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 u32b seed_flavor; /* Hack -- consistent object colors */
92 u32b seed_town; /* Hack -- consistent town layout */
94 s16b command_cmd; /* Current "Angband Command" */
96 s16b command_arg; /* Gives argument of current command */
97 s16b command_rep; /* Gives repetition of current command */
98 s16b command_dir; /* Gives direction of current command */
100 s16b command_see; /* See "object1.c" */
101 s16b command_wrk; /* See "object1.c" */
103 s16b command_gap = 999; /* See "object1.c" */
105 s16b command_new; /* Command chaining from inven/equip view */
107 s16b energy_use; /* Energy use this turn */
109 bool msg_flag; /* Used in msg_print() for "buffering" */
111 s16b running; /* Current counter for running, if any */
112 s16b resting; /* Current counter for resting, if any */
114 s16b cur_hgt; /* Current dungeon height */
115 s16b cur_wid; /* Current dungeon width */
116 s16b dun_level; /* Current dungeon level */
117 s16b num_repro; /* Current reproducer count */
118 s16b object_level; /* Current object creation level */
119 s16b monster_level; /* Current monster creation level */
120 s16b base_level; /* Base dungeon level */
122 s32b turn; /* Current game turn */
123 s32b dungeon_turn; /* Game turn in dungeon */
124 s32b old_turn; /* Turn when level began (feelings) */
127 bool use_sound; /* The "sound" mode is enabled */
128 bool use_graphics; /* The "graphics" mode is enabled */
129 bool use_bigtile = FALSE;
131 s16b signal_count; /* Hack -- Count interupts */
133 bool inkey_base; /* See the "inkey()" function */
134 bool inkey_xtra; /* See the "inkey()" function */
135 bool inkey_scan; /* See the "inkey()" function */
136 bool inkey_flag; /* See the "inkey()" function */
137 char inkey_macro_trigger_string[1024];
139 s16b coin_type; /* Hack -- force coin type */
141 bool opening_chest; /* Hack -- prevent chest generation */
143 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
144 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
146 bool repair_monsters; /* Hack -- optimize detect monsters */
147 bool repair_objects; /* Hack -- optimize detect objects */
149 s16b inven_nxt; /* Hack -- unused */
153 s16b inven_cnt; /* Number of items in inventory */
154 s16b equip_cnt; /* Number of items in equipment */
156 s16b o_max = 1; /* Number of allocated objects */
157 s16b o_cnt = 0; /* Number of live objects */
159 s16b m_max = 1; /* Number of allocated monsters */
160 s16b m_cnt = 0; /* Number of live monsters */
162 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
163 s16b hack_m_idx_ii = 0;
164 bool multi_rew = FALSE;
165 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
167 int total_friends = 0;
168 s32b total_friend_levels = 0;
169 s32b friend_align = 0;
171 int leaving_quest = 0;
172 bool reinit_wilderness = FALSE;
176 * Software options (set via the '=' command). See "tables.c"
180 /* Option Set 1 -- User Interface */
182 bool rogue_like_commands; /* Rogue-like commands */
183 bool quick_messages; /* Activate quick messages */
186 bool other_query_flag; /* Prompt for various information */
187 bool carry_query_flag; /* Prompt before picking things up */
188 bool use_old_target; /* Use old target by default */
189 bool always_pickup; /* Pick things up by default */
190 bool always_repeat; /* Repeat obvious commands */
191 bool depth_in_feet; /* Show dungeon level in feet */
193 bool stack_force_notes; /* Merge inscriptions when stacking */
194 bool stack_force_costs; /* Merge discounts when stacking */
196 bool show_labels; /* Show labels in object listings */
197 bool show_weights; /* Show weights in object listings */
199 bool ring_bell; /* Ring the bell (on errors, etc) */
201 bool show_item_graph;
204 /* Option Set 2 -- Disturbance */
206 bool find_ignore_stairs; /* Run past stairs */
207 bool find_ignore_doors; /* Run through open doors */
208 bool find_cut; /* Run past known corners */
210 bool disturb_move; /* Disturb whenever any monster moves */
211 bool disturb_near; /* Disturb whenever viewable monster moves */
212 bool disturb_high; /* Disturb whenever high-level monster moves */
213 bool disturb_panel; /* Disturb whenever map panel changes */
214 bool disturb_state; /* Disturn whenever player state changes */
215 bool disturb_minor; /* Disturb whenever boring things happen */
217 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
218 bool alert_trap_detect; /* Alert when leaving trap detected area */
219 bool last_words; /* Get last words upon dying */
221 bool small_levels; /* Allow unusually small dungeon levels */
222 bool always_small_levels; /* Use always unusually small dungeon levels */
223 bool empty_levels; /* Allow empty 'arena' levels */
224 bool bound_walls_perm; /* Boundary walls are created by permanent wall */
225 bool equippy_chars; /* Back by popular demand... */
226 bool display_mutations; /* Skip mutations screen even if we have it */
227 bool plain_descriptions; /* Plain object descriptions */
228 bool confirm_destroy; /* Known worthless items are destroyed without confirmation */
229 bool confirm_quest; /* Prompt before staircases... */
230 bool confirm_wear; /* Confirm before putting on known cursed items */
231 bool disturb_pets; /* Pets moving nearby disturb us */
235 /* Option Set 3 -- Game-Play */
237 bool manual_haggle; /* Auto-haggle in stores */
239 bool auto_scum; /* Auto-scum for good levels */
241 bool expand_list; /* Expand the power of the list commands */
243 bool view_perma_grids; /* Map remembers all perma-lit grids */
244 bool view_torch_grids; /* Map remembers all torch-lit grids */
245 bool view_unsafe_grids; /* Map marked by detect traps */
247 bool dungeon_align; /* Generate dungeons with aligned rooms */
249 bool track_follow; /* Monsters follow the player */
250 bool track_target; /* Monsters target the player */
252 bool smart_learn; /* Monsters learn from their mistakes */
253 bool smart_cheat; /* Monsters exploit player weaknesses */
256 /* Option Set 4 -- Efficiency */
258 bool view_reduce_view; /* Reduce view-radius in town */
260 bool check_abort; /* Avoid checking for user abort */
262 bool flush_failure; /* Flush input on any failure */
263 bool flush_disturb; /* Flush input on disturbance */
265 bool fresh_before; /* Flush output before normal commands */
266 bool fresh_after; /* Flush output after normal commands */
267 bool fresh_message; /* Flush output after all messages */
269 bool compress_savefile; /* Compress messages in savefiles */
271 bool hilite_player; /* Hilite the player with the cursor */
273 bool view_yellow_lite; /* Use special colors for torch-lit grids */
274 bool view_bright_lite; /* Use special colors for 'viewable' grids */
276 bool view_granite_lite; /* Use special colors for wall grids (slow) */
277 bool view_special_lite; /* Use special colors for floor grids (slow) */
278 bool new_ascii_graphics;
280 bool always_show_list;
288 bool allow_debug_opts; /* Allow use of debug/cheat options */
290 /* Cheating options */
292 bool cheat_peek; /* Peek into object creation */
293 bool cheat_hear; /* Peek into monster creation */
294 bool cheat_room; /* Peek into dungeon creation */
295 bool cheat_xtra; /* Peek into something else */
296 bool cheat_know; /* Know complete monster info */
297 bool cheat_live; /* Allow player to avoid death */
298 bool cheat_save; /* Ask for saving death */
301 /* Special options */
303 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
304 byte mana_warn; /* Mana color (0 to 9) */
306 byte delay_factor; /* Delay factor (0 to 9) */
308 bool autosave_l; /* Autosave before entering new levels */
309 bool autosave_t; /* Timed autosave */
310 s16b autosave_freq; /* Autosave frequency */
317 byte feeling; /* Most recent feeling */
318 s16b rating; /* Level's current rating */
320 bool good_item_flag; /* True if "Artifact" on this level */
322 bool closing_flag; /* Dungeon is closing */
329 s16b panel_row_min, panel_row_max;
330 s16b panel_col_min, panel_col_max;
331 s16b panel_col_prt, panel_row_prt;
334 * Player location in dungeon
340 * Targetting variables
355 * Current player's character name
357 char player_name[32];
360 * Stripped version of "player_name"
362 char player_base[32];
366 * Buffer to hold the current savefile name
367 * 'savefile' holds full path name. 'savefile_base' holds only base name.
370 char savefile_base[40];
373 * Array of grids lit by player lite (see "cave.c")
376 s16b lite_y[LITE_MAX];
377 s16b lite_x[LITE_MAX];
380 * Array of grids lit by player lite (see "cave.c")
383 s16b mon_lite_y[MON_LITE_MAX];
384 s16b mon_lite_x[MON_LITE_MAX];
387 * Array of grids viewable to the player (see "cave.c")
390 byte view_y[VIEW_MAX];
391 byte view_x[VIEW_MAX];
394 * Array of grids for use by various functions (see "cave.c")
397 byte temp_y[TEMP_MAX];
398 byte temp_x[TEMP_MAX];
401 * Array of grids for delayed visual updating (see "cave.c")
404 byte redraw_y[REDRAW_MAX];
405 byte redraw_x[REDRAW_MAX];
409 * Number of active macros.
414 * Array of macro patterns [MACRO_MAX]
419 * Array of macro actions [MACRO_MAX]
424 * Array of macro types [MACRO_MAX]
429 * Current macro action [1024]
435 * The number of quarks
440 * The pointers to the quarks [QUARK_MAX]
446 * The next "free" index to use
451 * The index of the oldest message (none yet)
456 * The next "free" offset
461 * The offset to the oldest used char (none yet)
466 * The array of offsets, by index [MESSAGE_MAX]
471 * The array of chars, by offset [MESSAGE_BUF]
477 * The array of normal options
484 * The array of window options
491 * The array of window pointers
493 term *angband_term[8];
497 * Standard window names
499 char angband_term_name[8][16] =
513 * Global table of color definitions
515 byte angband_color_table[256][4] =
517 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
518 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
519 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
520 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
521 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
522 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
523 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
524 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
525 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
526 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
527 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
528 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
529 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
530 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
531 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
532 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
537 * Standard sound names
539 char angband_sound_name[SOUND_MAX][16] =
610 * The array of "cave grids" [MAX_WID][MAX_HGT].
611 * Not completely allocated, that would be inefficient
612 * Not completely hardcoded, that would overflow memory
614 cave_type *cave[MAX_HGT];
618 * The array of saved floors
620 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
624 * Number of floor_id used from birth
630 * Sign for current process used in temporal files.
631 * Actually it is the start time of current process.
633 u32b saved_floor_file_sign;
637 * The array of dungeon items [max_o_idx]
642 * The array of dungeon monsters [max_m_idx]
644 monster_type *m_list;
648 * Maximum number of towns
653 * The towns [max_towns]
659 * The player's inventory [INVEN_TOTAL]
661 object_type *inventory;
665 * The size of "alloc_kind_table" (at most max_k_idx * 4)
667 s16b alloc_kind_size;
670 * The entries in the "kind allocator table"
672 alloc_entry *alloc_kind_table;
676 * The size of "alloc_race_table" (at most max_r_idx)
678 s16b alloc_race_size;
681 * The entries in the "race allocator table"
683 alloc_entry *alloc_race_table;
687 * Specify attr/char pairs for visual special effects
688 * Be sure to use "index & 0x7F" to avoid illegal access
690 byte misc_to_attr[256];
691 char misc_to_char[256];
695 * Specify attr/char pairs for inventory items (by tval)
696 * Be sure to use "index & 0x7F" to avoid illegal access
698 byte tval_to_attr[128];
699 char tval_to_char[128];
703 * Keymaps for each "mode" associated with each keypress.
705 cptr keymap_act[KEYMAP_MODES][256];
709 /*** Player information ***/
712 * Static player info record
717 * Pointer to the player info
719 player_type *p_ptr = &p_body;
722 * Pointer to the player tables
723 * (sex, race, class, magic)
727 player_class *cp_ptr;
728 player_seikaku *ap_ptr;
729 player_magic *mp_ptr;
733 * The last character rolled,
734 * holded for quick start
736 birther previous_char;
740 * The vault generation arrays
754 player_magic *m_info;
757 * The terrain feature arrays
759 feature_type *f_info;
763 * The object kind arrays
770 * The artifact arrays
772 artifact_type *a_info;
777 * The ego-item arrays
779 ego_item_type *e_info;
785 * The monster race arrays
787 monster_race *r_info;
795 dungeon_info_type *d_info;
801 * Hack -- The special Angband "System Suffix"
802 * This variable is used to choose an appropriate "pref-xxx" file
804 cptr ANGBAND_SYS = "xxx";
807 * Hack -- The special Angband "Keyboard Suffix"
808 * This variable is used to choose an appropriate macro-trigger definition
811 cptr ANGBAND_KEYBOARD = "JAPAN";
813 cptr ANGBAND_KEYBOARD = "0";
817 * Hack -- The special Angband "Graphics Suffix"
818 * This variable is used to choose an appropriate "graf-xxx" file
820 cptr ANGBAND_GRAF = "ascii";
823 * Path name: The main "lib" directory
824 * This variable is not actually used anywhere in the code
829 * High score files (binary)
830 * These files may be portable between platforms
832 cptr ANGBAND_DIR_APEX;
835 * Bone files for player ghosts (ascii)
836 * These files are portable between platforms
838 cptr ANGBAND_DIR_BONE;
841 * Binary image files for the "*_info" arrays (binary)
842 * These files are not portable between platforms
844 cptr ANGBAND_DIR_DATA;
847 * Textual template files for the "*_info" arrays (ascii)
848 * These files are portable between platforms
850 cptr ANGBAND_DIR_EDIT;
854 * These files are portable between platforms.
856 cptr ANGBAND_DIR_SCRIPT;
859 * Various extra files (ascii)
860 * These files may be portable between platforms
862 cptr ANGBAND_DIR_FILE;
865 * Help files (normal) for the online help (ascii)
866 * These files are portable between platforms
868 cptr ANGBAND_DIR_HELP;
871 * Help files (spoilers) for the online help (ascii)
872 * These files are portable between platforms
874 cptr ANGBAND_DIR_INFO;
877 * Default user "preference" files (ascii)
878 * These files are rarely portable between platforms
880 cptr ANGBAND_DIR_PREF;
883 * Savefiles for current characters (binary)
884 * These files are portable between platforms
886 cptr ANGBAND_DIR_SAVE;
889 * User "preference" files (ascii)
890 * These files are rarely portable between platforms
892 cptr ANGBAND_DIR_USER;
895 * Various extra files (binary)
896 * These files are rarely portable between platforms
898 cptr ANGBAND_DIR_XTRA;
902 * Total Hack -- allow all items to be listed (even empty ones)
903 * This is only used by "do_cmd_inven_e()" and is cleared there.
905 bool item_tester_full;
907 bool item_tester_no_ryoute = FALSE;
910 * Here is a "pseudo-hook" used during calls to "get_item()" and
911 * "show_inven()" and "show_equip()", and the choice window routines.
913 byte item_tester_tval;
917 * Here is a "hook" used during calls to "get_item()" and
918 * "show_inven()" and "show_equip()", and the choice window routines.
920 bool (*item_tester_hook)(object_type*);
925 * Current "comp" function for ang_sort()
927 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
931 * Current "swap" function for ang_sort()
933 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
938 * Hack -- function hooks to restrict "get_mon_num_prep()" function
940 monster_hook_type get_mon_num_hook;
941 monster_hook_type get_mon_num2_hook;
945 * Hack -- function hook to restrict "get_obj_num_prep()" function
947 bool (*get_obj_num_hook)(int k_idx);
950 /* Hack, monk armour */
951 bool monk_armour_aux;
952 bool monk_notify_aux;
954 #ifdef ALLOW_EASY_OPEN /* TNB */
956 #endif /* ALLOW_EASY_OPEN -- TNB */
958 #ifdef ALLOW_EASY_DISARM /* TNB */
960 #endif /* ALLOW_EASY_DISARM -- TNB */
962 #ifdef ALLOW_EASY_FLOOR /* TNB */
964 #endif /* ALLOW_EASY_FLOOR -- TNB */
970 /* Auto-destruction options */
972 bool destroy_feeling;
973 bool destroy_identify;
984 bool record_rand_art;
985 bool record_destroy_uniq;
986 bool record_fix_quest;
987 bool record_rand_quest;
988 bool record_maxdeapth;
995 bool record_named_pet;
996 char record_o_name[MAX_NLEN];
1002 wilderness_type **wilderness;
1008 building_type building[MAX_BLDG];
1012 * Maximum number of quests
1017 * Maximum number of monsters in r_info.txt
1022 * Maximum number of items in k_info.txt
1027 * Maximum number of vaults in v_info.txt
1032 * Maximum number of terrain features in f_info.txt
1037 * Maximum number of artifacts in a_info.txt
1042 * Maximum number of ego-items in e_info.txt
1047 * Maximum number of dungeon in e_info.txt
1052 * Maximum number of objects in the level
1057 * Maximum number of monsters in the level
1062 * Maximum size of the wilderness
1075 char quest_text[10][80];
1078 * Current line of the quest text
1080 int quest_text_line;
1083 * Default spell color table (quark index)
1085 s16b gf_color[MAX_GF];
1088 * Flags for initialization
1094 * The "highscore" file descriptor, if available.
1096 int highscore_fd = -1;
1098 int mutant_regenerate_mod = 100;
1104 bool vanilla_town; /* Use "vanilla" town without set quests */
1105 bool ironman_shops; /* Stores are permanently closed */
1106 bool ironman_small_levels; /* Always create unusually small dungeon levels */
1107 bool ironman_downward; /* Don't allow climbing upwards/recalling */
1108 bool ironman_autoscum; /* Permanently enable the autoscummer */
1109 bool lite_town; /* Use "lite" town without wilderness */
1110 bool ironman_empty_levels; /* Always create empty 'arena' levels */
1111 bool ironman_rooms; /* Always generate very unusual rooms */
1112 bool ironman_nightmare; /* Play the game in Nightmare mode */
1119 bool can_save = FALSE; /* Game can be saved */
1139 s16b kubi_r_idx[MAX_KUBI];
1142 monster_type party_mon[MAX_PARTY_MON];
1157 bool generate_encounter;
1159 cptr screen_dump = NULL;
1167 byte feat_wall_outer;
1168 byte feat_wall_inner;
1169 byte feat_wall_solid;
1170 byte floor_type[100], fill_type[100];
1177 bool chuukei_server;
1178 bool chuukei_client;