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 version_major = VERSION_MAJOR;
49 byte version_minor = VERSION_MINOR;
50 byte version_patch = VERSION_PATCH;
51 byte version_extra = VERSION_EXTRA;
56 byte sf_major; /* Savefile's "version_major" */
57 byte sf_minor; /* Savefile's "version_minor" */
58 byte sf_patch; /* Savefile's "version_patch" */
59 byte sf_extra; /* Savefile's "version_extra" */
60 u32b sf_version; /* Savefile's "version" */
62 byte z_major; /* Savefile version for Hengband */
67 * Savefile information
69 u32b sf_xtra; /* Operating system info */
70 u32b sf_when; /* Time when savefile created */
71 u16b sf_lives; /* Number of past "lives" with this file */
72 u16b sf_saves; /* Number of "saves" during this life */
77 bool arg_fiddle; /* Command arg -- Request fiddle mode */
78 bool arg_wizard; /* Command arg -- Request wizard mode */
79 bool arg_sound; /* Command arg -- Request special sounds */
80 byte arg_graphics; /* Command arg -- Request graphics mode */
81 bool arg_monochrome; /* Command arg -- Request monochrome mode */
82 bool arg_force_original; /* Command arg -- Request original keyset */
83 bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
84 bool arg_bigtile = FALSE; /* Command arg -- Request big tile mode */
89 bool character_generated; /* The character exists */
90 bool character_dungeon; /* The character has a dungeon */
91 bool character_loaded; /* The character was loaded from a savefile */
92 bool character_saved; /* The character was just saved to a savefile */
94 bool character_icky; /* The game is in an icky full screen mode */
95 bool character_xtra; /* The game is in an icky startup mode */
97 u32b seed_flavor; /* Hack -- consistent object colors */
98 u32b seed_town; /* Hack -- consistent town layout */
100 s16b command_cmd; /* Current "Angband Command" */
102 s16b command_arg; /* Gives argument of current command */
103 s16b command_rep; /* Gives repetition of current command */
104 s16b command_dir; /* Gives direction of current command */
106 s16b command_see; /* See "cmd1.c" */
107 s16b command_wrk; /* See "cmd1.c" */
109 s16b command_gap = 50; /* See "cmd1.c" */
111 s16b command_new; /* Command chaining from inven/equip view */
113 s16b energy_use; /* Energy use this turn */
115 byte create_up_stair; /* Auto-create "up stairs" */
116 byte create_down_stair; /* Auto-create "down stairs" */
118 bool msg_flag; /* Used in msg_print() for "buffering" */
120 s16b running; /* Current counter for running, if any */
121 s16b resting; /* Current counter for resting, if any */
123 s16b cur_hgt; /* Current dungeon height */
124 s16b cur_wid; /* Current dungeon width */
125 s16b dun_level; /* Current dungeon level */
126 s16b num_repro; /* Current reproducer count */
127 s16b object_level; /* Current object creation level */
128 s16b monster_level; /* Current monster creation level */
129 s16b base_level; /* Base dungeon level */
131 s32b turn; /* Current game turn */
132 s32b dungeon_turn; /* Game turn in dungeon */
133 s32b old_turn; /* Turn when level began (feelings) */
136 bool use_sound; /* The "sound" mode is enabled */
137 bool use_graphics; /* The "graphics" mode is enabled */
138 bool use_bigtile = FALSE;
140 s16b signal_count; /* Hack -- Count interupts */
142 bool inkey_base; /* See the "inkey()" function */
143 bool inkey_xtra; /* See the "inkey()" function */
144 bool inkey_scan; /* See the "inkey()" function */
145 bool inkey_flag; /* See the "inkey()" function */
146 bool inkey_special; /* See the "inkey()" function */
148 s16b coin_type; /* Hack -- force coin type */
150 bool opening_chest; /* Hack -- prevent chest generation */
152 bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
153 bool shimmer_objects; /* Hack -- optimize multi-hued objects */
155 bool repair_monsters; /* Hack -- optimize detect monsters */
156 bool repair_objects; /* Hack -- optimize detect objects */
158 s16b inven_nxt; /* Hack -- unused */
162 s16b inven_cnt; /* Number of items in inventory */
163 s16b equip_cnt; /* Number of items in equipment */
165 s16b o_max = 1; /* Number of allocated objects */
166 s16b o_cnt = 0; /* Number of live objects */
168 s16b m_max = 1; /* Number of allocated monsters */
169 s16b m_cnt = 0; /* Number of live monsters */
171 s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
172 s16b hack_m_idx_ii = 0;
173 bool multi_rew = FALSE;
174 char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
176 int total_friends = 0;
177 s32b total_friend_levels = 0;
178 s32b friend_align = 0;
180 int leaving_quest = 0;
184 * Software options (set via the '=' command). See "tables.c"
188 /* Option Set 1 -- User Interface */
190 bool rogue_like_commands; /* Rogue-like commands */
191 bool quick_messages; /* Activate quick messages */
194 bool other_query_flag; /* Prompt for various information */
195 bool carry_query_flag; /* Prompt before picking things up */
196 bool use_old_target; /* Use old target by default */
197 bool always_pickup; /* Pick things up by default */
198 bool always_repeat; /* Repeat obvious commands */
199 bool depth_in_feet; /* Show dungeon level in feet */
201 bool stack_force_notes; /* Merge inscriptions when stacking */
202 bool stack_force_costs; /* Merge discounts when stacking */
204 bool show_labels; /* Show labels in object listings */
205 bool show_weights; /* Show weights in object listings */
206 bool show_choices; /* Show choices in certain sub-windows */
208 bool ring_bell; /* Ring the bell (on errors, etc) */
210 bool show_item_graph;
213 /* Option Set 2 -- Disturbance */
215 bool find_ignore_stairs; /* Run past stairs */
216 bool find_ignore_doors; /* Run through open doors */
217 bool find_cut; /* Run past known corners */
218 bool find_examine; /* Run into potential corners */
220 bool disturb_move; /* Disturb whenever any monster moves */
221 bool disturb_near; /* Disturb whenever viewable monster moves */
222 bool disturb_panel; /* Disturb whenever map panel changes */
223 bool disturb_state; /* Disturn whenever player state changes */
224 bool disturb_minor; /* Disturb whenever boring things happen */
226 bool alert_hitpoint; /* Alert user to critical hitpoints */
227 bool disturb_trap_detect; /* Disturb when leaving trap detected area */
228 bool alert_trap_detect; /* Alert when leaving trap detected area */
229 bool last_words; /* Get last words upon dying */
231 bool small_levels; /* Allow unusually small dungeon levels */
232 bool always_small_levels; /* Use always unusually small dungeon levels */
233 bool empty_levels; /* Allow empty 'arena' levels */
234 bool player_symbols; /* Use varying symbols for the player char */
235 bool equippy_chars; /* Back by popular demand... */
236 bool display_mutations; /* Skip mutations screen even if we have it */
237 bool plain_descriptions; /* Plain object descriptions */
238 bool stupid_monsters; /* Monsters use old AI */
239 bool confirm_destroy; /* Known worthless items are destroyed without confirmation */
240 bool confirm_stairs; /* Prompt before staircases... */
241 bool confirm_wear; /* Confirm before putting on known cursed items */
242 bool disturb_pets; /* Pets moving nearby disturb us */
246 /* Option Set 3 -- Game-Play */
248 bool manual_haggle; /* Auto-haggle in stores */
250 bool auto_scum; /* Auto-scum for good levels */
252 bool stack_allow_items; /* Allow weapons and armor to stack */
254 bool expand_look; /* Expand the power of the look command */
255 bool expand_list; /* Expand the power of the list commands */
257 bool view_perma_grids; /* Map remembers all perma-lit grids */
258 bool view_torch_grids; /* Map remembers all torch-lit grids */
259 bool view_unsafe_grids; /* Map marked by detect traps */
261 bool dungeon_align; /* Generate dungeons with aligned rooms */
262 bool dungeon_stair; /* Generate dungeons with connected stairs */
264 bool track_follow; /* Monsters follow the player */
265 bool track_target; /* Monsters target the player */
267 bool smart_learn; /* Monsters learn from their mistakes */
268 bool smart_cheat; /* Monsters exploit player weaknesses */
271 /* Option Set 4 -- Efficiency */
273 bool view_reduce_lite; /* Reduce lite-radius when running */
274 bool view_reduce_view; /* Reduce view-radius in town */
276 bool check_abort; /* Avoid checking for user abort */
278 bool flush_failure; /* Flush input on any failure */
279 bool flush_disturb; /* Flush input on disturbance */
281 bool fresh_before; /* Flush output before normal commands */
282 bool fresh_after; /* Flush output after normal commands */
283 bool fresh_message; /* Flush output after all messages */
285 bool compress_savefile; /* Compress messages in savefiles */
287 bool hilite_player; /* Hilite the player with the cursor */
289 bool view_yellow_lite; /* Use special colors for torch-lit grids */
290 bool view_bright_lite; /* Use special colors for 'viewable' grids */
292 bool view_granite_lite; /* Use special colors for wall grids (slow) */
293 bool view_special_lite; /* Use special colors for floor grids (slow) */
294 bool new_ascii_graphics;
299 bool always_show_list;
304 /* Cheating options */
306 bool cheat_peek; /* Peek into object creation */
307 bool cheat_hear; /* Peek into monster creation */
308 bool cheat_room; /* Peek into dungeon creation */
309 bool cheat_xtra; /* Peek into something else */
310 bool cheat_know; /* Know complete monster info */
311 bool cheat_live; /* Allow player to avoid death */
314 /* Special options */
316 byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
318 byte delay_factor; /* Delay factor (0 to 9) */
320 bool autosave_l; /* Autosave before entering new levels */
321 bool autosave_t; /* Timed autosave */
322 s16b autosave_freq; /* Autosave frequency */
329 byte feeling; /* Most recent feeling */
330 s16b rating; /* Level's current rating */
332 bool good_item_flag; /* True if "Artifact" on this level */
334 bool closing_flag; /* Dungeon is closing */
341 s16b panel_row_min, panel_row_max;
342 s16b panel_col_min, panel_col_max;
343 s16b panel_col_prt, panel_row_prt;
346 * Player location in dungeon
352 * Targetting variables
367 * Current player's character name
369 char player_name[32];
372 * Stripped version of "player_name"
374 char player_base[32];
378 * Buffer to hold the current savefile name
379 * 'savefile' holds full path name. 'savefile_base' holds only base name.
382 char savefile_base[40];
385 * Array of grids lit by player lite (see "cave.c")
388 s16b lite_y[LITE_MAX];
389 s16b lite_x[LITE_MAX];
392 * Array of grids lit by player lite (see "cave.c")
395 s16b mon_lite_y[LITE_MAX];
396 s16b mon_lite_x[LITE_MAX];
399 * Array of grids viewable to the player (see "cave.c")
402 byte view_y[VIEW_MAX];
403 byte view_x[VIEW_MAX];
406 * Array of grids for use by various functions (see "cave.c")
409 byte temp_y[TEMP_MAX];
410 byte temp_x[TEMP_MAX];
414 * Number of active macros.
419 * Array of macro patterns [MACRO_MAX]
424 * Array of macro actions [MACRO_MAX]
429 * Array of macro types [MACRO_MAX]
434 * Current macro action [1024]
440 * The number of quarks
445 * The pointers to the quarks [QUARK_MAX]
451 * The next "free" index to use
456 * The index of the oldest message (none yet)
461 * The next "free" offset
466 * The offset to the oldest used char (none yet)
471 * The array of offsets, by index [MESSAGE_MAX]
476 * The array of chars, by offset [MESSAGE_BUF]
482 * The array of normal options
489 * The array of window options
496 * The array of window pointers
498 term *angband_term[8];
502 * Standard window names
504 char angband_term_name[8][16] =
518 * Global table of color definitions
520 byte angband_color_table[256][4] =
522 {0x00, 0x00, 0x00, 0x00}, /* TERM_DARK */
523 {0x00, 0xFF, 0xFF, 0xFF}, /* TERM_WHITE */
524 {0x00, 0x80, 0x80, 0x80}, /* TERM_SLATE */
525 {0x00, 0xFF, 0x80, 0x00}, /* TERM_ORANGE */
526 {0x00, 0xC0, 0x00, 0x00}, /* TERM_RED */
527 {0x00, 0x00, 0x80, 0x40}, /* TERM_GREEN */
528 {0x00, 0x00, 0x00, 0xFF}, /* TERM_BLUE */
529 {0x00, 0x80, 0x40, 0x00}, /* TERM_UMBER */
530 {0x00, 0x40, 0x40, 0x40}, /* TERM_L_DARK */
531 {0x00, 0xC0, 0xC0, 0xC0}, /* TERM_L_WHITE */
532 {0x00, 0xFF, 0x00, 0xFF}, /* TERM_VIOLET */
533 {0x00, 0xFF, 0xFF, 0x00}, /* TERM_YELLOW */
534 {0x00, 0xFF, 0x00, 0x00}, /* TERM_L_RED */
535 {0x00, 0x00, 0xFF, 0x00}, /* TERM_L_GREEN */
536 {0x00, 0x00, 0xFF, 0xFF}, /* TERM_L_BLUE */
537 {0x00, 0xC0, 0x80, 0x40} /* TERM_L_UMBER */
542 * Standard sound names
544 char angband_sound_name[SOUND_MAX][16] =
615 * The array of "cave grids" [MAX_WID][MAX_HGT].
616 * Not completely allocated, that would be inefficient
617 * Not completely hardcoded, that would overflow memory
619 cave_type *cave[MAX_HGT];
622 * The array of dungeon items [max_o_idx]
627 * The array of dungeon monsters [max_m_idx]
629 monster_type *m_list;
633 * Maximum number of towns
638 * The towns [max_towns]
644 * The player's inventory [INVEN_TOTAL]
646 object_type *inventory;
650 * The size of "alloc_kind_table" (at most max_k_idx * 4)
652 s16b alloc_kind_size;
655 * The entries in the "kind allocator table"
657 alloc_entry *alloc_kind_table;
661 * The size of "alloc_race_table" (at most max_r_idx)
663 s16b alloc_race_size;
666 * The entries in the "race allocator table"
668 alloc_entry *alloc_race_table;
672 * Specify attr/char pairs for visual special effects
673 * Be sure to use "index & 0x7F" to avoid illegal access
675 byte misc_to_attr[256];
676 char misc_to_char[256];
680 * Specify attr/char pairs for inventory items (by tval)
681 * Be sure to use "index & 0x7F" to avoid illegal access
683 byte tval_to_attr[128];
684 char tval_to_char[128];
688 * Keymaps for each "mode" associated with each keypress.
690 cptr keymap_act[KEYMAP_MODES][256];
694 /*** Player information ***/
697 * Static player info record
702 * Pointer to the player info
704 player_type *p_ptr = &p_body;
707 * Pointer to the player tables
708 * (sex, race, class, magic)
712 player_class *cp_ptr;
713 player_seikaku *ap_ptr;
714 player_magic *mp_ptr;
718 * The last character rolled,
719 * holded for quick start
721 birther previous_char;
725 * The vault generation arrays
741 player_magic *m_info;
746 * The terrain feature arrays
748 feature_type *f_info;
753 * The object kind arrays
760 * The artifact arrays
762 artifact_type *a_info;
767 * The ego-item arrays
769 ego_item_type *e_info;
775 * The monster race arrays
777 monster_race *r_info;
785 dungeon_info_type *d_info;
791 * Hack -- The special Angband "System Suffix"
792 * This variable is used to choose an appropriate "pref-xxx" file
794 cptr ANGBAND_SYS = "xxx";
797 * Hack -- The special Angband "Keyboard Suffix"
798 * This variable is used to choose an appropriate macro-trigger definition
801 cptr ANGBAND_KEYBOARD = "JAPAN";
803 cptr ANGBAND_KEYBOARD = "0";
807 * Hack -- The special Angband "Graphics Suffix"
808 * This variable is used to choose an appropriate "graf-xxx" file
810 cptr ANGBAND_GRAF = "ascii";
813 * Path name: The main "lib" directory
814 * This variable is not actually used anywhere in the code
819 * High score files (binary)
820 * These files may be portable between platforms
822 cptr ANGBAND_DIR_APEX;
825 * Bone files for player ghosts (ascii)
826 * These files are portable between platforms
828 cptr ANGBAND_DIR_BONE;
831 * Binary image files for the "*_info" arrays (binary)
832 * These files are not portable between platforms
834 cptr ANGBAND_DIR_DATA;
837 * Textual template files for the "*_info" arrays (ascii)
838 * These files are portable between platforms
840 cptr ANGBAND_DIR_EDIT;
844 * These files are portable between platforms.
846 cptr ANGBAND_DIR_SCRIPT;
849 * Various extra files (ascii)
850 * These files may be portable between platforms
852 cptr ANGBAND_DIR_FILE;
855 * Help files (normal) for the online help (ascii)
856 * These files are portable between platforms
858 cptr ANGBAND_DIR_HELP;
861 * Help files (spoilers) for the online help (ascii)
862 * These files are portable between platforms
864 cptr ANGBAND_DIR_INFO;
867 * Default user "preference" files (ascii)
868 * These files are rarely portable between platforms
870 cptr ANGBAND_DIR_PREF;
873 * Savefiles for current characters (binary)
874 * These files are portable between platforms
876 cptr ANGBAND_DIR_SAVE;
879 * User "preference" files (ascii)
880 * These files are rarely portable between platforms
882 cptr ANGBAND_DIR_USER;
885 * Various extra files (binary)
886 * These files are rarely portable between platforms
888 cptr ANGBAND_DIR_XTRA;
892 * Total Hack -- allow all items to be listed (even empty ones)
893 * This is only used by "do_cmd_inven_e()" and is cleared there.
895 bool item_tester_full;
897 bool item_tester_no_ryoute = FALSE;
900 * Here is a "pseudo-hook" used during calls to "get_item()" and
901 * "show_inven()" and "show_equip()", and the choice window routines.
903 byte item_tester_tval;
907 * Here is a "hook" used during calls to "get_item()" and
908 * "show_inven()" and "show_equip()", and the choice window routines.
910 bool (*item_tester_hook)(object_type*);
915 * Current "comp" function for ang_sort()
917 bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
921 * Current "swap" function for ang_sort()
923 void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
928 * Hack -- function hooks to restrict "get_mon_num_prep()" function
930 monster_hook_type get_mon_num_hook;
931 monster_hook_type get_mon_num2_hook;
935 * Hack -- function hook to restrict "get_obj_num_prep()" function
937 bool (*get_obj_num_hook)(int k_idx);
940 /* Hack, monk armour */
941 bool monk_armour_aux;
942 bool monk_notify_aux;
944 #ifdef ALLOW_EASY_OPEN /* TNB */
946 #endif /* ALLOW_EASY_OPEN -- TNB */
948 #ifdef ALLOW_EASY_DISARM /* TNB */
950 #endif /* ALLOW_EASY_DISARM -- TNB */
952 #ifdef ALLOW_EASY_FLOOR /* TNB */
954 #endif /* ALLOW_EASY_FLOOR -- TNB */
960 /* Auto-destruction options */
971 bool record_rand_art;
972 bool record_destroy_uniq;
973 bool record_fix_quest;
974 bool record_rand_quest;
975 bool record_maxdeapth;
982 bool record_named_pet;
983 char record_o_name[MAX_NLEN];
989 wilderness_type **wilderness;
995 building_type building[MAX_BLDG];
999 * Maximum number of quests
1004 * Maximum number of monsters in r_info.txt
1009 * Maximum number of items in k_info.txt
1014 * Maximum number of vaults in v_info.txt
1019 * Maximum number of terrain features in f_info.txt
1024 * Maximum number of artifacts in a_info.txt
1029 * Maximum number of ego-items in e_info.txt
1034 * Maximum number of dungeon in e_info.txt
1039 * Maximum number of objects in the level
1044 * Maximum number of monsters in the level
1049 * Maximum size of the wilderness
1062 char quest_text[10][80];
1065 * Current line of the quest text
1067 int quest_text_line;
1070 * Default spell color table (quark index)
1072 s16b gf_color[MAX_GF];
1075 * Flags for initialization
1081 * The "highscore" file descriptor, if available.
1083 int highscore_fd = -1;
1085 int mutant_regenerate_mod = 100;
1091 bool vanilla_town; /* Use "vanilla" town without set quests */
1092 bool ironman_shops; /* Stores are permanently closed */
1093 bool ironman_small_levels; /* Always create unusually small dungeon levels */
1094 bool ironman_downward; /* Don't allow climbing upwards/recalling */
1095 bool ironman_autoscum; /* Permanently enable the autoscummer */
1096 bool lite_town; /* Use "lite" town without wilderness */
1097 bool ironman_empty_levels; /* Always create empty 'arena' levels */
1098 bool terrain_streams; /* Create terrain 'streamers' in the dungeon */
1099 bool munchkin_death; /* Ask for saving death */
1100 bool ironman_rooms; /* Always generate very unusual rooms */
1101 bool ironman_nightmare; /* Play the game in Nightmare mode */
1108 bool can_save = FALSE; /* Game can be saved */
1128 s16b kubi_r_idx[MAX_KUBI];
1131 monster_type party_mon[21];
1146 bool generate_encounter;
1148 cptr screen_dump = NULL;
1156 byte feat_wall_outer;
1157 byte feat_wall_inner;
1158 byte feat_wall_solid;
1159 byte floor_type[100], fill_type[100];
1166 bool chuukei_server;
1167 bool chuukei_client;