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#pragma once
#include "body.hpp"
#include "h-basic.h"
#include "object_flag_set.hpp"
#include "player_defs.hpp"
#include "player_race_flag_set.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 = nullptr; /* Type of class */
char *desc = nullptr; /* Small desc of the class */
const char *titles[PY_MAX_LEVEL / 5] { }; /* Titles */
s16b c_adj[6] { }; /* Class stat modifier */
s16b c_dis = 0; /* class disarming */
s16b c_dev = 0; /* class magic devices */
s16b c_sav = 0; /* class saving throws */
s16b c_stl = 0; /* class stealth */
s16b c_srh = 0; /* class searching ability */
s16b c_fos = 0; /* class searching frequency */
s16b c_thn = 0; /* class to hit (normal) */
s16b c_thb = 0; /* class to hit (bows) */
s16b x_dis = 0; /* extra disarming */
s16b x_dev = 0; /* extra magic devices */
s16b x_sav = 0; /* extra saving throws */
s16b x_stl = 0; /* extra stealth */
s16b x_srh = 0; /* extra searching ability */
s16b x_fos = 0; /* extra searching frequency */
s16b x_thn = 0; /* extra to hit (normal) */
s16b x_thb = 0; /* extra to hit (bows) */
s16b c_mhp = 0; /* Class hit-dice adjustment */
s16b c_exp = 0; /* Class experience factor */
s16b powers[4] { }; /* Powers of the class */
s16b spell_book = 0; /* Tval of spell books (if any) */
s16b spell_stat = 0; /* Stat for spells (if any) */
s16b spell_lev = 0; /* The higher it is the higher the spells level are */
s16b spell_fail = 0; /* The higher it is the higher the spells failure are */
s16b spell_mana = 0; /* The higher it is the higher the spells mana are */
s16b spell_first = 0; /* Level of first spell */
s16b spell_weight = 0; /* Weight that hurts spells */
byte max_spell_level = 0; /* Maximun spell level */
byte magic_max_spell = 0; /* Maximun numbner of spells one can learn by natural means */
player_race_flag_set flags;
s16b mana = 0;
s16b blow_num = 0;
s16b blow_wgt = 0;
s16b blow_mul = 0;
s16b extra_blows = 0;
s32b sense_base = 0;
s32b sense_pl = 0;
s32b sense_plus = 0;
byte sense_heavy = 0;
byte sense_heavy_magic = 0;
s16b obj_tval[5] { };
s16b obj_sval[5] { };
s16b obj_pval[5] { };
s16b obj_dd[5] { };
s16b obj_ds[5] { };
s16b obj_num = 0;
char body_parts[BODY_MAX] { }; /* To help to decide what to use when body changing */
std::array<object_flag_set, PY_MAX_LEVEL + 1> 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] { };
u32b gods = 0;
std::array<player_spec, MAX_SPEC> spec;
std::array<player_race_ability_type, 10> abilities; /* Abilitiers to be gained by level(doesnt take prereqs in account) */
};
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