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"
22 #endif /* USE_SCRIPT */
25 * Note that "char" may or may not be signed, and that "signed char"
26 * may or may not work on all machines. So always use "s16b" or "s32b"
27 * for signed values. Also, note that unsigned values cause math problems
28 * in many cases, so try to only use "u16b" and "u32b" for "bit flags",
29 * unless you really need the extra bit of information, or you really
30 * need to restrict yourself to a single byte for storage reasons.
32 * Also, if possible, attempt to restrict yourself to sub-fields of
33 * known size (use "s16b" or "s32b" instead of "int", and "byte" instead
34 * of "bool"), and attempt to align all fields along four-byte words, to
35 * optimize storage issues on 32-bit machines. Also, avoid "bit flags"
36 * since these increase the code size and slow down execution. When
37 * you need to store bit flags, use one byte per flag, or, where space
38 * is an issue, use a "byte" or "u16b" or "u32b", and add special code
39 * to access the various bit flags.
41 * Many of these structures were developed to reduce the number of global
42 * variables, facilitate structured program design, allow the use of ascii
43 * template files, simplify access to indexed data, or facilitate efficient
44 * clearing of many variables at once.
46 * Certain data is saved in multiple places for efficient access, currently,
47 * this includes the tval/sval/weight fields in "object_type", various fields
48 * in "header_type", and the "m_idx" and "o_idx" fields in "cave_type". All
49 * of these could be removed, but this would, in general, slow down the game
50 * and increase the complexity of the code.
58 * Template file header information (see "init.c"). 16 bytes.
60 * Note that the sizes of many of the "arrays" are between 32768 and
61 * 65535, and so we must use "unsigned" values to hold the "sizes" of
62 * these arrays below. Normally, I try to avoid using unsigned values,
63 * since they can cause all sorts of bizarre problems, but I have no
64 * choice here, at least, until the "race" array is split into "normal"
65 * and "unique" monsters, which may or may not actually help.
67 * Note that, on some machines, for example, the Macintosh, the standard
68 * "read()" and "write()" functions cannot handle more than 32767 bytes
69 * at one time, so we need replacement functions, see "util.c" for details.
71 * Note that, on some machines, for example, the Macintosh, the standard
72 * "malloc()" function cannot handle more than 32767 bytes at one time,
73 * but we may assume that the "ralloc()" function can handle up to 65535
74 * butes at one time. We should not, however, assume that the "ralloc()"
75 * function can handle more than 65536 bytes at a time, since this might
76 * result in segmentation problems on certain older machines, and in fact,
77 * we should not assume that it can handle exactly 65536 bytes at a time,
78 * since the internal functions may use an unsigned short to specify size.
80 * In general, these problems occur only on machines (such as most personal
81 * computers) which use 2 byte "int" values, and which use "int" for the
82 * arguments to the relevent functions.
85 typedef struct header header;
89 byte v_major; /* Version -- major */
90 byte v_minor; /* Version -- minor */
91 byte v_patch; /* Version -- patch */
92 byte v_extra; /* Version -- extra */
95 u16b info_num; /* Number of "info" records */
97 u16b info_len; /* Size of each "info" record */
100 u32b head_size; /* Size of the "header" in bytes */
102 u32b info_size; /* Size of the "info" array in bytes */
104 u32b name_size; /* Size of the "name" array in bytes */
107 u32b E_name_size; /* Size of the "English-name" array in bytes */
109 u32b text_size; /* Size of the "text" array in bytes */
115 * Information about terrain "features"
118 typedef struct feature_type feature_type;
122 u32b name; /* Name (offset) */
124 u32b E_name; /* ±Ñ¸ì̾ (offset) */
126 u32b text; /* Text (offset) */
128 byte mimic; /* Feature to mimic */
130 byte extra; /* Extra byte (unused) */
132 s16b unused; /* Extra bytes (unused) */
134 byte d_attr; /* Default feature attribute */
135 byte d_char; /* Default feature character */
138 byte x_attr; /* Desired feature attribute */
139 byte x_char; /* Desired feature character */
144 * Information about object "kinds", including player knowledge.
146 * Only "aware" and "tried" are saved in the savefile
149 typedef struct object_kind object_kind;
153 u32b name; /* Name (offset) */
155 u32b E_name; /* ±Ñ¸ì̾ (offset) */
157 u32b text; /* Text (offset) */
159 byte tval; /* Object type */
160 byte sval; /* Object sub type */
162 s16b pval; /* Object extra info */
164 s16b to_h; /* Bonus to hit */
165 s16b to_d; /* Bonus to damage */
166 s16b to_a; /* Bonus to armor */
168 s16b ac; /* Base armor */
170 byte dd, ds; /* Damage dice/sides */
172 s16b weight; /* Weight */
174 s32b cost; /* Object "base cost" */
176 u32b flags1; /* Flags, set 1 */
177 u32b flags2; /* Flags, set 2 */
178 u32b flags3; /* Flags, set 3 */
180 byte locale[4]; /* Allocation level(s) */
181 byte chance[4]; /* Allocation chance(s) */
183 byte level; /* Level */
184 byte extra; /* Something */
187 byte d_attr; /* Default object attribute */
188 byte d_char; /* Default object character */
191 byte x_attr; /* Desired object attribute */
192 byte x_char; /* Desired object character */
195 byte flavor; /* Special object flavor (or zero) */
197 bool easy_know; /* This object is always known (if aware) */
200 bool aware; /* The player is "aware" of the item's effects */
202 bool tried; /* The player has "tried" one of the items */
208 * Information about "artifacts".
210 * Note that the save-file only writes "cur_num" to the savefile.
212 * Note that "max_num" is always "1" (if that artifact "exists")
215 typedef struct artifact_type artifact_type;
219 u32b name; /* Name (offset) */
221 u32b E_name; /* ±Ñ¸ì̾ (offset) */
223 u32b text; /* Text (offset) */
225 byte tval; /* Artifact type */
226 byte sval; /* Artifact sub type */
228 s16b pval; /* Artifact extra info */
230 s16b to_h; /* Bonus to hit */
231 s16b to_d; /* Bonus to damage */
232 s16b to_a; /* Bonus to armor */
234 s16b ac; /* Base armor */
236 byte dd, ds; /* Damage when hits */
238 s16b weight; /* Weight */
240 s32b cost; /* Artifact "cost" */
242 u32b flags1; /* Artifact Flags, set 1 */
243 u32b flags2; /* Artifact Flags, set 2 */
244 u32b flags3; /* Artifact Flags, set 3 */
246 byte level; /* Artifact level */
247 byte rarity; /* Artifact rarity */
249 byte cur_num; /* Number created (0 or 1) */
250 byte max_num; /* Unused (should be "1") */
255 * Information about "ego-items".
258 typedef struct ego_item_type ego_item_type;
262 u32b name; /* Name (offset) */
264 u32b E_name; /* Name (offset) */
266 u32b text; /* Text (offset) */
268 byte slot; /* Standard slot value */
269 byte rating; /* Rating boost */
271 byte level; /* Minimum level */
272 byte rarity; /* Object rarity */
274 byte max_to_h; /* Maximum to-hit bonus */
275 byte max_to_d; /* Maximum to-dam bonus */
276 byte max_to_a; /* Maximum to-ac bonus */
278 byte max_pval; /* Maximum pval */
280 s32b cost; /* Ego-item "cost" */
282 u32b flags1; /* Ego-Item Flags, set 1 */
283 u32b flags2; /* Ego-Item Flags, set 2 */
284 u32b flags3; /* Ego-Item Flags, set 3 */
291 * Monster blow structure
299 typedef struct monster_blow monster_blow;
312 * Monster "race" information, including racial memories
314 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
316 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
318 * Note that "cur_num" (and "max_num") represent the number of monsters
319 * of the given race currently on (and allowed on) the current level.
320 * This information yields the "dead" flag for Unique monsters.
322 * Note that "max_num" is reset when a new player is created.
323 * Note that "cur_num" is reset when a new level is created.
325 * Note that several of these fields, related to "recall", can be
326 * scrapped if space becomes an issue, resulting in less "complete"
327 * monster recall (no knowledge of spells, etc). All of the "recall"
328 * fields have a special prefix to aid in searching for them.
332 typedef struct monster_race monster_race;
336 u32b name; /* Name (offset) */
338 u32b E_name; /* ±Ñ¸ì̾ (offset) */
340 u32b text; /* Text (offset) */
342 byte hdice; /* Creatures hit dice count */
343 byte hside; /* Creatures hit dice sides */
345 s16b ac; /* Armour Class */
347 s16b sleep; /* Inactive counter (base) */
348 byte aaf; /* Area affect radius (1-100) */
349 byte speed; /* Speed (normally 110) */
351 s32b mexp; /* Exp value for kill */
353 s16b extra; /* Unused (for now) */
355 byte freq_inate; /* Inate spell frequency */
356 byte freq_spell; /* Other spell frequency */
358 u32b flags1; /* Flags 1 (general) */
359 u32b flags2; /* Flags 2 (abilities) */
360 u32b flags3; /* Flags 3 (race/resist) */
361 u32b flags4; /* Flags 4 (inate/breath) */
362 u32b flags5; /* Flags 5 (normal spells) */
363 u32b flags6; /* Flags 6 (special spells) */
364 u32b flags7; /* Flags 7 (movement related abilities) */
365 u32b flags8; /* Flags 8 (wilderness info) */
366 u32b flags9; /* Flags 9 (drops info) */
368 monster_blow blow[4]; /* Up to four blows per round */
373 byte level; /* Level of creature */
374 byte rarity; /* Rarity of creature */
377 byte d_attr; /* Default monster attribute */
378 byte d_char; /* Default monster character */
381 byte x_attr; /* Desired monster attribute */
382 byte x_char; /* Desired monster character */
385 byte max_num; /* Maximum population allowed per level */
387 byte cur_num; /* Monster population on current level */
390 s16b r_sights; /* Count sightings of this monster */
391 s16b r_deaths; /* Count deaths from this monster */
393 s16b r_pkills; /* Count monsters killed in this life */
394 s16b r_tkills; /* Count monsters killed in all lives */
396 byte r_wake; /* Number of times woken up (?) */
397 byte r_ignore; /* Number of times ignored (?) */
399 byte r_xtra1; /* Something (unused) */
400 byte r_xtra2; /* Something (unused) */
402 byte r_drop_gold; /* Max number of gold dropped at once */
403 byte r_drop_item; /* Max number of item dropped at once */
405 byte r_cast_inate; /* Max number of inate spells seen */
406 byte r_cast_spell; /* Max number of other spells seen */
408 byte r_blows[4]; /* Number of times each blow type was seen */
410 u32b r_flags1; /* Observed racial flags */
411 u32b r_flags2; /* Observed racial flags */
412 u32b r_flags3; /* Observed racial flags */
413 u32b r_flags4; /* Observed racial flags */
414 u32b r_flags5; /* Observed racial flags */
415 u32b r_flags6; /* Observed racial flags */
416 u32b r_flags7; /* Observed racial flags */
422 * Information about "vault generation"
425 typedef struct vault_type vault_type;
429 u32b name; /* Name (offset) */
430 u32b text; /* Text (offset) */
432 byte typ; /* Vault type */
434 byte rat; /* Vault rating */
436 byte hgt; /* Vault height */
437 byte wid; /* Vault width */
445 * A single "grid" in a Cave
447 * Note that several aspects of the code restrict the actual cave
448 * to a max size of 256 by 256. In partcular, locations are often
449 * saved as bytes, limiting each coordinate to the 0-255 range.
451 * The "o_idx" and "m_idx" fields are very interesting. There are
452 * many places in the code where we need quick access to the actual
453 * monster or object(s) in a given cave grid. The easiest way to
454 * do this is to simply keep the index of the monster and object
455 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
456 * Several other methods come to mind, which require only half this
457 * amound of memory, but they all seem rather complicated, and would
458 * probably add enough code that the savings would be lost. So for
459 * these reasons, we simply store an index into the "o_list" and
460 * "m_list" arrays, using "zero" when no monster/object is present.
462 * Note that "o_idx" is the index of the top object in a stack of
463 * objects, using the "next_o_idx" field of objects (see below) to
464 * create the singly linked list of objects. If "o_idx" is zero
465 * then there are no objects in the grid.
467 * Note the special fields for the "MONSTER_FLOW" code.
470 typedef struct cave_type cave_type;
474 u16b info; /* Hack -- cave flags */
476 byte feat; /* Hack -- feature type */
478 s16b o_idx; /* Object in this grid */
480 s16b m_idx; /* Monster in this grid */
482 s16b special; /* Special cave info */
484 byte mimic; /* Feature to mimic */
486 byte cost; /* Hack -- cost of flowing */
487 byte dist; /* Hack -- distance from player */
488 byte when; /* Hack -- when cost was computed */
494 * Simple structure to hold a map location
496 typedef struct coord coord;
507 * Object information, for a specific object.
509 * Note that a "discount" on an item is permanent and never goes away.
511 * Note that inscriptions are now handled via the "quark_str()" function
512 * applied to the "note" field, which will return NULL if "note" is zero.
514 * Note that "object" records are "copied" on a fairly regular basis,
515 * and care must be taken when handling such objects.
517 * Note that "object flags" must now be derived from the object kind,
518 * the artifact and ego-item indexes, and the two "xtra" fields.
520 * Each cave grid points to one (or zero) objects via the "o_idx"
521 * field (above). Each object then points to one (or zero) objects
522 * via the "next_o_idx" field, forming a singly linked list, which
523 * in game terms, represents a "stack" of objects in the same grid.
525 * Each monster points to one (or zero) objects via the "hold_o_idx"
526 * field (below). Each object then points to one (or zero) objects
527 * via the "next_o_idx" field, forming a singly linked list, which
528 * in game terms, represents a pile of objects held by the monster.
530 * The "held_m_idx" field is used to indicate which monster, if any,
531 * is holding the object. Objects being held have "ix=0" and "iy=0".
534 typedef struct object_type object_type;
538 s16b k_idx; /* Kind index (zero if "dead") */
540 byte iy; /* Y-position on map, or zero */
541 byte ix; /* X-position on map, or zero */
543 byte tval; /* Item type (from kind) */
544 byte sval; /* Item sub-type (from kind) */
546 s16b pval; /* Item extra-parameter */
548 byte discount; /* Discount (if any) */
550 byte number; /* Number of items */
552 s16b weight; /* Item weight */
554 byte name1; /* Artifact type, if any */
555 byte name2; /* Ego-Item type, if any */
557 byte xtra1; /* Extra info type */
558 byte xtra2; /* Extra info index */
559 byte xtra3; /* Extra info */
560 s16b xtra4; /* Extra info */
561 s16b xtra5; /* Extra info */
563 s16b to_h; /* Plusses to hit */
564 s16b to_d; /* Plusses to damage */
565 s16b to_a; /* Plusses to AC */
567 s16b ac; /* Normal AC */
569 byte dd, ds; /* Damage dice/sides */
571 s16b timeout; /* Timeout Counter */
573 byte ident; /* Special flags */
575 byte marked; /* Object is marked */
577 u16b inscription; /* Inscription index */
578 u16b art_name; /* Artifact name (random artifacts) */
580 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
582 u32b art_flags1; /* Flags, set 1 Alas, these were necessary */
583 u32b art_flags2; /* Flags, set 2 for the random artifacts of*/
584 u32b art_flags3; /* Flags, set 3 Zangband */
586 s16b next_o_idx; /* Next object in stack (if any) */
588 s16b held_m_idx; /* Monster holding us (if any) */
592 #endif /* USE_SCRIPT */
594 #ifdef SCRIPT_OBJ_KIND
597 byte d_attr; /* Default object attribute */
598 byte d_char; /* Default object character */
601 byte x_attr; /* Desired object attribute */
602 byte x_char; /* Desired object character */
605 byte flavor; /* Special object flavor (or zero) */
607 bool easy_know; /* This object is always known (if aware) */
610 bool aware; /* The player is "aware" of the item's effects */
612 bool tried; /* The player has "tried" one of the items */
613 #endif /* SCRIPT_OBJ_KIND */
619 * Monster information, for a specific monster.
621 * Note: fy, fx constrain dungeon size to 256x256
623 * The "hold_o_idx" field points to the first object of a stack
624 * of objects (if any) being carried by the monster (see above).
627 typedef struct monster_type monster_type;
631 s16b r_idx; /* Monster race index */
633 byte fy; /* Y location on map */
634 byte fx; /* X location on map */
636 s16b hp; /* Current Hit points */
637 s16b maxhp; /* Max Hit points */
638 s16b max_maxhp; /* Max Max Hit points */
640 s16b csleep; /* Inactive counter */
642 byte mspeed; /* Monster "speed" */
643 s16b energy; /* Monster "energy" */
645 byte fast; /* Monster is stunned */
646 byte slow; /* Monster is stunned */
647 byte stunned; /* Monster is stunned */
648 byte confused; /* Monster is confused */
649 byte monfear; /* Monster is afraid */
650 byte invulner; /* Monster is temporarily invulnerable */
652 byte cdis; /* Current dis from player */
654 byte mflag; /* Extra monster flags */
655 byte mflag2; /* Extra monster flags */
657 bool ml; /* Monster is "visible" */
659 s16b hold_o_idx; /* Object being held (if any) */
661 s16b target_y; /* Can attack !los player */
662 s16b target_x; /* Can attack !los player */
664 u16b nickname; /* Monster's Nickname */
668 #ifdef WDT_TRACK_OPTIONS
670 byte ty; /* Y location of target */
671 byte tx; /* X location of target */
673 byte t_dur; /* How long are we tracking */
675 byte t_bit; /* Up to eight bit flags */
677 #endif /* WDT_TRACK_OPTIONS */
679 #ifdef DRS_SMART_OPTIONS
681 u32b smart; /* Field for "smart_learn" */
683 #endif /* DRS_SMART_OPTIONS */
691 * An entry for the object/monster allocation functions
693 * Pass 1 is determined from allocation information
694 * Pass 2 is determined from allocation restriction
695 * Pass 3 is determined from allocation calculation
698 typedef struct alloc_entry alloc_entry;
704 #endif /* USE_SCRIPT */
706 s16b index; /* The actual index */
708 byte level; /* Base dungeon level */
709 byte prob1; /* Probability, pass 1 */
710 byte prob2; /* Probability, pass 2 */
711 byte prob3; /* Probability, pass 3 */
713 u16b total; /* Unused for now */
719 * Available "options"
721 * - Address of actual option variable (or NULL)
723 * - Normal Value (TRUE or FALSE)
725 * - Option Page Number (or zero)
727 * - Savefile Set (or zero)
728 * - Savefile Bit in that set
730 * - Textual name (or NULL)
731 * - Textual description
734 typedef struct option_type option_type;
753 * Structure for the "quests"
755 typedef struct quest_type quest_type;
759 s16b status; /* Is the quest taken, completed, finished? */
761 s16b type; /* The quest type */
763 char name[60]; /* Quest name */
764 s16b level; /* Dungeon level */
765 s16b r_idx; /* Monster race */
767 s16b cur_num; /* Number killed */
768 s16b max_num; /* Number required */
770 s16b k_idx; /* object index */
771 s16b num_mon; /* number of monsters on level */
773 byte flags; /* quest flags */
774 byte dungeon; /* quest dungeon */
776 byte complev; /* player level (complete) */
783 typedef struct owner_type owner_type;
787 cptr owner_name; /* Name */
789 s16b max_cost; /* Purse limit */
791 byte max_inflate; /* Inflation (max) */
792 byte min_inflate; /* Inflation (min) */
794 byte haggle_per; /* Haggle unit */
796 byte insult_max; /* Insult limit */
798 byte owner_race; /* Owner race */
805 * A store, with an owner, various state flags, a current stock
806 * of items, and a table of items that are often purchased.
808 typedef struct store_type store_type;
812 byte type; /* Store type */
814 byte owner; /* Owner index */
815 byte extra; /* Unused for now */
817 s16b insult_cur; /* Insult counter */
819 s16b good_buy; /* Number of "good" buys */
820 s16b bad_buy; /* Number of "bad" buys */
822 s32b store_open; /* Closed until this turn */
824 s32b last_visit; /* Last visited on this turn */
826 s16b table_num; /* Table -- Number of entries */
827 s16b table_size; /* Table -- Total Size of Array */
828 s16b *table; /* Table -- Legal item kinds */
830 s16b stock_num; /* Stock -- Number of entries */
831 s16b stock_size; /* Stock -- Total Size of Array */
832 object_type *stock; /* Stock -- Actual stock items */
837 * The "name" of spell 'N' is stored as spell_names[X][N],
838 * where X is 0 for mage-spells and 1 for priest-spells.
840 typedef struct magic_type magic_type;
844 byte slevel; /* Required level (to learn) */
845 byte smana; /* Required mana (to cast) */
846 byte sfail; /* Minimum chance of failure */
847 byte sexp; /* Encoded experience bonus */
852 * Information about the player's "magic"
854 * Note that a player with a "spell_book" of "zero" is illiterate.
857 typedef struct player_magic player_magic;
861 int spell_book; /* Tval of spell books (if any) */
862 int spell_xtra; /* Something for later */
864 int spell_stat; /* Stat for spells (if any) */
865 int spell_type; /* Spell type (mage/priest) */
867 int spell_first; /* Level of first spell */
868 int spell_weight; /* Weight that hurts spells */
870 magic_type info[MAX_MAGIC][32]; /* The available spells */
879 typedef struct player_sex player_sex;
883 cptr title; /* Type of sex */
884 cptr winner; /* Name of winner */
886 cptr E_title; /* ±Ñ¸ìÀÊÌ */
887 cptr E_winner; /* ±Ñ¸ìÀÊÌ */
896 typedef struct player_race player_race;
900 cptr title; /* Type of race */
903 cptr E_title; /* ±Ñ¸ì¼ï² */
905 s16b r_adj[6]; /* Racial stat bonuses */
907 s16b r_dis; /* disarming */
908 s16b r_dev; /* magic devices */
909 s16b r_sav; /* saving throw */
910 s16b r_stl; /* stealth */
911 s16b r_srh; /* search ability */
912 s16b r_fos; /* search frequency */
913 s16b r_thn; /* combat (normal) */
914 s16b r_thb; /* combat (shooting) */
916 byte r_mhp; /* Race hit-dice modifier */
917 byte r_exp; /* Race experience factor */
919 byte b_age; /* base age */
920 byte m_age; /* mod age */
922 byte m_b_ht; /* base height (males) */
923 byte m_m_ht; /* mod height (males) */
924 byte m_b_wt; /* base weight (males) */
925 byte m_m_wt; /* mod weight (males) */
927 byte f_b_ht; /* base height (females) */
928 byte f_m_ht; /* mod height (females) */
929 byte f_b_wt; /* base weight (females) */
930 byte f_m_wt; /* mod weight (females) */
932 byte infra; /* Infra-vision range */
934 u32b choice; /* Legal class choices */
935 /* byte choice_xtra; */
943 typedef struct player_class player_class;
947 cptr title; /* Type of class */
950 cptr E_title; /* ±Ñ¸ì¿¦¶È */
952 s16b c_adj[6]; /* Class stat modifier */
954 s16b c_dis; /* class disarming */
955 s16b c_dev; /* class magic devices */
956 s16b c_sav; /* class saving throws */
957 s16b c_stl; /* class stealth */
958 s16b c_srh; /* class searching ability */
959 s16b c_fos; /* class searching frequency */
960 s16b c_thn; /* class to hit (normal) */
961 s16b c_thb; /* class to hit (bows) */
963 s16b x_dis; /* extra disarming */
964 s16b x_dev; /* extra magic devices */
965 s16b x_sav; /* extra saving throws */
966 s16b x_stl; /* extra stealth */
967 s16b x_srh; /* extra searching ability */
968 s16b x_fos; /* extra searching frequency */
969 s16b x_thn; /* extra to hit (normal) */
970 s16b x_thb; /* extra to hit (bows) */
972 s16b c_mhp; /* Class hit-dice adjustment */
973 s16b c_exp; /* Class experience factor */
975 byte pet_upkeep_div; /* Pet upkeep divider */
979 typedef struct player_seikaku player_seikaku;
980 struct player_seikaku
982 cptr title; /* Type of seikaku */
985 cptr E_title; /* ±Ñ¸ìÀ³Ê */
988 s16b a_adj[6]; /* seikaku stat bonuses */
990 s16b a_dis; /* seikaku disarming */
991 s16b a_dev; /* seikaku magic devices */
992 s16b a_sav; /* seikaku saving throw */
993 s16b a_stl; /* seikaku stealth */
994 s16b a_srh; /* seikaku search ability */
995 s16b a_fos; /* seikaku search frequency */
996 s16b a_thn; /* seikaku combat (normal) */
997 s16b a_thb; /* seikaku combat (shooting) */
999 s16b a_mhp; /* Race hit-dice modifier */
1002 byte sex; /* seibetu seigen */
1007 * Most of the "player" information goes here.
1009 * This stucture gives us a large collection of player variables.
1011 * This structure contains several "blocks" of information.
1012 * (1) the "permanent" info
1013 * (2) the "variable" info
1014 * (3) the "transient" info
1016 * All of the "permanent" info, and most of the "variable" info,
1017 * is saved in the savefile. The "transient" info is recomputed
1018 * whenever anything important changes.
1021 typedef struct player_type player_type;
1025 s16b oldpy; /* Previous player location -KMW- */
1026 s16b oldpx; /* Previous player location -KMW- */
1028 byte psex; /* Sex index */
1029 byte prace; /* Race index */
1030 byte pclass; /* Class index */
1031 byte pseikaku; /* Seikaku index */
1032 byte realm1; /* First magic realm */
1033 byte realm2; /* Second magic realm */
1034 byte oops; /* Unused */
1036 byte hitdie; /* Hit dice (sides) */
1037 u16b expfact; /* Experience factor
1038 * Note: was byte, causing overflow for Amberite
1039 * characters (such as Amberite Paladins)
1042 s16b age; /* Characters age */
1043 s16b ht; /* Height */
1044 s16b wt; /* Weight */
1045 s16b sc; /* Social Class */
1048 s32b au; /* Current Gold */
1050 s32b max_exp; /* Max experience */
1051 s32b exp; /* Cur experience */
1052 u16b exp_frac; /* Cur exp frac (times 2^16) */
1054 s16b lev; /* Level */
1056 s16b town_num; /* Current town number */
1057 s16b arena_number; /* monster number in arena -KMW- */
1058 bool inside_arena; /* Is character inside arena? */
1059 s16b inside_quest; /* Inside quest level */
1060 bool inside_battle; /* Is character inside tougijou? */
1062 s16b rewards[MAX_BACT]; /* Status of rewards in town */
1064 s32b wilderness_x; /* Coordinates in the wilderness */
1068 s16b mhp; /* Max hit pts */
1069 s16b chp; /* Cur hit pts */
1070 u16b chp_frac; /* Cur hit frac (times 2^16) */
1072 s16b msp; /* Max mana pts */
1073 s16b csp; /* Cur mana pts */
1074 u16b csp_frac; /* Cur mana frac (times 2^16) */
1076 s16b max_plv; /* Max Player Level */
1078 s16b stat_max[6]; /* Current "maximal" stat values */
1079 s16b stat_max_max[6]; /* Maximal "maximal" stat values */
1080 s16b stat_cur[6]; /* Current "natural" stat values */
1084 s16b fast; /* Timed -- Fast */
1085 s16b slow; /* Timed -- Slow */
1086 s16b blind; /* Timed -- Blindness */
1087 s16b paralyzed; /* Timed -- Paralysis */
1088 s16b confused; /* Timed -- Confusion */
1089 s16b afraid; /* Timed -- Fear */
1090 s16b image; /* Timed -- Hallucination */
1091 s16b poisoned; /* Timed -- Poisoned */
1092 s16b cut; /* Timed -- Cut */
1093 s16b stun; /* Timed -- Stun */
1095 s16b protevil; /* Timed -- Protection */
1096 s16b invuln; /* Timed -- Invulnerable */
1097 s16b ult_res; /* Timed -- Ultimate Resistance */
1098 s16b hero; /* Timed -- Heroism */
1099 s16b shero; /* Timed -- Super Heroism */
1100 s16b shield; /* Timed -- Shield Spell */
1101 s16b blessed; /* Timed -- Blessed */
1102 s16b tim_invis; /* Timed -- See Invisible */
1103 s16b tim_infra; /* Timed -- Infra Vision */
1104 s16b tsuyoshi; /* Timed -- Tsuyoshi Special */
1105 s16b ele_attack; /* Timed -- Elemental Attack */
1106 s16b ele_immune; /* Timed -- Elemental Immune */
1108 s16b oppose_acid; /* Timed -- oppose acid */
1109 s16b oppose_elec; /* Timed -- oppose lightning */
1110 s16b oppose_fire; /* Timed -- oppose heat */
1111 s16b oppose_cold; /* Timed -- oppose cold */
1112 s16b oppose_pois; /* Timed -- oppose poison */
1115 s16b tim_esp; /* Timed ESP */
1116 s16b wraith_form; /* Timed wraithform */
1118 s16b resist_magic; /* Timed Resist Magic (later) */
1127 s16b tim_res_nether; /* Timed -- Nether resistance */
1128 s16b tim_res_time; /* Timed -- Time resistance */
1133 /* for mirror master */
1134 s16b tim_reflect; /* Timed -- Reflect */
1135 s16b multishadow; /* Timed -- Multi-shadow */
1136 s16b dustrobe; /* Timed -- Robe of dust */
1146 s16b word_recall; /* Word of recall counter */
1147 byte recall_dungeon;
1149 s16b energy; /* Current energy */
1151 s16b food; /* Current nutrition */
1153 u32b total_weight; /* Total weight being carried */
1155 u32b special_attack; /* Special attack capacity -LM- */
1156 u32b special_defense; /* Special block capacity -LM- */
1157 byte action; /* Currently action */
1159 s16b health_who; /* Health bar trackee */
1161 s16b monster_race_idx; /* Monster race trackee */
1163 s16b object_kind_idx; /* Object kind trackee */
1165 s16b new_spells; /* Number of spells available */
1168 s16b learned_spells;
1171 bool old_cumber_armor;
1172 bool old_cumber_glove;
1173 bool old_heavy_wield[2];
1174 bool old_heavy_shoot;
1175 bool old_icky_wield[2];
1176 bool old_riding_wield[2];
1177 bool old_riding_ryoute;
1180 s16b old_lite; /* Old radius of lite (if any) */
1181 s16b old_view; /* Old radius of view (if any) */
1183 s16b old_food_aux; /* Old value of food */
1186 bool cumber_armor; /* Mana draining armor */
1187 bool cumber_glove; /* Mana draining gloves */
1188 bool heavy_wield[2]; /* Heavy weapon */
1189 bool heavy_shoot; /* Heavy shooter */
1190 bool icky_wield[2]; /* Icky weapon */
1191 bool riding_wield[2]; /* Riding weapon */
1192 bool riding_ryoute; /* Riding weapon */
1195 s16b cur_lite; /* Radius of lite (if any) */
1198 u32b notice; /* Special Updates (bit flags) */
1199 u32b update; /* Pending Updates (bit flags) */
1200 u32b redraw; /* Normal Redraws (bit flags) */
1201 u32b window; /* Window Redraws (bit flags) */
1203 s16b stat_use[6]; /* Current modified stats */
1204 s16b stat_top[6]; /* Maximal modified stats */
1206 s16b stat_add[6]; /* Modifiers to stat values */
1207 s16b stat_ind[6]; /* Indexes into stat tables */
1209 bool immune_acid; /* Immunity to acid */
1210 bool immune_elec; /* Immunity to lightning */
1211 bool immune_fire; /* Immunity to fire */
1212 bool immune_cold; /* Immunity to cold */
1214 bool resist_acid; /* Resist acid */
1215 bool resist_elec; /* Resist lightning */
1216 bool resist_fire; /* Resist fire */
1217 bool resist_cold; /* Resist cold */
1218 bool resist_pois; /* Resist poison */
1220 bool resist_conf; /* Resist confusion */
1221 bool resist_sound; /* Resist sound */
1222 bool resist_lite; /* Resist light */
1223 bool resist_dark; /* Resist darkness */
1224 bool resist_chaos; /* Resist chaos */
1225 bool resist_disen; /* Resist disenchant */
1226 bool resist_shard; /* Resist shards */
1227 bool resist_nexus; /* Resist nexus */
1228 bool resist_blind; /* Resist blindness */
1229 bool resist_neth; /* Resist nether */
1230 bool resist_fear; /* Resist fear */
1231 bool resist_time; /* Resist time */
1233 bool reflect; /* Reflect 'bolt' attacks */
1234 bool sh_fire; /* Fiery 'immolation' effect */
1235 bool sh_elec; /* Electric 'immolation' effect */
1236 bool sh_cold; /* Cold 'immolation' effect */
1238 bool anti_magic; /* Anti-magic */
1239 bool anti_tele; /* Prevent teleportation */
1241 bool sustain_str; /* Keep strength */
1242 bool sustain_int; /* Keep intelligence */
1243 bool sustain_wis; /* Keep wisdom */
1244 bool sustain_dex; /* Keep dexterity */
1245 bool sustain_con; /* Keep constitution */
1246 bool sustain_chr; /* Keep charisma */
1248 bool aggravate; /* Aggravate monsters */
1249 bool teleport; /* Random teleporting */
1253 bool exp_drain; /* Experience draining */
1255 bool can_swim; /* No damage falling */
1256 bool ffall; /* No damage falling */
1257 bool lite; /* Permanent light */
1258 bool free_act; /* Never paralyzed */
1259 bool see_inv; /* Can see invisible */
1260 bool regenerate; /* Regenerate hit pts */
1261 bool hold_life; /* Resist life draining */
1262 bool telepathy; /* Telepathy */
1263 bool slow_digest; /* Slower digestion */
1264 bool bless_blade; /* Blessed blade */
1265 bool xtra_might; /* Extra might bow */
1266 bool impact[2]; /* Earthquake blows */
1267 bool pass_wall; /* Permanent wraithform */
1275 s16b dis_to_h[2]; /* Known bonus to hit (wield) */
1276 s16b dis_to_h_b; /* Known bonus to hit (bow) */
1277 s16b dis_to_d[2]; /* Known bonus to dam (wield) */
1278 s16b dis_to_a; /* Known bonus to ac */
1280 s16b dis_ac; /* Known base ac */
1282 s16b to_h[2]; /* Bonus to hit (wield) */
1283 s16b to_h_b; /* Bonus to hit (bow) */
1284 s16b to_h_m; /* Bonus to hit (misc) */
1285 s16b to_d[2]; /* Bonus to dam (wield) */
1286 s16b to_d_m; /* Bonus to dam (misc) */
1287 s16b to_a; /* Bonus to ac */
1294 s16b ac; /* Base ac */
1296 s16b see_infra; /* Infravision range */
1298 s16b skill_dis; /* Skill: Disarming */
1299 s16b skill_dev; /* Skill: Magic Devices */
1300 s16b skill_sav; /* Skill: Saving throw */
1301 s16b skill_stl; /* Skill: Stealth factor */
1302 s16b skill_srh; /* Skill: Searching ability */
1303 s16b skill_fos; /* Skill: Searching frequency */
1304 s16b skill_thn; /* Skill: To hit (normal) */
1305 s16b skill_thb; /* Skill: To hit (shooting) */
1306 s16b skill_tht; /* Skill: To hit (throwing) */
1307 s16b skill_dig; /* Skill: Digging */
1309 s16b num_blow[2]; /* Number of blows */
1310 s16b num_fire; /* Number of shots */
1312 byte tval_xtra; /* Correct xtra tval */
1314 byte tval_ammo; /* Correct ammo tval */
1316 s16b pspeed; /* Current speed */
1318 /*** Pet commands ***/
1319 s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
1320 s16b pet_extra_flags; /* Length of the imaginary "leash" for pets */
1322 /*** Temporary fields ***/
1323 byte exit_bldg; /* Goal obtained in arena? -KMW- */
1324 byte leftbldg; /* did we just leave a special area? -KMW- */
1325 bool leaving; /* True if player is leaving */
1327 bool leaving_dungeon; /* True if player is leaving the dungeon */
1330 s32b align; /* Good/evil/neutral */
1337 s32b magic_num1[108];
1338 byte magic_num2[108];
1350 /* For Monk martial arts */
1352 typedef struct martial_arts martial_arts;
1356 cptr desc; /* A verbose attack description */
1357 int min_level; /* Minimum level to use */
1358 int chance; /* Chance of 'success' */
1359 int dd; /* Damage dice */
1360 int ds; /* Damage sides */
1361 int effect; /* Special effects */
1364 typedef struct kamae kamae;
1368 cptr desc; /* A verbose kamae description */
1369 int min_level; /* Minimum level to use */
1374 typedef struct mind_type mind_type;
1386 typedef struct mind_power mind_power;
1389 mind_type info[MAX_MIND_POWERS];
1394 typedef struct monster_power monster_power;
1395 struct monster_power
1411 * A structure to describe a building.
1414 typedef struct building_type building_type;
1416 struct building_type
1418 char name[20]; /* proprietor name */
1419 char owner_name[20]; /* proprietor name */
1420 char owner_race[20]; /* proprietor race */
1422 char act_names[8][30]; /* action names */
1423 s32b member_costs[8]; /* Costs for class members of building */
1424 s32b other_costs[8]; /* Costs for nonguild members */
1425 char letters[8]; /* action letters */
1426 s16b actions[8]; /* action codes */
1427 s16b action_restr[8]; /* action restrictions */
1430 char act_script[8][128]; /* Scripts for the building */
1431 #endif /* USE_SCRIPT */
1433 s16b member_class[MAX_CLASS]; /* which classes are part of guild */
1434 s16b member_race[MAX_RACES]; /* which classes are part of guild */
1435 s16b member_realm[MAX_MAGIC+1]; /* which realms are part of guild */
1440 typedef struct border_type border_type;
1443 byte north[MAX_WID];
1444 byte south[MAX_WID];
1455 * A structure describing a wilderness area
1456 * with a terrain or a town
1458 typedef struct wilderness_type wilderness_type;
1459 struct wilderness_type
1471 * A structure describing a town with
1472 * stores and buildings
1474 typedef struct town_type town_type;
1478 u32b seed; /* Seed for RNG */
1479 store_type *store; /* The stores [MAX_STORES] */
1484 typedef struct dun_type dun_type;
1487 byte min_level; /* Minimum level in the dungeon */
1488 byte max_level; /* Maximum dungeon level allowed */
1490 cptr name; /* The name of the dungeon */
1494 * Sort-array element
1496 typedef struct tag_type tag_type;
1504 typedef bool (*monster_hook_type)(int r_idx);
1508 * This seems like a pretty standard "typedef"
1510 typedef int (*inven_func)(object_type *);
1514 * Semi-Portable High Score List Entry (128 bytes) -- BEN
1516 * All fields listed below are null terminated ascii strings.
1518 * In addition, the "number" fields are right justified, and
1519 * space padded, to the full available length (minus the "null").
1521 * Note that "string comparisons" are thus valid on "pts".
1524 typedef struct high_score high_score;
1528 char what[8]; /* Version info (string) */
1530 char pts[10]; /* Total Score (number) */
1532 char gold[10]; /* Total Gold (number) */
1534 char turns[10]; /* Turns Taken (number) */
1536 char day[10]; /* Time stamp (string) */
1538 char who[16]; /* Player Name (string) */
1540 char uid[8]; /* Player UID (number) */
1542 char sex[2]; /* Player Sex (string) */
1543 char p_r[3]; /* Player Race (number) */
1544 char p_c[3]; /* Player Class (number) */
1545 char p_a[3]; /* Player Seikaku (number) */
1547 char cur_lev[4]; /* Current Player Level (number) */
1548 char cur_dun[4]; /* Current Dungeon Level (number) */
1549 char max_lev[4]; /* Max Player Level (number) */
1550 char max_dun[4]; /* Max Dungeon Level (number) */
1552 char how[40]; /* Method of death (string) */
1555 /* A structure for the != dungeon types */
1556 typedef struct dungeon_info_type dungeon_info_type;
1557 struct dungeon_info_type {
1558 u32b name; /* Name */
1559 u32b text; /* Description */
1564 byte floor1; /* Floor tile 1 */
1565 byte floor_percent1; /* Chance of type 1 */
1566 byte floor2; /* Floor tile 2 */
1567 byte floor_percent2; /* Chance of type 2 */
1568 byte floor3; /* Floor tile 3 */
1569 byte floor_percent3; /* Chance of type 3 */
1570 byte outer_wall; /* Outer wall tile */
1571 byte inner_wall; /* Inner wall tile */
1572 s16b stream1; /* stream tile */
1573 s16b stream2; /* stream tile */
1574 byte fill_type1; /* Cave tile 1 */
1575 byte fill_percent1; /* Chance of type 1 */
1576 byte fill_type2; /* Cave tile 2 */
1577 byte fill_percent2; /* Chance of type 2 */
1578 byte fill_type3; /* Cave tile 3 */
1579 byte fill_percent3; /* Chance of type 3 */
1580 s16b mindepth; /* Minimal depth */
1581 s16b maxdepth; /* Maximal depth */
1582 byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
1585 byte mode; /* Mode of combinaison of the monster flags */
1587 int min_m_alloc_level; /* Minimal number of monsters per level */
1588 int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
1590 u32b flags1; /* Flags 1 */
1592 u32b mflags1; /* The monster flags that are allowed */
1602 char r_char[5]; /* Monster race allowed */
1603 int final_object; /* The object you'll find at the bottom */
1604 int final_artifact; /* The artifact you'll find at the bottom */
1605 int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
1607 byte special_div; /* % of monsters affected by the flags/races allowed, to add some variety */