* Feature state structure
*
* - Action (FF_*)
- * - Result (FEAT_*)
+ * - Result (f_info ID)
*/
typedef struct feature_state feature_state;
feature_state state[MAX_FEAT_STATES];
+ byte subtype;
byte power;
byte d_attr[F_LIT_MAX]; /* Default feature attribute */
s16b r_sights; /* Count sightings of this monster */
s16b r_deaths; /* Count deaths from this monster */
- s16b r_pkills; /* Count monsters killed in this life */
+ s16b r_pkills; /* Count visible monsters killed in this life */
+ s16b r_akills; /* Count all monsters killed in this life */
s16b r_tkills; /* Count monsters killed in all lives */
byte r_wake; /* Number of times woken up (?) */
s16b max_maxhp; /* Max Max Hit points */
s16b mtimed[MAX_MTIMED]; /* Timed status counter */
- s16b mproc_idx[MAX_MTIMED];
byte mspeed; /* Monster "speed" */
s16b energy_need; /* Monster "energy" */
s16b mane_dam[MAX_MANE];
s16b mane_num;
+ s16b concent; /* Sniper's concentration level */
+
s16b player_hp[PY_MAX_LEVEL];
char died_from[80]; /* What killed the player */
cptr last_message; /* Last message on death or retirement */
byte tval; /* tval of prize (0 means no prize) */
byte sval; /* sval of prize */
} arena_type;
+
+
+/*
+ * A structure type for doors
+ */
+typedef struct
+{
+ s16b open;
+ s16b broken;
+ s16b closed;
+ s16b locked[MAX_LJ_DOORS];
+ s16b num_locked;
+ s16b jammed[MAX_LJ_DOORS];
+ s16b num_jammed;
+} door_type;
+
+
+#ifdef TRAVEL
+/*
+ * A structure type for travel command
+ */
+typedef struct {
+ int run;
+ int cost[MAX_HGT][MAX_WID];
+ int x;
+ int y;
+ int dir;
+} travel_type;
+#endif