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#pragma once
#include "h-basic.h"
#include "body.hpp"
#include "player_defs.hpp"
#include "skills_defs.hpp"
/**
* Player racial descriptior.
*/
struct player_race
{
const char *title; /* Type of race */
char *desc;
s16b r_adj[6]; /* Racial stat bonuses */
char luck; /* Luck */
s16b r_dis; /* disarming */
s16b r_dev; /* magic devices */
s16b r_sav; /* saving throw */
s16b r_stl; /* stealth */
s16b r_srh; /* search ability */
s16b r_fos; /* search frequency */
s16b r_thn; /* combat (normal) */
s16b r_thb; /* combat (shooting) */
byte r_mhp; /* Race hit-dice modifier */
u16b r_exp; /* Race experience factor */
byte infra; /* 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; /* Chart history */
u32b flags1;
u32b flags2; /* flags */
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];
s16b obj_tval[5];
s16b obj_sval[5];
s16b obj_pval[5];
s16b obj_dd[5];
s16b obj_ds[5];
s16b obj_num;
struct
{
s16b ability;
s16b level;
} abilities[10]; /* Abilitiers to be gained by level(doesnt take prereqs in account) */
};
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