File: variable.c

package info (click to toggle)
zangband 1%3A2.2.7-2
  • links: PTS
  • area: non-free
  • in suites: potato
  • size: 5,932 kB
  • ctags: 6,780
  • sloc: ansic: 99,064; makefile: 115; sh: 31
file content (1058 lines) | stat: -rw-r--r-- 24,441 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
/* File: variable.c */

/* Purpose: Angband variables */

/*
 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
 *
 * This software may be copied and distributed for educational, research, and
 * not for profit purposes provided that this copyright and statement are
 * included in all such copies.
 */

#include "angband.h"


/*
 * Hack -- Link a copyright message into the executable
 */
cptr copyright[5] =
{
	"Copyright (c) 1989 James E. Wilson, Robert A. Keoneke",
	"",
	"This software may be copied and distributed for educational, research,",
	"and not for profit purposes provided that this copyright and statement",
	"are included in all such copies."
};


/*
 * Executable version
 */
byte version_major = VERSION_MAJOR;
byte version_minor = VERSION_MINOR;
byte version_patch = VERSION_PATCH;
byte version_extra = VERSION_EXTRA;

/*
 * Savefile version
 */
byte sf_major;			/* Savefile's "version_major" */
byte sf_minor;			/* Savefile's "version_minor" */
byte sf_patch;			/* Savefile's "version_patch" */
byte sf_extra;			/* Savefile's "version_extra" */

byte z_major;           /* Savefile version for Zangband */
byte z_minor;
byte z_patch;

/*
 * Savefile information
 */
u32b sf_xtra;			/* Operating system info */
u32b sf_when;			/* Time when savefile created */
u16b sf_lives;			/* Number of past "lives" with this file */
u16b sf_saves;			/* Number of "saves" during this life */

/*
 * Run-time arguments
 */
bool arg_fiddle;			/* Command arg -- Request fiddle mode */
bool arg_wizard;			/* Command arg -- Request wizard mode */
bool arg_sound;				/* Command arg -- Request special sounds */
byte arg_graphics;			/* Command arg -- Request graphics mode */
bool arg_monochrome;		/* Command arg -- Request monochrome mode */
bool arg_force_original;	/* Command arg -- Request original keyset */
bool arg_force_roguelike;	/* Command arg -- Request roguelike keyset */

/*
 * Various things
 */
bool character_generated;	/* The character exists */
bool character_dungeon;		/* The character has a dungeon */
bool character_loaded;		/* The character was loaded from a savefile */
bool character_saved;		/* The character was just saved to a savefile */

bool character_icky;		/* The game is in an icky full screen mode */
bool character_xtra;		/* The game is in an icky startup mode */

u32b seed_flavor;		/* Hack -- consistent object colors */
u32b seed_town;			/* Hack -- consistent town layout */

s16b command_cmd;		/* Current "Angband Command" */

s16b command_arg;		/* Gives argument of current command */
s16b command_rep;		/* Gives repetition of current command */
s16b command_dir;		/* Gives direction of current command */

s16b command_see;		/* See "cmd1.c" */
s16b command_wrk;		/* See "cmd1.c" */

s16b command_gap = 50;	/* See "cmd1.c" */

s16b command_new;		/* Command chaining from inven/equip view */

s16b energy_use;		/* Energy use this turn */

bool create_up_stair;	/* Auto-create "up stairs" */
bool create_down_stair;	/* Auto-create "down stairs" */

bool msg_flag;			/* Used in msg_print() for "buffering" */

bool alive;				/* True if game is running */

bool death;				/* True if player has died */

s16b running;			/* Current counter for running, if any */
s16b resting;			/* Current counter for resting, if any */

s16b cur_hgt;			/* Current dungeon height */
s16b cur_wid;			/* Current dungeon width */
s16b dun_level;			/* Current dungeon level */
s16b num_repro;			/* Current reproducer count */
s16b object_level;		/* Current object creation level */
s16b monster_level;		/* Current monster creation level */
s16b base_level;        /* Base dungeon level */

s32b turn;				/* Current game turn */
s32b old_turn;			/* Turn when level began (feelings) */

bool wizard;			/* Is the player currently in Wizard mode? */

bool use_sound;			/* The "sound" mode is enabled */
bool use_graphics;		/* The "graphics" mode is enabled */

u16b total_winner;		/* Semi-Hack -- Game has been won */

u16b panic_save;		/* Track some special "conditions" */
u16b noscore;			/* Track various "cheating" conditions */

s16b signal_count;		/* Hack -- Count interupts */

bool inkey_base;		/* See the "inkey()" function */
bool inkey_xtra;		/* See the "inkey()" function */
bool inkey_scan;		/* See the "inkey()" function */
bool inkey_flag;		/* See the "inkey()" function */

s16b coin_type;			/* Hack -- force coin type */

bool opening_chest;		/* Hack -- prevent chest generation */

bool shimmer_monsters;	/* Hack -- optimize multi-hued monsters */
bool shimmer_objects;	/* Hack -- optimize multi-hued objects */

bool repair_monsters;	/* Hack -- optimize detect monsters */
bool repair_objects;	/* Hack -- optimize detect objects */

s16b inven_nxt;			/* Hack -- unused */
bool hack_mind;
bool hack_mutation;
int artifact_bias;

s16b inven_cnt;			/* Number of items in inventory */
s16b equip_cnt;			/* Number of items in equipment */

s16b o_max = 1;			/* Number of allocated objects */
s16b o_cnt = 0;			/* Number of live objects */

s16b m_max = 1;			/* Number of allocated monsters */
s16b m_cnt = 0;			/* Number of live monsters */

s16b hack_m_idx = 0;	/* Hack -- see "process_monsters()" */
s16b hack_m_idx_ii = 0;
bool multi_rew = FALSE;
char summon_kin_type;   /* Hack, by Julian Lighton: summon 'relatives' */

int total_friends = 0;
s32b total_friend_levels = 0;

int leaving_quest = 0;


/*
 * Software options (set via the '=' command).  See "tables.c"
 */


/* Option Set 1 -- User Interface */

bool rogue_like_commands;	/* Rogue-like commands */
bool quick_messages;		/* Activate quick messages */
bool other_query_flag;		/* Prompt for various information */
bool carry_query_flag;		/* Prompt before picking things up */
bool use_old_target;		/* Use old target by default */
bool always_pickup;			/* Pick things up by default */
bool always_repeat;			/* Repeat obvious commands */
bool depth_in_feet;			/* Show dungeon level in feet */

bool stack_force_notes;		/* Merge inscriptions when stacking */
bool stack_force_costs;		/* Merge discounts when stacking */

bool show_labels;			/* Show labels in object listings */
bool show_weights;			/* Show weights in object listings */
bool show_choices;			/* Show choices in certain sub-windows */
bool show_details;			/* Show details in certain sub-windows */

bool ring_bell;				/* Ring the bell (on errors, etc) */
bool use_color;				/* Use color if possible (slow) */

bool show_inven_graph;		/* Show graphics in inventory */
bool show_equip_graph;		/* Show graphics in equip list */
bool show_store_graph;		/* Show graphics in store */



/* Option Set 2 -- Disturbance */

bool find_ignore_stairs;	/* Run past stairs */
bool find_ignore_doors;		/* Run through open doors */
bool find_cut;				/* Run past known corners */
bool find_examine;			/* Run into potential corners */

bool disturb_move;			/* Disturb whenever any monster moves */
bool disturb_near;			/* Disturb whenever viewable monster moves */
bool disturb_panel;			/* Disturb whenever map panel changes */
bool disturb_state;			/* Disturn whenever player state changes */
bool disturb_minor;			/* Disturb whenever boring things happen */
bool disturb_other;			/* Disturb whenever various things happen */

bool alert_hitpoint;		/* Alert user to critical hitpoints */
bool alert_failure;		/* Alert user to various failures */
bool last_words;		/* Get last words upon dying */
bool speak_unique;		/* Speaking uniques + shopkeepers */
bool small_levels;		/* Allow unusually small dungeon levels */
bool always_small_levels;		/* Use always unusually small dungeon levels */
bool empty_levels;		/* Allow empty 'arena' levels */
bool player_symbols;		/* Use varying symbols for the player char */
bool equippy_chars;		/* Back by popular demand... */
bool skip_mutations;		/* Skip mutations screen even if we have it */
bool plain_descriptions;	/* Plain object descriptions */
bool stupid_monsters;		/* Monsters use old AI */
bool auto_destroy;		/* Known worthless items are destroyed without confirmation */
bool confirm_stairs;		/* Prompt before staircases... */
bool wear_confirm;		/* Confirm before putting on known cursed items */
bool disturb_pets;		/* Pets moving nearby disturb us */



/* Option Set 3 -- Game-Play */

bool auto_haggle;			/* Auto-haggle in stores */

bool auto_scum;				/* Auto-scum for good levels */

bool stack_allow_items;		/* Allow weapons and armor to stack */
bool stack_allow_wands;		/* Allow wands/staffs/rods to stack */

bool expand_look;			/* Expand the power of the look command */
bool expand_list;			/* Expand the power of the list commands */

bool view_perma_grids;		/* Map remembers all perma-lit grids */
bool view_torch_grids;		/* Map remembers all torch-lit grids */

bool dungeon_align;			/* Generate dungeons with aligned rooms */
bool dungeon_stair;			/* Generate dungeons with connected stairs */

bool flow_by_sound;			/* Monsters track new player location */
bool flow_by_smell;			/* Monsters track old player location */

bool track_follow;			/* Monsters follow the player */
bool track_target;			/* Monsters target the player */

bool smart_learn;			/* Monsters learn from their mistakes */
bool smart_cheat;			/* Monsters exploit player weaknesses */


/* Option Set 4 -- Efficiency */

bool view_reduce_lite;		/* Reduce lite-radius when running */
bool view_reduce_view;		/* Reduce view-radius in town */

bool avoid_abort;			/* Avoid checking for user abort */
bool avoid_other;			/* Avoid processing special colors */

bool flush_failure;			/* Flush input on any failure */
bool flush_disturb;			/* Flush input on disturbance */
bool flush_command;			/* Flush input before every command */

bool fresh_before;			/* Flush output before normal commands */
bool fresh_after;			/* Flush output after normal commands */
bool fresh_message;			/* Flush output after all messages */

bool compress_savefile;		/* Compress messages in savefiles */

bool hilite_player;			/* Hilite the player with the cursor */

bool view_yellow_lite;		/* Use special colors for torch-lit grids */
bool view_bright_lite;		/* Use special colors for 'viewable' grids */

bool view_granite_lite;		/* Use special colors for wall grids (slow) */
bool view_special_lite;		/* Use special colors for floor grids (slow) */

/* Option set 5 -- Testing */

bool testing_stack;			/* Test the stacking code */

bool testing_carry;			/* Test the carrying code */


/* Cheating options */

bool cheat_peek;		/* Peek into object creation */
bool cheat_hear;		/* Peek into monster creation */
bool cheat_room;		/* Peek into dungeon creation */
bool cheat_xtra;		/* Peek into something else */
bool cheat_know;		/* Know complete monster info */
bool cheat_live;		/* Allow player to avoid death */


/* Special options */

byte hitpoint_warn;		/* Hitpoint warning (0 to 9) */

byte delay_factor;		/* Delay factor (0 to 9) */

bool autosave_l;        /* Autosave before entering new levels */
bool autosave_t;        /* Timed autosave */
s16b autosave_freq;     /* Autosave frequency */


/*
 * Dungeon variables
 */

byte feeling;			/* Most recent feeling */
s16b rating;			/* Level's current rating */

bool good_item_flag;		/* True if "Artifact" on this level */

bool closing_flag;		/* Dungeon is closing */


/*
 * Dungeon size info
 */

s16b max_panel_rows, max_panel_cols;
s16b panel_row, panel_col;
s16b panel_row_min, panel_row_max;
s16b panel_col_min, panel_col_max;
s16b panel_col_prt, panel_row_prt;

/*
 * Player location in dungeon
 */
s16b py;
s16b px;

/*
 * Targetting variables
 */
s16b target_who;
s16b target_col;
s16b target_row;


/*
 * User info
 */
int player_uid;
int player_euid;
int player_egid;

/*
 * Current player's character name
 */
char player_name[32];

/*
 * Stripped version of "player_name"
 */
char player_base[32];

/*
 * What killed the player
 */
char died_from[80];

/*
 * Hack -- Textual "history" for the Player
 */
char history[4][60];

/*
 * Buffer to hold the current savefile name
 */
char savefile[1024];


/*
 * Array of grids lit by player lite (see "cave.c")
 */
s16b lite_n;
s16b lite_y[LITE_MAX];
s16b lite_x[LITE_MAX];

/*
 * Array of grids viewable to the player (see "cave.c")
 */
s16b view_n;
byte view_y[VIEW_MAX];
byte view_x[VIEW_MAX];

/*
 * Array of grids for use by various functions (see "cave.c")
 */
s16b temp_n;
byte temp_y[TEMP_MAX];
byte temp_x[TEMP_MAX];


/*
 * Number of active macros.
 */
s16b macro__num;

/*
 * Array of macro patterns [MACRO_MAX]
 */
cptr *macro__pat;

/*
 * Array of macro actions [MACRO_MAX]
 */
cptr *macro__act;

/*
 * Array of macro types [MACRO_MAX]
 */
bool *macro__cmd;

/*
 * Current macro action [1024]
 */
char *macro__buf;


/*
 * The number of quarks
 */
s16b quark__num;

/*
 * The pointers to the quarks [QUARK_MAX]
 */
cptr *quark__str;


/*
 * The next "free" index to use
 */
u16b message__next;

/*
 * The index of the oldest message (none yet)
 */
u16b message__last;

/*
 * The next "free" offset
 */
u16b message__head;

/*
 * The offset to the oldest used char (none yet)
 */
u16b message__tail;

/*
 * The array of offsets, by index [MESSAGE_MAX]
 */
u16b *message__ptr;

/*
 * The array of chars, by offset [MESSAGE_BUF]
 */
char *message__buf;


/*
 * The array of normal options
 */
u32b option_flag[8];
u32b option_mask[8];


/*
 * The array of window options
 */
u32b window_flag[8];
u32b window_mask[8];


/*
 * The array of window pointers
 */
term *angband_term[8];


/*
 * Standard window names
 */
char angband_term_name[8][16] =
{
	"Angband",
	"Mirror",
	"Recall",
	"Choice",
	"Term-4",
	"Term-5",
	"Term-6",
	"Term-7"
};


/*
 * Global table of color definitions
 */
byte angband_color_table[256][4] =
{
	{0x00, 0x00, 0x00, 0x00},	/* TERM_DARK */
	{0x00, 0xFF, 0xFF, 0xFF},	/* TERM_WHITE */
	{0x00, 0x80, 0x80, 0x80},	/* TERM_SLATE */
	{0x00, 0xFF, 0x80, 0x00},	/* TERM_ORANGE */
	{0x00, 0xC0, 0x00, 0x00},	/* TERM_RED */
	{0x00, 0x00, 0x80, 0x40},	/* TERM_GREEN */
	{0x00, 0x00, 0x00, 0xFF},	/* TERM_BLUE */
	{0x00, 0x80, 0x40, 0x00},	/* TERM_UMBER */
	{0x00, 0x40, 0x40, 0x40},	/* TERM_L_DARK */
	{0x00, 0xC0, 0xC0, 0xC0},	/* TERM_L_WHITE */
	{0x00, 0xFF, 0x00, 0xFF},	/* TERM_VIOLET */
	{0x00, 0xFF, 0xFF, 0x00},	/* TERM_YELLOW */
	{0x00, 0xFF, 0x00, 0x00},	/* TERM_L_RED */
	{0x00, 0x00, 0xFF, 0x00},	/* TERM_L_GREEN */
	{0x00, 0x00, 0xFF, 0xFF},	/* TERM_L_BLUE */
	{0x00, 0xC0, 0x80, 0x40}	/* TERM_L_UMBER */
};


/*
 * Standard sound names
 */
char angband_sound_name[SOUND_MAX][16] =
{
	"",
	"hit",
	"miss",
	"flee",
	"drop",
	"kill",
	"level",
	"death",
	"study",
	"teleport",
	"shoot",
	"quaff",
	"zap",
	"walk",
	"tpother",
	"hitwall",
	"eat",
	"store1",
	"store2",
	"store3",
	"store4",
	"dig",
	"opendoor",
	"shutdoor",
	"tplevel",
	"scroll",
	"buy",
	"sell",
	"warn",
	"rocket",
	"n_kill",
	"u_kill",
	"quest",
	"heal",
	"x_heal",
	"bite",
	"claw",
	"m_spell",
	"summon",
	"breath",
	"ball",
	"m_heal",
	"atkspell",
	"evil",
	"touch",
	"sting",
	"crush",
	"slime",
	"wail",
	"winner",
	"fire",
	"acid",
	"elec",
	"cold",
	"illegal",
	"fail",
	"wakeup",
	"invuln",
	"fall",
	"pain",
	"destitem",
	"moan",
	"show",
	"unused",
	"explode",
};


/*
 * The array of "cave grids" [MAX_WID][MAX_HGT].
 * Not completely allocated, that would be inefficient
 * Not completely hardcoded, that would overflow memory
 */
cave_type *cave[MAX_HGT];

/*
 * The array of dungeon items [max_o_idx]
 */
object_type *o_list;

/*
 * The array of dungeon monsters [max_m_idx]
 */
monster_type *m_list;


/*
 * Maximum number of towns
 */
u16b max_towns;

/*
 * The towns [max_towns]
 */
town_type *town;


/*
 * The player's inventory [INVEN_TOTAL]
 */
object_type *inventory;


/*
 * The size of "alloc_kind_table" (at most max_k_idx * 4)
 */
s16b alloc_kind_size;

/*
 * The entries in the "kind allocator table"
 */
alloc_entry *alloc_kind_table;


/*
 * The size of "alloc_race_table" (at most max_r_idx)
 */
s16b alloc_race_size;

/*
 * The entries in the "race allocator table"
 */
alloc_entry *alloc_race_table;


/*
 * Specify attr/char pairs for visual special effects
 * Be sure to use "index & 0x7F" to avoid illegal access
 */
byte misc_to_attr[256];
char misc_to_char[256];


/*
 * Specify attr/char pairs for inventory items (by tval)
 * Be sure to use "index & 0x7F" to avoid illegal access
 */
byte tval_to_attr[128];
char tval_to_char[128];


/*
 * Keymaps for each "mode" associated with each keypress.
 */
cptr keymap_act[KEYMAP_MODES][256];



/*** Player information ***/

/*
 * Static player info record
 */
player_type p_body;

/*
 * Pointer to the player info
 */
player_type *p_ptr = &p_body;

/*
 * Pointer to the player tables
 * (sex, race, class, magic)
 */
player_sex *sp_ptr;
player_race *rp_ptr;
player_class *cp_ptr;
player_magic *mp_ptr;


/*
 * More spell info
 */
u32b spell_learned1;	/* bit mask of spells learned */
u32b spell_learned2;	/* bit mask of spells learned */
u32b spell_worked1;	/* bit mask of spells tried and worked */
u32b spell_worked2;	/* bit mask of spells tried and worked */
u32b spell_forgotten1;	/* bit mask of spells learned but forgotten */
u32b spell_forgotten2;	/* bit mask of spells learned but forgotten */
byte spell_order[64];	/* order spells learned/remembered/forgotten */


/*
 * Calculated base hp values for player at each level,
 * store them so that drain life + restore life does not
 * affect hit points.  Also prevents shameless use of backup
 * savefiles for hitpoint acquirement.
 */
s16b player_hp[PY_MAX_LEVEL];


/*
 * The vault generation arrays
 */
header *v_head;
vault_type *v_info;
char *v_name;
char *v_text;

/*
 * The terrain feature arrays
 */
header *f_head;
feature_type *f_info;
char *f_name;
char *f_text;

/*
 * The object kind arrays
 */
header *k_head;
object_kind *k_info;
char *k_name;
char *k_text;

/*
 * The artifact arrays
 */
header *a_head;
artifact_type *a_info;
char *a_name;
char *a_text;

/*
 * The ego-item arrays
 */
header *e_head;
ego_item_type *e_info;
char *e_name;
char *e_text;


/*
 * The monster race arrays
 */
header *r_head;
monster_race *r_info;
char *r_name;
char *r_text;


/*
 * Hack -- The special Angband "System Suffix"
 * This variable is used to choose an appropriate "pref-xxx" file
 */
cptr ANGBAND_SYS = "xxx";

/*
 * Hack -- The special Angband "Graphics Suffix"
 * This variable is used to choose an appropriate "graf-xxx" file
 */
cptr ANGBAND_GRAF = "old";

/*
 * Path name: The main "lib" directory
 * This variable is not actually used anywhere in the code
 */
cptr ANGBAND_DIR;

/*
 * High score files (binary)
 * These files may be portable between platforms
 */
cptr ANGBAND_DIR_APEX;

/*
 * Bone files for player ghosts (ascii)
 * These files are portable between platforms
 */
cptr ANGBAND_DIR_BONE;

/*
 * Binary image files for the "*_info" arrays (binary)
 * These files are not portable between platforms
 */
cptr ANGBAND_DIR_DATA;

/*
 * Textual template files for the "*_info" arrays (ascii)
 * These files are portable between platforms
 */
cptr ANGBAND_DIR_EDIT;

/*
 * Script files
 * These files are portable between platforms.
 */
cptr ANGBAND_DIR_SCRIPT;

/*
 * Various extra files (ascii)
 * These files may be portable between platforms
 */
cptr ANGBAND_DIR_FILE;

/*
 * Help files (normal) for the online help (ascii)
 * These files are portable between platforms
 */
cptr ANGBAND_DIR_HELP;

/*
 * Help files (spoilers) for the online help (ascii)
 * These files are portable between platforms
 */
cptr ANGBAND_DIR_INFO;

/*
 * Savefiles for current characters (binary)
 * These files are portable between platforms
 */
cptr ANGBAND_DIR_SAVE;

/*
 * User "preference" files (ascii)
 * These files are rarely portable between platforms
 */
cptr ANGBAND_DIR_USER;

/*
 * Various extra files (binary)
 * These files are rarely portable between platforms
 */
cptr ANGBAND_DIR_XTRA;


/*
 * Total Hack -- allow all items to be listed (even empty ones)
 * This is only used by "do_cmd_inven_e()" and is cleared there.
 */
bool item_tester_full;


/*
 * Here is a "pseudo-hook" used during calls to "get_item()" and
 * "show_inven()" and "show_equip()", and the choice window routines.
 */
byte item_tester_tval;


/*
 * Here is a "hook" used during calls to "get_item()" and
 * "show_inven()" and "show_equip()", and the choice window routines.
 */
bool (*item_tester_hook)(object_type*);



/*
 * Current "comp" function for ang_sort()
 */
bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);


/*
 * Current "swap" function for ang_sort()
 */
void (*ang_sort_swap)(vptr u, vptr v, int a, int b);



/*
 * Hack -- function hooks to restrict "get_mon_num_prep()" function
 */
monster_hook_type get_mon_num_hook;
monster_hook_type get_mon_num2_hook;


/*
 * Hack -- function hook to restrict "get_obj_num_prep()" function
 */
bool (*get_obj_num_hook)(int k_idx);


/* Hack, monk armour */
bool monk_armour_aux;
bool monk_notify_aux;

#ifdef ALLOW_EASY_OPEN /* TNB */
bool easy_open;
#endif /* ALLOW_EASY_OPEN -- TNB */

#ifdef ALLOW_EASY_DISARM /* TNB */
bool easy_disarm;
#endif /* ALLOW_EASY_DISARM -- TNB */

#ifdef ALLOW_EASY_FLOOR /* TNB */
bool easy_floor;
#endif /* ALLOW_EASY_FLOOR -- TNB */

bool use_command;
bool center_player;
bool avoid_center;



/*
 * Wilderness
 */
wilderness_type **wilderness;


/*
 * Buildings
 */
building_type building[MAX_BLDG];


/*
 * Maximum number of quests
 */
u16b max_quests;

/*
 * Maximum number of monsters in r_info.txt
 */
u16b max_r_idx;

/*
 * Maximum number of items in k_info.txt
 */
u16b max_k_idx;

/*
 * Maximum number of vaults in v_info.txt
 */
u16b max_v_idx;

/*
 * Maximum number of terrain features in f_info.txt
 */
u16b max_f_idx;

/*
 * Maximum number of artifacts in a_info.txt
 */
u16b max_a_idx;

/*
 * Maximum number of ego-items in e_info.txt
 */
u16b max_e_idx;

/*
 * Maximum number of objects in the level
 */
u16b max_o_idx;

/*
 * Maximum number of monsters in the level
 */
u16b max_m_idx;

/*
 * Maximum size of the wilderness
 */
s32b max_wild_x;
s32b max_wild_y;

/*
 * Quest info
 */
quest_type *quest;

/*
 * Quest text
 */
char quest_text[10][80];

/*
 * Current line of the quest text
 */
int quest_text_line;

/*
 * Flags for initialization
 */
int init_flags;


/*
 * The "highscore" file descriptor, if available.
 */
int highscore_fd = -1;

/*
 * Should the monster allocation fail with inappropriate terrain?
 */
bool monster_terrain_sensitive = TRUE;

int mutant_regenerate_mod = 100;

/*
 * Startup options
 */
bool vanilla_town;            /* Use "vanilla" town without set quests */
bool ironman_shops;           /* Stores are permanently closed */
bool ironman_small_levels;    /* Always create unusually small dungeon levels */
bool ironman_downward;        /* Don't allow climbing upwards/recalling */
bool ironman_autoscum;        /* Permanently enable the autoscummer */
bool ironman_hard_quests;     /* Quest monsters get reinforcements */
bool lite_town;               /* Use "lite" town without wilderness */
bool ironman_empty_levels;    /* Always create empty 'arena' levels */
bool terrain_streams;         /* Create terrain 'streamers' in the dungeon */
bool munchkin_mindcraft;      /* Allow the 'Dimension Door' Mindcraft power */
bool munchkin_death;          /* Ask for saving death */
bool ironman_rooms;           /* Always generate very unusual rooms */
bool maximize_mode;
bool preserve_mode;
bool autoroller;


bool use_transparency = FALSE; /* Use transparent tiles */

bool can_save = TRUE;         /* Game can be saved */