3 /* Purpose: global type declarations */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
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 * Information about terrain "features"
55 typedef struct feature_type feature_type;
59 u32b name; /* Name (offset) */
60 u32b text; /* Text (offset) */
62 byte mimic; /* Feature to mimic */
64 byte extra; /* Extra byte (unused) */
66 s16b unused; /* Extra bytes (unused) */
68 byte d_attr; /* Default feature attribute */
69 byte d_char; /* Default feature character */
72 byte x_attr; /* Desired feature attribute */
73 byte x_char; /* Desired feature character */
78 * Information about object "kinds", including player knowledge.
80 * Only "aware" and "tried" are saved in the savefile
83 typedef struct object_kind object_kind;
87 u32b name; /* Name (offset) */
88 u32b text; /* Text (offset) */
90 byte tval; /* Object type */
91 byte sval; /* Object sub type */
93 s16b pval; /* Object extra info */
95 s16b to_h; /* Bonus to hit */
96 s16b to_d; /* Bonus to damage */
97 s16b to_a; /* Bonus to armor */
99 s16b ac; /* Base armor */
101 byte dd, ds; /* Damage dice/sides */
103 s16b weight; /* Weight */
105 s32b cost; /* Object "base cost" */
107 u32b flags1; /* Flags, set 1 */
108 u32b flags2; /* Flags, set 2 */
109 u32b flags3; /* Flags, set 3 */
111 u32b gen_flags; /* flags for generate */
113 byte locale[4]; /* Allocation level(s) */
114 byte chance[4]; /* Allocation chance(s) */
116 byte level; /* Level */
117 byte extra; /* Something */
120 byte d_attr; /* Default object attribute */
121 byte d_char; /* Default object character */
124 byte x_attr; /* Desired object attribute */
125 byte x_char; /* Desired object character */
128 byte flavor; /* Special object flavor (or zero) */
130 bool easy_know; /* This object is always known (if aware) */
133 bool aware; /* The player is "aware" of the item's effects */
135 bool tried; /* The player has "tried" one of the items */
141 * Information about "artifacts".
143 * Note that the save-file only writes "cur_num" to the savefile.
145 * Note that "max_num" is always "1" (if that artifact "exists")
148 typedef struct artifact_type artifact_type;
152 u32b name; /* Name (offset) */
153 u32b text; /* Text (offset) */
155 byte tval; /* Artifact type */
156 byte sval; /* Artifact sub type */
158 s16b pval; /* Artifact extra info */
160 s16b to_h; /* Bonus to hit */
161 s16b to_d; /* Bonus to damage */
162 s16b to_a; /* Bonus to armor */
164 s16b ac; /* Base armor */
166 byte dd, ds; /* Damage when hits */
168 s16b weight; /* Weight */
170 s32b cost; /* Artifact "cost" */
172 u32b flags1; /* Artifact Flags, set 1 */
173 u32b flags2; /* Artifact Flags, set 2 */
174 u32b flags3; /* Artifact Flags, set 3 */
176 u32b gen_flags; /* flags for generate */
178 byte level; /* Artifact level */
179 byte rarity; /* Artifact rarity */
181 byte cur_num; /* Number created (0 or 1) */
182 byte max_num; /* Unused (should be "1") */
187 * Information about "ego-items".
190 typedef struct ego_item_type ego_item_type;
194 u32b name; /* Name (offset) */
195 u32b text; /* Text (offset) */
197 byte slot; /* Standard slot value */
198 byte rating; /* Rating boost */
200 byte level; /* Minimum level */
201 byte rarity; /* Object rarity */
203 byte max_to_h; /* Maximum to-hit bonus */
204 byte max_to_d; /* Maximum to-dam bonus */
205 byte max_to_a; /* Maximum to-ac bonus */
207 byte max_pval; /* Maximum pval */
209 s32b cost; /* Ego-item "cost" */
211 u32b flags1; /* Ego-Item Flags, set 1 */
212 u32b flags2; /* Ego-Item Flags, set 2 */
213 u32b flags3; /* Ego-Item Flags, set 3 */
215 u32b gen_flags; /* flags for generate */
222 * Monster blow structure
230 typedef struct monster_blow monster_blow;
243 * Monster "race" information, including racial memories
245 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
247 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
249 * Note that "cur_num" (and "max_num") represent the number of monsters
250 * of the given race currently on (and allowed on) the current level.
251 * This information yields the "dead" flag for Unique monsters.
253 * Note that "max_num" is reset when a new player is created.
254 * Note that "cur_num" is reset when a new level is created.
256 * Note that several of these fields, related to "recall", can be
257 * scrapped if space becomes an issue, resulting in less "complete"
258 * monster recall (no knowledge of spells, etc). All of the "recall"
259 * fields have a special prefix to aid in searching for them.
263 typedef struct monster_race monster_race;
267 u32b name; /* Name (offset) */
269 u32b E_name; /* ±Ñ¸ì̾ (offset) */
271 u32b text; /* Text (offset) */
273 byte hdice; /* Creatures hit dice count */
274 byte hside; /* Creatures hit dice sides */
276 s16b ac; /* Armour Class */
278 s16b sleep; /* Inactive counter (base) */
279 byte aaf; /* Area affect radius (1-100) */
280 byte speed; /* Speed (normally 110) */
282 s32b mexp; /* Exp value for kill */
284 s16b extra; /* Unused (for now) */
286 byte freq_inate; /* Inate spell frequency */
287 byte freq_spell; /* Other spell frequency */
289 u32b flags1; /* Flags 1 (general) */
290 u32b flags2; /* Flags 2 (abilities) */
291 u32b flags3; /* Flags 3 (race/resist) */
292 u32b flags4; /* Flags 4 (inate/breath) */
293 u32b flags5; /* Flags 5 (normal spells) */
294 u32b flags6; /* Flags 6 (special spells) */
295 u32b flags7; /* Flags 7 (movement related abilities) */
296 u32b flags8; /* Flags 8 (wilderness info) */
297 u32b flags9; /* Flags 9 (drops info) */
299 monster_blow blow[4]; /* Up to four blows per round */
304 byte level; /* Level of creature */
305 byte rarity; /* Rarity of creature */
308 byte d_attr; /* Default monster attribute */
309 byte d_char; /* Default monster character */
312 byte x_attr; /* Desired monster attribute */
313 byte x_char; /* Desired monster character */
316 byte max_num; /* Maximum population allowed per level */
318 byte cur_num; /* Monster population on current level */
321 s16b r_sights; /* Count sightings of this monster */
322 s16b r_deaths; /* Count deaths from this monster */
324 s16b r_pkills; /* Count monsters killed in this life */
325 s16b r_tkills; /* Count monsters killed in all lives */
327 byte r_wake; /* Number of times woken up (?) */
328 byte r_ignore; /* Number of times ignored (?) */
330 byte r_xtra1; /* Something (unused) */
331 byte r_xtra2; /* Something (unused) */
333 byte r_drop_gold; /* Max number of gold dropped at once */
334 byte r_drop_item; /* Max number of item dropped at once */
336 byte r_cast_inate; /* Max number of inate spells seen */
337 byte r_cast_spell; /* Max number of other spells seen */
339 byte r_blows[4]; /* Number of times each blow type was seen */
341 u32b r_flags1; /* Observed racial flags */
342 u32b r_flags2; /* Observed racial flags */
343 u32b r_flags3; /* Observed racial flags */
344 u32b r_flags4; /* Observed racial flags */
345 u32b r_flags5; /* Observed racial flags */
346 u32b r_flags6; /* Observed racial flags */
347 u32b r_flags7; /* Observed racial flags */
353 * Information about "vault generation"
356 typedef struct vault_type vault_type;
360 u32b name; /* Name (offset) */
361 u32b text; /* Text (offset) */
363 byte typ; /* Vault type */
365 byte rat; /* Vault rating */
367 byte hgt; /* Vault height */
368 byte wid; /* Vault width */
373 * Information about "skill"
376 typedef struct skill_table skill_table;
380 s16b w_start[5][64]; /* start weapon exp */
381 s16b w_max[5][64]; /* max weapon exp */
382 s16b s_start[10]; /* start skill */
383 s16b s_max[10]; /* max skill */
388 * A single "grid" in a Cave
390 * Note that several aspects of the code restrict the actual cave
391 * to a max size of 256 by 256. In partcular, locations are often
392 * saved as bytes, limiting each coordinate to the 0-255 range.
394 * The "o_idx" and "m_idx" fields are very interesting. There are
395 * many places in the code where we need quick access to the actual
396 * monster or object(s) in a given cave grid. The easiest way to
397 * do this is to simply keep the index of the monster and object
398 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
399 * Several other methods come to mind, which require only half this
400 * amound of memory, but they all seem rather complicated, and would
401 * probably add enough code that the savings would be lost. So for
402 * these reasons, we simply store an index into the "o_list" and
403 * "m_list" arrays, using "zero" when no monster/object is present.
405 * Note that "o_idx" is the index of the top object in a stack of
406 * objects, using the "next_o_idx" field of objects (see below) to
407 * create the singly linked list of objects. If "o_idx" is zero
408 * then there are no objects in the grid.
410 * Note the special fields for the "MONSTER_FLOW" code.
413 typedef struct cave_type cave_type;
417 u16b info; /* Hack -- cave flags */
419 byte feat; /* Hack -- feature type */
421 s16b o_idx; /* Object in this grid */
423 s16b m_idx; /* Monster in this grid */
425 s16b special; /* Special cave info */
427 byte mimic; /* Feature to mimic */
429 byte cost; /* Hack -- cost of flowing */
430 byte dist; /* Hack -- distance from player */
431 byte when; /* Hack -- when cost was computed */
437 * Simple structure to hold a map location
439 typedef struct coord coord;
450 * Object information, for a specific object.
452 * Note that a "discount" on an item is permanent and never goes away.
454 * Note that inscriptions are now handled via the "quark_str()" function
455 * applied to the "note" field, which will return NULL if "note" is zero.
457 * Note that "object" records are "copied" on a fairly regular basis,
458 * and care must be taken when handling such objects.
460 * Note that "object flags" must now be derived from the object kind,
461 * the artifact and ego-item indexes, and the two "xtra" fields.
463 * Each cave grid points to one (or zero) objects via the "o_idx"
464 * field (above). Each object then points to one (or zero) objects
465 * via the "next_o_idx" field, forming a singly linked list, which
466 * in game terms, represents a "stack" of objects in the same grid.
468 * Each monster points to one (or zero) objects via the "hold_o_idx"
469 * field (below). Each object then points to one (or zero) objects
470 * via the "next_o_idx" field, forming a singly linked list, which
471 * in game terms, represents a pile of objects held by the monster.
473 * The "held_m_idx" field is used to indicate which monster, if any,
474 * is holding the object. Objects being held have "ix=0" and "iy=0".
477 typedef struct object_type object_type;
481 s16b k_idx; /* Kind index (zero if "dead") */
483 byte iy; /* Y-position on map, or zero */
484 byte ix; /* X-position on map, or zero */
486 byte tval; /* Item type (from kind) */
487 byte sval; /* Item sub-type (from kind) */
489 s16b pval; /* Item extra-parameter */
491 byte discount; /* Discount (if any) */
493 byte number; /* Number of items */
495 s16b weight; /* Item weight */
497 byte name1; /* Artifact type, if any */
498 byte name2; /* Ego-Item type, if any */
500 byte xtra1; /* Extra info type (now unused) */
501 byte xtra2; /* Extra info index */
502 byte xtra3; /* Extra info */
503 s16b xtra4; /* Extra info */
504 s16b xtra5; /* Extra info */
506 s16b to_h; /* Plusses to hit */
507 s16b to_d; /* Plusses to damage */
508 s16b to_a; /* Plusses to AC */
510 s16b ac; /* Normal AC */
512 byte dd, ds; /* Damage dice/sides */
514 s16b timeout; /* Timeout Counter */
516 byte ident; /* Special flags */
518 byte marked; /* Object is marked */
520 u16b inscription; /* Inscription index */
521 u16b art_name; /* Artifact name (random artifacts) */
523 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
525 u32b art_flags1; /* Flags, set 1 Alas, these were necessary */
526 u32b art_flags2; /* Flags, set 2 for the random artifacts of*/
527 u32b art_flags3; /* Flags, set 3 Zangband */
529 s16b next_o_idx; /* Next object in stack (if any) */
531 s16b held_m_idx; /* Monster holding us (if any) */
533 #ifdef SCRIPT_OBJ_KIND
536 byte d_attr; /* Default object attribute */
537 byte d_char; /* Default object character */
540 byte x_attr; /* Desired object attribute */
541 byte x_char; /* Desired object character */
544 byte flavor; /* Special object flavor (or zero) */
546 bool easy_know; /* This object is always known (if aware) */
549 bool aware; /* The player is "aware" of the item's effects */
551 bool tried; /* The player has "tried" one of the items */
552 #endif /* SCRIPT_OBJ_KIND */
558 * Monster information, for a specific monster.
560 * Note: fy, fx constrain dungeon size to 256x256
562 * The "hold_o_idx" field points to the first object of a stack
563 * of objects (if any) being carried by the monster (see above).
566 typedef struct monster_type monster_type;
570 s16b r_idx; /* Monster race index */
572 byte fy; /* Y location on map */
573 byte fx; /* X location on map */
575 s16b hp; /* Current Hit points */
576 s16b maxhp; /* Max Hit points */
577 s16b max_maxhp; /* Max Max Hit points */
579 s16b csleep; /* Inactive counter */
581 byte mspeed; /* Monster "speed" */
582 s16b energy; /* Monster "energy" */
584 byte fast; /* Monster is stunned */
585 byte slow; /* Monster is stunned */
586 byte stunned; /* Monster is stunned */
587 byte confused; /* Monster is confused */
588 byte monfear; /* Monster is afraid */
589 byte invulner; /* Monster is temporarily invulnerable */
591 byte cdis; /* Current dis from player */
593 byte mflag; /* Extra monster flags */
594 byte mflag2; /* Extra monster flags */
596 bool ml; /* Monster is "visible" */
598 s16b hold_o_idx; /* Object being held (if any) */
600 s16b target_y; /* Can attack !los player */
601 s16b target_x; /* Can attack !los player */
603 u16b nickname; /* Monster's Nickname */
607 #ifdef WDT_TRACK_OPTIONS
609 byte ty; /* Y location of target */
610 byte tx; /* X location of target */
612 byte t_dur; /* How long are we tracking */
614 byte t_bit; /* Up to eight bit flags */
616 #endif /* WDT_TRACK_OPTIONS */
618 #ifdef DRS_SMART_OPTIONS
620 u32b smart; /* Field for "smart_learn" */
622 #endif /* DRS_SMART_OPTIONS */
630 * An entry for the object/monster allocation functions
632 * Pass 1 is determined from allocation information
633 * Pass 2 is determined from allocation restriction
634 * Pass 3 is determined from allocation calculation
637 typedef struct alloc_entry alloc_entry;
641 s16b index; /* The actual index */
643 byte level; /* Base dungeon level */
644 byte prob1; /* Probability, pass 1 */
645 byte prob2; /* Probability, pass 2 */
646 byte prob3; /* Probability, pass 3 */
648 u16b total; /* Unused for now */
654 * Available "options"
656 * - Address of actual option variable (or NULL)
658 * - Normal Value (TRUE or FALSE)
660 * - Option Page Number (or zero)
662 * - Savefile Set (or zero)
663 * - Savefile Bit in that set
665 * - Textual name (or NULL)
666 * - Textual description
669 typedef struct option_type option_type;
688 * Structure for the "quests"
690 typedef struct quest_type quest_type;
694 s16b status; /* Is the quest taken, completed, finished? */
696 s16b type; /* The quest type */
698 char name[60]; /* Quest name */
699 s16b level; /* Dungeon level */
700 s16b r_idx; /* Monster race */
702 s16b cur_num; /* Number killed */
703 s16b max_num; /* Number required */
705 s16b k_idx; /* object index */
706 s16b num_mon; /* number of monsters on level */
708 byte flags; /* quest flags */
709 byte dungeon; /* quest dungeon */
711 byte complev; /* player level (complete) */
718 typedef struct owner_type owner_type;
722 cptr owner_name; /* Name */
724 s16b max_cost; /* Purse limit */
726 byte max_inflate; /* Inflation (max) */
727 byte min_inflate; /* Inflation (min) */
729 byte haggle_per; /* Haggle unit */
731 byte insult_max; /* Insult limit */
733 byte owner_race; /* Owner race */
740 * A store, with an owner, various state flags, a current stock
741 * of items, and a table of items that are often purchased.
743 typedef struct store_type store_type;
747 byte type; /* Store type */
749 byte owner; /* Owner index */
750 byte extra; /* Unused for now */
752 s16b insult_cur; /* Insult counter */
754 s16b good_buy; /* Number of "good" buys */
755 s16b bad_buy; /* Number of "bad" buys */
757 s32b store_open; /* Closed until this turn */
759 s32b last_visit; /* Last visited on this turn */
761 s16b table_num; /* Table -- Number of entries */
762 s16b table_size; /* Table -- Total Size of Array */
763 s16b *table; /* Table -- Legal item kinds */
765 s16b stock_num; /* Stock -- Number of entries */
766 s16b stock_size; /* Stock -- Total Size of Array */
767 object_type *stock; /* Stock -- Actual stock items */
772 * The "name" of spell 'N' is stored as spell_names[X][N],
773 * where X is 0 for mage-spells and 1 for priest-spells.
775 typedef struct magic_type magic_type;
779 byte slevel; /* Required level (to learn) */
780 byte smana; /* Required mana (to cast) */
781 byte sfail; /* Minimum chance of failure */
782 byte sexp; /* Encoded experience bonus */
787 * Information about the player's "magic"
789 * Note that a player with a "spell_book" of "zero" is illiterate.
792 typedef struct player_magic player_magic;
796 int spell_book; /* Tval of spell books (if any) */
797 int spell_xtra; /* Something for later */
799 int spell_stat; /* Stat for spells (if any) */
800 int spell_type; /* Spell type (mage/priest) */
802 int spell_first; /* Level of first spell */
803 int spell_weight; /* Weight that hurts spells */
805 magic_type info[MAX_MAGIC][32]; /* The available spells */
814 typedef struct player_sex player_sex;
818 cptr title; /* Type of sex */
819 cptr winner; /* Name of winner */
821 cptr E_title; /* ±Ñ¸ìÀÊÌ */
822 cptr E_winner; /* ±Ñ¸ìÀÊÌ */
831 typedef struct player_race player_race;
835 cptr title; /* Type of race */
838 cptr E_title; /* ±Ñ¸ì¼ï² */
840 s16b r_adj[6]; /* Racial stat bonuses */
842 s16b r_dis; /* disarming */
843 s16b r_dev; /* magic devices */
844 s16b r_sav; /* saving throw */
845 s16b r_stl; /* stealth */
846 s16b r_srh; /* search ability */
847 s16b r_fos; /* search frequency */
848 s16b r_thn; /* combat (normal) */
849 s16b r_thb; /* combat (shooting) */
851 byte r_mhp; /* Race hit-dice modifier */
852 byte r_exp; /* Race experience factor */
854 byte b_age; /* base age */
855 byte m_age; /* mod age */
857 byte m_b_ht; /* base height (males) */
858 byte m_m_ht; /* mod height (males) */
859 byte m_b_wt; /* base weight (males) */
860 byte m_m_wt; /* mod weight (males) */
862 byte f_b_ht; /* base height (females) */
863 byte f_m_ht; /* mod height (females) */
864 byte f_b_wt; /* base weight (females) */
865 byte f_m_wt; /* mod weight (females) */
867 byte infra; /* Infra-vision range */
869 u32b choice; /* Legal class choices */
870 /* byte choice_xtra; */
878 typedef struct player_class player_class;
882 cptr title; /* Type of class */
885 cptr E_title; /* ±Ñ¸ì¿¦¶È */
887 s16b c_adj[6]; /* Class stat modifier */
889 s16b c_dis; /* class disarming */
890 s16b c_dev; /* class magic devices */
891 s16b c_sav; /* class saving throws */
892 s16b c_stl; /* class stealth */
893 s16b c_srh; /* class searching ability */
894 s16b c_fos; /* class searching frequency */
895 s16b c_thn; /* class to hit (normal) */
896 s16b c_thb; /* class to hit (bows) */
898 s16b x_dis; /* extra disarming */
899 s16b x_dev; /* extra magic devices */
900 s16b x_sav; /* extra saving throws */
901 s16b x_stl; /* extra stealth */
902 s16b x_srh; /* extra searching ability */
903 s16b x_fos; /* extra searching frequency */
904 s16b x_thn; /* extra to hit (normal) */
905 s16b x_thb; /* extra to hit (bows) */
907 s16b c_mhp; /* Class hit-dice adjustment */
908 s16b c_exp; /* Class experience factor */
910 byte pet_upkeep_div; /* Pet upkeep divider */
914 typedef struct player_seikaku player_seikaku;
915 struct player_seikaku
917 cptr title; /* Type of seikaku */
920 cptr E_title; /* ±Ñ¸ìÀ³Ê */
923 s16b a_adj[6]; /* seikaku stat bonuses */
925 s16b a_dis; /* seikaku disarming */
926 s16b a_dev; /* seikaku magic devices */
927 s16b a_sav; /* seikaku saving throw */
928 s16b a_stl; /* seikaku stealth */
929 s16b a_srh; /* seikaku search ability */
930 s16b a_fos; /* seikaku search frequency */
931 s16b a_thn; /* seikaku combat (normal) */
932 s16b a_thb; /* seikaku combat (shooting) */
934 s16b a_mhp; /* Race hit-dice modifier */
937 byte sex; /* seibetu seigen */
942 * Most of the "player" information goes here.
944 * This stucture gives us a large collection of player variables.
946 * This structure contains several "blocks" of information.
947 * (1) the "permanent" info
948 * (2) the "variable" info
949 * (3) the "transient" info
951 * All of the "permanent" info, and most of the "variable" info,
952 * is saved in the savefile. The "transient" info is recomputed
953 * whenever anything important changes.
956 typedef struct player_type player_type;
960 s16b oldpy; /* Previous player location -KMW- */
961 s16b oldpx; /* Previous player location -KMW- */
963 byte psex; /* Sex index */
964 byte prace; /* Race index */
965 byte pclass; /* Class index */
966 byte pseikaku; /* Seikaku index */
967 byte realm1; /* First magic realm */
968 byte realm2; /* Second magic realm */
969 byte oops; /* Unused */
971 byte hitdie; /* Hit dice (sides) */
972 u16b expfact; /* Experience factor
973 * Note: was byte, causing overflow for Amberite
974 * characters (such as Amberite Paladins)
977 s16b age; /* Characters age */
978 s16b ht; /* Height */
979 s16b wt; /* Weight */
980 s16b sc; /* Social Class */
983 s32b au; /* Current Gold */
985 s32b max_exp; /* Max experience */
986 s32b exp; /* Cur experience */
987 u16b exp_frac; /* Cur exp frac (times 2^16) */
989 s16b lev; /* Level */
991 s16b town_num; /* Current town number */
992 s16b arena_number; /* monster number in arena -KMW- */
993 bool inside_arena; /* Is character inside arena? */
994 s16b inside_quest; /* Inside quest level */
995 bool inside_battle; /* Is character inside tougijou? */
997 s16b rewards[MAX_BACT]; /* Status of rewards in town */
999 s32b wilderness_x; /* Coordinates in the wilderness */
1003 s16b mhp; /* Max hit pts */
1004 s16b chp; /* Cur hit pts */
1005 u16b chp_frac; /* Cur hit frac (times 2^16) */
1007 s16b msp; /* Max mana pts */
1008 s16b csp; /* Cur mana pts */
1009 u16b csp_frac; /* Cur mana frac (times 2^16) */
1011 s16b max_plv; /* Max Player Level */
1013 s16b stat_max[6]; /* Current "maximal" stat values */
1014 s16b stat_max_max[6]; /* Maximal "maximal" stat values */
1015 s16b stat_cur[6]; /* Current "natural" stat values */
1019 s16b fast; /* Timed -- Fast */
1020 s16b slow; /* Timed -- Slow */
1021 s16b blind; /* Timed -- Blindness */
1022 s16b paralyzed; /* Timed -- Paralysis */
1023 s16b confused; /* Timed -- Confusion */
1024 s16b afraid; /* Timed -- Fear */
1025 s16b image; /* Timed -- Hallucination */
1026 s16b poisoned; /* Timed -- Poisoned */
1027 s16b cut; /* Timed -- Cut */
1028 s16b stun; /* Timed -- Stun */
1030 s16b protevil; /* Timed -- Protection */
1031 s16b invuln; /* Timed -- Invulnerable */
1032 s16b ult_res; /* Timed -- Ultimate Resistance */
1033 s16b hero; /* Timed -- Heroism */
1034 s16b shero; /* Timed -- Super Heroism */
1035 s16b shield; /* Timed -- Shield Spell */
1036 s16b blessed; /* Timed -- Blessed */
1037 s16b tim_invis; /* Timed -- See Invisible */
1038 s16b tim_infra; /* Timed -- Infra Vision */
1039 s16b tsuyoshi; /* Timed -- Tsuyoshi Special */
1040 s16b ele_attack; /* Timed -- Elemental Attack */
1041 s16b ele_immune; /* Timed -- Elemental Immune */
1043 s16b oppose_acid; /* Timed -- oppose acid */
1044 s16b oppose_elec; /* Timed -- oppose lightning */
1045 s16b oppose_fire; /* Timed -- oppose heat */
1046 s16b oppose_cold; /* Timed -- oppose cold */
1047 s16b oppose_pois; /* Timed -- oppose poison */
1050 s16b tim_esp; /* Timed ESP */
1051 s16b wraith_form; /* Timed wraithform */
1053 s16b resist_magic; /* Timed Resist Magic (later) */
1062 s16b tim_res_nether; /* Timed -- Nether resistance */
1063 s16b tim_res_time; /* Timed -- Time resistance */
1068 /* for mirror master */
1069 s16b tim_reflect; /* Timed -- Reflect */
1070 s16b multishadow; /* Timed -- Multi-shadow */
1071 s16b dustrobe; /* Timed -- Robe of dust */
1081 s16b word_recall; /* Word of recall counter */
1082 byte recall_dungeon;
1084 s16b energy; /* Current energy */
1086 s16b food; /* Current nutrition */
1088 u32b total_weight; /* Total weight being carried */
1090 u32b special_attack; /* Special attack capacity -LM- */
1091 u32b special_defense; /* Special block capacity -LM- */
1092 byte action; /* Currently action */
1094 s16b health_who; /* Health bar trackee */
1096 s16b monster_race_idx; /* Monster race trackee */
1098 s16b object_kind_idx; /* Object kind trackee */
1100 s16b new_spells; /* Number of spells available */
1103 s16b learned_spells;
1106 bool old_cumber_armor;
1107 bool old_cumber_glove;
1108 bool old_heavy_wield[2];
1109 bool old_heavy_shoot;
1110 bool old_icky_wield[2];
1111 bool old_riding_wield[2];
1112 bool old_riding_ryoute;
1115 s16b old_lite; /* Old radius of lite (if any) */
1116 s16b old_view; /* Old radius of view (if any) */
1118 s16b old_food_aux; /* Old value of food */
1121 bool cumber_armor; /* Mana draining armor */
1122 bool cumber_glove; /* Mana draining gloves */
1123 bool heavy_wield[2]; /* Heavy weapon */
1124 bool heavy_shoot; /* Heavy shooter */
1125 bool icky_wield[2]; /* Icky weapon */
1126 bool riding_wield[2]; /* Riding weapon */
1127 bool riding_ryoute; /* Riding weapon */
1130 s16b cur_lite; /* Radius of lite (if any) */
1133 u32b notice; /* Special Updates (bit flags) */
1134 u32b update; /* Pending Updates (bit flags) */
1135 u32b redraw; /* Normal Redraws (bit flags) */
1136 u32b window; /* Window Redraws (bit flags) */
1138 s16b stat_use[6]; /* Current modified stats */
1139 s16b stat_top[6]; /* Maximal modified stats */
1141 s16b stat_add[6]; /* Modifiers to stat values */
1142 s16b stat_ind[6]; /* Indexes into stat tables */
1144 bool immune_acid; /* Immunity to acid */
1145 bool immune_elec; /* Immunity to lightning */
1146 bool immune_fire; /* Immunity to fire */
1147 bool immune_cold; /* Immunity to cold */
1149 bool resist_acid; /* Resist acid */
1150 bool resist_elec; /* Resist lightning */
1151 bool resist_fire; /* Resist fire */
1152 bool resist_cold; /* Resist cold */
1153 bool resist_pois; /* Resist poison */
1155 bool resist_conf; /* Resist confusion */
1156 bool resist_sound; /* Resist sound */
1157 bool resist_lite; /* Resist light */
1158 bool resist_dark; /* Resist darkness */
1159 bool resist_chaos; /* Resist chaos */
1160 bool resist_disen; /* Resist disenchant */
1161 bool resist_shard; /* Resist shards */
1162 bool resist_nexus; /* Resist nexus */
1163 bool resist_blind; /* Resist blindness */
1164 bool resist_neth; /* Resist nether */
1165 bool resist_fear; /* Resist fear */
1166 bool resist_time; /* Resist time */
1168 bool reflect; /* Reflect 'bolt' attacks */
1169 bool sh_fire; /* Fiery 'immolation' effect */
1170 bool sh_elec; /* Electric 'immolation' effect */
1171 bool sh_cold; /* Cold 'immolation' effect */
1173 bool anti_magic; /* Anti-magic */
1174 bool anti_tele; /* Prevent teleportation */
1176 bool sustain_str; /* Keep strength */
1177 bool sustain_int; /* Keep intelligence */
1178 bool sustain_wis; /* Keep wisdom */
1179 bool sustain_dex; /* Keep dexterity */
1180 bool sustain_con; /* Keep constitution */
1181 bool sustain_chr; /* Keep charisma */
1183 bool aggravate; /* Aggravate monsters */
1184 bool teleport; /* Random teleporting */
1188 bool exp_drain; /* Experience draining */
1190 bool can_swim; /* No damage falling */
1191 bool ffall; /* No damage falling */
1192 bool lite; /* Permanent light */
1193 bool free_act; /* Never paralyzed */
1194 bool see_inv; /* Can see invisible */
1195 bool regenerate; /* Regenerate hit pts */
1196 bool hold_life; /* Resist life draining */
1197 bool telepathy; /* Telepathy */
1198 bool slow_digest; /* Slower digestion */
1199 bool bless_blade; /* Blessed blade */
1200 bool xtra_might; /* Extra might bow */
1201 bool impact[2]; /* Earthquake blows */
1202 bool pass_wall; /* Permanent wraithform */
1210 s16b dis_to_h[2]; /* Known bonus to hit (wield) */
1211 s16b dis_to_h_b; /* Known bonus to hit (bow) */
1212 s16b dis_to_d[2]; /* Known bonus to dam (wield) */
1213 s16b dis_to_a; /* Known bonus to ac */
1215 s16b dis_ac; /* Known base ac */
1217 s16b to_h[2]; /* Bonus to hit (wield) */
1218 s16b to_h_b; /* Bonus to hit (bow) */
1219 s16b to_h_m; /* Bonus to hit (misc) */
1220 s16b to_d[2]; /* Bonus to dam (wield) */
1221 s16b to_d_m; /* Bonus to dam (misc) */
1222 s16b to_a; /* Bonus to ac */
1229 s16b ac; /* Base ac */
1231 s16b see_infra; /* Infravision range */
1233 s16b skill_dis; /* Skill: Disarming */
1234 s16b skill_dev; /* Skill: Magic Devices */
1235 s16b skill_sav; /* Skill: Saving throw */
1236 s16b skill_stl; /* Skill: Stealth factor */
1237 s16b skill_srh; /* Skill: Searching ability */
1238 s16b skill_fos; /* Skill: Searching frequency */
1239 s16b skill_thn; /* Skill: To hit (normal) */
1240 s16b skill_thb; /* Skill: To hit (shooting) */
1241 s16b skill_tht; /* Skill: To hit (throwing) */
1242 s16b skill_dig; /* Skill: Digging */
1244 s16b num_blow[2]; /* Number of blows */
1245 s16b num_fire; /* Number of shots */
1247 byte tval_xtra; /* Correct xtra tval */
1249 byte tval_ammo; /* Correct ammo tval */
1251 s16b pspeed; /* Current speed */
1253 /*** Pet commands ***/
1254 s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
1255 s16b pet_extra_flags; /* Length of the imaginary "leash" for pets */
1257 /*** Temporary fields ***/
1258 byte exit_bldg; /* Goal obtained in arena? -KMW- */
1259 byte leftbldg; /* did we just leave a special area? -KMW- */
1260 bool leaving; /* True if player is leaving */
1262 bool leaving_dungeon; /* True if player is leaving the dungeon */
1265 s32b align; /* Good/evil/neutral */
1272 s32b magic_num1[108];
1273 byte magic_num2[108];
1285 /* For Monk martial arts */
1287 typedef struct martial_arts martial_arts;
1291 cptr desc; /* A verbose attack description */
1292 int min_level; /* Minimum level to use */
1293 int chance; /* Chance of 'success' */
1294 int dd; /* Damage dice */
1295 int ds; /* Damage sides */
1296 int effect; /* Special effects */
1299 typedef struct kamae kamae;
1303 cptr desc; /* A verbose kamae description */
1304 int min_level; /* Minimum level to use */
1309 typedef struct mind_type mind_type;
1318 typedef struct mind_power mind_power;
1321 mind_type info[MAX_MIND_POWERS];
1326 typedef struct monster_power monster_power;
1327 struct monster_power
1340 * A structure to describe a building.
1343 typedef struct building_type building_type;
1345 struct building_type
1347 char name[20]; /* proprietor name */
1348 char owner_name[20]; /* proprietor name */
1349 char owner_race[20]; /* proprietor race */
1351 char act_names[8][30]; /* action names */
1352 s32b member_costs[8]; /* Costs for class members of building */
1353 s32b other_costs[8]; /* Costs for nonguild members */
1354 char letters[8]; /* action letters */
1355 s16b actions[8]; /* action codes */
1356 s16b action_restr[8]; /* action restrictions */
1358 s16b member_class[MAX_CLASS]; /* which classes are part of guild */
1359 s16b member_race[MAX_RACES]; /* which classes are part of guild */
1360 s16b member_realm[MAX_MAGIC+1]; /* which realms are part of guild */
1365 typedef struct border_type border_type;
1368 byte north[MAX_WID];
1369 byte south[MAX_WID];
1380 * A structure describing a wilderness area
1381 * with a terrain or a town
1383 typedef struct wilderness_type wilderness_type;
1384 struct wilderness_type
1396 * A structure describing a town with
1397 * stores and buildings
1399 typedef struct town_type town_type;
1403 u32b seed; /* Seed for RNG */
1404 store_type *store; /* The stores [MAX_STORES] */
1409 typedef struct dun_type dun_type;
1412 byte min_level; /* Minimum level in the dungeon */
1413 byte max_level; /* Maximum dungeon level allowed */
1415 cptr name; /* The name of the dungeon */
1419 * Sort-array element
1421 typedef struct tag_type tag_type;
1429 typedef bool (*monster_hook_type)(int r_idx);
1433 * This seems like a pretty standard "typedef"
1435 typedef int (*inven_func)(object_type *);
1439 * Semi-Portable High Score List Entry (128 bytes) -- BEN
1441 * All fields listed below are null terminated ascii strings.
1443 * In addition, the "number" fields are right justified, and
1444 * space padded, to the full available length (minus the "null").
1446 * Note that "string comparisons" are thus valid on "pts".
1449 typedef struct high_score high_score;
1453 char what[8]; /* Version info (string) */
1455 char pts[10]; /* Total Score (number) */
1457 char gold[10]; /* Total Gold (number) */
1459 char turns[10]; /* Turns Taken (number) */
1461 char day[10]; /* Time stamp (string) */
1463 char who[16]; /* Player Name (string) */
1465 char uid[8]; /* Player UID (number) */
1467 char sex[2]; /* Player Sex (string) */
1468 char p_r[3]; /* Player Race (number) */
1469 char p_c[3]; /* Player Class (number) */
1470 char p_a[3]; /* Player Seikaku (number) */
1472 char cur_lev[4]; /* Current Player Level (number) */
1473 char cur_dun[4]; /* Current Dungeon Level (number) */
1474 char max_lev[4]; /* Max Player Level (number) */
1475 char max_dun[4]; /* Max Dungeon Level (number) */
1477 char how[40]; /* Method of death (string) */
1480 /* A structure for the != dungeon types */
1481 typedef struct dungeon_info_type dungeon_info_type;
1482 struct dungeon_info_type {
1483 u32b name; /* Name */
1484 u32b text; /* Description */
1489 byte floor1; /* Floor tile 1 */
1490 byte floor_percent1; /* Chance of type 1 */
1491 byte floor2; /* Floor tile 2 */
1492 byte floor_percent2; /* Chance of type 2 */
1493 byte floor3; /* Floor tile 3 */
1494 byte floor_percent3; /* Chance of type 3 */
1495 byte outer_wall; /* Outer wall tile */
1496 byte inner_wall; /* Inner wall tile */
1497 s16b stream1; /* stream tile */
1498 s16b stream2; /* stream tile */
1499 byte fill_type1; /* Cave tile 1 */
1500 byte fill_percent1; /* Chance of type 1 */
1501 byte fill_type2; /* Cave tile 2 */
1502 byte fill_percent2; /* Chance of type 2 */
1503 byte fill_type3; /* Cave tile 3 */
1504 byte fill_percent3; /* Chance of type 3 */
1505 s16b mindepth; /* Minimal depth */
1506 s16b maxdepth; /* Maximal depth */
1507 byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
1510 byte mode; /* Mode of combinaison of the monster flags */
1512 int min_m_alloc_level; /* Minimal number of monsters per level */
1513 int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
1515 u32b flags1; /* Flags 1 */
1517 u32b mflags1; /* The monster flags that are allowed */
1527 char r_char[5]; /* Monster race allowed */
1528 int final_object; /* The object you'll find at the bottom */
1529 int final_artifact; /* The artifact you'll find at the bottom */
1530 int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
1532 byte special_div; /* % of monsters affected by the flags/races allowed, to add some variety */