lite_town; /* Use "lite" town without wilderness */
1132 bool ironman_empty_levels; /* Always create empty 'arena' levels */
1133 bool terrain_streams; /* Create terrain 'streamers' in the dungeon */
1134 bool munchkin_death; /* Ask for saving death */
1135 bool ironman_rooms; /* Always generate very unusual rooms */
1136 bool ironman_nightmare; /* Play the game in Nightmare mode */
1143 bool can_save = FALSE; /* Game can be saved */
1145 s16b spell_exp[64]; /* mahou keikenchi */
1147 s16b weapon_exp[5][64]; /* weapon keikenchi */
1149 s16b skill_exp[10]; /* ginou keikenchi */
1154 s16b mane_spell[MAX_MANE];
1155 s16b mane_dam[MAX_MANE];
1173 s16b kubi_r_idx[MAX_KUBI];
1176 monster_type party_mon[21];
1191 bool generate_encounter;
1193 cptr screen_dump = NULL;
1201 byte feat_wall_outer;
1202 byte feat_wall_inner;
1203 byte feat_wall_solid;
1204 byte floor_type[100], fill_type[100];
1211 bool chuukei_server;
1212 bool chuukei_client;