#pragma once #include "h-basic.h" #include "body.hpp" #include "object_flag_set.hpp" #include "player_defs.hpp" #include "player_race_ability_type.hpp" #include "skills_defs.hpp" #include /** * Player racial descriptior. */ struct player_race { const char *title = nullptr; /* Type of race */ char *desc = nullptr; s16b r_adj[6] { }; /* Racial stat bonuses */ char luck = '\0'; /* Luck */ s16b r_dis = 0; /* disarming */ s16b r_dev = 0; /* magic devices */ s16b r_sav = 0; /* saving throw */ s16b r_stl = 0; /* stealth */ s16b r_srh = 0; /* search ability */ s16b r_fos = 0; /* search frequency */ s16b r_thn = 0; /* combat (normal) */ s16b r_thb = 0; /* combat (shooting) */ byte r_mhp = 0; /* Race hit-dice modifier */ u16b r_exp = 0; /* Race experience factor */ byte infra = 0; /* 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 = 0; /* Chart history */ u32b flags1 = 0; u32b flags2 = 0; std::array oflags; 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 = 0; std::array abilities; /* Abilitiers to be gained by level(doesnt take prereqs in account) */ };