bool character_icky; /* The game is in an icky full screen mode */
bool character_xtra; /* The game is in an icky startup mode */
+bool creating_savefile; /* New savefile is currently created */
+
u32b seed_flavor; /* Hack -- consistent object colors */
u32b seed_town; /* Hack -- consistent town layout */
s16b base_level; /* Base dungeon level */
s32b turn; /* Current game turn */
+s32b turn_limit; /* Limit of game turn */
s32b dungeon_turn; /* Game turn in dungeon */
+s32b dungeon_turn_limit; /* Limit of game turn in dungeon */
s32b old_turn; /* Turn when level began */
s32b old_battle;
bool inkey_xtra; /* See the "inkey()" function */
bool inkey_scan; /* See the "inkey()" function */
bool inkey_flag; /* See the "inkey()" function */
+bool get_com_no_macros = FALSE; /* Expand macros in "get_com" or not */
s16b coin_type; /* Hack -- force coin type */
char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
int total_friends = 0;
-s32b total_friend_levels = 0;
s32b friend_align = 0;
int leaving_quest = 0;
"show",
"unused",
"explode",
+ "glass",
};
/*
* The array to process dungeon monsters [max_m_idx]
*/
-s16b *mproc_list;
-s16b mproc_max = 1; /* Number of monsters to be processed */
+s16b *mproc_list[MAX_MTIMED];
+s16b mproc_max[MAX_MTIMED]; /* Number of monsters to be processed */
/*
cptr screen_dump = NULL;
+/*** Terrain feature variables ***/
+
+/* Nothing */
+s16b feat_none;
+
+/* Floor */
+s16b feat_floor;
+
+/* Objects */
+s16b feat_glyph;
+s16b feat_explosive_rune;
+s16b feat_mirror;
+
+/* Doors */
+door_type feat_door[MAX_DOOR_TYPES];
+
+/* Stairs */
+s16b feat_up_stair;
+s16b feat_down_stair;
+s16b feat_entrance;
+
+/* Special traps */
+s16b feat_trap_open;
+s16b feat_trap_armageddon;
+s16b feat_trap_piranha;
+
+/* Rubble */
+s16b feat_rubble;
+
+/* Seams */
+s16b feat_magma_vein;
+s16b feat_quartz_vein;
+
+/* Walls */
+s16b feat_granite;
+s16b feat_permanent;
+
+/* Glass floor */
+s16b feat_glass_floor;
+
+/* Glass walls */
+s16b feat_glass_wall;
+s16b feat_permanent_glass_wall;
+
+/* Pattern */
+s16b feat_pattern_start;
+s16b feat_pattern_1;
+s16b feat_pattern_2;
+s16b feat_pattern_3;
+s16b feat_pattern_4;
+s16b feat_pattern_end;
+s16b feat_pattern_old;
+s16b feat_pattern_exit;
+s16b feat_pattern_corrupted;
+
+/* Various */
+s16b feat_black_market;
+s16b feat_town;
+
+/* Terrains */
+s16b feat_deep_water;
+s16b feat_shallow_water;
+s16b feat_deep_lava;
+s16b feat_shallow_lava;
+s16b feat_dirt;
+s16b feat_grass;
+s16b feat_flower;
+s16b feat_brake;
+s16b feat_tree;
+s16b feat_mountain;
+s16b feat_swamp;
+
+/* Unknown grid (not detected) */
+s16b feat_undetected;
+
/*
* Which dungeon ?
*/
char *server_name;
int server_port;
#endif
+
+/* for movie */
+bool browsing_movie;
+
+#ifdef TRAVEL
+/* for travel */
+travel_type travel;
+#endif
+
+/* for snipers */
+int snipe_type = SP_NONE;
+bool reset_concent = FALSE; /* Concentration reset flag */
+bool is_fired = FALSE;