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#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) */
};
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