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authorBardur Arantsson <bardur@scientician.net>2013-03-26 17:10:10 +0100
committerBardur Arantsson <bardur@scientician.net>2013-09-27 14:46:42 +0200
commitcbef37bd5bfb938a2303ee3887520c08be85d8e8 (patch)
treeb604e49323e46af4ea582f9a9e1977b3daa90611 /src/variable.c
parentb9f824effb037a53556e02955cace6c09ff646c3 (diff)
Switch almost everything over to C++
Diffstat (limited to 'src/variable.c')
-rw-r--r--src/variable.c1443
1 files changed, 0 insertions, 1443 deletions
diff --git a/src/variable.c b/src/variable.c
deleted file mode 100644
index 4a07180d..00000000
--- a/src/variable.c
+++ /dev/null
@@ -1,1443 +0,0 @@
-/* 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"
-
-
-int max_macrotrigger = 0;
-char *macro_template = NULL;
-char *macro_modifier_chr;
-char *macro_modifier_name[MAX_MACRO_MOD];
-char *macro_trigger_name[MAX_MACRO_TRIG];
-char *macro_trigger_keycode[2][MAX_MACRO_TRIG];
-
-/*
- * Executable version
- */
-byte version_major;
-byte version_minor;
-byte 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" */
-u32b vernum;
-
-/*
- * 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 aruments
- */
-bool_ arg_wizard; /* Command arg -- Request wizard mode */
-bool_ arg_sound; /* Command arg -- Request special sounds */
-bool_ arg_graphics; /* Command arg -- Request graphics mode */
-bool_ arg_force_original; /* Command arg -- Request original keyset */
-bool_ arg_force_roguelike; /* Command arg -- Request roguelike keyset */
-bool_ arg_bigtile = FALSE; /* Command arg -- Request big tile mode */
-
-/*
- * 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 */
-
-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_wrk; /* See "cmd1.c" */
-
-s16b command_new; /* Command chaining from inven/equip view */
-
-s32b energy_use; /* Energy use this turn */
-
-bool_ create_up_stair; /* Auto-create "up stairs" */
-bool_ create_down_stair; /* Auto-create "down stairs" */
-
-bool_ create_up_shaft; /* Auto-create "up shaft" */
-bool_ create_down_shaft; /* Auto-create "down shaft" */
-
-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 old_dun_level; /* Old dungeon level */
-s16b num_repro; /* Current reproducer count */
-s16b object_level; /* Current object creation level */
-s16b monster_level; /* Current monster creation 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 */
-bool_ use_bigtile = FALSE;
-byte graphics_mode; /* Current graphics mode */
-
-u16b total_winner; /* Semi-Hack -- Game has been won */
-u16b has_won; /* Semi-Hack -- Game has been won */
-
-u16b noscore; /* Track various "cheating" conditions */
-
-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 */
-
-bool_ hack_mind;
-int artifact_bias;
-bool_ is_autosave = FALSE;
-
-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;
-char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
-
-int total_friends = 0;
-s32b total_friend_levels = 0;
-
-int leaving_quest = 0;
-
-
-
-/*
- * Hack - the destination file for text_out_to_file.
- */
-FILE *text_out_file = NULL;
-
-
-/*
- * Hack -- function hook to output (colored) text to the
- * screen or to a file.
- */
-void (*text_out_hook)(byte a, cptr str) = text_out_to_screen;
-
-
-/*
- * Hack -- Indentation for the text when using text_out().
- */
-int text_out_indent = 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_ 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_ prompt_pickup_heavy; /* Don't pick up the corpses */
-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_ ring_bell; /* Ring the bell (on errors, etc) */
-
-
-/* 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_detect; /* Disturb whenever leaving trap-detected area */
-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_ empty_levels; /* Allow empty 'arena' levels */
-bool_ always_small_level; /* Small levels */
-bool_ player_symbols; /* Use varying symbols for the player char */
-bool_ plain_descriptions; /* Plain object descriptions */
-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_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_ monster_lite; /* Allow some monsters to carry light */
-
-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_ 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_shimmer; /* Avoid processing extra shimmering */
-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_ 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
- */
-
-s16b 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_min, panel_row_max;
-s16b panel_col_min, panel_col_max;
-s16b panel_col_prt, panel_row_prt;
-
-/*
- * Dungeon graphics info
- * Why the first two are byte and the rest s16b???
- */
-byte feat_wall_outer = FEAT_WALL_OUTER; /* Outer wall of rooms */
-byte feat_wall_inner = FEAT_WALL_INNER; /* Inner wall of rooms */
-s16b floor_type[100]; /* Dungeon floor */
-s16b fill_type[100]; /* Dungeon filler */
-
-/*
- * Targetting variables
- */
-s16b target_who;
-s16b target_col;
-s16b target_row;
-
-/*
- * Health bar variable -DRS-
- */
-s16b health_who;
-
-/*
- * Monster race to track
- */
-s16b monster_race_idx;
-s16b monster_ego_idx;
-
-/*
- * Object to track
- */
-object_type *tracked_object;
-
-
-
-/*
- * 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 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[ANGBAND_TERM_MAX];
-
-
-/*
- * Standard window names
- */
-char angband_term_name[ANGBAND_TERM_MAX][80] =
-{
- "ToME",
- "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;
-
-/*
- * The array of to keep monsters [max_m_idx]
- */
-monster_type *km_list;
-
-
-/*
- * Maximum number of towns
- */
-u16b max_towns;
-u16b max_real_towns;
-
-/*
- * The towns [max_towns]
- */
-town_type *town_info;
-
-/*
- * 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 flag to tell if alloc_kind_table contains valid entries
- * for normal (i.e. kind_is_legal) object allocation
- */
-bool_ alloc_kind_table_valid = FALSE;
-
-
-/*
- * 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, race mod, class, magic)
- */
-player_sex *sp_ptr;
-player_race *rp_ptr;
-player_race_mod *rmp_ptr;
-player_class *cp_ptr;
-player_spec *spp_ptr;
-
-
-/*
- * More spell info
- */
-u32b alchemist_known_egos[32];
-u32b alchemist_known_artifacts[6];
-u32b alchemist_gained;
-
-
-/*
- * 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 alchemy recipe arrays
- */
-header *al_head;
-alchemist_recipe *alchemist_recipes;
-char *al_name;
-artifact_select_flag *a_select_flags;
-
-/*
- * 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 item set arrays
- */
-header *set_head;
-set_type *set_info;
-char *set_name;
-char *set_text;
-
-/*
- * The ego-item arrays
- */
-header *e_head;
-ego_item_type *e_info;
-char *e_name;
-char *e_text;
-
-/*
- * The randart arrays
- */
-header *ra_head;
-randart_part_type *ra_info;
-randart_gen_type ra_gen[30];
-
-/* jk */
-/* the trap-arrays */
-header *t_head;
-trap_type *t_info;
-char *t_name;
-char *t_text;
-
-/*
- * The monster race arrays
- */
-header *r_head;
-monster_race *r_info;
-char *r_name;
-char *r_text;
-
-/*
- * The monster ego race arrays
- */
-header *re_head;
-monster_ego *re_info;
-char *re_name;
-
-/*
- * The dungeon types arrays
- */
-header *d_head;
-dungeon_info_type *d_info;
-char *d_name;
-char *d_text;
-
-/*
- * Player abilities arrays
- */
-header *ab_head;
-ability_type *ab_info;
-char *ab_name;
-char *ab_text;
-
-/*
- * Player skills arrays
- */
-header *s_head;
-skill_type *s_info;
-char *s_name;
-char *s_text;
-
-/*
- * Player race arrays
- */
-header *rp_head;
-player_race *race_info;
-char *rp_name;
-char *rp_text;
-
-/*
- * Player mod race arrays
- */
-header *rmp_head;
-player_race_mod *race_mod_info;
-char *rmp_name;
-char *rmp_text;
-
-/*
- * Player class arrays
- */
-header *c_head;
-player_class *class_info;
-char *c_name;
-char *c_text;
-meta_class_type *meta_class_info;
-
-/*
- * The wilderness features arrays
- */
-header *wf_head;
-wilderness_type_info *wf_info;
-char *wf_name;
-char *wf_text;
-int wildc2i[256];
-
-/*
- * The store/building types arrays
- */
-header *st_head;
-store_info_type *st_info;
-char *st_name;
-/* char *st_text; */
-
-/*
- * The building actions types arrays
- */
-header *ba_head;
-store_action_type *ba_info;
-char *ba_name;
-/* char *ba_text; */
-
-/*
- * The owner types arrays
- */
-header *ow_head;
-owner_type *ow_info;
-char *ow_name;
-
-/*
- * 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 "Keyboard Suffix"
- * This variable is used to choose an appropriate macro-trigger definition
- */
-#ifdef JP
-cptr ANGBAND_KEYBOARD = "JAPAN";
-#else
-cptr ANGBAND_KEYBOARD = "0";
-#endif
-
-/*
- * 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;
-
-/*
- * Core lua system
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_CORE;
-
-/*
- * Textual dungeon level definition files
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_DNGN;
-
-/*
- * 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;
-
-/*
- * 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;
-
-/*
- * Modules, those subdirectories are half-mirrors of lib/
- */
-cptr ANGBAND_DIR_MODULES;
-
-/*
- * Patches, contains one subdir per patch with a patch.lua file
- * in it and a patch_init() function in it
- */
-cptr ANGBAND_DIR_PATCH;
-
-/*
- * Textual template files for the plot files (ascii)
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_NOTE;
-
-/*
- * Savefiles for current characters (binary)
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_SAVE;
-
-/*
- * Scripts.
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_SCPT;
-
-/*
- * Default "preference" files (ascii)
- * These files are rarely portable between platforms
- */
-cptr ANGBAND_DIR_PREF;
-
-/*
- * 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;
-
-/*
- * Cmovie files of entire games (ascii)
- * Apart from possible newline things, likely portable btw platforms
- */
-
-cptr ANGBAND_DIR_CMOV;
-
-/*
- * Some variables values are created on the fly XXX XXX
- */
-
-char pref_tmp_value[8];
-
-
-
-/*
- * 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
- */
-bool_ (*get_mon_num_hook)(int r_idx);
-bool_ (*get_mon_num2_hook)(int r_idx);
-
-
-/*
- * Hack -- function hook to restrict "get_obj_num_prep()" function
- */
-bool_ (*get_obj_num_hook)(int k_idx);
-
-
-bool_ easy_open = TRUE;
-bool_ easy_disarm = TRUE;
-bool_ easy_tunnel = FALSE;
-
-s32b get_level_max_stick = -1;
-s32b get_level_use_stick = -1;
-
-/*
- * Maximum size of the wilderness map
- */
-u16b max_wild_x;
-u16b max_wild_y;
-
-/*
- * Wilderness map
- */
-wilderness_map **wild_map;
-
-
-/*
- * Maximum number of skills in s_info.txt
- */
-u16b old_max_s_idx = 0;
-u16b max_s_idx;
-
-/*
- * Maximum number of abilities in ab_info.txt
- */
-u16b max_ab_idx;
-
-/*
- * Maximum number of monsters in r_info.txt
- */
-u16b max_r_idx;
-
-/*
- * Maximum number of ego monsters in re_info.txt
- */
-u16b max_re_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 alchemist recipies in al_info.txt
- */
-u16b max_al_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 randarts in ra_info.txt
- */
-u16b max_ra_idx;
-
-/*
- * Maximum number of dungeon types in d_info.txt
- */
-u16b max_d_idx;
-
-/*
- * Maximum number of stores types in st_info.txt
- */
-u16b max_st_idx;
-
-/*
- * Item sets
- */
-s16b max_set_idx = 1;
-
-/*
- * Maximum number of players info in p_info.txt
- */
-u16b max_rp_idx;
-u16b max_rmp_idx;
-u16b max_c_idx;
-u16b max_mc_idx;
-
-/*
- * Maximum number of actions types in ba_info.txt
- */
-u16b max_ba_idx;
-
-/*
- * Maximum number of owner types in ow_info.txt
- */
-u16b max_ow_idx;
-
-/*
- * Maximum number of objects in the level
- */
-u16b max_o_idx;
-
-/*
- * Maximum number of monsters in the level
- */
-u16b max_m_idx;
-
-/*
- * Maximum number of traps in tr_info.txt
- */
-u16b max_t_idx;
-
-/*
- * Maximum number of wilderness features in wf_info.txt
- */
-u16b max_wf_idx;
-
-/*
- * Flags for initialization
- */
-int init_flags;
-
-/* True if on an ambush */
-bool_ ambush_flag;
-
-/* True if on fated level */
-bool_ fate_flag;
-
-/* No breeders */
-s16b no_breeds;
-
-/* Carried monsters can't take the damage if this is them which attack the player */
-bool_ carried_monster_hit = FALSE;
-
-/*
- * Random artifacts.
- */
-random_artifact random_artifacts[MAX_RANDARTS];
-/* These three used to be constants but now are set by modules */
-s32b RANDART_WEAPON;
-s32b RANDART_ARMOR;
-s32b RANDART_JEWEL;
-
-/*
- * Current bounties. An array of tuples of two, with the first being the
- * r_idx of the monster, and the second the monster's worth.
- */
-s16b bounties[MAX_BOUNTIES][2];
-
-/*
- * Spell description
- */
-bool_ info_spell = FALSE;
-char spell_txt[50];
-
-/*
- * Random spells.
- */
-random_spell random_spells[MAX_SPELLS];
-s16b spell_num;
-
-/*
- * Runecrafter's selfmade spells.
- */
-rune_spell rune_spells[MAX_RUNES];
-s16b rune_num;
-
-/*
- * Fate.
- */
-fate fates[MAX_FATES];
-
-/*
- * Which dungeon ?
- * 0 = Wilderness
- * 1 = Mirkwood
- * 2 = Mordor
- * 3 = Angband
- * 4 = Barrow Downs
- * 5 = Mount Doom
- * 6 = Nether Realm
- * etc. (see d_info.txt)
- */
-byte dungeon_type;
-s16b *max_dlv;
-
-/*
- * Number of total bounties the player had had.
- */
-u32b total_bounties;
-
-/* The Doppleganger index in m_list */
-s16b doppleganger;
-
-/* To allow wilderness encounters */
-bool_ generate_encounter;
-
-/* Autoroler */
-bool_ autoroll;
-
-/* Point based */
-bool_ point_based;
-
-/* Maximize, preserve, special levels, ironman_rooms */
-bool_ maximize, preserve, special_lvls, ironman_rooms;
-
-/* In inventory option window, just erase the letters,
- * rather that displaying the list without the invalid
- * selections */
-bool_ inventory_no_move;
-
-/*
- * Such an ugly hack ...
- */
-bool_ *m_allow_special;
-bool_ *k_allow_special;
-bool_ *a_allow_special;
-
-/*
- * Gives a random object to newly created characters
- */
-bool_ rand_birth;
-
-/*
- * Which monsters are allowed ?
- */
-bool_ joke_monsters;
-
-/*
- * Center view
- */
-bool_ center_player = FALSE;
-
-/*
- * Plots
- */
-s16b plots[MAX_PLOTS];
-
-/*
- * Random quest
- */
-random_quest random_quests[MAX_RANDOM_QUEST];
-
-/*
- * Show exp left
- */
-bool_ exp_need;
-
-/*
- * Fated ?
- */
-bool_ fate_option;
-
-/*
- * Special levels
- */
-bool_ *special_lvl[MAX_DUNGEON_DEPTH];
-bool_ generate_special_feeling = FALSE;
-
-/*
- * Auto more
- */
-bool_ auto_more;
-
-/*
- * Dungeon flags
- */
-u32b dungeon_flags1;
-u32b dungeon_flags2;
-
-/*
- * The last character displayed
- */
-birther previous_char;
-
-/*
- * Race histories
- */
-hist_type *bg;
-int max_bg_idx;
-
-/*
- * Variable savefile stuff
- */
-s32b extra_savefile_parts = 0;
-
-/*
- * Display the player as a special symbol when in bad health ?
- */
-bool_ player_char_health;
-
-
-/*
- * The spell list of schools
- */
-s16b school_spells_count = 0;
-spell_type *school_spells[SCHOOL_SPELLS_MAX];
-s16b schools_count = 0;
-school_type schools[SCHOOLS_MAX];
-
-/*
- * Lasting spell effects
- */
-int project_time = 0;
-s32b project_time_effect = 0;
-effect_type effects[MAX_EFFECTS];
-
-/*
- * General skills set
- */
-char gen_skill_basem[MAX_SKILLS];
-u32b gen_skill_base[MAX_SKILLS];
-char gen_skill_modm[MAX_SKILLS];
-s16b gen_skill_mod[MAX_SKILLS];
-
-/*
- * Display stats as linear
- */
-bool_ linear_stats;
-
-/*
- * Table of "cli" macros.
- */
-cli_comm *cli_info;
-int cli_total = 0;
-
-/*
- * max_bact, only used so that lua scripts can add new bacts without worrying about the numbers
- */
-int max_bact = 127;
-
-/*
- * Ingame contextual help
- */
-bool_ option_ingame_help = TRUE;
-
-/*
- * Automatizer enabled status
- */
-bool_ automatizer_enabled = FALSE;
-bool_ automatizer_create = FALSE;
-
-/*
- * Location of the last teleportation thath affected the level
- */
-s16b last_teleportation_y = -1;
-s16b last_teleportation_x = -1;
-
-/*
- * The current game module
- */
-cptr game_module;
-s32b game_module_idx;
-s32b VERSION_MAJOR;
-s32b VERSION_MINOR;
-s32b VERSION_PATCH;
-
-/*
- * Some module info
- */
-s32b max_plev = 50;
-s32b DUNGEON_BASE = 4;
-s32b DUNGEON_DEATH = 28;
-s32b DUNGEON_ASTRAL = 8;
-s32b DUNGEON_ASTRAL_WILD_X = 45;
-s32b DUNGEON_ASTRAL_WILD_Y = 19;
-
-/*
- * Timers
- */
-timer_type *gl_timers = NULL;
-
-
-/**
- * Get the version string.
- */
-const char *get_version_string()
-{
- static char version_str[80];
- static bool_ initialized = 0;
- if (!initialized) {
- sprintf(version_str, "%s %ld.%ld.%ld%s",
- game_module,
- (long int) VERSION_MAJOR,
- (long int) VERSION_MINOR,
- (long int) VERSION_PATCH, IS_CVS);
- initialized = TRUE;
- }
- return version_str;
-}