/* 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];

/* レベルアップの時に上昇量を表示するのに使う */
int level_up = 0;
int max_autopick=0;
cptr autopick_name[MAX_AUTOPICK];
cptr autopick_insc[MAX_AUTOPICK];
byte autopick_action[MAX_AUTOPICK];

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

/*
 * Savefile version
 */
byte sf_major;			/* Savefile's "version_major" */
byte sf_minor;			/* Savefile's "version_minor" */
byte sf_patch;			/* Savefile's "version_patch" */
byte sf_extra;			/* Savefile's "version_extra" */
u32b sf_version;		/* Savefile's "version" */

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

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

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

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

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

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

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

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

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

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

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

s16b energy_use;		/* Energy use this turn */

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

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

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

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

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

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

s32b turn;				/* Current game turn */
s32b dungeon_turn;			/* Game turn in dungeon */
s32b old_turn;			/* Turn when level began (feelings) */
s32b old_battle;

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

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

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

u16b panic_save;		/* Track some special "conditions" */
u16b noscore;			/* Track various "cheating" conditions */
bool wait_report_score;         /* Waiting to report score */

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

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

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

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

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

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

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

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;
s32b friend_align = 0;

int leaving_quest = 0;


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


/* Option Set 1 -- User Interface */

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

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

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

bool ring_bell;				/* Ring the bell (on errors, etc) */

bool show_item_graph;


/* Option Set 2 -- Disturbance */

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

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

bool alert_hitpoint;		/* Alert user to critical hitpoints */
bool last_words;		/* Get last words upon dying */
bool over_exert;
bool small_levels;		/* Allow unusually small dungeon levels */
bool always_small_levels;		/* Use always unusually small dungeon levels */
bool empty_levels;		/* Allow empty 'arena' levels */
bool player_symbols;		/* Use varying symbols for the player char */
bool equippy_chars;		/* Back by popular demand... */
bool skip_mutations;		/* Skip mutations screen even if we have it */
bool plain_descriptions;	/* Plain object descriptions */
bool stupid_monsters;		/* Monsters use old AI */
bool confirm_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 manual_haggle;			/* Auto-haggle in stores */

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

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

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

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

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

bool 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 flush_failure;			/* Flush input on any failure */
bool flush_disturb;			/* Flush input on disturbance */

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

bool compress_savefile;		/* Compress messages in savefiles */

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

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

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

bool always_show_list;
bool powerup_home;
bool old_way_of_kaz;
bool send_score;

/* Cheating options */

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


/* Special options */

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

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

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


/*
 * Dungeon variables
 */

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

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

bool closing_flag;		/* Dungeon is closing */


/*
 * Dungeon size info
 */

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

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

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


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

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

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

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

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

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

/*
 * 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 lit by player lite (see "cave.c")
 */
s16b mon_lite_n;
s16b mon_lite_y[LITE_MAX];
s16b mon_lite_x[LITE_MAX];

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

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


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

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

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

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

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


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

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


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

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

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

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

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

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


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


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


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


/*
 * Standard window names
 */
char angband_term_name[8][16] =
{
	"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
 */
char angband_sound_name[SOUND_MAX][16] =
{
	"",
	"hit",
	"miss",
	"flee",
	"drop",
	"kill",
	"level",
	"death",
	"study",
	"teleport",
	"shoot",
	"quaff",
	"zap",
	"walk",
	"tpother",
	"hitwall",
	"eat",
	"store1",
	"store2",
	"store3",
	"store4",
	"dig",
	"opendoor",
	"shutdoor",
	"tplevel",
	"scroll",
	"buy",
	"sell",
	"warn",
	"rocket",
	"n_kill",
	"u_kill",
	"quest",
	"heal",
	"x_heal",
	"bite",
	"claw",
	"m_spell",
	"summon",
	"breath",
	"ball",
	"m_heal",
	"atkspell",
	"evil",
	"touch",
	"sting",
	"crush",
	"slime",
	"wail",
	"winner",
	"fire",
	"acid",
	"elec",
	"cold",
	"illegal",
	"fail",
	"wakeup",
	"invuln",
	"fall",
	"pain",
	"destitem",
	"moan",
	"show",
	"unused",
	"explode",
};


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

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

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


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

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


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


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

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


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

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


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


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


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



/*** Player information ***/

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

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

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


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


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


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

/*
 * The skill table
 */
skill_table *s_info;
char *s_name;
char *s_text;

/*
 * The magic info
 */
player_magic *m_info;
char *m_name;
char *m_text;

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

/*
 * 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_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 = "ascii";

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

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

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

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

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

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

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

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

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

/*
 * Default user "preference" files (ascii)
 * These files are rarely portable between platforms
 */
cptr ANGBAND_DIR_PREF;

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

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

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


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

bool item_tester_no_ryoute = FALSE;

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


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



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


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



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


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


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

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

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

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

bool use_command;
bool center_player;
bool center_running;

/* Auto-destruction options */
bool destroy_items;
bool leave_worth;
bool leave_equip;
bool leave_wanted;
bool leave_corpse;
bool leave_junk;
bool leave_chest;

/* Nikki */
bool record_fix_art;
bool record_rand_art;
bool record_destroy_uniq;
bool record_fix_quest;
bool record_rand_quest;
bool record_maxdeapth;
bool record_stair;
bool record_buy;
bool record_sell;
bool record_danger;
bool record_arena;
bool record_ident;
bool record_named_pet;
char record_o_name[MAX_NLEN];
s32b record_turn;

/*
 * Wilderness
 */
wilderness_type **wilderness;


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


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

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

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

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

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

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

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

/*
 * Maximum number of dungeon in e_info.txt
 */
u16b max_d_idx;

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

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

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

/*
 * Quest info
 */
quest_type *quest;

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

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

/*
 * Default spell color table (quark index)
 */
s16b gf_color[MAX_GF];

/*
 * Flags for initialization
 */
int init_flags;


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

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

int mutant_regenerate_mod = 100;

/*
 * Startup options
 */
bool easy_band;
bool vanilla_town;            /* Use "vanilla" town without set quests */
bool ironman_shops;           /* Stores are permanently closed */
bool ironman_small_levels;    /* Always create unusually small dungeon levels */
bool ironman_downward;        /* Don't allow climbing upwards/recalling */
bool ironman_autoscum;        /* Permanently enable the autoscummer */
bool lite_town;               /* Use "lite" town without wilderness */
bool ironman_empty_levels;    /* Always create empty 'arena' levels */
bool terrain_streams;         /* Create terrain 'streamers' in the dungeon */
bool munchkin_death;          /* Ask for saving death */
bool ironman_rooms;           /* Always generate very unusual rooms */
bool ironman_nightmare;			/* Play the game in Nightmare mode */
bool left_hander;
bool preserve_mode;
bool autoroller;
bool autochara;


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

s16b spell_exp[64];           /* mahou keikenchi */

s16b weapon_exp[5][64];       /* weapon keikenchi */

s16b skill_exp[10];           /* ginou keikenchi */

bool world_monster;
bool world_player;

s16b mane_spell[MAX_MANE];
s16b mane_dam[MAX_MANE];
s16b mane_num;

int cap_mon;
int cap_mspeed;
int cap_hp;
int cap_maxhp;
u16b cap_nickname;

s16b battle_mon[4];
int sel_monster;
int battle_odds;
int kakekin;
u32b mon_odds[4];

int pet_t_m_idx;
int riding_t_m_idx;

s16b kubi_r_idx[MAX_KUBI];
s16b today_mon;

monster_type party_mon[21];

bool write_level;

u32b playtime;
u32b start_time;

int tsuri_dir;

bool sukekaku;
bool new_mane;

bool mon_fight;

bool ambush_flag;
bool generate_encounter;

cptr screen_dump = NULL;

/*
 * Which dungeon ?
 */
byte dungeon_type;
s16b *max_dlv;

byte feat_wall_outer;
byte feat_wall_inner;
byte feat_wall_solid;
byte floor_type[100], fill_type[100];

bool now_damaged;
s16b now_message;
bool use_menu;

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