/*
 * File: variable.c
 * Purpose: Various global variables
 *
 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
 *
 * This work is free software; you can redistribute it and/or modify it
 * under the terms of either:
 *
 * a) the GNU General Public License as published by the Free Software
 *    Foundation, version 2, or
 *
 * b) the "Angband licence":
 *    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.  Other copyrights may also apply.
 */
#include "angband.h"


/*
 * Hack -- Link a copyright message into the executable
 */
const char *copyright =
	"Copyright (c) 1987-2007 Angband contributors.\n"
	"\n"
	"This work is free software; you can redistribute it and/or modify it\n"
	"under the terms of either:\n"
	"\n"
	"a) the GNU General Public License as published by the Free Software\n"
	"   Foundation, version 2, or\n"
	"\n"
	"b) the Angband licence:\n"
	"   This software may be copied and distributed for educational, research,\n"
	"   and not for profit purposes provided that this copyright and statement\n"
	"   are included in all such copies.  Other copyrights may also apply.\n";


/*
 * 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" */

/*
 * Run-time arguments
 */
bool arg_wizard;			/* Command arg -- Request wizard mode */
bool arg_rebalance;			/* Command arg -- Rebalance monsters */
int arg_graphics;			/* Command arg -- Request graphics mode */

/*
 * Various things
 */

bool character_generated;	/* The character exists */
bool character_dungeon;		/* The character has a dungeon */
bool character_saved;		/* The character was just saved to a savefile */

s16b character_icky;		/* Depth of the game in special mode */
s16b character_xtra;		/* Depth of the game in startup mode */

/* jk */
s16b max_reading; /* TODO Check what this should do */

u32b seed_randart;		/* Hack -- consistent random artifacts */

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

s16b num_repro;			/* Current reproducer count */

char summon_kin_type;		/* Hack -- See summon_specific() */

s32b turn;				/* Current game turn */

s32b old_turn;			/* Hack -- Level feeling counter */


int use_graphics;		/* The "graphics" mode is enabled */
bool use_bigtile = FALSE;

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

bool msg_flag;			/* Player has pending message */

bool inkey_base;		/* See the "inkey()" function */
bool inkey_xtra;		/* See the "inkey()" function */
u32b inkey_scan;		/* See the "inkey()" function */
bool inkey_flag;		/* See the "inkey()" function */

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_mflag_nice;	/* Hack -- repair monster flags (nice) */
bool repair_mflag_show;	/* Hack -- repair monster flags (show) */
bool repair_mflag_mark;	/* Hack -- repair monster flags (mark) */

s16b o_max = 1;			/* Number of allocated objects */
s16b o_cnt = 0;			/* Number of live objects */

s16b mon_max = 1;	/* Number of allocated monsters */
s16b mon_cnt = 0;	/* Number of live monsters */


/*
 * TRUE if process_command() is a repeated call.
 */
bool command_repeating = FALSE;


/*
 * 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 */


/*
 * Buffer to hold the current savefile name
 */
char savefile[1024];
char panic_savefile[1024];


/*
 * 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;


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


/*
 * The array[ANGBAND_TERM_MAX] of window names (modifiable?)
 *
 * ToDo: Make the names independent of ANGBAND_TERM_MAX.
 */
char angband_term_name[ANGBAND_TERM_MAX][16] =
{
	VERSION_NAME,
	"Term-1",
	"Term-2",
	"Term-3",
	"Term-4",
	"Term-5",
	"Term-6",
	"Term-7"
};


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_TRIGGER];
char *macro_trigger_keycode[2][MAX_MACRO_TRIGGER];


/*
 * Global table of color definitions (mostly zeros)
 */
byte angband_color_table[MAX_COLORS][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, 0x40, 0xFF},	/* TERM_BLUE */
	{0x00, 0x80, 0x40, 0x00},	/* TERM_UMBER */
	{0x00, 0x60, 0x60, 0x60},	/* TERM_L_DARK */
	{0x00, 0xC0, 0xC0, 0xC0},	/* TERM_L_WHITE */
	{0x00, 0xFF, 0x00, 0xFF},	/* TERM_VIOLET */
	{0x00, 0xFF, 0xFF, 0x00},	/* TERM_YELLOW */
	{0x00, 0xFF, 0x40, 0x40},	/* 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 (and message) names
 */
const cptr angband_sound_name[MSG_MAX] =
{
	"",
	"hit",
	"miss",
	"flee",
	"drop",
	"kill",
	"level",
	"death",
	"study",
	"teleport",
	"shoot",
	"quaff",
	"zap_rod",
	"walk",
	"tpother",
	"hitwall",
	"eat",
	"store1",
	"store2",
	"store3",
	"store4",
	"dig",
	"opendoor",
	"shutdoor",
	"tplevel",
	"bell",
	"nothing_to_open",
	"lockpick_fail",
	"stairs_down", 
	"hitpoint_warn",
	"act_artifact", 
	"use_staff", 
	"destroy", 
	"mon_hit", 
	"mon_touch", 
	"mon_punch", 
	"mon_kick", 
	"mon_claw", 
	"mon_bite", 
	"mon_sting", 
	"mon_butt", 
	"mon_crush", 
	"mon_engulf", 
	"mon_crawl", 
	"mon_drool", 
	"mon_spit", 
	"mon_gaze", 
	"mon_wail", 
	"mon_spore", 
	"mon_beg", 
	"mon_insult", 
	"mon_moan", 
	"recover", 
	"blind", 
	"confused", 
	"poisoned", 
	"afraid", 
	"paralyzed", 
	"drugged", 
	"speed", 
	"slow", 
	"shield", 
	"blessed", 
	"hero", 
	"berserk", 
	"prot_evil", 
	"invuln", 
	"see_invis", 
	"infrared", 
	"res_acid", 
	"res_elec", 
	"res_fire", 
	"res_cold", 
	"res_pois", 
	"stun", 
	"cut", 
	"stairs_up", 
	"store_enter", 
	"store_leave", 
	"store_home", 
	"money1", 
	"money2", 
	"money3", 
	"shoot_hit", 
	"store5", 
	"lockpick", 
	"disarm", 
	"identify_bad", 
	"identify_ego", 
	"identify_art", 
	"breathe_elements", 
	"breathe_frost", 
	"breathe_elec", 
	"breathe_acid", 
	"breathe_gas", 
	"breathe_fire", 
	"breathe_confusion", 
	"breathe_disenchant", 
	"breathe_chaos", 
	"breathe_shards", 
	"breathe_sound", 
	"breathe_light", 
	"breathe_dark", 
	"breathe_nether", 
	"breathe_nexus", 
	"breathe_time", 
	"breathe_inertia", 
	"breathe_gravity", 
	"breathe_plasma", 
	"breathe_force", 
	"summon_monster", 
	"summon_angel", 
	"summon_undead", 
	"summon_animal", 
	"summon_spider", 
	"summon_hound", 
	"summon_hydra", 
	"summon_demon", 
	"summon_dragon", 
	"summon_gr_undead", 
	"summon_gr_dragon", 
	"summon_gr_demon", 
	"summon_ringwraith", 
	"summon_unique", 
	"wield", 
	"cursed", 
	"pseudo_id", 
	"hungry", 
	"notice", 
	"ambient_day", 
	"ambient_nite", 
	"ambient_dng1", 
	"ambient_dng2", 
	"ambient_dng3", 
	"ambient_dng4", 
	"ambient_dng5", 
	"mon_create_trap", 
	"mon_shriek", 
	"mon_cast_fear", 
	"hit_good", 
	"hit_great", 
	"hit_superb", 
	"hit_hi_great", 
	"hit_hi_superb", 
	"cast_spell", 
	"pray_prayer",
	"kill_unique",
	"kill_king",
	"drain_stat",
	"multiply"
};


/*
 * Array[VIEW_MAX] used by "update_view()"
 */
int view_n = 0;
u16b *view_g;

/*
 * Arrays[TEMP_MAX] used for various things
 *
 * Note that temp_g shares memory with temp_x and temp_y.
 */
int temp_n = 0;
u16b *temp_g;
byte *temp_y;
byte *temp_x;


/*
 * Array[DUNGEON_HGT][256] of cave grid info flags (padded)
 *
 * These arrays are padded to a width of 256 to allow fast access to elements
 * in the array via "grid" values (see the GRID() macros).
 */
byte (*cave_info)[256];
byte (*cave_info2)[256];

/*
 * Array[DUNGEON_HGT][DUNGEON_WID] of cave grid feature codes
 */
byte (*cave_feat)[DUNGEON_WID];


/*
 * Array[DUNGEON_HGT][DUNGEON_WID] of cave grid object indexes
 *
 * Note that this array yields the index of the top object in the stack of
 * objects in a given grid, using the "next_o_idx" field in that object to
 * indicate the next object in the stack, and so on, using zero to indicate
 * "nothing".  This array replicates the information contained in the object
 * list, for efficiency, providing extremely fast determination of whether
 * any object is in a grid, and relatively fast determination of which objects
 * are in a grid.
 */
s16b (*cave_o_idx)[DUNGEON_WID];

/*
 * Array[DUNGEON_HGT][DUNGEON_WID] of cave grid monster indexes
 *
 * Note that this array yields the index of the monster or player in a grid,
 * where negative numbers are used to represent the player, positive numbers
 * are used to represent a monster, and zero is used to indicate "nobody".
 * This array replicates the information contained in the monster list and
 * the player structure, but provides extremely fast determination of which,
 * if any, monster or player is in any given grid.
 */
s16b (*cave_m_idx)[DUNGEON_WID];


/*
 * Array[DUNGEON_HGT][DUNGEON_WID] of cave grid flow "cost" values
 */
byte (*cave_cost)[DUNGEON_WID];

/*
 * Array[DUNGEON_HGT][DUNGEON_WID] of cave grid flow "when" stamps
 */
byte (*cave_when)[DUNGEON_WID];


/*
 * Array[z_info->o_max] of dungeon objects
 */
object_type *o_list;

/* TODO Should be s_info? */
spell_set_type *s_list;

/*
 * Array[z_info->m_max] of dungeon monsters
 */
monster_type *mon_list;

/*
 * Total monster power
 */
s32b tot_mon_power;

/*
 * Array[z_info->r_max] of monster lore
 */
monster_lore *l_list;


/*
 * Hack -- Array[MAX_Q_IDX] of quests
 */
quest *q_list;


/*
 * Array[MAX_STORES] of stores
 */
store_type *store;

/*
 * Array[INVEN_TOTAL] of objects in the player's inventory
 */
object_type *inventory;


/*
 * The size of the "alloc_ego_table"
 */
s16b alloc_ego_size;

/*
 * The array[alloc_ego_size] of entries in the "ego allocator table"
 */
alloc_entry *alloc_ego_table;


/*
 * The size of "alloc_race_table" (at most z_info->r_max)
 */
s16b alloc_race_size;

/*
 * The array[alloc_race_size] of entries in the "race allocator table"
 */
alloc_entry *alloc_race_table;


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


/*
 * Specify color for inventory item text display (by tval)
 * Be sure to use "index & 0x7F" to avoid illegal access
 */
byte tval_to_attr[128];


/*
 * Current (or recent) macro action
 */
char macro_buffer[1024];


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



/*** Player information ***/

/*
 * 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_magic *mp_ptr;

/*
 * The player other record (static)
 */
static player_other player_other_body;

/*
 * Pointer to the player other record
 */
player_other *op_ptr = &player_other_body;

/*
 * The player info record (static)
 */
static player_type player_type_body;

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


/*
 * Structure (not array) of size limits
 */
maxima *z_info;

/*
 * The vault generation arrays
 */
vault_type *v_info;
char *v_name;
char *v_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;
flag_cache *slay_cache;

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


/*
 * The player race arrays
 */
player_race *p_info;
char *p_name;
char *p_text;

/*
 * The player class arrays
 */
player_class *c_info;
char *c_name;
char *c_text;

/*
 * The player history arrays
 */
hist_type *h_info;
char *h_text;

/*
 * The shop owner arrays
 */
owner_type *b_info;
char *b_name;
char *b_text;

/*
 * The object flavor arrays
 */
flavor_type *flavor_info;
char *flavor_name;
char *flavor_text;

/*
 * The spell arrays
 */
spell_type *s_info;
char *s_name;
char *s_text;


/*
 * Hack -- The special Angband "System Suffix"
 * This variable is used to choose an appropriate "pref-xxx" file
 */
const char *ANGBAND_SYS = "xxx";

/*
 * Hack -- The special Angband "Graphics Suffix"
 * This variable is used to choose an appropriate "graf-xxx" file
 */
const char *ANGBAND_GRAF = "old";

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

/*
 * Various lib/ sub-directories.
 */
char *ANGBAND_DIR_APEX;
char *ANGBAND_DIR_BONE;
char *ANGBAND_DIR_DATA;
char *ANGBAND_DIR_EDIT;
char *ANGBAND_DIR_FILE;
char *ANGBAND_DIR_HELP;
char *ANGBAND_DIR_INFO;
char *ANGBAND_DIR_SAVE;
char *ANGBAND_DIR_PREF;
char *ANGBAND_DIR_USER;
char *ANGBAND_DIR_XTRA;

/* 
 * Various xtra/ subdirectories.
 */
char *ANGBAND_DIR_XTRA_FONT;
char *ANGBAND_DIR_XTRA_GRAF;
char *ANGBAND_DIR_XTRA_SOUND;
char *ANGBAND_DIR_XTRA_HELP;
char *ANGBAND_DIR_XTRA_ICON;

/*
 * 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)(const object_type*);



/*
 * Hack -- function hook to restrict "get_mon_num_prep()" function
 */
bool (*get_mon_num_hook)(int r_idx);



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



/*
 * Hack - the destination file for text_out_to_file.
 */
ang_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);


/*
 * 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;


/*
 * Use transparent tiles
 */
bool use_transparency = FALSE;


/*
 * Sound hook (for playing FX).
 */
void (*sound_hook)(int sound);


/*
 * For autoinscriptions.
 */
autoinscription *inscriptions = 0;
u16b inscriptions_count = 0;


/* Delay in centiseconds before moving to allow another keypress */
/* Zero means normal instant movement. */
u16b lazymove_delay = 0;
