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/* 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."
};

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 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 */
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 */

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_corruption;
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;
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;



/*
 * 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 -- Where to wrap the text when using text_out().  Use the default
 * value (for example the screen width) when 'text_out_wrap' is 0.
 */
int text_out_wrap = 0;


/*
 * Hack -- Indentation for the text when using text_out().
 */
int text_out_indent = 0;


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


/*
 * 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_ 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_ 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_ 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_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_ 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_ 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;



/*
 * User info
 */
int player_uid;

/*
 * 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 colors, by index [MESSAGE_MAX]
 */
byte *message__color;

/*
 * The array of type, by index [MESSAGE_MAX]
 */
byte *message__type;

/*
 * The array of message counts, by index [MESSAGE_MAX]
 */
u16b *message__count;

/*
 * 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[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;
/* char *ow_text; */

/*
 * The dungeon types arrays
 */
header *d_head;
dungeon_info_type *d_info;
char *d_name;
char *d_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 "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;

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

/*
 * 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);


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

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;

/* Permanent dungeons ? */
bool_ permanent_levels;

/* 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;

/* Notes patch */
bool_ take_notes, auto_notes;

/*
 * 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;

/*
 * Fast autoroller
 */
bool_ fast_autoroller;

/*
 * Which monsters are allowed ?
 */
bool_ joke_monsters;

/*
 * How will mana staf & weapons of life act
 */
bool_ munchkin_multipliers = TRUE;

/*
 * 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;

/*
 * Auto load old colors;
 */
bool_ autoload_old_colors;

/*
 * 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;

/*
 * Quests
 */
quest_type quest[MAX_Q_IDX];

/*
 * 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;

/*
 * 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;
}