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 * 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 flags[TR_FLAG_SIZE]; /* Flags */
109 u32b gen_flags; /* flags for generate */
111 byte locale[4]; /* Allocation level(s) */
112 byte chance[4]; /* Allocation chance(s) */
114 byte level; /* Level */
115 byte extra; /* Something */
118 byte d_attr; /* Default object attribute */
119 byte d_char; /* Default object character */
122 byte x_attr; /* Desired object attribute */
123 byte x_char; /* Desired object character */
126 byte flavor; /* Special object flavor (or zero) */
128 bool easy_know; /* This object is always known (if aware) */
131 bool aware; /* The player is "aware" of the item's effects */
133 bool tried; /* The player has "tried" one of the items */
139 * Information about "artifacts".
141 * Note that the save-file only writes "cur_num" to the savefile.
143 * Note that "max_num" is always "1" (if that artifact "exists")
146 typedef struct artifact_type artifact_type;
150 u32b name; /* Name (offset) */
151 u32b text; /* Text (offset) */
153 byte tval; /* Artifact type */
154 byte sval; /* Artifact sub type */
156 s16b pval; /* Artifact extra info */
158 s16b to_h; /* Bonus to hit */
159 s16b to_d; /* Bonus to damage */
160 s16b to_a; /* Bonus to armor */
162 s16b ac; /* Base armor */
164 byte dd, ds; /* Damage when hits */
166 s16b weight; /* Weight */
168 s32b cost; /* Artifact "cost" */
170 u32b flags[TR_FLAG_SIZE]; /* Artifact Flags */
172 u32b gen_flags; /* flags for generate */
174 byte level; /* Artifact level */
175 byte rarity; /* Artifact rarity */
177 byte cur_num; /* Number created (0 or 1) */
178 byte max_num; /* Unused (should be "1") */
180 s16b floor_id; /* Leaved on this location last time */
185 * Information about "ego-items".
188 typedef struct ego_item_type ego_item_type;
192 u32b name; /* Name (offset) */
193 u32b text; /* Text (offset) */
195 byte slot; /* Standard slot value */
196 byte rating; /* Rating boost */
198 byte level; /* Minimum level */
199 byte rarity; /* Object rarity */
201 byte max_to_h; /* Maximum to-hit bonus */
202 byte max_to_d; /* Maximum to-dam bonus */
203 byte max_to_a; /* Maximum to-ac bonus */
205 byte max_pval; /* Maximum pval */
207 s32b cost; /* Ego-item "cost" */
209 u32b flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
211 u32b gen_flags; /* flags for generate */
218 * Monster blow structure
226 typedef struct monster_blow monster_blow;
237 typedef struct mbe_info_type mbe_info_type;
241 int power; /* The attack "power" */
242 int explode_type; /* Explosion effect */
247 * Monster "race" information, including racial memories
249 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
251 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
253 * Note that "cur_num" (and "max_num") represent the number of monsters
254 * of the given race currently on (and allowed on) the current level.
255 * This information yields the "dead" flag for Unique monsters.
257 * Note that "max_num" is reset when a new player is created.
258 * Note that "cur_num" is reset when a new level is created.
260 * Note that several of these fields, related to "recall", can be
261 * scrapped if space becomes an issue, resulting in less "complete"
262 * monster recall (no knowledge of spells, etc). All of the "recall"
263 * fields have a special prefix to aid in searching for them.
267 typedef struct monster_race monster_race;
271 u32b name; /* Name (offset) */
273 u32b E_name; /* ±Ñ¸ì̾ (offset) */
275 u32b text; /* Text (offset) */
277 byte hdice; /* Creatures hit dice count */
278 byte hside; /* Creatures hit dice sides */
280 s16b ac; /* Armour Class */
282 s16b sleep; /* Inactive counter (base) */
283 byte aaf; /* Area affect radius (1-100) */
284 byte speed; /* Speed (normally 110) */
286 s32b mexp; /* Exp value for kill */
288 s16b extra; /* Unused (for now) */
290 byte freq_spell; /* Spell frequency */
292 u32b flags1; /* Flags 1 (general) */
293 u32b flags2; /* Flags 2 (abilities) */
294 u32b flags3; /* Flags 3 (race/resist) */
295 u32b flags4; /* Flags 4 (inate/breath) */
296 u32b flags5; /* Flags 5 (normal spells) */
297 u32b flags6; /* Flags 6 (special spells) */
298 u32b flags7; /* Flags 7 (movement related abilities) */
299 u32b flags8; /* Flags 8 (wilderness info) */
300 u32b flags9; /* Flags 9 (drops info) */
302 monster_blow blow[4]; /* Up to four blows per round */
307 byte level; /* Level of creature */
308 byte rarity; /* Rarity of creature */
311 byte d_attr; /* Default monster attribute */
312 byte d_char; /* Default monster character */
315 byte x_attr; /* Desired monster attribute */
316 byte x_char; /* Desired monster character */
319 byte max_num; /* Maximum population allowed per level */
321 byte cur_num; /* Monster population on current level */
323 s16b floor_id; /* Location of unique monster */
326 s16b r_sights; /* Count sightings of this monster */
327 s16b r_deaths; /* Count deaths from this monster */
329 s16b r_pkills; /* Count monsters killed in this life */
330 s16b r_tkills; /* Count monsters killed in all lives */
332 byte r_wake; /* Number of times woken up (?) */
333 byte r_ignore; /* Number of times ignored (?) */
335 byte r_xtra1; /* Something (unused) */
336 byte r_xtra2; /* Something (unused) */
338 byte r_drop_gold; /* Max number of gold dropped at once */
339 byte r_drop_item; /* Max number of item dropped at once */
341 byte r_cast_spell; /* Max number of other spells seen */
343 byte r_blows[4]; /* Number of times each blow type was seen */
345 u32b r_flags1; /* Observed racial flags */
346 u32b r_flags2; /* Observed racial flags */
347 u32b r_flags3; /* Observed racial flags */
348 u32b r_flags4; /* Observed racial flags */
349 u32b r_flags5; /* Observed racial flags */
350 u32b r_flags6; /* Observed racial flags */
351 u32b r_flags7; /* Observed racial flags */
357 * Information about "vault generation"
360 typedef struct vault_type vault_type;
364 u32b name; /* Name (offset) */
365 u32b text; /* Text (offset) */
367 byte typ; /* Vault type */
369 byte rat; /* Vault rating */
371 byte hgt; /* Vault height */
372 byte wid; /* Vault width */
377 * Information about "skill"
380 typedef struct skill_table skill_table;
384 s16b w_start[5][64]; /* start weapon exp */
385 s16b w_max[5][64]; /* max weapon exp */
386 s16b s_start[10]; /* start skill */
387 s16b s_max[10]; /* max skill */
392 * A single "grid" in a Cave
394 * Note that several aspects of the code restrict the actual cave
395 * to a max size of 256 by 256. In partcular, locations are often
396 * saved as bytes, limiting each coordinate to the 0-255 range.
398 * The "o_idx" and "m_idx" fields are very interesting. There are
399 * many places in the code where we need quick access to the actual
400 * monster or object(s) in a given cave grid. The easiest way to
401 * do this is to simply keep the index of the monster and object
402 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
403 * Several other methods come to mind, which require only half this
404 * amound of memory, but they all seem rather complicated, and would
405 * probably add enough code that the savings would be lost. So for
406 * these reasons, we simply store an index into the "o_list" and
407 * "m_list" arrays, using "zero" when no monster/object is present.
409 * Note that "o_idx" is the index of the top object in a stack of
410 * objects, using the "next_o_idx" field of objects (see below) to
411 * create the singly linked list of objects. If "o_idx" is zero
412 * then there are no objects in the grid.
414 * Note the special fields for the "MONSTER_FLOW" code.
417 typedef struct cave_type cave_type;
421 u16b info; /* Hack -- cave flags */
423 byte feat; /* Hack -- feature type */
425 s16b o_idx; /* Object in this grid */
427 s16b m_idx; /* Monster in this grid */
429 s16b special; /* Special cave info */
431 byte mimic; /* Feature to mimic */
433 byte cost; /* Hack -- cost of flowing */
434 byte dist; /* Hack -- distance from player */
435 byte when; /* Hack -- when cost was computed */
441 * Simple structure to hold a map location
443 typedef struct coord coord;
454 * Object information, for a specific object.
456 * Note that a "discount" on an item is permanent and never goes away.
458 * Note that inscriptions are now handled via the "quark_str()" function
459 * applied to the "note" field, which will return NULL if "note" is zero.
461 * Note that "object" records are "copied" on a fairly regular basis,
462 * and care must be taken when handling such objects.
464 * Note that "object flags" must now be derived from the object kind,
465 * the artifact and ego-item indexes, and the two "xtra" fields.
467 * Each cave grid points to one (or zero) objects via the "o_idx"
468 * field (above). Each object then points to one (or zero) objects
469 * via the "next_o_idx" field, forming a singly linked list, which
470 * in game terms, represents a "stack" of objects in the same grid.
472 * Each monster points to one (or zero) objects via the "hold_o_idx"
473 * field (below). Each object then points to one (or zero) objects
474 * via the "next_o_idx" field, forming a singly linked list, which
475 * in game terms, represents a pile of objects held by the monster.
477 * The "held_m_idx" field is used to indicate which monster, if any,
478 * is holding the object. Objects being held have "ix=0" and "iy=0".
481 typedef struct object_type object_type;
485 s16b k_idx; /* Kind index (zero if "dead") */
487 byte iy; /* Y-position on map, or zero */
488 byte ix; /* X-position on map, or zero */
490 byte tval; /* Item type (from kind) */
491 byte sval; /* Item sub-type (from kind) */
493 s16b pval; /* Item extra-parameter */
495 byte discount; /* Discount (if any) */
497 byte number; /* Number of items */
499 s16b weight; /* Item weight */
501 byte name1; /* Artifact type, if any */
502 byte name2; /* Ego-Item type, if any */
504 byte xtra1; /* Extra info type (now unused) */
505 byte xtra2; /* Extra info index */
506 byte xtra3; /* Extra info */
507 s16b xtra4; /* Extra info */
508 s16b xtra5; /* Extra info */
510 s16b to_h; /* Plusses to hit */
511 s16b to_d; /* Plusses to damage */
512 s16b to_a; /* Plusses to AC */
514 s16b ac; /* Normal AC */
516 byte dd, ds; /* Damage dice/sides */
518 s16b timeout; /* Timeout Counter */
520 byte ident; /* Special flags */
522 byte marked; /* Object is marked */
524 u16b inscription; /* Inscription index */
525 u16b art_name; /* Artifact name (random artifacts) */
527 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
529 u32b art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
531 u32b curse_flags; /* Flags for curse */
533 s16b next_o_idx; /* Next object in stack (if any) */
535 s16b held_m_idx; /* Monster holding us (if any) */
537 #ifdef SCRIPT_OBJ_KIND
540 byte d_attr; /* Default object attribute */
541 byte d_char; /* Default object character */
544 byte x_attr; /* Desired object attribute */
545 byte x_char; /* Desired object character */
548 byte flavor; /* Special object flavor (or zero) */
550 bool easy_know; /* This object is always known (if aware) */
553 bool aware; /* The player is "aware" of the item's effects */
555 bool tried; /* The player has "tried" one of the items */
556 #endif /* SCRIPT_OBJ_KIND */
562 * Monster information, for a specific monster.
564 * Note: fy, fx constrain dungeon size to 256x256
566 * The "hold_o_idx" field points to the first object of a stack
567 * of objects (if any) being carried by the monster (see above).
570 typedef struct monster_type monster_type;
574 s16b r_idx; /* Monster race index */
575 s16b ap_r_idx; /* Monster race appearance index */
576 byte sub_align; /* Sub-alignment for a neutral monster */
578 byte fy; /* Y location on map */
579 byte fx; /* X location on map */
581 s16b hp; /* Current Hit points */
582 s16b maxhp; /* Max Hit points */
583 s16b max_maxhp; /* Max Max Hit points */
585 s16b csleep; /* Inactive counter */
587 byte mspeed; /* Monster "speed" */
588 s16b energy_need; /* Monster "energy" */
590 byte fast; /* Monster is stunned */
591 byte slow; /* Monster is stunned */
592 byte stunned; /* Monster is stunned */
593 byte confused; /* Monster is confused */
594 byte monfear; /* Monster is afraid */
595 byte invulner; /* Monster is temporarily invulnerable */
597 byte cdis; /* Current dis from player */
599 byte mflag; /* Extra monster flags */
600 byte mflag2; /* Extra monster flags */
602 bool ml; /* Monster is "visible" */
604 s16b hold_o_idx; /* Object being held (if any) */
606 s16b target_y; /* Can attack !los player */
607 s16b target_x; /* Can attack !los player */
609 u16b nickname; /* Monster's Nickname */
613 #ifdef WDT_TRACK_OPTIONS
615 byte ty; /* Y location of target */
616 byte tx; /* X location of target */
618 byte t_dur; /* How long are we tracking */
620 byte t_bit; /* Up to eight bit flags */
622 #endif /* WDT_TRACK_OPTIONS */
624 #ifdef DRS_SMART_OPTIONS
626 u32b smart; /* Field for "smart_learn" */
628 #endif /* DRS_SMART_OPTIONS */
636 * An entry for the object/monster allocation functions
638 * Pass 1 is determined from allocation information
639 * Pass 2 is determined from allocation restriction
640 * Pass 3 is determined from allocation calculation
643 typedef struct alloc_entry alloc_entry;
647 s16b index; /* The actual index */
649 byte level; /* Base dungeon level */
650 byte prob1; /* Probability, pass 1 */
651 byte prob2; /* Probability, pass 2 */
652 byte prob3; /* Probability, pass 3 */
654 u16b total; /* Unused for now */
660 * Available "options"
662 * - Address of actual option variable (or NULL)
664 * - Normal Value (TRUE or FALSE)
666 * - Option Page Number (or zero)
668 * - Savefile Set (or zero)
669 * - Savefile Bit in that set
671 * - Textual name (or NULL)
672 * - Textual description
675 typedef struct option_type option_type;
694 * Structure for the "quests"
696 typedef struct quest_type quest_type;
700 s16b status; /* Is the quest taken, completed, finished? */
702 s16b type; /* The quest type */
704 char name[60]; /* Quest name */
705 s16b level; /* Dungeon level */
706 s16b r_idx; /* Monster race */
708 s16b cur_num; /* Number killed */
709 s16b max_num; /* Number required */
711 s16b k_idx; /* object index */
712 s16b num_mon; /* number of monsters on level */
714 byte flags; /* quest flags */
715 byte dungeon; /* quest dungeon */
717 byte complev; /* player level (complete) */
724 typedef struct owner_type owner_type;
728 cptr owner_name; /* Name */
730 s16b max_cost; /* Purse limit */
732 byte max_inflate; /* Inflation (max) */
733 byte min_inflate; /* Inflation (min) */
735 byte haggle_per; /* Haggle unit */
737 byte insult_max; /* Insult limit */
739 byte owner_race; /* Owner race */
746 * A store, with an owner, various state flags, a current stock
747 * of items, and a table of items that are often purchased.
749 typedef struct store_type store_type;
753 byte type; /* Store type */
755 byte owner; /* Owner index */
756 byte extra; /* Unused for now */
758 s16b insult_cur; /* Insult counter */
760 s16b good_buy; /* Number of "good" buys */
761 s16b bad_buy; /* Number of "bad" buys */
763 s32b store_open; /* Closed until this turn */
765 s32b last_visit; /* Last visited on this turn */
767 s16b table_num; /* Table -- Number of entries */
768 s16b table_size; /* Table -- Total Size of Array */
769 s16b *table; /* Table -- Legal item kinds */
771 s16b stock_num; /* Stock -- Number of entries */
772 s16b stock_size; /* Stock -- Total Size of Array */
773 object_type *stock; /* Stock -- Actual stock items */
778 * The "name" of spell 'N' is stored as spell_names[X][N],
779 * where X is 0 for mage-spells and 1 for priest-spells.
781 typedef struct magic_type magic_type;
785 byte slevel; /* Required level (to learn) */
786 byte smana; /* Required mana (to cast) */
787 byte sfail; /* Minimum chance of failure */
788 byte sexp; /* Encoded experience bonus */
793 * Information about the player's "magic"
795 * Note that a player with a "spell_book" of "zero" is illiterate.
798 typedef struct player_magic player_magic;
802 int spell_book; /* Tval of spell books (if any) */
803 int spell_xtra; /* Something for later */
805 int spell_stat; /* Stat for spells (if any) */
806 int spell_type; /* Spell type (mage/priest) */
808 int spell_first; /* Level of first spell */
809 int spell_weight; /* Weight that hurts spells */
811 magic_type info[MAX_MAGIC][32]; /* The available spells */
820 typedef struct player_sex player_sex;
824 cptr title; /* Type of sex */
825 cptr winner; /* Name of winner */
827 cptr E_title; /* ±Ñ¸ìÀÊÌ */
828 cptr E_winner; /* ±Ñ¸ìÀÊÌ */
837 typedef struct player_race player_race;
841 cptr title; /* Type of race */
844 cptr E_title; /* ±Ñ¸ì¼ï² */
846 s16b r_adj[6]; /* Racial stat bonuses */
848 s16b r_dis; /* disarming */
849 s16b r_dev; /* magic devices */
850 s16b r_sav; /* saving throw */
851 s16b r_stl; /* stealth */
852 s16b r_srh; /* search ability */
853 s16b r_fos; /* search frequency */
854 s16b r_thn; /* combat (normal) */
855 s16b r_thb; /* combat (shooting) */
857 byte r_mhp; /* Race hit-dice modifier */
858 byte r_exp; /* Race experience factor */
860 byte b_age; /* base age */
861 byte m_age; /* mod age */
863 byte m_b_ht; /* base height (males) */
864 byte m_m_ht; /* mod height (males) */
865 byte m_b_wt; /* base weight (males) */
866 byte m_m_wt; /* mod weight (males) */
868 byte f_b_ht; /* base height (females) */
869 byte f_m_ht; /* mod height (females) */
870 byte f_b_wt; /* base weight (females) */
871 byte f_m_wt; /* mod weight (females) */
873 byte infra; /* Infra-vision range */
875 u32b choice; /* Legal class choices */
876 /* byte choice_xtra; */
884 typedef struct player_class player_class;
888 cptr title; /* Type of class */
891 cptr E_title; /* ±Ñ¸ì¿¦¶È */
893 s16b c_adj[6]; /* Class stat modifier */
895 s16b c_dis; /* class disarming */
896 s16b c_dev; /* class magic devices */
897 s16b c_sav; /* class saving throws */
898 s16b c_stl; /* class stealth */
899 s16b c_srh; /* class searching ability */
900 s16b c_fos; /* class searching frequency */
901 s16b c_thn; /* class to hit (normal) */
902 s16b c_thb; /* class to hit (bows) */
904 s16b x_dis; /* extra disarming */
905 s16b x_dev; /* extra magic devices */
906 s16b x_sav; /* extra saving throws */
907 s16b x_stl; /* extra stealth */
908 s16b x_srh; /* extra searching ability */
909 s16b x_fos; /* extra searching frequency */
910 s16b x_thn; /* extra to hit (normal) */
911 s16b x_thb; /* extra to hit (bows) */
913 s16b c_mhp; /* Class hit-dice adjustment */
914 s16b c_exp; /* Class experience factor */
916 byte pet_upkeep_div; /* Pet upkeep divider */
920 typedef struct player_seikaku player_seikaku;
921 struct player_seikaku
923 cptr title; /* Type of seikaku */
926 cptr E_title; /* ±Ñ¸ìÀ³Ê */
929 s16b a_adj[6]; /* seikaku stat bonuses */
931 s16b a_dis; /* seikaku disarming */
932 s16b a_dev; /* seikaku magic devices */
933 s16b a_sav; /* seikaku saving throw */
934 s16b a_stl; /* seikaku stealth */
935 s16b a_srh; /* seikaku search ability */
936 s16b a_fos; /* seikaku search frequency */
937 s16b a_thn; /* seikaku combat (normal) */
938 s16b a_thb; /* seikaku combat (shooting) */
940 s16b a_mhp; /* Race hit-dice modifier */
943 byte sex; /* seibetu seigen */
948 * Most of the "player" information goes here.
950 * This stucture gives us a large collection of player variables.
952 * This structure contains several "blocks" of information.
953 * (1) the "permanent" info
954 * (2) the "variable" info
955 * (3) the "transient" info
957 * All of the "permanent" info, and most of the "variable" info,
958 * is saved in the savefile. The "transient" info is recomputed
959 * whenever anything important changes.
962 typedef struct player_type player_type;
966 s16b oldpy; /* Previous player location -KMW- */
967 s16b oldpx; /* Previous player location -KMW- */
969 byte psex; /* Sex index */
970 byte prace; /* Race index */
971 byte pclass; /* Class index */
972 byte pseikaku; /* Seikaku index */
973 byte realm1; /* First magic realm */
974 byte realm2; /* Second magic realm */
975 byte oops; /* Unused */
977 byte hitdie; /* Hit dice (sides) */
978 u16b expfact; /* Experience factor
979 * Note: was byte, causing overflow for Amberite
980 * characters (such as Amberite Paladins)
983 s16b age; /* Characters age */
984 s16b ht; /* Height */
985 s16b wt; /* Weight */
986 s16b sc; /* Social Class */
989 s32b au; /* Current Gold */
991 s32b max_exp; /* Max experience */
992 s32b exp; /* Cur experience */
993 u16b exp_frac; /* Cur exp frac (times 2^16) */
995 s16b lev; /* Level */
997 s16b town_num; /* Current town number */
998 s16b arena_number; /* monster number in arena -KMW- */
999 bool inside_arena; /* Is character inside arena? */
1000 s16b inside_quest; /* Inside quest level */
1001 bool inside_battle; /* Is character inside tougijou? */
1003 s16b rewards[MAX_BACT]; /* Status of rewards in town */
1005 s32b wilderness_x; /* Coordinates in the wilderness */
1009 s16b mhp; /* Max hit pts */
1010 s16b chp; /* Cur hit pts */
1011 u16b chp_frac; /* Cur hit frac (times 2^16) */
1013 s16b msp; /* Max mana pts */
1014 s16b csp; /* Cur mana pts */
1015 u16b csp_frac; /* Cur mana frac (times 2^16) */
1017 s16b max_plv; /* Max Player Level */
1019 s16b stat_max[6]; /* Current "maximal" stat values */
1020 s16b stat_max_max[6]; /* Maximal "maximal" stat values */
1021 s16b stat_cur[6]; /* Current "natural" stat values */
1023 s16b learned_spells;
1028 s16b fast; /* Timed -- Fast */
1029 s16b slow; /* Timed -- Slow */
1030 s16b blind; /* Timed -- Blindness */
1031 s16b paralyzed; /* Timed -- Paralysis */
1032 s16b confused; /* Timed -- Confusion */
1033 s16b afraid; /* Timed -- Fear */
1034 s16b image; /* Timed -- Hallucination */
1035 s16b poisoned; /* Timed -- Poisoned */
1036 s16b cut; /* Timed -- Cut */
1037 s16b stun; /* Timed -- Stun */
1039 s16b protevil; /* Timed -- Protection */
1040 s16b invuln; /* Timed -- Invulnerable */
1041 s16b ult_res; /* Timed -- Ultimate Resistance */
1042 s16b hero; /* Timed -- Heroism */
1043 s16b shero; /* Timed -- Super Heroism */
1044 s16b shield; /* Timed -- Shield Spell */
1045 s16b blessed; /* Timed -- Blessed */
1046 s16b tim_invis; /* Timed -- See Invisible */
1047 s16b tim_infra; /* Timed -- Infra Vision */
1048 s16b tsuyoshi; /* Timed -- Tsuyoshi Special */
1049 s16b ele_attack; /* Timed -- Elemental Attack */
1050 s16b ele_immune; /* Timed -- Elemental Immune */
1052 s16b oppose_acid; /* Timed -- oppose acid */
1053 s16b oppose_elec; /* Timed -- oppose lightning */
1054 s16b oppose_fire; /* Timed -- oppose heat */
1055 s16b oppose_cold; /* Timed -- oppose cold */
1056 s16b oppose_pois; /* Timed -- oppose poison */
1059 s16b tim_esp; /* Timed ESP */
1060 s16b wraith_form; /* Timed wraithform */
1062 s16b resist_magic; /* Timed Resist Magic (later) */
1071 s16b tim_res_nether; /* Timed -- Nether resistance */
1072 s16b tim_res_time; /* Timed -- Time resistance */
1079 /* for mirror master */
1080 s16b tim_reflect; /* Timed -- Reflect */
1081 s16b multishadow; /* Timed -- Multi-shadow */
1082 s16b dustrobe; /* Timed -- Robe of dust */
1092 s16b word_recall; /* Word of recall counter */
1093 s16b alter_reality; /* Alter reality counter */
1094 byte recall_dungeon; /* Dungeon set to be recalled */
1096 s16b energy_need; /* Energy needed for next move */
1098 s16b food; /* Current nutrition */
1100 u32b special_attack; /* Special attack capacity -LM- */
1101 u32b special_defense; /* Special block capacity -LM- */
1102 byte action; /* Currently action */
1104 u32b spell_learned1; /* bit mask of spells learned */
1105 u32b spell_learned2; /* bit mask of spells learned */
1106 u32b spell_worked1; /* bit mask of spells tried and worked */
1107 u32b spell_worked2; /* bit mask of spells tried and worked */
1108 u32b spell_forgotten1; /* bit mask of spells learned but forgotten */
1109 u32b spell_forgotten2; /* bit mask of spells learned but forgotten */
1110 byte spell_order[64]; /* order spells learned/remembered/forgotten */
1112 s16b spell_exp[64]; /* Proficiency of spells */
1113 s16b weapon_exp[5][64]; /* Proficiency of weapons */
1114 s16b skill_exp[10]; /* Proficiency of misc. skill */
1116 s32b magic_num1[108]; /* Array for non-spellbook type magic */
1117 byte magic_num2[108]; /* Flags for non-spellbook type magics */
1119 s16b mane_spell[MAX_MANE];
1120 s16b mane_dam[MAX_MANE];
1123 s16b player_hp[PY_MAX_LEVEL];
1124 char died_from[80]; /* What killed the player */
1125 char history[4][60]; /* Textual "history" for the Player */
1127 u16b total_winner; /* Total winner */
1128 u16b panic_save; /* Panic save */
1130 u16b noscore; /* Cheating flags */
1132 bool wait_report_score; /* Waiting to report score */
1133 bool is_dead; /* Player is dead */
1135 bool wizard; /* Player is in wizard mode */
1137 s16b riding; /* Riding on a monster of this index */
1138 byte knowledge; /* Knowledge about yourself */
1139 s32b visit; /* Visited towns */
1141 byte start_race; /* Race at birth */
1142 s32b old_race1; /* Record of race changes */
1143 s32b old_race2; /* Record of race changes */
1144 s16b old_realm; /* Record of realm changes */
1146 s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
1147 s16b pet_extra_flags; /* Various flags for controling pets */
1149 s16b today_mon; /* Wanted monster */
1151 bool dtrap; /* Whether you are on trap-safe grids */
1152 s16b floor_id; /* Current floor location */
1154 /*** Temporary fields ***/
1156 bool playing; /* True if player is playing */
1157 bool leaving; /* True if player is leaving */
1159 byte exit_bldg; /* Goal obtained in arena? -KMW- */
1160 byte leftbldg; /* did we just leave a special area? -KMW- */
1162 bool leaving_dungeon; /* True if player is leaving the dungeon */
1164 bool enter_dungeon; /* Just enter the dungeon */
1166 s16b health_who; /* Health bar trackee */
1168 s16b monster_race_idx; /* Monster race trackee */
1170 s16b object_kind_idx; /* Object kind trackee */
1172 s16b new_spells; /* Number of spells available */
1175 s16b old_food_aux; /* Old value of food */
1177 bool old_cumber_armor;
1178 bool old_cumber_glove;
1179 bool old_heavy_wield[2];
1180 bool old_heavy_shoot;
1181 bool old_icky_wield[2];
1182 bool old_riding_wield[2];
1183 bool old_riding_ryoute;
1186 s16b old_lite; /* Old radius of lite (if any) */
1188 bool cumber_armor; /* Mana draining armor */
1189 bool cumber_glove; /* Mana draining gloves */
1190 bool heavy_wield[2]; /* Heavy weapon */
1191 bool heavy_shoot; /* Heavy shooter */
1192 bool icky_wield[2]; /* Icky weapon */
1193 bool riding_wield[2]; /* Riding weapon */
1194 bool riding_ryoute; /* Riding weapon */
1197 s16b cur_lite; /* Radius of lite (if any) */
1200 u32b notice; /* Special Updates (bit flags) */
1201 u32b update; /* Pending Updates (bit flags) */
1202 u32b redraw; /* Normal Redraws (bit flags) */
1203 u32b window; /* Window Redraws (bit flags) */
1205 s16b stat_use[6]; /* Current modified stats */
1206 s16b stat_top[6]; /* Maximal modified stats */
1211 s32b align; /* Good/evil/neutral */
1216 /*** Extracted fields ***/
1218 u32b total_weight; /* Total weight being carried */
1220 s16b stat_add[6]; /* Modifiers to stat values */
1221 s16b stat_ind[6]; /* Indexes into stat tables */
1223 bool immune_acid; /* Immunity to acid */
1224 bool immune_elec; /* Immunity to lightning */
1225 bool immune_fire; /* Immunity to fire */
1226 bool immune_cold; /* Immunity to cold */
1228 bool resist_acid; /* Resist acid */
1229 bool resist_elec; /* Resist lightning */
1230 bool resist_fire; /* Resist fire */
1231 bool resist_cold; /* Resist cold */
1232 bool resist_pois; /* Resist poison */
1234 bool resist_conf; /* Resist confusion */
1235 bool resist_sound; /* Resist sound */
1236 bool resist_lite; /* Resist light */
1237 bool resist_dark; /* Resist darkness */
1238 bool resist_chaos; /* Resist chaos */
1239 bool resist_disen; /* Resist disenchant */
1240 bool resist_shard; /* Resist shards */
1241 bool resist_nexus; /* Resist nexus */
1242 bool resist_blind; /* Resist blindness */
1243 bool resist_neth; /* Resist nether */
1244 bool resist_fear; /* Resist fear */
1245 bool resist_time; /* Resist time */
1247 bool reflect; /* Reflect 'bolt' attacks */
1248 bool sh_fire; /* Fiery 'immolation' effect */
1249 bool sh_elec; /* Electric 'immolation' effect */
1250 bool sh_cold; /* Cold 'immolation' effect */
1252 bool anti_magic; /* Anti-magic */
1253 bool anti_tele; /* Prevent teleportation */
1255 bool sustain_str; /* Keep strength */
1256 bool sustain_int; /* Keep intelligence */
1257 bool sustain_wis; /* Keep wisdom */
1258 bool sustain_dex; /* Keep dexterity */
1259 bool sustain_con; /* Keep constitution */
1260 bool sustain_chr; /* Keep charisma */
1262 u32b cursed; /* Player is cursed */
1264 bool can_swim; /* No damage falling */
1265 bool ffall; /* No damage falling */
1266 bool lite; /* Permanent light */
1267 bool free_act; /* Never paralyzed */
1268 bool see_inv; /* Can see invisible */
1269 bool regenerate; /* Regenerate hit pts */
1270 bool hold_life; /* Resist life draining */
1272 bool telepathy; /* Telepathy */
1286 bool slow_digest; /* Slower digestion */
1287 bool bless_blade; /* Blessed blade */
1288 bool xtra_might; /* Extra might bow */
1289 bool impact[2]; /* Earthquake blows */
1290 bool pass_wall; /* Permanent wraithform */
1298 s16b dis_to_h[2]; /* Known bonus to hit (wield) */
1299 s16b dis_to_h_b; /* Known bonus to hit (bow) */
1300 s16b dis_to_d[2]; /* Known bonus to dam (wield) */
1301 s16b dis_to_a; /* Known bonus to ac */
1303 s16b dis_ac; /* Known base ac */
1305 s16b to_h[2]; /* Bonus to hit (wield) */
1306 s16b to_h_b; /* Bonus to hit (bow) */
1307 s16b to_h_m; /* Bonus to hit (misc) */
1308 s16b to_d[2]; /* Bonus to dam (wield) */
1309 s16b to_d_m; /* Bonus to dam (misc) */
1310 s16b to_a; /* Bonus to ac */
1312 s16b to_m_chance; /* Minusses to cast chance */
1319 s16b ac; /* Base ac */
1321 s16b see_infra; /* Infravision range */
1323 s16b skill_dis; /* Skill: Disarming */
1324 s16b skill_dev; /* Skill: Magic Devices */
1325 s16b skill_sav; /* Skill: Saving throw */
1326 s16b skill_stl; /* Skill: Stealth factor */
1327 s16b skill_srh; /* Skill: Searching ability */
1328 s16b skill_fos; /* Skill: Searching frequency */
1329 s16b skill_thn; /* Skill: To hit (normal) */
1330 s16b skill_thb; /* Skill: To hit (shooting) */
1331 s16b skill_tht; /* Skill: To hit (throwing) */
1332 s16b skill_dig; /* Skill: Digging */
1334 s16b num_blow[2]; /* Number of blows */
1335 s16b num_fire; /* Number of shots */
1337 byte tval_xtra; /* Correct xtra tval */
1339 byte tval_ammo; /* Correct ammo tval */
1341 byte pspeed; /* Current speed */
1346 * A structure to hold "rolled" information
1348 typedef struct birther birther;
1352 byte psex; /* Sex index */
1353 byte prace; /* Race index */
1354 byte pclass; /* Class index */
1355 byte pseikaku; /* Seikaku index */
1356 byte realm1; /* First magic realm */
1357 byte realm2; /* Second magic realm */
1366 s16b stat_max[6]; /* Current "maximal" stat values */
1367 s16b stat_max_max[6]; /* Maximal "maximal" stat values */
1368 s16b player_hp[PY_MAX_LEVEL];
1374 char history[4][60];
1381 /* For Monk martial arts */
1383 typedef struct martial_arts martial_arts;
1387 cptr desc; /* A verbose attack description */
1388 int min_level; /* Minimum level to use */
1389 int chance; /* Chance of 'success' */
1390 int dd; /* Damage dice */
1391 int ds; /* Damage sides */
1392 int effect; /* Special effects */
1395 typedef struct kamae kamae;
1399 cptr desc; /* A verbose kamae description */
1400 int min_level; /* Minimum level to use */
1405 typedef struct mind_type mind_type;
1414 typedef struct mind_power mind_power;
1417 mind_type info[MAX_MIND_POWERS];
1422 typedef struct monster_power monster_power;
1423 struct monster_power
1436 * A structure to describe a building.
1439 typedef struct building_type building_type;
1441 struct building_type
1443 char name[20]; /* proprietor name */
1444 char owner_name[20]; /* proprietor name */
1445 char owner_race[20]; /* proprietor race */
1447 char act_names[8][30]; /* action names */
1448 s32b member_costs[8]; /* Costs for class members of building */
1449 s32b other_costs[8]; /* Costs for nonguild members */
1450 char letters[8]; /* action letters */
1451 s16b actions[8]; /* action codes */
1452 s16b action_restr[8]; /* action restrictions */
1454 s16b member_class[MAX_CLASS]; /* which classes are part of guild */
1455 s16b member_race[MAX_RACES]; /* which classes are part of guild */
1456 s16b member_realm[MAX_MAGIC+1]; /* which realms are part of guild */
1461 typedef struct border_type border_type;
1464 byte north[MAX_WID];
1465 byte south[MAX_WID];
1476 * A structure describing a wilderness area
1477 * with a terrain or a town
1479 typedef struct wilderness_type wilderness_type;
1480 struct wilderness_type
1492 * A structure describing a town with
1493 * stores and buildings
1495 typedef struct town_type town_type;
1499 u32b seed; /* Seed for RNG */
1500 store_type *store; /* The stores [MAX_STORES] */
1505 typedef struct dun_type dun_type;
1508 byte min_level; /* Minimum level in the dungeon */
1509 byte max_level; /* Maximum dungeon level allowed */
1511 cptr name; /* The name of the dungeon */
1515 * Sort-array element
1517 typedef struct tag_type tag_type;
1525 typedef bool (*monster_hook_type)(int r_idx);
1529 * This seems like a pretty standard "typedef"
1531 typedef int (*inven_func)(object_type *);
1535 * Semi-Portable High Score List Entry (128 bytes) -- BEN
1537 * All fields listed below are null terminated ascii strings.
1539 * In addition, the "number" fields are right justified, and
1540 * space padded, to the full available length (minus the "null").
1542 * Note that "string comparisons" are thus valid on "pts".
1545 typedef struct high_score high_score;
1549 char what[8]; /* Version info (string) */
1551 char pts[10]; /* Total Score (number) */
1553 char gold[10]; /* Total Gold (number) */
1555 char turns[10]; /* Turns Taken (number) */
1557 char day[10]; /* Time stamp (string) */
1559 char who[16]; /* Player Name (string) */
1561 char uid[8]; /* Player UID (number) */
1563 char sex[2]; /* Player Sex (string) */
1564 char p_r[3]; /* Player Race (number) */
1565 char p_c[3]; /* Player Class (number) */
1566 char p_a[3]; /* Player Seikaku (number) */
1568 char cur_lev[4]; /* Current Player Level (number) */
1569 char cur_dun[4]; /* Current Dungeon Level (number) */
1570 char max_lev[4]; /* Max Player Level (number) */
1571 char max_dun[4]; /* Max Dungeon Level (number) */
1573 char how[40]; /* Method of death (string) */
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 byte floor1; /* Floor tile 1 */
1586 byte floor_percent1; /* Chance of type 1 */
1587 byte floor2; /* Floor tile 2 */
1588 byte floor_percent2; /* Chance of type 2 */
1589 byte floor3; /* Floor tile 3 */
1590 byte floor_percent3; /* Chance of type 3 */
1591 byte outer_wall; /* Outer wall tile */
1592 byte inner_wall; /* Inner wall tile */
1593 s16b stream1; /* stream tile */
1594 s16b stream2; /* stream tile */
1595 byte fill_type1; /* Cave tile 1 */
1596 byte fill_percent1; /* Chance of type 1 */
1597 byte fill_type2; /* Cave tile 2 */
1598 byte fill_percent2; /* Chance of type 2 */
1599 byte fill_type3; /* Cave tile 3 */
1600 byte fill_percent3; /* Chance of type 3 */
1601 s16b mindepth; /* Minimal depth */
1602 s16b maxdepth; /* Maximal depth */
1603 byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
1606 byte mode; /* Mode of combinaison of the monster flags */
1608 int min_m_alloc_level; /* Minimal number of monsters per level */
1609 int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
1611 u32b flags1; /* Flags 1 */
1613 u32b mflags1; /* The monster flags that are allowed */
1623 char r_char[5]; /* Monster race allowed */
1624 int final_object; /* The object you'll find at the bottom */
1625 int final_artifact; /* The artifact you'll find at the bottom */
1626 int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
1628 byte special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
1636 * A structure type for entry of auto-picker/destroyer
1639 cptr name; /* Items which have 'name' as part of its name match */
1640 cptr insc; /* Items will be auto-inscribed as 'insc' */
1641 u32b flag[2]; /* Misc. keyword to be matched */
1642 byte action; /* Auto-pickup or Destroy or Leave items */
1643 byte dice; /* Weapons which have more than 'dice' dice match */
1644 byte bonus; /* Items which have more than 'bonus' magical bonus match */
1649 * A structure type for the saved floor
1653 s16b floor_id; /* No recycle until 65536 IDs are all used */
1654 byte savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
1656 s32b last_visit; /* Time count of last visit. 0 for new floor. */
1657 u32b visit_mark; /* Older has always smaller mark. */
1658 s16b upper_floor_id; /* a floor connected with level teleportation */
1659 s16b lower_floor_id; /* a floor connected with level tel. and trap door */
1664 * A structure type for terrain template of saving dungeon floor
1673 } cave_template_type;
1677 * A structure type for arena entry
1681 s16b r_idx; /* Monster (0 means victory prizing) */
1682 byte tval; /* tval of prize (0 means no prize) */
1683 byte sval; /* sval of prize */