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#pragma once
#include "game_fwd.hpp"
#include "game_edit_data.hpp"
#include "grid.hpp"
#include "h-basic.h"
#include "player_defs.hpp"
#include "skill_type.hpp"
#include "wilderness_map.hpp"
/**
* All structures for the game itself.
*/
struct Game {
/**
* Wilderness map
*/
grid<wilderness_map> wilderness;
/**
* 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 { };
/**
* Game edit data
*/
GameEditData edit_data;
/**
* Current skill values.
*/
std::vector<skill_type> s_info;
};
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