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+/*
+ * 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 "variable.hpp"
+#include "variable.h"
+
+#include "cli_comm_fwd.hpp"
+#include "player_type.hpp"
+#include "skill_modifiers.hpp"
+#include "util.hpp"
+
+
+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];
+
+/*
+ * Run-time aruments
+ */
+bool_ arg_wizard; /* Command arg -- Request wizard 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_icky; /* The game is in an icky full screen mode */
+bool_ character_xtra; /* The game is in an icky startup mode */
+
+seed_t &seed_flavor()
+{
+ static seed_t *instance = new seed_t(seed_t::system());
+ return *instance;
+}
+
+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? */
+
+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 */
+
+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_ 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()" */
+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;
+
+
+/*
+ * Options
+ */
+struct options *options = nullptr;
+
+/*
+ * Dungeon variables
+ */
+
+s16b feeling; /* Most recent feeling */
+s16b rating; /* Level's current rating */
+
+bool_ good_item_flag; /* True if "Artifact" on this level */
+
+/*
+ * 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;
+
+
+
+/*
+ * 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]
+ */
+char **macro__pat;
+
+/*
+ * Array of macro actions [MACRO_MAX]
+ */
+char **macro__act;
+
+/*
+ * Array of macro types [MACRO_MAX]
+ */
+bool_ *macro__cmd;
+
+/*
+ * Current macro action [1024]
+ */
+char *macro__buf;
+
+
+/*
+ * The array of window options
+ */
+u32b window_flag[ANGBAND_TERM_MAX];
+u32b window_mask[ANGBAND_TERM_MAX];
+
+
+/*
+ * 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 */
+};
+
+
+/*
+ * The array of "cave grids" [MAX_WID][MAX_HGT].
+ */
+cave_type **cave = nullptr;
+
+/*
+ * 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;
+
+/*
+ * 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.
+ */
+char *keymap_act[KEYMAP_MODES][256];
+
+
+
+/*** Player information ***/
+
+/*
+ * Pointer to the player info
+ */
+player_type *p_ptr = nullptr;
+
+/*
+ * Pointer to the player tables
+ * (sex, race, race mod, class, magic)
+ */
+player_race const *rp_ptr;
+player_race_mod const *rmp_ptr;
+player_class const *cp_ptr;
+player_spec const *spp_ptr;
+
+/*
+ * The wilderness features arrays
+ */
+int wildc2i[256];
+
+/*
+ * Default texts for feature information.
+ */
+cptr DEFAULT_FEAT_TEXT = "a wall blocking your way";
+cptr DEFAULT_FEAT_TUNNEL = "You cannot tunnel through that.";
+cptr DEFAULT_FEAT_BLOCK = DEFAULT_FEAT_TEXT;
+
+/*
+ * Hack -- The special Angband "System Suffix"
+ * This variable is used to choose an appropriate "pref-xxx" file
+ */
+cptr ANGBAND_SYS = "xxx";
+
+/*
+ * Path name: The main "lib" directory
+ * This variable is not actually used anywhere in the code
+ */
+char *ANGBAND_DIR;
+
+/*
+ * Core lua system
+ * These files are portable between platforms
+ */
+char *ANGBAND_DIR_CORE;
+
+/*
+ * Textual dungeon level definition files
+ * These files are portable between platforms
+ */
+char *ANGBAND_DIR_DNGN;
+
+/*
+ * Binary image files for the "*_info" arrays (binary)
+ * These files are not portable between platforms
+ */
+char *ANGBAND_DIR_DATA;
+
+/*
+ * Textual template files for the "*_info" arrays (ascii)
+ * These files are portable between platforms
+ */
+char *ANGBAND_DIR_EDIT;
+
+/*
+ * Various extra files (ascii)
+ * These files may be portable between platforms
+ */
+char *ANGBAND_DIR_FILE;
+
+/*
+ * Help files (normal) for the online help (ascii)
+ * These files are portable between platforms
+ */
+char *ANGBAND_DIR_HELP;
+
+/*
+ * Help files (spoilers) for the online help (ascii)
+ * These files are portable between platforms
+ */
+char *ANGBAND_DIR_INFO;
+
+/*
+ * Modules, those subdirectories are half-mirrors of lib/
+ */
+char *ANGBAND_DIR_MODULES;
+
+/*
+ * Textual template files for the plot files (ascii)
+ * These files are portable between platforms
+ */
+char *ANGBAND_DIR_NOTE;
+
+/*
+ * Savefiles for current characters (binary)
+ * These files are portable between platforms
+ */
+char *ANGBAND_DIR_SAVE;
+
+/*
+ * Default "preference" files (ascii)
+ * These files are rarely portable between platforms
+ */
+char *ANGBAND_DIR_PREF;
+
+/*
+ * User "preference" files (ascii)
+ * These files are rarely portable between platforms
+ */
+char *ANGBAND_DIR_USER;
+
+/*
+ * Various extra files (binary)
+ * These files are rarely portable between platforms
+ */
+char *ANGBAND_DIR_XTRA;
+
+
+
+/*
+ * 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);
+
+/*
+ * Devices
+ */
+s32b get_level_max_stick = -1;
+s32b get_level_use_stick = -1;
+
+/*
+ * Maximum number of objects in the level
+ */
+u16b max_o_idx;
+
+/*
+ * Maximum number of monsters in the level
+ */
+u16b max_m_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.
+ */
+s32b RANDART_WEAPON;
+s32b RANDART_ARMOR;
+s32b RANDART_JEWEL;
+
+/*
+ * 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;
+
+/* The Doppleganger index in m_list */
+s16b doppleganger;
+
+/* To allow wilderness encounters */
+bool_ generate_encounter = FALSE;
+
+/*
+ * Such an ugly hack ...
+ */
+bool_ *m_allow_special;
+bool_ *k_allow_special;
+bool_ *a_allow_special;
+
+/*
+ * Plots
+ */
+s16b plots[MAX_PLOTS];
+
+/*
+ * Random quest
+ */
+random_quest random_quests[MAX_RANDOM_QUEST];
+
+/*
+ * Dungeon flags
+ */
+DECLARE_FLAG_ZERO_IMPL(dungeon_flag_set, dungeon_flags);
+
+/*
+ * The spell list of schools
+ */
+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];
+
+/*
+ * Table of "cli" macros.
+ */
+cli_comm *cli_info;
+int cli_total = 0;
+
+/*
+ * 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 DUNGEON_BASE = 4;
+s32b DUNGEON_DEATH = 28;
+s32b DUNGEON_ASTRAL = 8;
+s32b DUNGEON_ASTRAL_WILD_X = 45;
+s32b DUNGEON_ASTRAL_WILD_Y = 19;
+
+/**
+ * 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;
+}