#pragma once #include "body.hpp" #include "h-basic.h" #include "player_defs.hpp" #include "player_spec.hpp" /** * Maximum number of specialties. */ constexpr int MAX_SPEC = 20; /** * Player descriptor and runtime data. */ struct player_class { const char *title; /* Type of class */ char *desc; /* Small desc of the class */ const char *titles[PY_MAX_LEVEL / 5]; /* Titles */ 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) */ };