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#pragma once
#include "game_fwd.hpp"
#include "alloc.hpp"
#include "birther.hpp"
#include "game_edit_data.hpp"
#include "grid.hpp"
#include "h-basic.h"
#include "level_marker.hpp"
#include "messages.hpp"
#include "player_defs.hpp"
#include "random_artifact.hpp"
#include "skill_type.hpp"
#include "timer_type_fwd.hpp"
#include "wilderness_map.hpp"
#include <boost/multi_array.hpp>
/**
* All structures for the game itself.
*/
struct Game {
/**
* Player character name
*/
std::string player_name;
/*
* Stripped version of "player_name"
*/
std::string player_base;
/**
* What did the player die from?
*/
std::string died_from;
/**
* Previous character
*/
birther previous_char;
/**
* Wilderness map
*/
grid<wilderness_map> wilderness;
/**
* Random artifacts
*/
std::vector<random_artifact> random_artifacts;
/**
* Allocations
*/
Alloc alloc;
/**
* Player's un-adjusted HP at every level.
* Stored to avoid shenanigans with draininging levels
* and restoring them back, &c.
*/
std::array<s16b, PY_MAX_LEVEL> player_hp { };
/**
* Message buffer.
*/
Messages messages { 2048 };
/**
* Game edit data
*/
GameEditData edit_data;
/**
* Current skill values.
*/
std::vector<skill_type> s_info;
/**
* Timers
*/
std::vector<timer_type *> timers;
/**
* Level markers for 'special' levels.
*/
boost::multi_array<level_marker, 2> level_markers { };
/**
* Generate a special level feeling?
*/
bool generate_special_feeling = false;
};
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