/*!
 * @file variable.c
 * @brief グローバル変数定義 / Angband variables
 * @date 2014/10/05
 * @author
 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke<br>
 * <br>
 * This software may be copied and distributed for educational, research,<br>
 * and not for profit purposes provided that this copyright and statement<br>
 * are included in all such copies.  Other copyrights may also apply.<br>
 */

#include "angband.h"
#include "geometry.h"

/*!
 * コピーライト情報 /
 * Hack -- Link a copyright message into the executable
 */
const concptr 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; /*!< 現在登録中のマクロ(トリガー)の数 */
concptr macro_template = NULL; /*!< Angband設定ファイルのT: タグ情報から読み込んだ長いTコードを処理するために利用する文字列ポインタ */
concptr macro_modifier_chr; /*!< &x# で指定されるマクロトリガーに関する情報を記録する文字列ポインタ */
concptr macro_modifier_name[MAX_MACRO_MOD]; /*!< マクロ上で取り扱う特殊キーを文字列上で表現するためのフォーマットを記録した文字列ポインタ配列 */
concptr macro_trigger_name[MAX_MACRO_TRIG]; /*!< マクロのトリガーコード */
concptr macro_trigger_keycode[2][MAX_MACRO_TRIG];  /*!< マクロの内容 */

int level_up = 0; /*!< レベルアップの際に遅延してcalc_mana()関数上で上昇量を表示するかどうかの判定フラグ */


/* 
 * 自動拾い/破壊設定のリストに関する変数 / List for auto-picker/destroyer entries
 */
int max_autopick = 0; /*!< 現在登録している自動拾い/破壊設定の数 */
int max_max_autopick = 0; /*!< 自動拾い/破壊設定の限界数 */
autopick_type *autopick_list = NULL; /*!< 自動拾い/破壊設定構造体のポインタ配列 */

/*
 * Savefile version
 */
byte h_ver_major; /* Savefile version for Hengband 1.1.1 and later */
byte h_ver_minor;
byte h_ver_patch;
byte h_ver_extra;

byte sf_extra;		/* Savefile's encoding key */

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

/*
 * Savefile information
 */
u32b sf_system;			/* 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_music;				/* Command arg -- Request special musics */
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 */
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 */

bool creating_savefile;		/* New savefile is currently created */

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

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

COMMAND_ARG command_arg;	/*!< 各種コマンドの汎用的な引数として扱う / Gives argument of current command */
COMMAND_NUM command_rep;	/*!< 各種コマンドの汎用的なリピート数として扱う / Gives repetition of current command */
DIRECTION command_dir;		/*!< 各種コマンドの汎用的な方向値処理として扱う/ Gives direction of current command */

s16b command_see;		/* See "object1.c" */
s16b command_wrk;		/* See "object1.c" */

TERM_LEN command_gap = 999;         /* See "object1.c" */

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

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

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

bool invoking_midnight_curse; /*!< 悪夢モード時の真夜中太古の呪い発生処理フラグ */

GAME_TURN old_battle;

bool use_sound;			/* The "sound" mode is enabled */
bool use_music;			/* The "music" mode is enabled */
bool use_graphics;		/* The "graphics" mode is enabled */
bool use_bigtile = FALSE;

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 */
bool get_com_no_macros = FALSE;	/* Expand macros in "get_com" or not */

OBJECT_SUBTYPE_VALUE 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 is_loading_now;	/*!< ロード直後にcalc_bonus()時の徳変化、及びsanity_blast()による異常を抑止する */
bool hack_mutation;

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

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

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

MONSTER_IDX hack_m_idx = 0;	/* Hack -- see "process_monsters()" */
MONSTER_IDX hack_m_idx_ii = 0;

bool multi_rew = FALSE;
char summon_kin_type;   /* Hack, by Julian Lighton: summon 'relatives' */

int total_friends = 0;
int leaving_quest = 0;
bool reinit_wilderness = FALSE;



/*
 * Dungeon variables
 */

bool closing_flag;		/* Dungeon is closing */


/*
 * Dungeon size info
 */

POSITION panel_row_min, panel_row_max;
POSITION panel_col_min, panel_col_max;
POSITION panel_col_prt, panel_row_prt;


/*
 * Targetting variables
 */
MONSTER_IDX target_who;
POSITION target_col;
POSITION target_row;


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

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


/*
 * Buffer to hold the current savefile name
 * 'savefile' holds full path name. 'savefile_base' holds only base name.
 */
char savefile[1024];
char savefile_base[40];


pos_list tmp_pos;


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

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

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

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

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


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

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


/*
 * The next "free" index to use
 */
u32b message__next;

/*
 * The index of the oldest message (none yet)
 */
u32b message__last;

/*
 * The next "free" offset
 */
u32b message__head;

/*
 * The offset to the oldest used char (none yet)
 */
u32b message__tail;

/*
 * The array of offsets, by index [MESSAGE_MAX]
 */
u32b *message__ptr;

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

BIT_FLAGS option_flag[8]; //!< The array of normal options
BIT_FLAGS option_mask[8]; //!< The array of normal options
BIT_FLAGS window_flag[8]; //!< The array of window options
BIT_FLAGS window_mask[8]; //!< The array of window options

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

/*
 * Standard window names
 */
const char angband_term_name[8][16] =
{
	"Hengband",
	"Term-1",
	"Term-2",
	"Term-3",
	"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
 */
const concptr angband_sound_name[SOUND_MAX] =
{
	"dummy",
	"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",
	"glass",
	"reflect",
};

/*
 * Standard music names
 */
const concptr angband_music_basic_name[MUSIC_BASIC_MAX] =
{
	"default",
	"gameover",
	"exit",
	"town",
	"field1",
	"field2",
	"field3",
	"dun_low",
	"dun_med",
	"dun_high",
	"feel1",
	"feel2",
	"winner",
	"build",
	"wild",
	"quest",
	"arena",
	"battle",
	"quest_clear",
	"final_quest_clear",
	"ambush",
};


/*
 * The array of "current_floor_ptr->grid_array grids" [MAX_WID][MAX_HGT].
 * Not completely allocated, that would be inefficient
 * Not completely hardcoded, that would overflow memory
 */
floor_type floor_info;
floor_type *current_floor_ptr = &floor_info;

/*
 * The array of saved floors
 */
saved_floor_type saved_floors[MAX_SAVED_FLOORS];

/*
 * Number of floor_id used from birth
 */
FLOOR_IDX max_floor_id;

world_type world;
world_type *current_world_ptr = &world;

/*
 * Sign for current process used in temporal files.
 * Actually it is the start time of current process.
 */
u32b saved_floor_file_sign;

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

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


/*
 * 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
 */
TERM_COLOR misc_to_attr[256];
SYMBOL_CODE misc_to_char[256];


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


/*
 * Keymaps for each "mode" associated with each keypress.
 */
concptr 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)
 */
const player_sex *sp_ptr;
const player_race *rp_ptr;
const player_class *cp_ptr;
const player_seikaku *ap_ptr;
const player_magic *mp_ptr;


/*
 * The last character rolled,
 * holded for quick start
 */
birther previous_char;


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

/*
 * The skill table
 */
skill_table *s_info;

/*
 * The magic info
 */
player_magic *m_info;

/*
 * The terrain feature arrays
 */
feature_type *f_info;
char *f_name;
char *f_tag;

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

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

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


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


/*
 * The dungeon arrays
 */
dungeon_type *d_info;
char *d_name;
char *d_text;


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


#ifdef JP
concptr ANGBAND_KEYBOARD = "JAPAN"; //!< Hack -- The special Angband "Keyboard Suffix" This variable is used to choose an appropriate macro-trigger definition
#else
concptr ANGBAND_KEYBOARD = "0";
#endif

concptr ANGBAND_GRAF = "ascii"; //!< Hack -- The special Angband "Graphics Suffix" This variable is used to choose an appropriate "graf-xxx" file
concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms


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




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


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

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


/*
 * Maximum number of quests
 */
QUEST_IDX max_q_idx;

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

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

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

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

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

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

/*
 * Maximum number of dungeon in e_info.txt
 */
DUNGEON_IDX max_d_idx;



/*
 * Quest info
 */
quest_type *quest;

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

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

/*
 * Default spell color table (quark index)
 */
TERM_COLOR gf_color[MAX_GF];

/*
 * Flags for initialization
 */
int init_flags;


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

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


int cap_mon;
int cap_mspeed;
HIT_POINT cap_hp;
HIT_POINT cap_maxhp;
STR_OFFSET cap_nickname;

MONRACE_IDX battle_mon[4];
int sel_monster;
int battle_odds;
PRICE kakekin;
u32b mon_odds[4];

MONSTER_IDX pet_t_m_idx;
MONSTER_IDX riding_t_m_idx;

MONSTER_IDX today_mon;

bool write_level;

u32b start_time;

bool sukekaku;
bool new_mane;

bool mon_fight;

bool generate_encounter;

concptr screen_dump = NULL;

/*** Terrain feature variables ***/

/* Nothing */
FEAT_IDX feat_none;

/* Floor */
FEAT_IDX feat_floor;

/* Objects */
FEAT_IDX feat_glyph;
FEAT_IDX feat_explosive_rune;
FEAT_IDX feat_mirror;

/* Stairs */
FEAT_IDX feat_up_stair;
FEAT_IDX feat_down_stair;
FEAT_IDX feat_entrance;

/* Special traps */
FEAT_IDX feat_trap_open;
FEAT_IDX feat_trap_armageddon;
FEAT_IDX feat_trap_piranha;

/* Rubble */
FEAT_IDX feat_rubble;

/* Seams */
FEAT_IDX feat_magma_vein;
FEAT_IDX feat_quartz_vein;

/* Walls */
FEAT_IDX feat_granite;
FEAT_IDX feat_permanent;

/* Glass floor */
FEAT_IDX feat_glass_floor;

/* Glass walls */
FEAT_IDX feat_glass_wall;
FEAT_IDX feat_permanent_glass_wall;

/* Pattern */
FEAT_IDX feat_pattern_start;
FEAT_IDX feat_pattern_1;
FEAT_IDX feat_pattern_2;
FEAT_IDX feat_pattern_3;
FEAT_IDX feat_pattern_4;
FEAT_IDX feat_pattern_end;
FEAT_IDX feat_pattern_old;
FEAT_IDX feat_pattern_exit;
FEAT_IDX feat_pattern_corrupted;

/* Various */
FEAT_IDX feat_black_market;
FEAT_IDX feat_town;

/* Terrains */
FEAT_IDX feat_deep_water;
FEAT_IDX feat_shallow_water;
FEAT_IDX feat_deep_lava;
FEAT_IDX feat_shallow_lava;
FEAT_IDX feat_heavy_cold_zone;
FEAT_IDX feat_cold_zone;
FEAT_IDX feat_heavy_electrical_zone;
FEAT_IDX feat_electrical_zone;
FEAT_IDX feat_deep_acid_puddle;
FEAT_IDX feat_shallow_acid_puddle;
FEAT_IDX feat_deep_poisonous_puddle;
FEAT_IDX feat_shallow_poisonous_puddle;
FEAT_IDX feat_dirt;
FEAT_IDX feat_grass;
FEAT_IDX feat_flower;
FEAT_IDX feat_brake;
FEAT_IDX feat_tree;
FEAT_IDX feat_mountain;
FEAT_IDX feat_swamp;

/* Unknown grid (not detected) */
FEAT_IDX feat_undetected;

/*
 * Which dungeon ?
 */
DEPTH *max_dlv;

FEAT_IDX feat_wall_outer;
FEAT_IDX feat_wall_inner;
FEAT_IDX feat_wall_solid;
FEAT_IDX feat_ground_type[100], feat_wall_type[100];

COMMAND_CODE now_message;
bool use_menu;

#ifdef CHUUKEI
bool chuukei_server;
bool chuukei_client;
char *server_name;
int server_port;
#endif

/* for movie */
bool browsing_movie;

#ifdef TRAVEL
/* for travel */
travel_type travel;
#endif

/* for snipers */
bool reset_concent = FALSE;   /* Concentration reset flag */
bool is_fired = FALSE;

