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-/* File: types.h */
-
-/* Purpose: global type declarations */
-
-/*
- * 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.
- */
-
-
-/*
- * This file should ONLY be included by "angband.h"
- */
-
-
-/*
- * Note that "char" may or may not be signed, and that "signed char"
- * may or may not work on all machines. So always use "s16b" or "s32b"
- * for signed values. Also, note that unsigned values cause math problems
- * in many cases, so try to only use "u16b" and "u32b" for "bit flags",
- * unless you really need the extra bit of information, or you really
- * need to restrict yourself to a single byte for storage reasons.
- *
- * Also, if possible, attempt to restrict yourself to sub-fields of
- * known size (use "s16b" or "s32b" instead of "int", and "byte" instead
- * of "bool"), and attempt to align all fields along four-byte words, to
- * optimize storage issues on 32-bit machines. Also, avoid "bit flags"
- * since these increase the code size and slow down execution. When
- * you need to store bit flags, use one byte per flag, or, where space
- * is an issue, use a "byte" or "u16b" or "u32b", and add special code
- * to access the various bit flags.
- *
- * Many of these structures were developed to reduce the number of global
- * variables, facilitate structured program design, allow the use of ascii
- * template files, simplify access to indexed data, or facilitate efficient
- * clearing of many variables at once.
- *
- * Certain data is saved in multiple places for efficient access, currently,
- * this includes the tval/sval/weight fields in "object_type", various fields
- * in "header_type", and the "m_idx" and "o_idx" fields in "cave_type". All
- * of these could be removed, but this would, in general, slow down the game
- * and increase the complexity of the code.
- */
-
-
-
-
-
-/*
- * Template file header information (see "init.c"). 16 bytes.
- *
- * Note that the sizes of many of the "arrays" are between 32768 and
- * 65535, and so we must use "unsigned" values to hold the "sizes" of
- * these arrays below. Normally, I try to avoid using unsigned values,
- * since they can cause all sorts of bizarre problems, but I have no
- * choice here, at least, until the "race" array is split into "normal"
- * and "unique" monsters, which may or may not actually help.
- *
- * Note that, on some machines, for example, the Macintosh, the standard
- * "read()" and "write()" functions cannot handle more than 32767 bytes
- * at one time, so we need replacement functions, see "util.c" for details.
- *
- * Note that, on some machines, for example, the Macintosh, the standard
- * "malloc()" function cannot handle more than 32767 bytes at one time,
- * but we may assume that the "ralloc()" function can handle up to 65535
- * butes at one time. We should not, however, assume that the "ralloc()"
- * function can handle more than 65536 bytes at a time, since this might
- * result in segmentation problems on certain older machines, and in fact,
- * we should not assume that it can handle exactly 65536 bytes at a time,
- * since the internal functions may use an unsigned short to specify size.
- *
- * In general, these problems occur only on machines (such as most personal
- * computers) which use 2 byte "int" values, and which use "int" for the
- * arguments to the relevent functions.
- */
-
-typedef struct header header;
-
-struct header
-{
- u16b info_num; /* Number of "info" records */
-
- u32b name_size; /* Size of the "name" array in bytes */
-
- u32b text_size; /* Size of the "text" array in bytes */
-};
-
-
-/*
- * "Themed" objects.
- * Probability in percent for each class of objects to be dropped.
- * This could perhaps be an array - but that wouldn't be as clear.
- */
-typedef struct obj_theme obj_theme;
-struct obj_theme
-{
- byte treasure;
- byte combat;
- byte magic;
- byte tools;
-};
-
-
-/*
- * Information about terrain "features"
- */
-
-typedef struct feature_type feature_type;
-
-struct feature_type
-{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
- u32b tunnel; /* Text for tunneling */
- u32b block; /* Text for blocking */
-
- byte mimic; /* Feature to mimic */
-
- u32b flags1; /* First set of flags */
-
- byte extra; /* Extra byte (unused) */
-
- s16b unused; /* Extra bytes (unused) */
-
- byte d_attr; /* Default feature attribute */
- char d_char; /* Default feature character */
-
-
- byte x_attr; /* Desired feature attribute */
- char x_char; /* Desired feature character */
-
- byte shimmer[7]; /* Shimmer colors */
-
- int d_dice[4]; /* Number of dices */
- int d_side[4]; /* Number of sides */
- int d_frequency[4]; /* Frequency of damage (1 is the minimum) */
- int d_type[4]; /* Type of damage */
-};
-
-
-/*
- * Information about object "kinds", including player knowledge.
- *
- * Only "aware" and "tried" are saved in the savefile
- */
-
-typedef struct object_kind object_kind;
-
-struct object_kind
-{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
-
- byte tval; /* Object type */
- byte sval; /* Object sub type */
-
- s32b pval; /* Object extra info */
- s32b pval2; /* Object extra info */
-
- s16b to_h; /* Bonus to hit */
- s16b to_d; /* Bonus to damage */
- s16b to_a; /* Bonus to armor */
-
- s16b activate; /* Activation number */
-
- s16b ac; /* Base armor */
-
- byte dd, ds; /* Damage dice/sides */
-
- s32b weight; /* Weight */
-
- s32b cost; /* Object "base cost" */
-
- u32b flags1; /* Flags, set 1 */
- u32b flags2; /* Flags, set 2 */
- u32b flags3; /* Flags, set 3 */
- u32b flags4; /* Flags, set 4 */
- u32b flags5; /* Flags, set 5 */
-
- u32b oflags1; /* Obvious Flags, set 1 */
- u32b oflags2; /* Obvious Flags, set 2 */
- u32b oflags3; /* Obvious Flags, set 3 */
- u32b oflags4; /* Obvious Flags, set 4 */
- u32b oflags5; /* Obvious Flags, set 5 */
-
- byte locale[4]; /* Allocation level(s) */
- byte chance[4]; /* Allocation chance(s) */
-
- byte level; /* Level */
- byte extra; /* Something */
-
-
- byte d_attr; /* Default object attribute */
- char d_char; /* Default object character */
-
-
- byte x_attr; /* Desired object attribute */
- char x_char; /* Desired object character */
-
-
- byte flavor; /* Special object flavor (or zero) */
-
- bool_ easy_know; /* This object is always known (if aware) */
-
-
- bool_ aware; /* The player is "aware" of the item's effects */
-
- bool_ tried; /* The player has "tried" one of the items */
-
- bool_ know; /* extractable flag for the alchemist */
-
- u32b esp; /* ESP flags */
- u32b oesp; /* Obvious ESP flags */
-
- byte btval; /* Become Object type */
- byte bsval; /* Become Object sub type */
- bool_ artifact; /* Is it a normal artifact(already generated) */
-
- s16b power; /* Power granted(if any) */
-};
-
-
-
-/*
- * Information about "artifacts".
- *
- * Note that the save-file only writes "cur_num" to the savefile.
- *
- * Note that "max_num" is always "1" (if that artifact "exists")
- */
-
-typedef struct artifact_type artifact_type;
-
-struct artifact_type
-{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
-
- byte tval; /* Artifact type */
- byte sval; /* Artifact sub type */
-
- s16b pval; /* Artifact extra info */
-
- s16b to_h; /* Bonus to hit */
- s16b to_d; /* Bonus to damage */
- s16b to_a; /* Bonus to armor */
-
- s16b activate; /* Activation Number */
-
- s16b ac; /* Base armor */
-
- byte dd, ds; /* Damage when hits */
-
- s16b weight; /* Weight */
-
- s32b cost; /* Artifact "cost" */
-
- u32b flags1; /* Artifact Flags, set 1 */
- u32b flags2; /* Artifact Flags, set 2 */
- u32b flags3; /* Artifact Flags, set 3 */
- u32b flags4; /* Artifact Flags, set 4 */
- u32b flags5; /* Artifact Flags, set 5 */
-
- u32b oflags1; /* Obvious Flags, set 1 */
- u32b oflags2; /* Obvious Flags, set 2 */
- u32b oflags3; /* Obvious Flags, set 3 */
- u32b oflags4; /* Obvious Flags, set 4 */
- u32b oflags5; /* Obvious Flags, set 5 */
-
- byte level; /* Artifact level */
- byte rarity; /* Artifact rarity */
-
- byte cur_num; /* Number created (0 or 1) */
- byte max_num; /* Unused (should be "1") */
-
- u32b esp; /* ESP flags */
- u32b oesp; /* ESP flags */
-
- s16b power; /* Power granted(if any) */
-
- s16b set; /* Does it belongs to a set ?*/
-};
-
-
-/*
- * Information about "ego-items".
- */
-
-typedef struct ego_item_type ego_item_type;
-
-struct ego_item_type
-{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
-
- bool_ before; /* Before or after the object name ? */
-
- byte tval[10];
- byte min_sval[10];
- byte max_sval[10];
-
- byte rating; /* Rating boost */
-
- byte level; /* Minimum level */
- byte rarity; /* Object rarity */
- byte mrarity; /* Object rarity */
-
- s16b max_to_h; /* Maximum to-hit bonus */
- s16b max_to_d; /* Maximum to-dam bonus */
- s16b max_to_a; /* Maximum to-ac bonus */
-
- s16b activate; /* Activation Number */
-
- s32b max_pval; /* Maximum pval */
-
- s32b cost; /* Ego-item "cost" */
-
- byte rar[5];
- u32b flags1[5]; /* Ego-Item Flags, set 1 */
- u32b flags2[5]; /* Ego-Item Flags, set 2 */
- u32b flags3[5]; /* Ego-Item Flags, set 3 */
- u32b flags4[5]; /* Ego-Item Flags, set 4 */
- u32b flags5[5]; /* Ego-Item Flags, set 5 */
- u32b esp[5]; /* ESP flags */
- u32b oflags1[5]; /* Ego-Item Obvious Flags, set 1 */
- u32b oflags2[5]; /* Ego-Item Obvious Flags, set 2 */
- u32b oflags3[5]; /* Ego-Item Obvious Flags, set 3 */
- u32b oflags4[5]; /* Ego-Item Obvious Flags, set 4 */
- u32b oflags5[5]; /* Ego-Item Obvious Flags, set 5 */
- u32b oesp[5]; /* Obvious ESP flags */
- u32b fego[5]; /* ego flags */
-
- u32b need_flags1; /* Ego-Item Flags, set 1 */
- u32b need_flags2; /* Ego-Item Flags, set 2 */
- u32b need_flags3; /* Ego-Item Flags, set 3 */
- u32b need_flags4; /* Ego-Item Flags, set 4 */
- u32b need_flags5; /* Ego-Item Flags, set 5 */
- u32b need_esp; /* ESP flags */
- u32b forbid_flags1; /* Ego-Item Flags, set 1 */
- u32b forbid_flags2; /* Ego-Item Flags, set 2 */
- u32b forbid_flags3; /* Ego-Item Flags, set 3 */
- u32b forbid_flags4; /* Ego-Item Flags, set 4 */
- u32b forbid_flags5; /* Ego-Item Flags, set 5 */
- u32b forbid_esp; /* ESP flags */
-
- s16b power; /* Power granted(if any) */
-};
-
-
-/*
- * Information about "random artifacts parts".
- */
-typedef struct randart_part_type randart_part_type;
-struct randart_part_type
-{
- byte tval[20];
- byte min_sval[20];
- byte max_sval[20];
-
- byte level; /* Minimum level */
- byte rarity; /* Object rarity */
- byte mrarity; /* Object rarity */
-
- s16b max_to_h; /* Maximum to-hit bonus */
- s16b max_to_d; /* Maximum to-dam bonus */
- s16b max_to_a; /* Maximum to-ac bonus */
-
- s32b max_pval; /* Maximum pval */
-
- s32b value; /* power value */
- s16b max; /* Number of time it can appear on a single item */
-
- u32b flags1; /* Ego-Item Flags, set 1 */
- u32b flags2; /* Ego-Item Flags, set 2 */
- u32b flags3; /* Ego-Item Flags, set 3 */
- u32b flags4; /* Ego-Item Flags, set 4 */
- u32b flags5; /* Ego-Item Flags, set 5 */
- u32b esp; /* ESP flags */
- u32b fego; /* ego flags */
-
- u32b aflags1; /* Ego-Item Flags, set 1 */
- u32b aflags2; /* Ego-Item Flags, set 2 */
- u32b aflags3; /* Ego-Item Flags, set 3 */
- u32b aflags4; /* Ego-Item Flags, set 4 */
- u32b aflags5; /* Ego-Item Flags, set 5 */
- u32b aesp; /* ESP flags */
-
- s16b power; /* Power granted(if any) */
-};
-
-typedef struct randart_gen_type randart_gen_type;
-struct randart_gen_type
-{
- int chance; /* Chance to have that number of powers */
- int dd;
- int ds;
- int plus; /* xdy+plus power */
-};
-
-
-/*
- * Monster blow structure
- *
- * - Method (RBM_*)
- * - Effect (RBE_*)
- * - Damage Dice
- * - Damage Sides
- */
-
-typedef struct monster_blow monster_blow;
-
-struct monster_blow
-{
- byte method;
- byte effect;
- byte d_dice;
- byte d_side;
-};
-
-
-
-/*
- * Monster "race" information, including racial memories
- *
- * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
- *
- * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
- *
- * Note that "cur_num" (and "max_num") represent the number of monsters
- * of the given race currently on (and allowed on) the current level.
- * This information yields the "dead" flag for Unique monsters.
- *
- * Note that "max_num" is reset when a new player is created.
- * Note that "cur_num" is reset when a new level is created.
- *
- * Note that several of these fields, related to "recall", can be
- * scrapped if space becomes an issue, resulting in less "complete"
- * monster recall (no knowledge of spells, etc). All of the "recall"
- * fields have a special prefix to aid in searching for them.
- */
-
-
-typedef struct monster_race monster_race;
-
-struct monster_race
-{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
-
- u16b hdice; /* Creatures hit dice count */
- u16b hside; /* Creatures hit dice sides */
-
- s16b ac; /* Armour Class */
-
- s16b sleep; /* Inactive counter (base) */
- byte aaf; /* Area affect radius (1-100) */
- byte speed; /* Speed (normally 110) */
-
- s32b mexp; /* Exp value for kill */
-
- s32b weight; /* Weight of the monster */
-
- byte freq_inate; /* Inate spell frequency */
- byte freq_spell; /* Other spell frequency */
-
- u32b flags1; /* Flags 1 (general) */
- u32b flags2; /* Flags 2 (abilities) */
- u32b flags3; /* Flags 3 (race/resist) */
- u32b flags4; /* Flags 4 (inate/breath) */
- u32b flags5; /* Flags 5 (normal spells) */
- u32b flags6; /* Flags 6 (special spells) */
- u32b flags7; /* Flags 7 (movement related abilities) */
- u32b flags8; /* Flags 8 (wilderness info) */
- u32b flags9; /* Flags 9 (drops info) */
-
- monster_blow blow[4]; /* Up to four blows per round */
-
- byte body_parts[BODY_MAX]; /* To help to decide what to use when body changing */
-
- byte level; /* Level of creature */
- byte rarity; /* Rarity of creature */
-
-
- byte d_attr; /* Default monster attribute */
- char d_char; /* Default monster character */
-
-
- byte x_attr; /* Desired monster attribute */
- char x_char; /* Desired monster character */
-
-
- s16b max_num; /* Maximum population allowed per level */
-
- byte cur_num; /* Monster population on current level */
-
-
- s16b r_sights; /* Count sightings of this monster */
- s16b r_deaths; /* Count deaths from this monster */
-
- s16b r_pkills; /* Count monsters killed in this life */
- s16b r_tkills; /* Count monsters killed in all lives */
-
- byte r_wake; /* Number of times woken up (?) */
- byte r_ignore; /* Number of times ignored (?) */
-
- byte r_xtra1; /* Something (unused) */
- byte r_xtra2; /* Something (unused) */
-
- byte r_drop_gold; /* Max number of gold dropped at once */
- byte r_drop_item; /* Max number of item dropped at once */
-
- byte r_cast_inate; /* Max number of inate spells seen */
- byte r_cast_spell; /* Max number of other spells seen */
-
- byte r_blows[4]; /* Number of times each blow type was seen */
-
- u32b r_flags1; /* Observed racial flags */
- u32b r_flags2; /* Observed racial flags */
- u32b r_flags3; /* Observed racial flags */
- u32b r_flags4; /* Observed racial flags */
- u32b r_flags5; /* Observed racial flags */
- u32b r_flags6; /* Observed racial flags */
- u32b r_flags7; /* Observed racial flags */
- u32b r_flags8; /* Observed racial flags */
- u32b r_flags9; /* Observed racial flags */
-
- bool_ on_saved; /* Is the (unique) on a saved level ? */
-
- byte total_visible; /* Amount of this race that are visible */
-
- obj_theme drops; /* The drops type */
-};
-
-
-typedef struct monster_ego monster_ego;
-
-struct monster_ego
-{
- u32b name; /* Name (offset) */
- bool_ before; /* Display ego before or after */
-
- monster_blow blow[4]; /* Up to four blows per round */
- byte blowm[4][2];
-
- s16b hdice; /* Creatures hit dice count */
- s16b hside; /* Creatures hit dice sides */
-
- s16b ac; /* Armour Class */
-
- s16b sleep; /* Inactive counter (base) */
- s16b aaf; /* Area affect radius (1-100) */
- s16b speed; /* Speed (normally 110) */
-
- s32b mexp; /* Exp value for kill */
-
- s32b weight; /* Weight of the monster */
-
- byte freq_inate; /* Inate spell frequency */
- byte freq_spell; /* Other spell frequency */
-
- /* Ego flags */
- u32b flags1; /* Flags 1 */
- u32b flags2; /* Flags 1 */
- u32b flags3; /* Flags 1 */
- u32b flags7; /* Flags 1 */
- u32b flags8; /* Flags 1 */
- u32b flags9; /* Flags 1 */
- u32b hflags1; /* Flags 1 */
- u32b hflags2; /* Flags 1 */
- u32b hflags3; /* Flags 1 */
- u32b hflags7; /* Flags 1 */
- u32b hflags8; /* Flags 1 */
- u32b hflags9; /* Flags 1 */
-
- /* Monster flags */
- u32b mflags1; /* Flags 1 (general) */
- u32b mflags2; /* Flags 2 (abilities) */
- u32b mflags3; /* Flags 3 (race/resist) */
- u32b mflags4; /* Flags 4 (inate/breath) */
- u32b mflags5; /* Flags 5 (normal spells) */
- u32b mflags6; /* Flags 6 (special spells) */
- u32b mflags7; /* Flags 7 (movement related abilities) */
- u32b mflags8; /* Flags 8 (wilderness info) */
- u32b mflags9; /* Flags 9 (drops info) */
-
- /* Negative Flags, to be removed from the monster flags */
- u32b nflags1; /* Flags 1 (general) */
- u32b nflags2; /* Flags 2 (abilities) */
- u32b nflags3; /* Flags 3 (race/resist) */
- u32b nflags4; /* Flags 4 (inate/breath) */
- u32b nflags5; /* Flags 5 (normal spells) */
- u32b nflags6; /* Flags 6 (special spells) */
- u32b nflags7; /* Flags 7 (movement related abilities) */
- u32b nflags8; /* Flags 8 (wilderness info) */
- u32b nflags9; /* Flags 9 (drops info) */
-
- s16b level; /* Level of creature */
- s16b rarity; /* Rarity of creature */
-
-
- byte d_attr; /* Default monster attribute */
- char d_char; /* Default monster character */
-
- byte g_attr; /* Overlay graphic attribute */
- char g_char; /* Overlay graphic character */
-
- char r_char[5]; /* Monster race allowed */
- char nr_char[5]; /* Monster race not allowed */
-};
-
-
-
-/*
- * Information about "vault generation"
- */
-
-typedef struct vault_type vault_type;
-
-struct vault_type
-{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
-
- byte typ; /* Vault type */
-
- byte rat; /* Vault rating */
-
- byte hgt; /* Vault height */
- byte wid; /* Vault width */
-
- s16b lvl; /* level of special (if any) */
- byte dun_type; /* Dungeon type where the level will show up */
-
- s16b mon[10]; /* special monster */
- int item[3]; /* number of item (usually artifact) */
-};
-
-
-/* jk */
-/* name and description are in some other arrays */
-typedef struct trap_type trap_type;
-
-struct trap_type
-{
- s16b probability; /* probability of existence */
- s16b another; /* does this trap easily combine */
- s16b p1valinc; /* how much does this trap attribute to p1val */
- byte difficulty; /* how difficult to disarm */
- byte minlevel; /* what is the minimum level on which the traps should be */
- byte color; /* what is the color on screen */
- u32b flags; /* where can these traps go - and perhaps other flags */
- bool_ ident; /* do we know the name */
- s16b known; /* how well is this trap known */
- s16b name; /* normal name like weakness */
- s16b dd, ds; /* base damage */
- s16b text; /* longer description once you've met this trap */
- byte g_attr; /* Overlay graphic attribute */
- char g_char; /* Overlay graphic character */
-};
-
-
-
-/*
- * A single "grid" in a Cave
- *
- * Note that several aspects of the code restrict the actual cave
- * to a max size of 256 by 256. In partcular, locations are often
- * saved as bytes, limiting each coordinate to the 0-255 range.
- *
- * The "o_idx" and "m_idx" fields are very interesting. There are
- * many places in the code where we need quick access to the actual
- * monster or object(s) in a given cave grid. The easiest way to
- * do this is to simply keep the index of the monster and object
- * (if any) with the grid, but this takes 198*66*4 bytes of memory.
- * Several other methods come to mind, which require only half this
- * amound of memory, but they all seem rather complicated, and would
- * probably add enough code that the savings would be lost. So for
- * these reasons, we simply store an index into the "o_list" and
- * "m_list" arrays, using "zero" when no monster/object is present.
- *
- * Note that "o_idx" is the index of the top object in a stack of
- * objects, using the "next_o_idx" field of objects (see below) to
- * create the singly linked list of objects. If "o_idx" is zero
- * then there are no objects in the grid.
- */
-
-typedef struct cave_type cave_type;
-
-struct cave_type
-{
- u16b info; /* Hack -- cave flags */
-
- byte feat; /* Hack -- feature type */
-
- s16b o_idx; /* Object in this grid */
-
- s16b m_idx; /* Monster in this grid */
-
- s16b t_idx; /* trap index (in t_list) or zero */
-
- s16b special, special2; /* Special cave info */
-
- s16b inscription; /* Inscription of the grid */
-
- byte mana; /* Magical energy of the grid */
-
- byte mimic; /* Feature to mimic */
-
- byte cost; /* Hack -- cost of flowing */
- byte when; /* Hack -- when cost was computed */
-
- s16b effect; /* The lasting effects */
-};
-
-/* Lasting spell effects(clouds, ..) */
-typedef struct effect_type effect_type;
-struct effect_type
-{
- s16b time; /* For how long */
- s16b dam; /* How much damage */
- s16b type; /* Of which type */
- s16b cy; /* Center of the cast*/
- s16b cx; /* Center of the cast*/
- s16b rad; /* Radius -- if needed */
- u32b flags; /* Flags */
-};
-
-/*
- * Object information, for a specific object.
- *
- * Note that a "discount" on an item is permanent and never goes away.
- *
- * Note that inscriptions are now handled via the "quark_str()" function
- * applied to the "note" field, which will return NULL if "note" is zero.
- *
- * Note that "object" records are "copied" on a fairly regular basis,
- * and care must be taken when handling such objects.
- *
- * Note that "object flags" must now be derived from the object kind,
- * the artifact and ego-item indexes, and the two "xtra" fields.
- *
- * Each cave grid points to one (or zero) objects via the "o_idx"
- * field (above). Each object then points to one (or zero) objects
- * via the "next_o_idx" field, forming a singly linked list, which
- * in game terms, represents a "stack" of objects in the same grid.
- *
- * Each monster points to one (or zero) objects via the "hold_o_idx"
- * field (below). Each object then points to one (or zero) objects
- * via the "next_o_idx" field, forming a singly linked list, which
- * in game terms, represents a pile of objects held by the monster.
- *
- * The "held_m_idx" field is used to indicate which monster, if any,
- * is holding the object. Objects being held have "ix=0" and "iy=0".
- */
-
-typedef struct object_type object_type;
-
-struct object_type
-{
- s16b k_idx; /* Kind index (zero if "dead") */
-
- byte iy; /* Y-position on map, or zero */
- byte ix; /* X-position on map, or zero */
-
- byte tval; /* Item type (from kind) */
- byte sval; /* Item sub-type (from kind) */
-
- s32b pval; /* Item extra-parameter */
- s16b pval2; /* Item extra-parameter for some special
- items*/
- s32b pval3; /* Item extra-parameter for some special
- items*/
-
- byte discount; /* Discount (if any) */
-
- byte number; /* Number of items */
-
- s32b weight; /* Item weight */
-
- byte elevel; /* Item exp level */
- s32b exp; /* Item exp */
-
- byte name1; /* Artifact type, if any */
- s16b name2; /* Ego-Item type, if any */
- s16b name2b; /* Second Ego-Item type, if any */
-
- byte xtra1; /* Extra info type */
- s16b xtra2; /* Extra info index */
-
- s16b to_h; /* Plusses to hit */
- s16b to_d; /* Plusses to damage */
- s16b to_a; /* Plusses to AC */
-
- s16b ac; /* Normal AC */
-
- byte dd, ds; /* Damage dice/sides */
-
- s16b timeout; /* Timeout Counter */
-
- byte ident; /* Special flags */
-
- byte marked; /* Object is marked */
-
- u16b note; /* Inscription index */
- u16b art_name; /* Artifact name (random artifacts) */
-
- u32b art_flags1; /* Flags, set 1 Alas, these were necessary */
- u32b art_flags2; /* Flags, set 2 for the random artifacts of*/
- u32b art_flags3; /* Flags, set 3 Zangband */
- u32b art_flags4; /* Flags, set 4 PernAngband */
- u32b art_flags5; /* Flags, set 5 PernAngband */
- u32b art_esp; /* Flags, set esp PernAngband */
-
- u32b art_oflags1; /* Obvious Flags, set 1 */
- u32b art_oflags2; /* Obvious Flags, set 2 */
- u32b art_oflags3; /* Obvious Flags, set 3 */
- u32b art_oflags4; /* Obvious Flags, set 4 */
- u32b art_oflags5; /* Obvious Flags, set 5 */
- u32b art_oesp; /* Obvious Flags, set esp */
-
- s16b next_o_idx; /* Next object in stack (if any) */
-
- s16b held_m_idx; /* Monster holding us (if any) */
-
- byte sense; /* Pseudo-id status */
-
- byte found; /* How did we find it */
- s16b found_aux1; /* Stores info for found */
- s16b found_aux2; /* Stores info for found */
- s16b found_aux3; /* Stores info for found */
- s16b found_aux4; /* Stores info for found */
-};
-
-
-/*
- * Monster mind, use for skills and such
- */
-typedef struct monster_mind monster_mind;
-struct monster_mind
-{
- /*
- * Without this, bcc can't compile because it does not
- * allow empty structure. Remove this when you add some
- * variables to this structure. -- Kusunose
- */
- byte dummy;
-};
-
-
-
-/*
- * Monster information, for a specific monster.
- *
- * Note: fy, fx constrain dungeon size to 256x256
- *
- * The "hold_o_idx" field points to the first object of a stack
- * of objects (if any) being carried by the monster (see above).
- */
-
-typedef struct monster_type monster_type;
-
-struct monster_type
-{
- s16b r_idx; /* Monster race index */
-
- u16b ego; /* Ego monster type */
-
- byte fy; /* Y location on map */
- byte fx; /* X location on map */
-
- s32b hp; /* Current Hit points */
- s32b maxhp; /* Max Hit points */
-
- monster_blow blow[4]; /* Up to four blows per round */
-
- byte speed; /* Speed (normally 110) */
- byte level; /* Level of creature */
- s16b ac; /* Armour Class */
- u32b exp; /* Experience */
-
- s16b csleep; /* Inactive counter */
-
- byte mspeed; /* Monster "speed" */
- byte energy; /* Monster "energy" */
-
- byte stunned; /* Monster is stunned */
- byte confused; /* Monster is confused */
- byte monfear; /* Monster is afraid */
-
- s16b bleeding; /* Monster is bleeding */
- s16b poisoned; /* Monster is poisoned */
-
- byte cdis; /* Current dis from player */
-
- s32b mflag; /* Extra monster flags */
-
- bool_ ml; /* Monster is "visible" */
-
- s16b hold_o_idx; /* Object being held (if any) */
-
- u32b smart; /* Field for "smart_learn" */
-
- s16b status; /* Status(friendly, pet, companion, ..) */
-
- s16b target; /* Monster target */
-
- s16b possessor; /* Is it under the control of a possessor ? */
-
- monster_race *sr_ptr; /* Does it have a specific race(not in r_info) */
-
- monster_mind *mind; /* Does it have a mind? */
-};
-
-
-
-
-/*
- * An entry for the object/monster allocation functions
- *
- * Pass 1 is determined from allocation information
- * Pass 2 is determined from allocation restriction
- * Pass 3 is determined from allocation calculation
- */
-
-typedef struct alloc_entry alloc_entry;
-
-struct alloc_entry
-{
- s16b index; /* The actual index */
-
- byte level; /* Base dungeon level */
- byte prob1; /* Probability, pass 1 */
- byte prob2; /* Probability, pass 2 */
- byte prob3; /* Probability, pass 3 */
-
- u16b total; /* Unused for now */
-};
-
-
-
-/*
- * Available "options"
- *
- * - Address of actual option variable (or NULL)
- *
- * - Normal Value (TRUE or FALSE)
- *
- * - Option Page Number (or zero)
- *
- * - Savefile Set (or zero)
- * - Savefile Bit in that set
- *
- * - Textual name (or NULL)
- * - Textual description
- */
-
-typedef struct option_type option_type;
-
-struct option_type
-{
- bool_ *o_var;
-
- byte o_norm;
-
- byte o_page;
-
- byte o_bit;
-
- cptr o_text;
- cptr o_desc;
-};
-
-/*
- * A store owner
- */
-typedef struct owner_type owner_type;
-
-struct owner_type
-{
- u32b name; /* Name (offset) */
-
- s16b max_cost; /* Purse limit */
-
- byte max_inflate; /* Inflation (max) */
- byte min_inflate; /* Inflation (min) */
-
- byte haggle_per; /* Haggle unit */
-
- byte insult_max; /* Insult limit */
-
- u32b races[2][2]; /* Liked/hated races */
- u32b classes[2][2]; /* Liked/hated classes */
-
- s16b costs[3]; /* Costs for liked people */
-};
-
-
-
-
-/*
- * A store, with an owner, various state flags, a current stock
- * of items, and a table of items that are often purchased.
- */
-typedef struct store_type store_type;
-
-struct store_type
-{
- u16b st_idx;
-
- u16b owner; /* Owner index */
-
- s16b insult_cur; /* Insult counter */
-
- s16b good_buy; /* Number of "good" buys */
- s16b bad_buy; /* Number of "bad" buys */
-
- s32b store_open; /* Closed until this turn */
-
- s32b last_visit; /* Last visited on this turn */
-
- byte stock_num; /* Stock -- Number of entries */
- s16b stock_size; /* Stock -- Total Size of Array */
- object_type *stock; /* Stock -- Actual stock items */
-};
-
-/*
- * A store/building type
- */
-typedef struct store_info_type store_info_type;
-
-struct store_info_type
-{
- u32b name; /* Name (offset) */
-
- s16b table[STORE_CHOICES][2]; /* Table -- Legal item kinds */
- byte table_num; /* Number of items */
- s16b max_obj; /* Number of items this store can hold */
-
- u16b owners[4]; /* List of owners(refers to ow_info) */
-
- u16b actions[6]; /* Actions(refers to ba_info) */
-
- byte d_attr; /* Default building attribute */
- char d_char; /* Default building character */
-
- byte x_attr; /* Desired building attribute */
- char x_char; /* Desired building character */
-
- u32b flags1; /* Flags */
-};
-
-/*
- * Stores/buildings actions
- */
-typedef struct store_action_type store_action_type;
-
-struct store_action_type
-{
- u32b name; /* Name (offset) */
-
- s16b costs[3]; /* Costs for liked people */
- char letter; /* Action letter */
- char letter_aux; /* Action letter */
- s16b action; /* Action code */
- s16b action_restr; /* Action restriction */
-};
-
-/*
- * the spell function must provide the desc
- */
-typedef struct magic_type magic_type;
-
-struct magic_type
-{
- byte slevel; /* Required level (to learn) */
- byte smana; /* Required mana (to cast) */
- byte sfail; /* Minimum chance of failure */
- byte sexp; /* Encoded experience bonus */
-};
-
-/*
- * Player sex info
- */
-
-typedef struct player_sex player_sex;
-
-struct player_sex
-{
- cptr title; /* Type of sex */
-
- cptr winner; /* Name of winner */
-};
-
-
-/*
- * Player racial info
- */
-
-typedef struct player_race player_race;
-
-struct player_race
-{
- s32b title; /* Type of race */
- s32b desc;
-
- s16b r_adj[6]; /* Racial stat bonuses */
-
- char luck; /* Luck */
-
- s16b r_dis; /* disarming */
- s16b r_dev; /* magic devices */
- s16b r_sav; /* saving throw */
- s16b r_stl; /* stealth */
- s16b r_srh; /* search ability */
- s16b r_fos; /* search frequency */
- s16b r_thn; /* combat (normal) */
- s16b r_thb; /* combat (shooting) */
-
- byte r_mhp; /* Race hit-dice modifier */
- u16b r_exp; /* Race experience factor */
-
- byte b_age; /* base age */
- byte m_age; /* mod age */
-
- byte m_b_ht; /* base height (males) */
- byte m_m_ht; /* mod height (males) */
- byte m_b_wt; /* base weight (males) */
- byte m_m_wt; /* mod weight (males) */
-
- byte f_b_ht; /* base height (females) */
- byte f_m_ht; /* mod height (females) */
- byte f_b_wt; /* base weight (females) */
- byte f_m_wt; /* mod weight (females) */
-
- byte infra; /* Infra-vision range */
-
- u32b choice[2]; /* Legal class choices */
-
- s16b powers[4]; /* Powers of the race */
-
- byte body_parts[BODY_MAX]; /* To help to decide what to use when body changing */
-
- s16b chart; /* Chart history */
-
- u32b flags1;
- u32b flags2; /* flags */
-
- u32b oflags1[PY_MAX_LEVEL + 1];
- u32b oflags2[PY_MAX_LEVEL + 1];
- u32b oflags3[PY_MAX_LEVEL + 1];
- u32b oflags4[PY_MAX_LEVEL + 1];
- u32b oflags5[PY_MAX_LEVEL + 1];
- u32b oesp[PY_MAX_LEVEL + 1];
- s16b opval[PY_MAX_LEVEL + 1];
-
- char skill_basem[MAX_SKILLS];
- u32b skill_base[MAX_SKILLS];
- char skill_modm[MAX_SKILLS];
- s16b skill_mod[MAX_SKILLS];
-
- s16b obj_tval[5];
- s16b obj_sval[5];
- s16b obj_pval[5];
- s16b obj_dd[5];
- s16b obj_ds[5];
- s16b obj_num;
-
- struct
- {
- s16b ability;
- s16b level;
- } abilities[10]; /* Abilitiers to be gained by level(doesnt take prereqs in account) */
-};
-
-typedef struct player_race_mod player_race_mod;
-
-struct player_race_mod
-{
- s32b title; /* Type of race mod */
- s32b desc; /* Desc */
- bool_ place; /* TRUE = race race modifier, FALSE = Race modifier race */
-
- s16b r_adj[6]; /* (+) Racial stat bonuses */
-
- char luck; /* Luck */
- s16b mana; /* Mana % */
-
- s16b r_dis; /* (+) disarming */
- s16b r_dev; /* (+) magic devices */
- s16b r_sav; /* (+) saving throw */
- s16b r_stl; /* (+) stealth */
- s16b r_srh; /* (+) search ability */
- s16b r_fos; /* (+) search frequency */
- s16b r_thn; /* (+) combat (normal) */
- s16b r_thb; /* (+) combat (shooting) */
-
- char r_mhp; /* (+) Race mod hit-dice modifier */
- s16b r_exp; /* (+) Race mod experience factor */
-
- char b_age; /* (+) base age */
- char m_age; /* (+) mod age */
-
- char m_b_ht; /* (+) base height (males) */
- char m_m_ht; /* (+) mod height (males) */
- char m_b_wt; /* (+) base weight (males) */
- char m_m_wt; /* (+) mod weight (males) */
-
- char f_b_ht; /* (+) base height (females) */
- char f_m_ht; /* (+) mod height (females) */
- char f_b_wt; /* (+) base weight (females) */
- char f_m_wt; /* (+) mod weight (females) */
-
- char infra; /* (+) Infra-vision range */
-
- u32b choice[2]; /* Legal race choices */
-
- u32b pclass[2]; /* Classes allowed */
- u32b mclass[2]; /* Classes restricted */
-
- s16b powers[4]; /* Powers of the subrace */
-
- char body_parts[BODY_MAX]; /* To help to decide what to use when body changing */
-
- u32b flags1;
- u32b flags2; /* flags */
-
- u32b oflags1[PY_MAX_LEVEL + 1];
- u32b oflags2[PY_MAX_LEVEL + 1];
- u32b oflags3[PY_MAX_LEVEL + 1];
- u32b oflags4[PY_MAX_LEVEL + 1];
- u32b oflags5[PY_MAX_LEVEL + 1];
- u32b oesp[PY_MAX_LEVEL + 1];
- s16b opval[PY_MAX_LEVEL + 1];
-
- byte g_attr; /* Overlay graphic attribute */
- char g_char; /* Overlay graphic character */
-
- char skill_basem[MAX_SKILLS];
- u32b skill_base[MAX_SKILLS];
- char skill_modm[MAX_SKILLS];
- s16b skill_mod[MAX_SKILLS];
-
- s16b obj_tval[5];
- s16b obj_sval[5];
- s16b obj_pval[5];
- s16b obj_dd[5];
- s16b obj_ds[5];
- s16b obj_num;
-
- struct
- {
- s16b ability;
- s16b level;
- } abilities[10]; /* Abilitiers to be gained by level(doesnt take prereqs in account) */
-};
-
-
-/*
- * Player class info
- */
-
-typedef struct player_spec player_spec;
-
-struct player_spec
-{
- s32b title; /* Type of class spec */
- s32b desc; /* Small desc of the class spec */
-
- char skill_basem[MAX_SKILLS]; /* Mod for value */
- u32b skill_base[MAX_SKILLS]; /* value */
- char skill_modm[MAX_SKILLS]; /* mod for mod */
- s16b skill_mod[MAX_SKILLS]; /* mod */
-
- u32b skill_ideal[MAX_SKILLS]; /* Ideal skill levels at level 50 */
-
- s16b obj_tval[5];
- s16b obj_sval[5];
- s16b obj_pval[5];
- s16b obj_dd[5];
- s16b obj_ds[5];
- s16b obj_num;
-
- u32b gods;
-
- u32b flags1;
- u32b flags2; /* flags */
-
- struct
- {
- s16b ability;
- s16b level;
- } abilities[10]; /* Abilitiers to be gained by level(doesnt take prereqs in account) */
-};
-
-typedef struct player_class player_class;
-
-struct player_class
-{
- s32b title; /* Type of class */
- s32b desc; /* Small desc of the class */
- s32b titles[PY_MAX_LEVEL / 5];
-
- s16b c_adj[6]; /* Class stat modifier */
-
- s16b c_dis; /* class disarming */
- s16b c_dev; /* class magic devices */
- s16b c_sav; /* class saving throws */
- s16b c_stl; /* class stealth */
- s16b c_srh; /* class searching ability */
- s16b c_fos; /* class searching frequency */
- s16b c_thn; /* class to hit (normal) */
- s16b c_thb; /* class to hit (bows) */
-
- s16b x_dis; /* extra disarming */
- s16b x_dev; /* extra magic devices */
- s16b x_sav; /* extra saving throws */
- s16b x_stl; /* extra stealth */
- s16b x_srh; /* extra searching ability */
- s16b x_fos; /* extra searching frequency */
- s16b x_thn; /* extra to hit (normal) */
- s16b x_thb; /* extra to hit (bows) */
-
- s16b c_mhp; /* Class hit-dice adjustment */
- s16b c_exp; /* Class experience factor */
-
- s16b powers[4]; /* Powers of the class */
-
- s16b spell_book; /* Tval of spell books (if any) */
- s16b spell_stat; /* Stat for spells (if any) */
- s16b spell_lev; /* The higher it is the higher the spells level are */
- s16b spell_fail; /* The higher it is the higher the spells failure are */
- s16b spell_mana; /* The higher it is the higher the spells mana are */
- s16b spell_first; /* Level of first spell */
- s16b spell_weight; /* Weight that hurts spells */
- byte max_spell_level; /* Maximun spell level */
- byte magic_max_spell; /* Maximun numbner of spells one can learn by natural means */
-
- u32b flags1; /* flags */
- u32b flags2; /* flags */
-
- s16b mana;
- s16b blow_num;
- s16b blow_wgt;
- s16b blow_mul;
- s16b extra_blows;
-
- s32b sense_base;
- s32b sense_pl;
- s32b sense_plus;
- byte sense_heavy;
- byte sense_heavy_magic;
-
- s16b obj_tval[5];
- s16b obj_sval[5];
- s16b obj_pval[5];
- s16b obj_dd[5];
- s16b obj_ds[5];
- s16b obj_num;
-
- char body_parts[BODY_MAX]; /* To help to decide what to use when body changing */
-
- u32b oflags1[PY_MAX_LEVEL + 1];
- u32b oflags2[PY_MAX_LEVEL + 1];
- u32b oflags3[PY_MAX_LEVEL + 1];
- u32b oflags4[PY_MAX_LEVEL + 1];
- u32b oflags5[PY_MAX_LEVEL + 1];
- u32b oesp[PY_MAX_LEVEL + 1];
- s16b opval[PY_MAX_LEVEL + 1];
-
- char skill_basem[MAX_SKILLS];
- u32b skill_base[MAX_SKILLS];
- char skill_modm[MAX_SKILLS];
- s16b skill_mod[MAX_SKILLS];
-
- u32b gods;
-
- player_spec spec[MAX_SPEC];
-
- struct
- {
- s16b ability;
- s16b level;
- } abilities[10]; /* Abilitiers to be gained by level(doesnt take prereqs in account) */
-};
-
-typedef struct meta_class_type meta_class_type;
-struct meta_class_type
-{
- char name[80]; /* Name */
- byte color;
- s16b *classes; /* list of classes */
-};
-
-/* Help type */
-typedef struct help_info help_info;
-struct help_info
-{
- bool_ enabled; /* ingame help enabled */
-
- u32b help1; /* help flags 1 */
-};
-
-
-/*
- * Most of the "player" information goes here.
- *
- * This stucture gives us a large collection of player variables.
- *
- * This structure contains several "blocks" of information.
- * (1) the "permanent" info
- * (2) the "variable" info
- * (3) the "transient" info
- *
- * All of the "permanent" info, and most of the "variable" info,
- * is saved in the savefile. The "transient" info is recomputed
- * whenever anything important changes.
- */
-
-typedef struct player_type player_type;
-
-struct player_type
-{
- s32b lives; /* How many times we resurected */
-
- s16b oldpy; /* Previous player location -KMW- */
- s16b oldpx; /* Previous player location -KMW- */
-
- s16b py; /* Player location */
- s16b px; /* Player location */
-
- byte psex; /* Sex index */
- byte prace; /* Race index */
- byte pracem; /* Race Mod index */
- byte pclass; /* Class index */
- byte pspec; /* Class spec index */
- byte mimic_form; /* Actualy transformation */
- s16b mimic_level; /* Level of the mimic effect */
- byte oops; /* Unused */
-
- object_type inventory[INVEN_TOTAL]; /* Player inventory */
-
- byte hitdie; /* Hit dice (sides) */
- u16b expfact; /* Experience factor */
-
- byte maximize; /* Maximize stats */
- byte preserve; /* Preserve artifacts */
- byte special; /* Special levels */
- byte allow_one_death; /* Blood of life */
-
- s16b age; /* Characters age */
- s16b ht; /* Height */
- s16b wt; /* Weight */
- s16b sc; /* Social Class */
-
-
- s32b au; /* Current Gold */
-
- s32b max_exp; /* Max experience */
- s32b exp; /* Cur experience */
- u16b exp_frac; /* Cur exp frac (times 2^16) */
-
- s16b lev; /* Level */
-
- s16b town_num; /* Current town number */
- s16b arena_number; /* monster number in arena -KMW- */
- s16b inside_arena; /* Is character inside arena? */
- s16b inside_quest; /* Inside quest level */
- bool_ exit_bldg; /* Goal obtained in arena? -KMW- */
-
- s32b wilderness_x; /* Coordinates in the wilderness */
- s32b wilderness_y;
- bool_ wild_mode; /* TRUE = Small map, FLASE = Big map */
- bool_ old_wild_mode; /* TRUE = Small map, FLASE = Big map */
-
- s16b mhp; /* Max hit pts */
- s16b chp; /* Cur hit pts */
- u16b chp_frac; /* Cur hit frac (times 2^16) */
- s16b hp_mod; /* A modificator(permanent) */
-
- s16b msp; /* Max mana pts */
- s16b csp; /* Cur mana pts */
- u16b csp_frac; /* Cur mana frac (times 2^16) */
-
- s16b msane; /* Max sanity */
- s16b csane; /* Cur sanity */
- u16b csane_frac; /* Cur sanity frac */
-
- s32b grace; /* Your God's appreciation factor. */
- byte pgod; /* Your God. */
- bool_ praying; /* Praying to your god. */
- s16b melkor_sacrifice; /* How much hp has been sacrified for damage */
-
- s16b max_plv; /* Max Player Level */
-
- s16b stat_max[6]; /* Current "maximal" stat values */
- s16b stat_cur[6]; /* Current "natural" stat values */
-
- s16b luck_cur; /* Current "natural" luck value (range -30 <> 30) */
- s16b luck_max; /* Current "maximal base" luck value (range -30 <> 30) */
- s16b luck_base; /* Current "base" luck value (range -30 <> 30) */
-
- s16b speed_factor; /* Timed -- Fast */
- s16b fast; /* Timed -- Fast */
- s16b lightspeed; /* Timed -- Light Speed */
- s16b slow; /* Timed -- Slow */
- s16b blind; /* Timed -- Blindness */
- s16b paralyzed; /* Timed -- Paralysis */
- s16b confused; /* Timed -- Confusion */
- s16b afraid; /* Timed -- Fear */
- s16b image; /* Timed -- Hallucination */
- s16b poisoned; /* Timed -- Poisoned */
- s16b cut; /* Timed -- Cut */
- s16b stun; /* Timed -- Stun */
-
- s16b protevil; /* Timed -- Protection from Evil*/
- s16b protgood; /* Timed -- Protection from Good*/
- s16b protundead; /* Timed -- Protection from Undead*/
- s16b invuln; /* Timed -- Invulnerable */
- s16b hero; /* Timed -- Heroism */
- s16b shero; /* Timed -- Super Heroism */
- s16b shield; /* Timed -- Shield Spell */
- s16b shield_power; /* Timed -- Shield Spell Power */
- s16b shield_opt; /* Timed -- Shield Spell options */
- s16b shield_power_opt; /* Timed -- Shield Spell Power */
- s16b shield_power_opt2; /* Timed -- Shield Spell Power */
- s16b blessed; /* Timed -- Blessed */
- s16b tim_invis; /* Timed -- See Invisible */
- s16b tim_infra; /* Timed -- Infra Vision */
-
- s16b oppose_acid; /* Timed -- oppose acid */
- s16b oppose_elec; /* Timed -- oppose lightning */
- s16b oppose_fire; /* Timed -- oppose heat */
- s16b oppose_cold; /* Timed -- oppose cold */
- s16b oppose_pois; /* Timed -- oppose poison */
- s16b oppose_ld; /* Timed -- oppose light & dark */
- s16b oppose_cc; /* Timed -- oppose chaos & confusion */
- s16b oppose_ss; /* Timed -- oppose sound & shards */
- s16b oppose_nex; /* Timed -- oppose nexus */
-
- s16b rush; /* Rush and Bush */
-
- s16b tim_esp; /* Timed ESP */
- s16b tim_wraith; /* Timed wraithform */
- s16b tim_ffall; /* Timed Levitation */
- s16b tim_fly; /* Timed Levitation */
- s16b tim_fire_aura; /* Timed Fire Aura */
- s16b tim_poison; /* Timed poison hands */
- s16b tim_thunder; /* Timed thunderstorm */
- s16b tim_thunder_p1; /* Timed thunderstorm */
- s16b tim_thunder_p2; /* Timed thunderstorm */
-
- s16b tim_project; /* Timed project upon melee blow */
- s16b tim_project_dam;
- s16b tim_project_gf;
- s16b tim_project_rad;
- s16b tim_project_flag;
-
- s16b tim_roots; /* Timed roots */
- s16b tim_roots_ac;
- s16b tim_roots_dam;
-
- s16b resist_magic; /* Timed Resist Magic (later) */
- s16b tim_invisible; /* Timed Invisibility */
- s16b tim_inv_pow; /* Power of timed invisibility */
- s16b tim_mimic; /* Timed Mimic */
- s16b tim_lite; /* Timed Lite */
- s16b tim_regen; /* Timed extra regen */
- s16b tim_regen_pow; /* Timed extra regen power */
- s16b holy; /* Holy Aura */
- s16b walk_water; /* Walk over water as a god */
- s16b tim_mental_barrier; /* Sustain Int&Wis */
- s16b strike; /* True Strike(+25 hit) */
- s16b meditation; /* Meditation(+50 mana -25 to hit/to dam) */
- s16b tim_reflect; /* Timed Reflection */
- s16b tim_res_time; /* Timed Resistance to Time */
- s16b tim_deadly; /* Timed deadly blow */
- s16b prob_travel; /* Timed probability travel */
- s16b disrupt_shield;/* Timed disruption shield */
- s16b parasite; /* Timed parasite */
- s16b parasite_r_idx;/* Timed parasite monster */
- s32b loan; /* Amount of loan */
- s32b loan_time; /* Timer -- time to payback loan */
- s16b absorb_soul; /* Timed soul absordtion */
- s16b tim_magic_breath; /* Magical breathing -- can breath anywhere */
- s16b tim_water_breath; /* Water breathing -- can breath underwater */
-
- s16b immov_cntr; /* Timed -- Last ``immovable'' command. */
-
- s16b chaos_patron;
-
- s16b recall_dungeon; /* Recall in which dungeon */
- s16b word_recall; /* Word of recall counter */
-
- s32b energy; /* Current energy */
-
- s16b food; /* Current nutrition */
-
- byte confusing; /* Glowing hands */
- byte searching; /* Currently searching */
-
- s16b new_spells; /* Number of spells available */
-
- s16b old_spells;
-
- s16b xtra_spells; /* Number of xtra spell learned(via potion) */
-
- bool_ old_cumber_armor;
- bool_ old_cumber_glove;
- bool_ old_heavy_wield;
- bool_ old_heavy_shoot;
- bool_ old_icky_wield;
-
- s16b old_lite; /* Old radius of lite (if any) */
- s16b old_view; /* Old radius of view (if any) */
-
- s16b old_food_aux; /* Old value of food */
-
-
- bool_ cumber_armor; /* Mana draining armor */
- bool_ cumber_glove; /* Mana draining gloves */
- bool_ heavy_wield; /* Heavy weapon */
- bool_ heavy_shoot; /* Heavy shooter */
- bool_ icky_wield; /* Icky weapon */
- bool_ immovable; /* Immovable character */
-
- s16b cur_lite; /* Radius of lite (if any) */
-
-
- u32b notice; /* Special Updates (bit flags) */
- u32b update; /* Pending Updates (bit flags) */
- u32b redraw; /* Normal Redraws (bit flags) */
- u32b window; /* Window Redraws (bit flags) */
-
- s16b stat_use[6]; /* Current modified stats */
- s16b stat_top[6]; /* Maximal modified stats */
-
- s16b stat_add[6]; /* Modifiers to stat values */
- s16b stat_ind[6]; /* Indexes into stat tables */
- s16b stat_cnt[6]; /* Counter for temporary drains */
- s16b stat_los[6]; /* Amount of temporary drains */
-
- bool_ immune_acid; /* Immunity to acid */
- bool_ immune_elec; /* Immunity to lightning */
- bool_ immune_fire; /* Immunity to fire */
- bool_ immune_cold; /* Immunity to cold */
- bool_ immune_neth; /* Immunity to nether */
-
- bool_ resist_acid; /* Resist acid */
- bool_ resist_elec; /* Resist lightning */
- bool_ resist_fire; /* Resist fire */
- bool_ resist_cold; /* Resist cold */
- bool_ resist_pois; /* Resist poison */
-
- bool_ resist_conf; /* Resist confusion */
- bool_ resist_sound; /* Resist sound */
- bool_ resist_lite; /* Resist light */
- bool_ resist_dark; /* Resist darkness */
- bool_ resist_chaos; /* Resist chaos */
- bool_ resist_disen; /* Resist disenchant */
- bool_ resist_shard; /* Resist shards */
- bool_ resist_nexus; /* Resist nexus */
- bool_ resist_blind; /* Resist blindness */
- bool_ resist_neth; /* Resist nether */
- bool_ resist_fear; /* Resist fear */
- bool_ resist_continuum; /* Resist space-time continuum disruption */
-
- bool_ sensible_fire; /* Fire does more damage on the player */
- bool_ sensible_lite; /* Lite does more damage on the player and blinds her/him */
-
- bool_ reflect; /* Reflect 'bolt' attacks */
- bool_ sh_fire; /* Fiery 'immolation' effect */
- bool_ sh_elec; /* Electric 'immolation' effect */
- bool_ wraith_form; /* wraithform */
-
- bool_ anti_magic; /* Anti-magic */
- bool_ anti_tele; /* Prevent teleportation */
-
- bool_ sustain_str; /* Keep strength */
- bool_ sustain_int; /* Keep intelligence */
- bool_ sustain_wis; /* Keep wisdom */
- bool_ sustain_dex; /* Keep dexterity */
- bool_ sustain_con; /* Keep constitution */
- bool_ sustain_chr; /* Keep charisma */
-
- bool_ aggravate; /* Aggravate monsters */
- bool_ teleport; /* Random teleporting */
-
- bool_ exp_drain; /* Experience draining */
- byte drain_mana; /* mana draining */
- byte drain_life; /* hp draining */
-
- bool_ magical_breath; /* Magical breathing -- can breath anywhere */
- bool_ water_breath; /* Water breathing -- can breath underwater */
- bool_ climb; /* Can climb mountains */
- bool_ fly; /* Can fly over some features */
- bool_ ffall; /* No damage falling */
- bool_ lite; /* Permanent light */
- bool_ free_act; /* Never paralyzed */
- bool_ see_inv; /* Can see invisible */
- bool_ regenerate; /* Regenerate hit pts */
- bool_ hold_life; /* Resist life draining */
- u32b telepathy; /* Telepathy */
- bool_ slow_digest; /* Slower digestion */
- bool_ bless_blade; /* Blessed blade */
- byte xtra_might; /* Extra might bow */
- bool_ impact; /* Earthquake blows */
- bool_ auto_id; /* Auto id items */
-
- s16b invis; /* Invisibility */
-
- s16b dis_to_h; /* Known bonus to hit */
- s16b dis_to_d; /* Known bonus to dam */
- s16b dis_to_a; /* Known bonus to ac */
-
- s16b dis_ac; /* Known base ac */
-
- s16b to_l; /* Bonus to life */
- s16b to_m; /* Bonus to mana */
- s16b to_s; /* Bonus to spell */
- s16b to_h; /* Bonus to hit */
- s16b to_d; /* Bonus to dam */
- s16b to_h_melee; /* Bonus to hit for melee */
- s16b to_d_melee; /* Bonus to dam for melee */
- s16b to_h_ranged; /* Bonus to hit for ranged */
- s16b to_d_ranged; /* Bonus to dam for ranged */
- s16b to_a; /* Bonus to ac */
-
- s16b ac; /* Base ac */
-
- byte antimagic; /* Power of the anti magic field */
- byte antimagic_dis; /* Radius of the anti magic field */
-
- s16b see_infra; /* Infravision range */
-
- s16b skill_dis; /* Skill: Disarming */
- s16b skill_dev; /* Skill: Magic Devices */
- s16b skill_sav; /* Skill: Saving throw */
- s16b skill_stl; /* Skill: Stealth factor */
- s16b skill_srh; /* Skill: Searching ability */
- s16b skill_fos; /* Skill: Searching frequency */
- s16b skill_thn; /* Skill: To hit (normal) */
- s16b skill_thb; /* Skill: To hit (shooting) */
- s16b skill_tht; /* Skill: To hit (throwing) */
- s16b skill_dig; /* Skill: Digging */
-
- s16b num_blow; /* Number of blows */
- s16b num_fire; /* Number of shots */
- s16b xtra_crit; /* % of increased crits */
-
- byte throw_mult; /* Multiplier for throw damage */
-
- byte tval_xtra; /* Correct xtra tval */
-
- byte tval_ammo; /* Correct ammo tval */
-
- s16b pspeed; /* Current speed */
-
- u32b mimic_extra; /* Mimicry powers use that */
- u32b antimagic_extra; /* Antimagic powers */
- u32b druid_extra; /* Druid powers */
- u32b druid_extra2; /* Druid powers */
- u32b druid_extra3; /* Druid powers */
- u32b music_extra; /* Music songs */
- u32b music_extra2; /* Music songs */
- u32b necro_extra; /* Necro powers */
- u32b necro_extra2; /* Necro powers */
-
- u32b race_extra1; /* Variable for race */
- u32b race_extra2; /* Variable for race */
- u32b race_extra3; /* Variable for race */
- u32b race_extra4; /* Variable for race */
- u32b race_extra5; /* Variable for race */
- u32b race_extra6; /* Variable for race */
- u32b race_extra7; /* Variable for race */
-
- s16b dodge_chance; /* Dodging chance */
-
- u32b maintain_sum; /* Do we have partial summons */
-
- byte spellbinder_num; /* Number of spells bound */
- u32b spellbinder[4]; /* Spell bounds */
- byte spellbinder_trigger; /* Spellbinder trigger condition */
-
- cptr mimic_name;
-
- char tactic; /* from 128-4 extremely coward to */
- /* 128+4 berserker */
- char movement; /* base movement way */
-
- s16b companion_killed; /* Number of companion death */
-
- bool_ no_mortal; /* Fated to never die by the hand of a mortal being */
-
- bool_ black_breath; /* The Tolkien's Black Breath */
-
- bool_ precognition; /* Like the cheat mode */
-
- /*** Extra flags -- used for lua and easying stuff ***/
- u32b xtra_f1;
- u32b xtra_f2;
- u32b xtra_f3;
- u32b xtra_f4;
- u32b xtra_f5;
- u32b xtra_esp;
-
- /* Corruptions */
- bool_ *corruptions;
-
- /*** Pet commands ***/
- byte pet_follow_distance; /* Length of the imaginary "leash" for pets */
- byte pet_open_doors; /* flag - allow pets to open doors */
- byte pet_pickup_items; /* flag - allow pets to pickup items */
-
- s16b control; /* Controlled monster */
- byte control_dir; /* Controlled monster */
-
- /*** Body changing variables ***/
- u16b body_monster; /* In which body is the player */
- bool_ disembodied; /* Is the player in a body ? */
- byte body_parts[INVEN_TOTAL - INVEN_WIELD]; /* Which body parts does he have ? */
-
- /* Astral */
- bool_ astral; /* We started at the bottom ? */
-
- /* Powers */
- bool_ *powers; /* Actual powers */
- bool_ powers_mod[POWER_MAX_INIT]; /* Intrinsinc powers */
-
- /* Skills */
- s16b skill_points;
- s16b skill_last_level; /* Prevents gaining skills by losing level and regaining them */
- s16b melee_style; /* How are */
- s16b use_piercing_shots; /* for archery */
-
- /* Help */
- help_info help;
-
- /*** Temporary fields ***/
-
- bool_ did_nothing; /* True if the last action wasnt a real action */
- bool_ leaving; /* True if player is leaving */
-};
-
-
-/* For Monk martial arts */
-
-typedef struct martial_arts martial_arts;
-
-struct martial_arts
-{
- cptr desc; /* A verbose attack description */
- int min_level; /* Minimum level to use */
- int chance; /* Chance of 'success' */
- int dd; /* Damage dice */
- int ds; /* Damage sides */
- s16b effect; /* Special effects */
- s16b power; /* Special effects power */
-};
-
-
-
-/* Powers - used by Mindcrafters and Necromancers */
-typedef struct magic_power magic_power;
-
-struct magic_power
-{
- int min_lev;
- int mana_cost;
- int fail;
- cptr name;
- cptr desc;
-};
-
-/* Border */
-typedef struct border_type border_type;
-
-struct border_type
-{
- byte north[MAX_WID];
- byte south[MAX_WID];
- byte east[MAX_HGT];
- byte west[MAX_HGT];
- byte north_west;
- byte north_east;
- byte south_west;
- byte south_east;
-};
-
-
-/*
- * A structure describing a wilderness area
- * with a terrain, a town or a dungeon entrance
- */
-typedef struct wilderness_type_info wilderness_type_info;
-
-struct wilderness_type_info
-{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
- u16b entrance; /* Which town is there(<1000 i's a town, >=1000 it a dungeon) */
- s32b wild_x; /* Map coordinates (backed out while parsing map) */
- s32b wild_y;
- byte road; /* Flags of road */
- int level; /* Difficulty level */
- u32b flags1; /* Some flags */
- byte feat; /* The feature of f_info.txt that is used to allow passing, ... and to get a char/color/graph */
- byte terrain_idx; /* Terrain index(defined in defines.h) */
-
- byte terrain[MAX_WILD_TERRAIN];/* Feature types for the plasma generator */
-};
-
-/*
- * A structure describing a wilderness map
- */
-typedef struct wilderness_map wilderness_map;
-
-struct wilderness_map
-{
- int feat; /* Wilderness feature */
- u32b seed; /* Seed for the RNG */
- u16b entrance; /* Entrance for dungeons */
-
- bool_ known; /* Is it seen by the player ? */
-};
-
-/*
- * A structure describing a town with
- * stores and buildings
- */
-typedef struct town_type town_type;
-struct town_type
-{
- cptr name;
- u32b seed; /* Seed for RNG */
- store_type *store; /* The stores [max_st_idx] */
- byte numstores;
-
- byte flags; /* Town flags */
- /* Left this for the sake of compatibility */
- bool_ stocked; /* Is the town actualy stocked ? */
-
- bool_ destroyed; /* Is the town destroyed? */
-};
-
-
-/* Alchemists */
-
-typedef struct tval_desc2
-{
- int tval;
- cptr desc;
-} tval_desc2;
-
-typedef struct alchemist_recipe alchemist_recipe;
-struct alchemist_recipe
-{
- int sval_essence;
- byte tval;
- byte sval;
- byte qty;
-};
-
-typedef struct artifact_select_flag artifact_select_flag;
-struct artifact_select_flag {
- byte group; /* Flag group to display it in */
- int flag; /* item flag to set */
- byte level; /* Player skill level to start at */
- int desc; /* Display this description to select flag */
- u32b xp; /* xp cost for this flag */
- bool_ pval; /* indicates this flag benifits from pval */
- int item_desc; /* Description of required item */
- int item_descp; /* Description of required item */
- byte rtval; /* Required items' tval */
- byte rsval; /* Required items' sval */
- int rpval; /* Required items' pval (zero for no req) */
- int rflag[6]; /* Monster Race flags for required Corpses */
-};
-
-/*
- A structure for deity information.
- */
-typedef struct deity_type deity_type;
-struct deity_type
-{
- cptr name;
- char desc[10][80];
-};
-
-/* A structure for tactics */
-typedef struct tactic_info_type tactic_info_type;
-
-struct tactic_info_type
-{
- s16b to_hit;
- s16b to_dam;
- s16b to_ac;
- s16b to_stealth;
- s16b to_disarm;
- s16b to_saving;
- cptr name;
-};
-
-/* A structure to describe a random artifact. */
-typedef struct random_artifact random_artifact;
-
-struct random_artifact
-{
- char name_full[80]; /* Full name for the artifact */
- char name_short[80]; /* Un-Id'd name */
- byte level; /* Level of the artifact */
- byte attr; /* Color that is used on the screen */
- u32b cost; /* Object's value */
- byte activation; /* Activation. */
- s16b timeout; /* Timeout. */
- byte generated; /* Does it exist already? */
-};
-
-/* A structure to describe an activation. */
-typedef struct activation activation;
-
-struct activation
-{
- char desc[80]; /* Desc of the activation */
- u32b cost; /* costs value */
- s16b spell; /* Spell. */
-};
-
-/* A structure to describe a music. */
-typedef struct music music;
-
-struct music
-{
- char desc[80]; /* Desc of the music */
- s16b music; /* Music. */
- s16b dur; /* Duration(if any) */
- s16b init_recharge; /* Minimal recharge time */
- s16b turn_recharge; /* Recharge time for each more turn */
- byte min_inst; /* Minimum instrument for the music */
- byte rarity; /* Rarity of the music(use 100 to unallow to be randomly generated) */
-};
-
-/* A structure to describe the random spells of the Power Mages */
-typedef struct random_spell random_spell;
-
-struct random_spell
-{
- char desc[30]; /* Desc of the spell */
- char name[30]; /* Name of the spell */
- s16b mana; /* Mana cost */
- s16b fail; /* Failure rate */
- u32b proj_flags; /* Project function flags */
- byte GF; /* Type of the projection */
- byte radius;
- byte dam_sides;
- byte dam_dice;
- byte level; /* Level needed */
- bool_ untried; /* Is the spell was tried? */
-};
-
-/* A structure to describe the fate of the player */
-typedef struct fate fate;
-
-struct fate
-{
- byte fate; /* Which fate */
- byte level; /* On which level */
- byte serious; /* Is it sure? */
- s16b o_idx; /* Object to find */
- s16b e_idx; /* Ego-Item to find */
- s16b a_idx; /* Artifact to find */
- s16b v_idx; /* Vault to find */
- s16b r_idx; /* Monster to find */
- s16b count; /* Number of things */
- s16b time; /* Turn before */
- bool_ know; /* Has it been predicted? */
- bool_ icky; /* Hackish runtime-only flag */
-};
-
-/* A structure for movements */
-typedef struct move_info_type move_info_type;
-
-struct move_info_type
-{
- s16b to_speed;
- s16b to_search;
- s16b to_stealth;
- s16b to_percep;
- cptr name;
-};
-
-/* Define monster generation rules */
-typedef struct rule_type rule_type;
-struct rule_type
-{
- byte mode; /* Mode of combination of the monster flags */
- byte percent; /* Percent of monsters affected by the rule */
-
- u32b mflags1; /* The monster flags that are allowed */
- u32b mflags2;
- u32b mflags3;
- u32b mflags4;
- u32b mflags5;
- u32b mflags6;
- u32b mflags7;
- u32b mflags8;
- u32b mflags9;
-
- char r_char[5]; /* Monster race allowed */
-};
-
-/* A structure for the != dungeon types */
-typedef struct dungeon_info_type dungeon_info_type;
-struct dungeon_info_type
-{
- u32b name; /* Name */
- u32b text; /* Description */
- char short_name[3]; /* Short name */
-
- char generator[30]; /* Name of the level generator */
-
- s16b floor1; /* Floor tile 1 */
- byte floor_percent1[2]; /* Chance of type 1 */
- s16b floor2; /* Floor tile 2 */
- byte floor_percent2[2]; /* Chance of type 2 */
- s16b floor3; /* Floor tile 3 */
- byte floor_percent3[2]; /* Chance of type 3 */
- s16b outer_wall; /* Outer wall tile */
- s16b inner_wall; /* Inner wall tile */
- s16b fill_type1; /* Cave tile 1 */
- byte fill_percent1[2]; /* Chance of type 1 */
- s16b fill_type2; /* Cave tile 2 */
- byte fill_percent2[2]; /* Chance of type 2 */
- s16b fill_type3; /* Cave tile 3 */
- byte fill_percent3[2]; /* Chance of type 3 */
- byte fill_method; /* Smoothing parameter for the above */
-
- s16b mindepth; /* Minimal depth */
- s16b maxdepth; /* Maximal depth */
-
- bool_ principal; /* If it's a part of the main dungeon */
- byte next; /* The next part of the main dungeon */
- byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
-
- int min_m_alloc_level; /* Minimal number of monsters per level */
- int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
-
- u32b flags1; /* Flags 1 */
- u32b flags2; /* Flags 1 */
-
- int size_x, size_y; /* Desired numers of panels */
-
- byte rule_percents[100]; /* Flat rule percents */
- rule_type rules[5]; /* Monster generation rules */
-
- int final_object; /* The object you'll find at the bottom */
- int final_artifact; /* The artifact you'll find at the bottom */
- int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
-
- int ix, iy, ox, oy; /* Wilderness coordinates of the entrance/output of the dungeon */
-
- obj_theme objs; /* The drops type */
-
- int d_dice[4]; /* Number of dices */
- int d_side[4]; /* Number of sides */
- int d_frequency[4]; /* Frequency of damage (1 is the minimum) */
- int d_type[4]; /* Type of damage */
-
- s16b t_idx[TOWN_DUNGEON]; /* The towns */
- s16b t_level[TOWN_DUNGEON]; /* The towns levels */
- s16b t_num; /* Number of towns */
-};
-
-/* A structure for inscriptions */
-typedef struct inscription_info_type inscription_info_type;
-struct inscription_info_type
-{
- char text[40]; /* The inscription itself */
- byte when; /* When it is executed */
- bool_ know; /* Is the inscription know ? */
- byte mana; /* Grid mana needed */
-};
-
-/* To hold Runecrafters prefered spells */
-typedef struct rune_spell rune_spell;
-struct rune_spell
-{
- char name[30]; /* name */
-
- s16b type; /* Type of the spell(GF) */
- s16b rune2; /* Modifiers */
- s16b mana; /* Mana involved */
-};
-
-/* For level gaining artifacts, artifact creation, ... */
-typedef struct flags_group flags_group;
-struct flags_group
-{
- char name[30]; /* Name */
- byte color; /* Color */
-
- byte price; /* Price to "buy" it */
-
- u32b flags1; /* Flags set 1 */
- u32b flags2; /* Flags set 2 */
- u32b flags3; /* Flags set 3 */
- u32b flags4; /* Flags set 4 */
- u32b esp; /* ESP flags set */
-};
-
-/* For powers(racial, class, mutation, artifacts, ... */
-typedef struct power_type power_type;
-struct power_type
-{
- char *name; /* Name */
- char *desc_text; /* Text describing power */
- char *gain_text; /* Text displayed on gaining the power */
- char *lose_text; /* Text displayed on losing the power */
-
- byte level; /* Min level */
- byte cost; /* Mana/Life cost */
- byte stat; /* Stat used */
- byte diff; /* Difficulty */
-};
-
-/* Hooks */
-typedef bool_ (*hook_type)(char *fmt);
-
-/*
- * Structure for the "quests"
- */
-typedef struct quest_type quest_type;
-
-struct quest_type
-{
- bool_ silent;
-
- bool_ dynamic_desc; /* Do we need to ask a function to get the description ? */
-
- char name[40]; /* Quest name */
-
- char desc[10][80]; /* Quest desc */
-
- s16b status; /* Is the quest taken, completed, finished? */
-
- s16b level; /* Dungeon level */
-
- s16b *plot; /* Which plot does it belongs to? */
-
- byte type; /* Lua or C ? */
-
- bool_ (*init)(int q); /* Function that takes care of generating hardcoded quests */
-
- s32b data[4]; /* Various datas used by the quests */
-
- bool_ (*gen_desc)(FILE *fff); /* Function for generating description. */
-};
-typedef struct random_quest random_quest;
-struct random_quest
-{
- byte type; /* Type/number of monsters to kill(0 = no quest) */
- s16b r_idx; /* Monsters to crush */
- bool_ done; /* Done ? */
-};
-
-/* Monster powers for player uses */
-typedef struct monster_power monster_power;
-struct monster_power
-{
- u32b power; /* Power RF?_xxx */
- cptr name; /* Name of it */
- int mana; /* Mana needed */
- bool_ great; /* Need the use of great spells */
-};
-
-/* Tval descs */
-typedef struct tval_desc tval_desc;
-struct tval_desc
-{
- int tval; /* tval */
- cptr desc; /* desc */
-};
-
-/*
- * Between exit
- */
-typedef struct between_exit between_exit;
-struct between_exit
-{
- s16b corresp; /* Corresponding between gate */
- bool_ dungeon; /* Do we exit in a dungeon or in the wild ? */
-
- s16b wild_x, wild_y; /* Wilderness spot to land onto */
- s16b px, py; /* Location of the map */
-
- s16b d_idx; /* Dungeon to land onto */
- s16b level;
-};
-
-/*
- * A structure to hold "rolled" information
- */
-typedef struct birther birther;
-struct birther
-{
- s16b sex;
- s16b race;
- s16b rmod;
- s16b pclass;
- s16b spec;
-
- byte quests;
-
- byte god;
- s32b grace;
- s32b god_favor;
-
- s16b age;
- s16b wt;
- s16b ht;
- s16b sc;
-
- s32b au;
-
- s16b stat[6];
- s16b luck;
-
- s16b chaos_patron;
-
- u32b weapon;
-
- char history[4][60];
-
- bool_ quick_ok;
-};
-
-typedef struct hooks_chain hooks_chain;
-struct hooks_chain
-{
- hook_type hook;
- char name[40];
- char script[40];
- byte type;
- hooks_chain *next;
-};
-
-typedef union hook_return hook_return;
-union hook_return
-{
- s32b num;
- cptr str;
- object_type *o_ptr;
- monster_type *m_ptr;
-};
-
-/*
- * Forward declare
- */
-typedef struct hist_type hist_type;
-
-/*
- * Player background information
- */
-struct hist_type
-{
- s32b info; /* Textual History -- uses rp_text */
-
- byte roll; /* Frequency of this entry */
- s16b chart; /* Chart index */
- s16b next; /* Next chart index */
- byte bonus; /* Social Class Bonus + 50 */
-};
-
-/*
- * Item sets
- */
-typedef struct set_type set_type;
-struct set_type
-{
- u32b name; /* Name */
- u32b desc; /* Desc */
-
- byte num; /* Number of artifacts used */
- byte num_use; /* Number actually wore */
- struct /* the various items */
- {
- bool_ present; /* Is it actually wore ? */
- s16b a_idx; /* What artifact ? */
- s16b pval[6]; /* Pval for each combination */
- u32b flags1[6]; /* Flags */
- u32b flags2[6]; /* Flags */
- u32b flags3[6]; /* Flags */
- u32b flags4[6]; /* Flags */
- u32b flags5[6]; /* Flags */
- u32b esp[6]; /* Flags */
- } arts[6];
-};
-
-/* A structure for CLI commands. */
-typedef struct cli_comm cli_comm;
-struct cli_comm
-{
- cptr comm; /* Extended name of the command. */
- cptr descrip; /* Description of the command. */
- s16b key; /* Key to convert command to. */
-};
-
-/*
- * Skills !
- */
-typedef struct skill_type skill_type;
-struct skill_type
-{
- u32b name; /* Name */
- u32b desc; /* Description */
- u32b action_desc; /* Action Description */
-
- s16b action_mkey; /* Action do to */
-
- s32b i_value; /* Actual value */
- s32b i_mod; /* Modifier(1 skill point = modifier skill) */
-
- s32b value; /* Actual value */
- s32b mod; /* Modifier(1 skill point = modifier skill) */
- s16b rate; /* Modifier decreasing rate */
-
- u32b uses; /* Number of times used */
-
- s16b action[MAX_SKILLS]; /* List of actions against other skills */
-
- s16b father; /* Father in the skill tree */
- bool_ dev; /* Is the branch developped ? */
- s16b order; /* Order in the tree */
- bool_ hidden; /* Innactive */
-
- byte random_gain_chance; /* random gain chance, still needs the flag */
-
- u32b flags1; /* Skill flags */
-};
-
-
-/*
- * The spell function must provide the desc
- */
-typedef struct spell_type spell_type;
-struct spell_type
-{
- cptr name; /* Name */
- byte skill_level; /* Required level (to learn) */
- byte mana; /* Required mana at lvl 1 */
- byte mana_max; /* Required mana at max lvl */
- s16b fail; /* Minimum chance of failure */
- s16b level; /* Spell level(0 = not learnt) */
-};
-
-typedef struct school_type school_type;
-struct school_type
-{
- cptr name; /* Name */
- s16b skill; /* Skill used for that school */
-};
-
-/*
- * Desc for GF_FOO
- */
-typedef struct gf_name_type gf_name_type;
-struct gf_name_type
-{
- int gf;
- cptr name;
-};
-
-/*
- * Timers
- */
-typedef struct timer_type timer_type;
-struct timer_type
-{
- timer_type *next; /* The next timer in the list */
-
- bool_ enabled; /* Is it currently counting? */
-
- s32b delay; /* Delay between activations */
- s32b countdown; /* The current number of turns passed, when it reaches delay it fires */
-
- cptr callback; /* The lua function to call upon firing(no C callback yet .. maybe) */
-};
-
-/*
- * This is for lua functions that need to pass table to c functions
- */
-typedef struct list_type list_type;
-struct list_type
-{
- cptr *list;
-};
-
-/*
- * Abilities
- */
-typedef struct ability_type ability_type;
-struct ability_type
-{
- u32b name; /* Name */
- u32b desc; /* Description */
- u32b action_desc; /* Action Description */
-
- s16b action_mkey; /* Action do to */
-
- s16b cost; /* Skill points cost */
-
- bool_ acquired; /* Do the player actualylg ot it ? */
-
- /* Prereqs */
- s16b skills[10]; /* List of prereq skills(10 max) */
- s16b skill_levels[10]; /* List of prereq skills(10 max) */
- s16b stat[6]; /* List of prereq stats */
- s16b need_abilities[10]; /* List of prereq abilities(10 max) */
- s16b forbid_abilities[10]; /* List of forbidden abilities(10 max) */
-};