4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: global type declarations */
15 * This file should ONLY be included by "angband.h"
19 * Note that "char" may or may not be signed, and that "signed char"
20 * may or may not work on all machines. So always use "s16b" or "s32b"
21 * for signed values. Also, note that unsigned values cause math problems
22 * in many cases, so try to only use "u16b" and "u32b" for "bit flags",
23 * unless you really need the extra bit of information, or you really
24 * need to restrict yourself to a single byte for storage reasons.
26 * Also, if possible, attempt to restrict yourself to sub-fields of
27 * known size (use "s16b" or "s32b" instead of "int", and "byte" instead
28 * of "bool"), and attempt to align all fields along four-byte words, to
29 * optimize storage issues on 32-bit machines. Also, avoid "bit flags"
30 * since these increase the code size and slow down execution. When
31 * you need to store bit flags, use one byte per flag, or, where space
32 * is an issue, use a "byte" or "u16b" or "u32b", and add special code
33 * to access the various bit flags.
35 * Many of these structures were developed to reduce the number of global
36 * variables, facilitate structured program design, allow the use of ascii
37 * template files, simplify access to indexed data, or facilitate efficient
38 * clearing of many variables at once.
40 * Certain data is saved in multiple places for efficient access, currently,
41 * this includes the tval/sval/weight fields in "object_type", various fields
42 * in "header_type", and the "m_idx" and "o_idx" fields in "cave_type". All
43 * of these could be removed, but this would, in general, slow down the game
44 * and increase the complexity of the code.
52 * Feature state structure
55 * - Result (f_info ID)
57 typedef struct feature_state feature_state;
67 * Information about terrain "features"
70 typedef struct feature_type feature_type;
74 u32b name; /* Name (offset) */
75 u32b text; /* Text (offset) */
76 s16b tag; /* Tag (offset) */
78 s16b mimic; /* Feature to mimic */
80 u32b flags[FF_FLAG_SIZE]; /* Flags */
82 u16b priority; /* Map priority */
83 s16b destroyed; /* Default destroyed state */
85 feature_state state[MAX_FEAT_STATES];
90 byte d_attr[F_LIT_MAX]; /* Default feature attribute */
91 byte d_char[F_LIT_MAX]; /* Default feature character */
93 byte x_attr[F_LIT_MAX]; /* Desired feature attribute */
94 byte x_char[F_LIT_MAX]; /* Desired feature character */
99 * Information about object "kinds", including player knowledge.
101 * Only "aware" and "tried" are saved in the savefile
104 typedef struct object_kind object_kind;
108 u32b name; /* Name (offset) */
109 u32b text; /* Text (offset) */
110 u32b flavor_name; /* Flavor name (offset) */
112 byte tval; /* Object type */
113 byte sval; /* Object sub type */
115 s16b pval; /* Object extra info */
117 s16b to_h; /* Bonus to hit */
118 s16b to_d; /* Bonus to damage */
119 s16b to_a; /* Bonus to armor */
121 s16b ac; /* Base armor */
123 byte dd, ds; /* Damage dice/sides */
125 s16b weight; /* Weight */
127 s32b cost; /* Object "base cost" */
129 u32b flags[TR_FLAG_SIZE]; /* Flags */
131 u32b gen_flags; /* flags for generate */
133 byte locale[4]; /* Allocation level(s) */
134 byte chance[4]; /* Allocation chance(s) */
136 byte level; /* Level */
137 byte extra; /* Something */
140 byte d_attr; /* Default object attribute */
141 byte d_char; /* Default object character */
144 byte x_attr; /* Desired object attribute */
145 byte x_char; /* Desired object character */
148 s16b flavor; /* Special object flavor (or zero) */
150 bool easy_know; /* This object is always known (if aware) */
153 bool aware; /* The player is "aware" of the item's effects */
155 bool tried; /* The player has "tried" one of the items */
161 * Information about "artifacts".
163 * Note that the save-file only writes "cur_num" to the savefile.
165 * Note that "max_num" is always "1" (if that artifact "exists")
168 typedef struct artifact_type artifact_type;
172 u32b name; /* Name (offset) */
173 u32b text; /* Text (offset) */
175 byte tval; /* Artifact type */
176 byte sval; /* Artifact sub type */
178 s16b pval; /* Artifact extra info */
180 s16b to_h; /* Bonus to hit */
181 s16b to_d; /* Bonus to damage */
182 s16b to_a; /* Bonus to armor */
184 s16b ac; /* Base armor */
186 byte dd, ds; /* Damage when hits */
188 s16b weight; /* Weight */
190 s32b cost; /* Artifact "cost" */
192 u32b flags[TR_FLAG_SIZE]; /* Artifact Flags */
194 u32b gen_flags; /* flags for generate */
196 byte level; /* Artifact level */
197 byte rarity; /* Artifact rarity */
199 byte cur_num; /* Number created (0 or 1) */
200 byte max_num; /* Unused (should be "1") */
202 s16b floor_id; /* Leaved on this location last time */
207 * Information about "ego-items".
210 typedef struct ego_item_type ego_item_type;
214 u32b name; /* Name (offset) */
215 u32b text; /* Text (offset) */
217 byte slot; /* Standard slot value */
218 byte rating; /* Rating boost */
220 byte level; /* Minimum level */
221 byte rarity; /* Object rarity */
223 byte max_to_h; /* Maximum to-hit bonus */
224 byte max_to_d; /* Maximum to-dam bonus */
225 byte max_to_a; /* Maximum to-ac bonus */
227 byte max_pval; /* Maximum pval */
229 s32b cost; /* Ego-item "cost" */
231 u32b flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
233 u32b gen_flags; /* flags for generate */
240 * Monster blow structure
248 typedef struct monster_blow monster_blow;
259 typedef struct mbe_info_type mbe_info_type;
263 int power; /* The attack "power" */
264 int explode_type; /* Explosion effect */
269 * Monster "race" information, including racial memories
271 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
273 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
275 * Note that "cur_num" (and "max_num") represent the number of monsters
276 * of the given race currently on (and allowed on) the current level.
277 * This information yields the "dead" flag for Unique monsters.
279 * Note that "max_num" is reset when a new player is created.
280 * Note that "cur_num" is reset when a new level is created.
282 * Note that several of these fields, related to "recall", can be
283 * scrapped if space becomes an issue, resulting in less "complete"
284 * monster recall (no knowledge of spells, etc). All of the "recall"
285 * fields have a special prefix to aid in searching for them.
289 typedef struct monster_race monster_race;
293 u32b name; /* Name (offset) */
295 u32b E_name; /* ±Ñ¸ì̾ (offset) */
297 u32b text; /* Text (offset) */
299 byte hdice; /* Creatures hit dice count */
300 byte hside; /* Creatures hit dice sides */
302 s16b ac; /* Armour Class */
304 s16b sleep; /* Inactive counter (base) */
305 byte aaf; /* Area affect radius (1-100) */
306 byte speed; /* Speed (normally 110) */
308 s32b mexp; /* Exp value for kill */
310 s16b extra; /* Unused (for now) */
312 byte freq_spell; /* Spell frequency */
314 u32b flags1; /* Flags 1 (general) */
315 u32b flags2; /* Flags 2 (abilities) */
316 u32b flags3; /* Flags 3 (race/resist) */
317 u32b flags4; /* Flags 4 (inate/breath) */
318 u32b flags5; /* Flags 5 (normal spells) */
319 u32b flags6; /* Flags 6 (special spells) */
320 u32b flags7; /* Flags 7 (movement related abilities) */
321 u32b flags8; /* Flags 8 (wilderness info) */
322 u32b flags9; /* Flags 9 (drops info) */
323 u32b flagsr; /* Flags R (resistances info) */
325 monster_blow blow[4]; /* Up to four blows per round */
330 byte level; /* Level of creature */
331 byte rarity; /* Rarity of creature */
334 byte d_attr; /* Default monster attribute */
335 byte d_char; /* Default monster character */
338 byte x_attr; /* Desired monster attribute */
339 byte x_char; /* Desired monster character */
342 byte max_num; /* Maximum population allowed per level */
344 byte cur_num; /* Monster population on current level */
346 s16b floor_id; /* Location of unique monster */
349 s16b r_sights; /* Count sightings of this monster */
350 s16b r_deaths; /* Count deaths from this monster */
352 s16b r_pkills; /* Count visible monsters killed in this life */
353 s16b r_akills; /* Count all monsters killed in this life */
354 s16b r_tkills; /* Count monsters killed in all lives */
356 byte r_wake; /* Number of times woken up (?) */
357 byte r_ignore; /* Number of times ignored (?) */
359 byte r_xtra1; /* Something (unused) */
360 byte r_xtra2; /* Something (unused) */
362 byte r_drop_gold; /* Max number of gold dropped at once */
363 byte r_drop_item; /* Max number of item dropped at once */
365 byte r_cast_spell; /* Max number of other spells seen */
367 byte r_blows[4]; /* Number of times each blow type was seen */
369 u32b r_flags1; /* Observed racial flags */
370 u32b r_flags2; /* Observed racial flags */
371 u32b r_flags3; /* Observed racial flags */
372 u32b r_flags4; /* Observed racial flags */
373 u32b r_flags5; /* Observed racial flags */
374 u32b r_flags6; /* Observed racial flags */
375 /* u32b r_flags7; */ /* Observed racial flags */
376 u32b r_flagsr; /* Observed racial resistance flags */
382 * Information about "vault generation"
385 typedef struct vault_type vault_type;
389 u32b name; /* Name (offset) */
390 u32b text; /* Text (offset) */
392 byte typ; /* Vault type */
394 byte rat; /* Vault rating */
396 byte hgt; /* Vault height */
397 byte wid; /* Vault width */
402 * Information about "skill"
405 typedef struct skill_table skill_table;
409 s16b w_start[5][64]; /* start weapon exp */
410 s16b w_max[5][64]; /* max weapon exp */
411 s16b s_start[10]; /* start skill */
412 s16b s_max[10]; /* max skill */
417 * A single "grid" in a Cave
419 * Note that several aspects of the code restrict the actual cave
420 * to a max size of 256 by 256. In partcular, locations are often
421 * saved as bytes, limiting each coordinate to the 0-255 range.
423 * The "o_idx" and "m_idx" fields are very interesting. There are
424 * many places in the code where we need quick access to the actual
425 * monster or object(s) in a given cave grid. The easiest way to
426 * do this is to simply keep the index of the monster and object
427 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
428 * Several other methods come to mind, which require only half this
429 * amound of memory, but they all seem rather complicated, and would
430 * probably add enough code that the savings would be lost. So for
431 * these reasons, we simply store an index into the "o_list" and
432 * "m_list" arrays, using "zero" when no monster/object is present.
434 * Note that "o_idx" is the index of the top object in a stack of
435 * objects, using the "next_o_idx" field of objects (see below) to
436 * create the singly linked list of objects. If "o_idx" is zero
437 * then there are no objects in the grid.
439 * Note the special fields for the "MONSTER_FLOW" code.
442 typedef struct cave_type cave_type;
446 u16b info; /* Hack -- cave flags */
448 s16b feat; /* Hack -- feature type */
450 s16b o_idx; /* Object in this grid */
452 s16b m_idx; /* Monster in this grid */
454 s16b special; /* Special cave info */
456 s16b mimic; /* Feature to mimic */
458 byte cost; /* Hack -- cost of flowing */
459 byte dist; /* Hack -- distance from player */
460 byte when; /* Hack -- when cost was computed */
466 * Simple structure to hold a map location
468 typedef struct coord coord;
479 * Object information, for a specific object.
481 * Note that a "discount" on an item is permanent and never goes away.
483 * Note that inscriptions are now handled via the "quark_str()" function
484 * applied to the "note" field, which will return NULL if "note" is zero.
486 * Note that "object" records are "copied" on a fairly regular basis,
487 * and care must be taken when handling such objects.
489 * Note that "object flags" must now be derived from the object kind,
490 * the artifact and ego-item indexes, and the two "xtra" fields.
492 * Each cave grid points to one (or zero) objects via the "o_idx"
493 * field (above). Each object then points to one (or zero) objects
494 * via the "next_o_idx" field, forming a singly linked list, which
495 * in game terms, represents a "stack" of objects in the same grid.
497 * Each monster points to one (or zero) objects via the "hold_o_idx"
498 * field (below). Each object then points to one (or zero) objects
499 * via the "next_o_idx" field, forming a singly linked list, which
500 * in game terms, represents a pile of objects held by the monster.
502 * The "held_m_idx" field is used to indicate which monster, if any,
503 * is holding the object. Objects being held have "ix=0" and "iy=0".
506 typedef struct object_type object_type;
510 s16b k_idx; /* Kind index (zero if "dead") */
512 byte iy; /* Y-position on map, or zero */
513 byte ix; /* X-position on map, or zero */
515 byte tval; /* Item type (from kind) */
516 byte sval; /* Item sub-type (from kind) */
518 s16b pval; /* Item extra-parameter */
520 byte discount; /* Discount (if any) */
522 byte number; /* Number of items */
524 s16b weight; /* Item weight */
526 byte name1; /* Artifact type, if any */
527 byte name2; /* Ego-Item type, if any */
529 byte xtra1; /* Extra info type (now unused) */
530 byte xtra2; /* Extra info index */
531 byte xtra3; /* Extra info */
532 s16b xtra4; /* Extra info */
533 s16b xtra5; /* Extra info */
535 s16b to_h; /* Plusses to hit */
536 s16b to_d; /* Plusses to damage */
537 s16b to_a; /* Plusses to AC */
539 s16b ac; /* Normal AC */
541 byte dd, ds; /* Damage dice/sides */
543 s16b timeout; /* Timeout Counter */
545 byte ident; /* Special flags */
547 byte marked; /* Object is marked */
549 u16b inscription; /* Inscription index */
550 u16b art_name; /* Artifact name (random artifacts) */
552 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
554 u32b art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
556 u32b curse_flags; /* Flags for curse */
558 s16b next_o_idx; /* Next object in stack (if any) */
560 s16b held_m_idx; /* Monster holding us (if any) */
566 * Monster information, for a specific monster.
568 * Note: fy, fx constrain dungeon size to 256x256
570 * The "hold_o_idx" field points to the first object of a stack
571 * of objects (if any) being carried by the monster (see above).
574 typedef struct monster_type monster_type;
578 s16b r_idx; /* Monster race index */
579 s16b ap_r_idx; /* Monster race appearance index */
580 byte sub_align; /* Sub-alignment for a neutral monster */
582 byte fy; /* Y location on map */
583 byte fx; /* X location on map */
585 s16b hp; /* Current Hit points */
586 s16b maxhp; /* Max Hit points */
587 s16b max_maxhp; /* Max Max Hit points */
589 s16b mtimed[MAX_MTIMED]; /* Timed status counter */
591 byte mspeed; /* Monster "speed" */
592 s16b energy_need; /* Monster "energy" */
594 byte cdis; /* Current dis from player */
596 byte mflag; /* Extra monster flags */
597 byte mflag2; /* Extra monster flags */
599 bool ml; /* Monster is "visible" */
601 s16b hold_o_idx; /* Object being held (if any) */
603 s16b target_y; /* Can attack !los player */
604 s16b target_x; /* Can attack !los player */
606 u16b nickname; /* Monster's Nickname */
610 u32b smart; /* Field for "smart_learn" */
619 * An entry for the object/monster allocation functions
621 * Pass 1 is determined from allocation information
622 * Pass 2 is determined from allocation restriction
623 * Pass 3 is determined from allocation calculation
626 typedef struct alloc_entry alloc_entry;
630 s16b index; /* The actual index */
632 byte level; /* Base dungeon level */
633 byte prob1; /* Probability, pass 1 */
634 byte prob2; /* Probability, pass 2 */
635 byte prob3; /* Probability, pass 3 */
637 u16b total; /* Unused for now */
643 * Available "options"
645 * - Address of actual option variable (or NULL)
647 * - Normal Value (TRUE or FALSE)
649 * - Option Page Number (or zero)
651 * - Savefile Set (or zero)
652 * - Savefile Bit in that set
654 * - Textual name (or NULL)
655 * - Textual description
658 typedef struct option_type option_type;
677 * Structure for the "quests"
679 typedef struct quest_type quest_type;
683 s16b status; /* Is the quest taken, completed, finished? */
685 s16b type; /* The quest type */
687 char name[60]; /* Quest name */
688 s16b level; /* Dungeon level */
689 s16b r_idx; /* Monster race */
691 s16b cur_num; /* Number killed */
692 s16b max_num; /* Number required */
694 s16b k_idx; /* object index */
695 s16b num_mon; /* number of monsters on level */
697 byte flags; /* quest flags */
698 byte dungeon; /* quest dungeon */
700 byte complev; /* player level (complete) */
707 typedef struct owner_type owner_type;
711 cptr owner_name; /* Name */
713 s16b max_cost; /* Purse limit */
715 byte max_inflate; /* Inflation (max) */
716 byte min_inflate; /* Inflation (min) */
718 byte haggle_per; /* Haggle unit */
720 byte insult_max; /* Insult limit */
722 byte owner_race; /* Owner race */
729 * A store, with an owner, various state flags, a current stock
730 * of items, and a table of items that are often purchased.
732 typedef struct store_type store_type;
736 byte type; /* Store type */
738 byte owner; /* Owner index */
739 byte extra; /* Unused for now */
741 s16b insult_cur; /* Insult counter */
743 s16b good_buy; /* Number of "good" buys */
744 s16b bad_buy; /* Number of "bad" buys */
746 s32b store_open; /* Closed until this turn */
748 s32b last_visit; /* Last visited on this turn */
750 s16b table_num; /* Table -- Number of entries */
751 s16b table_size; /* Table -- Total Size of Array */
752 s16b *table; /* Table -- Legal item kinds */
754 s16b stock_num; /* Stock -- Number of entries */
755 s16b stock_size; /* Stock -- Total Size of Array */
756 object_type *stock; /* Stock -- Actual stock items */
761 * The "name" of spell 'N' is stored as spell_names[X][N],
762 * where X is 0 for mage-spells and 1 for priest-spells.
764 typedef struct magic_type magic_type;
768 byte slevel; /* Required level (to learn) */
769 byte smana; /* Required mana (to cast) */
770 byte sfail; /* Minimum chance of failure */
771 byte sexp; /* Encoded experience bonus */
776 * Information about the player's "magic"
778 * Note that a player with a "spell_book" of "zero" is illiterate.
781 typedef struct player_magic player_magic;
785 int spell_book; /* Tval of spell books (if any) */
786 int spell_xtra; /* Something for later */
788 int spell_stat; /* Stat for spells (if any) */
789 int spell_type; /* Spell type (mage/priest) */
791 int spell_first; /* Level of first spell */
792 int spell_weight; /* Weight that hurts spells */
794 magic_type info[MAX_MAGIC][32]; /* The available spells */
803 typedef struct player_sex player_sex;
807 cptr title; /* Type of sex */
808 cptr winner; /* Name of winner */
810 cptr E_title; /* ±Ñ¸ìÀÊÌ */
811 cptr E_winner; /* ±Ñ¸ìÀÊÌ */
820 typedef struct player_race player_race;
824 cptr title; /* Type of race */
827 cptr E_title; /* ±Ñ¸ì¼ï² */
829 s16b r_adj[6]; /* Racial stat bonuses */
831 s16b r_dis; /* disarming */
832 s16b r_dev; /* magic devices */
833 s16b r_sav; /* saving throw */
834 s16b r_stl; /* stealth */
835 s16b r_srh; /* search ability */
836 s16b r_fos; /* search frequency */
837 s16b r_thn; /* combat (normal) */
838 s16b r_thb; /* combat (shooting) */
840 byte r_mhp; /* Race hit-dice modifier */
841 byte r_exp; /* Race experience factor */
843 byte b_age; /* base age */
844 byte m_age; /* mod age */
846 byte m_b_ht; /* base height (males) */
847 byte m_m_ht; /* mod height (males) */
848 byte m_b_wt; /* base weight (males) */
849 byte m_m_wt; /* mod weight (males) */
851 byte f_b_ht; /* base height (females) */
852 byte f_m_ht; /* mod height (females) */
853 byte f_b_wt; /* base weight (females) */
854 byte f_m_wt; /* mod weight (females) */
856 byte infra; /* Infra-vision range */
858 u32b choice; /* Legal class choices */
859 /* byte choice_xtra; */
867 typedef struct player_class player_class;
871 cptr title; /* Type of class */
874 cptr E_title; /* ±Ñ¸ì¿¦¶È */
876 s16b c_adj[6]; /* Class stat modifier */
878 s16b c_dis; /* class disarming */
879 s16b c_dev; /* class magic devices */
880 s16b c_sav; /* class saving throws */
881 s16b c_stl; /* class stealth */
882 s16b c_srh; /* class searching ability */
883 s16b c_fos; /* class searching frequency */
884 s16b c_thn; /* class to hit (normal) */
885 s16b c_thb; /* class to hit (bows) */
887 s16b x_dis; /* extra disarming */
888 s16b x_dev; /* extra magic devices */
889 s16b x_sav; /* extra saving throws */
890 s16b x_stl; /* extra stealth */
891 s16b x_srh; /* extra searching ability */
892 s16b x_fos; /* extra searching frequency */
893 s16b x_thn; /* extra to hit (normal) */
894 s16b x_thb; /* extra to hit (bows) */
896 s16b c_mhp; /* Class hit-dice adjustment */
897 s16b c_exp; /* Class experience factor */
899 byte pet_upkeep_div; /* Pet upkeep divider */
903 typedef struct player_seikaku player_seikaku;
904 struct player_seikaku
906 cptr title; /* Type of seikaku */
909 cptr E_title; /* ±Ñ¸ìÀ³Ê */
912 s16b a_adj[6]; /* seikaku stat bonuses */
914 s16b a_dis; /* seikaku disarming */
915 s16b a_dev; /* seikaku magic devices */
916 s16b a_sav; /* seikaku saving throw */
917 s16b a_stl; /* seikaku stealth */
918 s16b a_srh; /* seikaku search ability */
919 s16b a_fos; /* seikaku search frequency */
920 s16b a_thn; /* seikaku combat (normal) */
921 s16b a_thb; /* seikaku combat (shooting) */
923 s16b a_mhp; /* Race hit-dice modifier */
926 byte sex; /* seibetu seigen */
931 * Most of the "player" information goes here.
933 * This stucture gives us a large collection of player variables.
935 * This structure contains several "blocks" of information.
936 * (1) the "permanent" info
937 * (2) the "variable" info
938 * (3) the "transient" info
940 * All of the "permanent" info, and most of the "variable" info,
941 * is saved in the savefile. The "transient" info is recomputed
942 * whenever anything important changes.
945 typedef struct player_type player_type;
949 s16b oldpy; /* Previous player location -KMW- */
950 s16b oldpx; /* Previous player location -KMW- */
952 byte psex; /* Sex index */
953 byte prace; /* Race index */
954 byte pclass; /* Class index */
955 byte pseikaku; /* Seikaku index */
956 byte realm1; /* First magic realm */
957 byte realm2; /* Second magic realm */
958 byte oops; /* Unused */
960 byte hitdie; /* Hit dice (sides) */
961 u16b expfact; /* Experience factor
962 * Note: was byte, causing overflow for Amberite
963 * characters (such as Amberite Paladins)
966 s16b age; /* Characters age */
967 s16b ht; /* Height */
968 s16b wt; /* Weight */
969 s16b sc; /* Social Class */
972 s32b au; /* Current Gold */
974 s32b max_max_exp; /* Max max experience (only to calculate score) */
975 s32b max_exp; /* Max experience */
976 s32b exp; /* Cur experience */
977 u32b exp_frac; /* Cur exp frac (times 2^16) */
979 s16b lev; /* Level */
981 s16b town_num; /* Current town number */
982 s16b arena_number; /* monster number in arena -KMW- */
983 bool inside_arena; /* Is character inside arena? */
984 s16b inside_quest; /* Inside quest level */
985 bool inside_battle; /* Is character inside tougijou? */
987 s32b wilderness_x; /* Coordinates in the wilderness */
991 s32b mhp; /* Max hit pts */
992 s32b chp; /* Cur hit pts */
993 u32b chp_frac; /* Cur hit frac (times 2^16) */
995 s32b msp; /* Max mana pts */
996 s32b csp; /* Cur mana pts */
997 u32b csp_frac; /* Cur mana frac (times 2^16) */
999 s16b max_plv; /* Max Player Level */
1001 s16b stat_max[6]; /* Current "maximal" stat values */
1002 s16b stat_max_max[6]; /* Maximal "maximal" stat values */
1003 s16b stat_cur[6]; /* Current "natural" stat values */
1005 s16b learned_spells;
1010 s16b fast; /* Timed -- Fast */
1011 s16b slow; /* Timed -- Slow */
1012 s16b blind; /* Timed -- Blindness */
1013 s16b paralyzed; /* Timed -- Paralysis */
1014 s16b confused; /* Timed -- Confusion */
1015 s16b afraid; /* Timed -- Fear */
1016 s16b image; /* Timed -- Hallucination */
1017 s16b poisoned; /* Timed -- Poisoned */
1018 s16b cut; /* Timed -- Cut */
1019 s16b stun; /* Timed -- Stun */
1021 s16b protevil; /* Timed -- Protection */
1022 s16b invuln; /* Timed -- Invulnerable */
1023 s16b ult_res; /* Timed -- Ultimate Resistance */
1024 s16b hero; /* Timed -- Heroism */
1025 s16b shero; /* Timed -- Super Heroism */
1026 s16b shield; /* Timed -- Shield Spell */
1027 s16b blessed; /* Timed -- Blessed */
1028 s16b tim_invis; /* Timed -- See Invisible */
1029 s16b tim_infra; /* Timed -- Infra Vision */
1030 s16b tsuyoshi; /* Timed -- Tsuyoshi Special */
1031 s16b ele_attack; /* Timed -- Elemental Attack */
1032 s16b ele_immune; /* Timed -- Elemental Immune */
1034 s16b oppose_acid; /* Timed -- oppose acid */
1035 s16b oppose_elec; /* Timed -- oppose lightning */
1036 s16b oppose_fire; /* Timed -- oppose heat */
1037 s16b oppose_cold; /* Timed -- oppose cold */
1038 s16b oppose_pois; /* Timed -- oppose poison */
1041 s16b tim_esp; /* Timed ESP */
1042 s16b wraith_form; /* Timed wraithform */
1044 s16b resist_magic; /* Timed Resist Magic (later) */
1048 s16b tim_levitation;
1053 s16b tim_res_nether; /* Timed -- Nether resistance */
1054 s16b tim_res_time; /* Timed -- Time resistance */
1061 /* for mirror master */
1062 s16b tim_reflect; /* Timed -- Reflect */
1063 s16b multishadow; /* Timed -- Multi-shadow */
1064 s16b dustrobe; /* Timed -- Robe of dust */
1074 s16b word_recall; /* Word of recall counter */
1075 s16b alter_reality; /* Alter reality counter */
1076 byte recall_dungeon; /* Dungeon set to be recalled */
1078 s16b energy_need; /* Energy needed for next move */
1080 s16b food; /* Current nutrition */
1082 u32b special_attack; /* Special attack capacity -LM- */
1083 u32b special_defense; /* Special block capacity -LM- */
1084 byte action; /* Currently action */
1086 u32b spell_learned1; /* bit mask of spells learned */
1087 u32b spell_learned2; /* bit mask of spells learned */
1088 u32b spell_worked1; /* bit mask of spells tried and worked */
1089 u32b spell_worked2; /* bit mask of spells tried and worked */
1090 u32b spell_forgotten1; /* bit mask of spells learned but forgotten */
1091 u32b spell_forgotten2; /* bit mask of spells learned but forgotten */
1092 byte spell_order[64]; /* order spells learned/remembered/forgotten */
1094 s16b spell_exp[64]; /* Proficiency of spells */
1095 s16b weapon_exp[5][64]; /* Proficiency of weapons */
1096 s16b skill_exp[10]; /* Proficiency of misc. skill */
1098 s32b magic_num1[108]; /* Array for non-spellbook type magic */
1099 byte magic_num2[108]; /* Flags for non-spellbook type magics */
1101 s16b mane_spell[MAX_MANE];
1102 s16b mane_dam[MAX_MANE];
1105 s16b player_hp[PY_MAX_LEVEL];
1106 char died_from[80]; /* What killed the player */
1107 cptr last_message; /* Last message on death or retirement */
1108 char history[4][60]; /* Textual "history" for the Player */
1110 u16b total_winner; /* Total winner */
1111 u16b panic_save; /* Panic save */
1113 u16b noscore; /* Cheating flags */
1115 bool wait_report_score; /* Waiting to report score */
1116 bool is_dead; /* Player is dead */
1118 bool wizard; /* Player is in wizard mode */
1120 s16b riding; /* Riding on a monster of this index */
1121 byte knowledge; /* Knowledge about yourself */
1122 s32b visit; /* Visited towns */
1124 byte start_race; /* Race at birth */
1125 s32b old_race1; /* Record of race changes */
1126 s32b old_race2; /* Record of race changes */
1127 s16b old_realm; /* Record of realm changes */
1129 s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
1130 s16b pet_extra_flags; /* Various flags for controling pets */
1132 s16b today_mon; /* Wanted monster */
1134 bool dtrap; /* Whether you are on trap-safe grids */
1135 s16b floor_id; /* Current floor location */
1137 bool autopick_autoregister; /* auto register is in-use or not */
1139 byte feeling; /* Most recent dungeon feeling */
1140 s32b feeling_turn; /* The turn of the last dungeon feeling */
1143 /*** Temporary fields ***/
1145 bool playing; /* True if player is playing */
1146 bool leaving; /* True if player is leaving */
1148 byte exit_bldg; /* Goal obtained in arena? -KMW- */
1150 bool leaving_dungeon; /* True if player is leaving the dungeon */
1152 bool enter_dungeon; /* Just enter the dungeon */
1154 s16b health_who; /* Health bar trackee */
1156 s16b monster_race_idx; /* Monster race trackee */
1158 s16b object_kind_idx; /* Object kind trackee */
1160 s16b new_spells; /* Number of spells available */
1163 s16b old_food_aux; /* Old value of food */
1165 bool old_cumber_armor;
1166 bool old_cumber_glove;
1167 bool old_heavy_wield[2];
1168 bool old_heavy_shoot;
1169 bool old_icky_wield[2];
1170 bool old_riding_wield[2];
1171 bool old_riding_ryoute;
1174 s16b old_lite; /* Old radius of lite (if any) */
1176 bool cumber_armor; /* Mana draining armor */
1177 bool cumber_glove; /* Mana draining gloves */
1178 bool heavy_wield[2]; /* Heavy weapon */
1179 bool heavy_shoot; /* Heavy shooter */
1180 bool icky_wield[2]; /* Icky weapon */
1181 bool riding_wield[2]; /* Riding weapon */
1182 bool riding_ryoute; /* Riding weapon */
1185 s16b cur_lite; /* Radius of lite (if any) */
1188 u32b notice; /* Special Updates (bit flags) */
1189 u32b update; /* Pending Updates (bit flags) */
1190 u32b redraw; /* Normal Redraws (bit flags) */
1191 u32b window; /* Window Redraws (bit flags) */
1193 s16b stat_use[6]; /* Current modified stats */
1194 s16b stat_top[6]; /* Maximal modified stats */
1199 s32b align; /* Good/evil/neutral */
1204 /*** Extracted fields ***/
1206 u32b total_weight; /* Total weight being carried */
1208 s16b stat_add[6]; /* Modifiers to stat values */
1209 s16b stat_ind[6]; /* Indexes into stat tables */
1211 bool immune_acid; /* Immunity to acid */
1212 bool immune_elec; /* Immunity to lightning */
1213 bool immune_fire; /* Immunity to fire */
1214 bool immune_cold; /* Immunity to cold */
1216 bool resist_acid; /* Resist acid */
1217 bool resist_elec; /* Resist lightning */
1218 bool resist_fire; /* Resist fire */
1219 bool resist_cold; /* Resist cold */
1220 bool resist_pois; /* Resist poison */
1222 bool resist_conf; /* Resist confusion */
1223 bool resist_sound; /* Resist sound */
1224 bool resist_lite; /* Resist light */
1225 bool resist_dark; /* Resist darkness */
1226 bool resist_chaos; /* Resist chaos */
1227 bool resist_disen; /* Resist disenchant */
1228 bool resist_shard; /* Resist shards */
1229 bool resist_nexus; /* Resist nexus */
1230 bool resist_blind; /* Resist blindness */
1231 bool resist_neth; /* Resist nether */
1232 bool resist_fear; /* Resist fear */
1233 bool resist_time; /* Resist time */
1235 bool reflect; /* Reflect 'bolt' attacks */
1236 bool sh_fire; /* Fiery 'immolation' effect */
1237 bool sh_elec; /* Electric 'immolation' effect */
1238 bool sh_cold; /* Cold 'immolation' effect */
1240 bool anti_magic; /* Anti-magic */
1241 bool anti_tele; /* Prevent teleportation */
1243 bool sustain_str; /* Keep strength */
1244 bool sustain_int; /* Keep intelligence */
1245 bool sustain_wis; /* Keep wisdom */
1246 bool sustain_dex; /* Keep dexterity */
1247 bool sustain_con; /* Keep constitution */
1248 bool sustain_chr; /* Keep charisma */
1250 u32b cursed; /* Player is cursed */
1252 bool can_swim; /* No damage falling */
1253 bool levitation; /* No damage falling */
1254 bool lite; /* Permanent light */
1255 bool free_act; /* Never paralyzed */
1256 bool see_inv; /* Can see invisible */
1257 bool regenerate; /* Regenerate hit pts */
1258 bool hold_life; /* Resist life draining */
1260 bool telepathy; /* Telepathy */
1274 bool slow_digest; /* Slower digestion */
1275 bool bless_blade; /* Blessed blade */
1276 bool xtra_might; /* Extra might bow */
1277 bool impact[2]; /* Earthquake blows */
1278 bool pass_wall; /* Permanent wraithform */
1285 bool see_nocto; /* Noctovision */
1287 s16b to_dd[2]; /* Extra dice/sides */
1290 s16b dis_to_h[2]; /* Known bonus to hit (wield) */
1291 s16b dis_to_h_b; /* Known bonus to hit (bow) */
1292 s16b dis_to_d[2]; /* Known bonus to dam (wield) */
1293 s16b dis_to_a; /* Known bonus to ac */
1295 s16b dis_ac; /* Known base ac */
1297 s16b to_h[2]; /* Bonus to hit (wield) */
1298 s16b to_h_b; /* Bonus to hit (bow) */
1299 s16b to_h_m; /* Bonus to hit (misc) */
1300 s16b to_d[2]; /* Bonus to dam (wield) */
1301 s16b to_d_m; /* Bonus to dam (misc) */
1302 s16b to_a; /* Bonus to ac */
1304 s16b to_m_chance; /* Minusses to cast chance */
1311 s16b ac; /* Base ac */
1313 s16b see_infra; /* Infravision range */
1315 s16b skill_dis; /* Skill: Disarming */
1316 s16b skill_dev; /* Skill: Magic Devices */
1317 s16b skill_sav; /* Skill: Saving throw */
1318 s16b skill_stl; /* Skill: Stealth factor */
1319 s16b skill_srh; /* Skill: Searching ability */
1320 s16b skill_fos; /* Skill: Searching frequency */
1321 s16b skill_thn; /* Skill: To hit (normal) */
1322 s16b skill_thb; /* Skill: To hit (shooting) */
1323 s16b skill_tht; /* Skill: To hit (throwing) */
1324 s16b skill_dig; /* Skill: Digging */
1326 s16b num_blow[2]; /* Number of blows */
1327 s16b num_fire; /* Number of shots */
1329 byte tval_xtra; /* Correct xtra tval */
1331 byte tval_ammo; /* Correct ammo tval */
1333 byte pspeed; /* Current speed */
1338 * A structure to hold "rolled" information
1340 typedef struct birther birther;
1344 byte psex; /* Sex index */
1345 byte prace; /* Race index */
1346 byte pclass; /* Class index */
1347 byte pseikaku; /* Seikaku index */
1348 byte realm1; /* First magic realm */
1349 byte realm2; /* Second magic realm */
1358 s16b stat_max[6]; /* Current "maximal" stat values */
1359 s16b stat_max_max[6]; /* Maximal "maximal" stat values */
1360 s16b player_hp[PY_MAX_LEVEL];
1366 char history[4][60];
1372 /* For Monk martial arts */
1374 typedef struct martial_arts martial_arts;
1378 cptr desc; /* A verbose attack description */
1379 int min_level; /* Minimum level to use */
1380 int chance; /* Chance of 'success' */
1381 int dd; /* Damage dice */
1382 int ds; /* Damage sides */
1383 int effect; /* Special effects */
1386 typedef struct kamae kamae;
1390 cptr desc; /* A verbose kamae description */
1391 int min_level; /* Minimum level to use */
1396 typedef struct mind_type mind_type;
1405 typedef struct mind_power mind_power;
1408 mind_type info[MAX_MIND_POWERS];
1413 typedef struct monster_power monster_power;
1414 struct monster_power
1427 * A structure to describe a building.
1430 typedef struct building_type building_type;
1432 struct building_type
1434 char name[20]; /* proprietor name */
1435 char owner_name[20]; /* proprietor name */
1436 char owner_race[20]; /* proprietor race */
1438 char act_names[8][30]; /* action names */
1439 s32b member_costs[8]; /* Costs for class members of building */
1440 s32b other_costs[8]; /* Costs for nonguild members */
1441 char letters[8]; /* action letters */
1442 s16b actions[8]; /* action codes */
1443 s16b action_restr[8]; /* action restrictions */
1445 s16b member_class[MAX_CLASS]; /* which classes are part of guild */
1446 s16b member_race[MAX_RACES]; /* which classes are part of guild */
1447 s16b member_realm[MAX_MAGIC+1]; /* which realms are part of guild */
1452 typedef struct border_type border_type;
1455 s16b north[MAX_WID];
1456 s16b south[MAX_WID];
1467 * A structure describing a wilderness area
1468 * with a terrain or a town
1470 typedef struct wilderness_type wilderness_type;
1471 struct wilderness_type
1483 * A structure describing a town with
1484 * stores and buildings
1486 typedef struct town_type town_type;
1490 u32b seed; /* Seed for RNG */
1491 store_type *store; /* The stores [MAX_STORES] */
1496 typedef struct dun_type dun_type;
1499 byte min_level; /* Minimum level in the dungeon */
1500 byte max_level; /* Maximum dungeon level allowed */
1502 cptr name; /* The name of the dungeon */
1506 * Sort-array element
1508 typedef struct tag_type tag_type;
1516 typedef bool (*monster_hook_type)(int r_idx);
1520 * This seems like a pretty standard "typedef"
1522 typedef int (*inven_func)(object_type *);
1526 * Semi-Portable High Score List Entry (128 bytes) -- BEN
1528 * All fields listed below are null terminated ascii strings.
1530 * In addition, the "number" fields are right justified, and
1531 * space padded, to the full available length (minus the "null").
1533 * Note that "string comparisons" are thus valid on "pts".
1536 typedef struct high_score high_score;
1540 char what[8]; /* Version info (string) */
1542 char pts[10]; /* Total Score (number) */
1544 char gold[10]; /* Total Gold (number) */
1546 char turns[10]; /* Turns Taken (number) */
1548 char day[10]; /* Time stamp (string) */
1550 char who[16]; /* Player Name (string) */
1552 char uid[8]; /* Player UID (number) */
1554 char sex[2]; /* Player Sex (string) */
1555 char p_r[3]; /* Player Race (number) */
1556 char p_c[3]; /* Player Class (number) */
1557 char p_a[3]; /* Player Seikaku (number) */
1559 char cur_lev[4]; /* Current Player Level (number) */
1560 char cur_dun[4]; /* Current Dungeon Level (number) */
1561 char max_lev[4]; /* Max Player Level (number) */
1562 char max_dun[4]; /* Max Dungeon Level (number) */
1564 char how[40]; /* Method of death (string) */
1570 s16b feat; /* Feature tile */
1571 byte percent; /* Chance of type */
1576 /* A structure for the != dungeon types */
1577 typedef struct dungeon_info_type dungeon_info_type;
1578 struct dungeon_info_type {
1579 u32b name; /* Name */
1580 u32b text; /* Description */
1585 feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
1586 feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
1587 s16b outer_wall; /* Outer wall tile */
1588 s16b inner_wall; /* Inner wall tile */
1589 s16b stream1; /* stream tile */
1590 s16b stream2; /* stream tile */
1592 s16b mindepth; /* Minimal depth */
1593 s16b maxdepth; /* Maximal depth */
1594 byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
1597 byte mode; /* Mode of combinaison of the monster flags */
1599 int min_m_alloc_level; /* Minimal number of monsters per level */
1600 int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
1602 u32b flags1; /* Flags 1 */
1604 u32b mflags1; /* The monster flags that are allowed */
1615 char r_char[5]; /* Monster race allowed */
1616 int final_object; /* The object you'll find at the bottom */
1617 int final_artifact; /* The artifact you'll find at the bottom */
1618 int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
1620 byte special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
1628 * A structure type for entry of auto-picker/destroyer
1631 cptr name; /* Items which have 'name' as part of its name match */
1632 cptr insc; /* Items will be auto-inscribed as 'insc' */
1633 u32b flag[2]; /* Misc. keyword to be matched */
1634 byte action; /* Auto-pickup or Destroy or Leave items */
1635 byte dice; /* Weapons which have more than 'dice' dice match */
1636 byte bonus; /* Items which have more than 'bonus' magical bonus match */
1641 * A structure type for the saved floor
1645 s16b floor_id; /* No recycle until 65536 IDs are all used */
1646 byte savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
1648 s32b last_visit; /* Time count of last visit. 0 for new floor. */
1649 u32b visit_mark; /* Older has always smaller mark. */
1650 s16b upper_floor_id; /* a floor connected with level teleportation */
1651 s16b lower_floor_id; /* a floor connected with level tel. and trap door */
1656 * A structure type for terrain template of saving dungeon floor
1665 } cave_template_type;
1669 * A structure type for arena entry
1673 s16b r_idx; /* Monster (0 means victory prizing) */
1674 byte tval; /* tval of prize (0 means no prize) */
1675 byte sval; /* sval of prize */
1680 * A structure type for doors
1687 s16b locked[MAX_LJ_DOORS];
1689 s16b jammed[MAX_LJ_DOORS];