//#include "player-skill.h"
-
-typedef struct mbe_info_type mbe_info_type;
-
-struct mbe_info_type
-{
- int power; /* The attack "power" */
- int explode_type; /* Explosion effect */
-};
-
-
-/*
- * An entry for the object/monster allocation functions
- *
- * Pass 1 is determined from allocation information
- * Pass 2 is determined from allocation restriction
- * Pass 3 is determined from allocation calculation
- */
-
-typedef struct alloc_entry alloc_entry;
-
-struct alloc_entry
-{
- KIND_OBJECT_IDX index; /* The actual index */
-
- DEPTH level; /* Base dungeon level */
- PROB prob1; /* Probability, pass 1 */
- PROB prob2; /* Probability, pass 2 */
- PROB prob3; /* Probability, pass 3 */
-
- u16b total; /* Unused for now */
-};
-
-
-
-/*
- * A store, with an owner, various state flags, a current stock
- * of items, and a table of items that are often purchased.
- */
-typedef struct store_type store_type;
-
-struct store_type
-{
- byte type; /* Store type */
-
- byte owner; /* Owner index */
- byte extra; /* Unused for now */
-
- s16b insult_cur; /* Insult counter */
-
- s16b good_buy; /* Number of "good" buys */
- s16b bad_buy; /* Number of "bad" buys */
-
- s32b store_open; /* Closed until this current_world_ptr->game_turn */
-
- s32b last_visit; /* Last visited on this current_world_ptr->game_turn */
-
- s16b table_num; /* Table -- Number of entries */
- s16b table_size; /* Table -- Total Size of Array */
- s16b *table; /* Table -- Legal item kinds */
-
- s16b stock_num; /* Stock -- Number of entries */
- s16b stock_size; /* Stock -- Total Size of Array */
- object_type *stock; /* Stock -- Actual stock items */
-};
-
-
/*
* The "name" of spell 'N' is stored as spell_names[X][N],
* where X is 0 for mage-spells and 1 for priest-spells.
};
-/*
- * Player sex info
- */
-
-typedef struct player_sex player_sex;
-
-struct player_sex
-{
- concptr title; /* Type of sex */
- concptr winner; /* Name of winner */
-#ifdef JP
- concptr E_title; /* 英語性別 */
- concptr E_winner; /* 英語性別 */
-#endif
-};
-
-
-/*
- * Player racial info
- */
-
-typedef struct player_race player_race;
-
-struct player_race
-{
- concptr title; /* Type of race */
-
-#ifdef JP
- concptr E_title; /* 英語種族 */
-#endif
- s16b r_adj[6]; /* Racial stat bonuses */
-
- s16b r_dis; /* disarming */
- s16b r_dev; /* magic devices */
- s16b r_sav; /* saving throw */
- s16b r_stl; /* stealth */
- s16b r_srh; /* search ability */
- s16b r_fos; /* search frequency */
- s16b r_thn; /* combat (normal) */
- s16b r_thb; /* combat (shooting) */
-
- byte r_mhp; /* Race hit-dice modifier */
- byte r_exp; /* Race experience factor */
-
- byte b_age; /* base age */
- byte m_age; /* mod age */
-
- byte m_b_ht; /* base height (males) */
- byte m_m_ht; /* mod height (males) */
- byte m_b_wt; /* base weight (males) */
- byte m_m_wt; /* mod weight (males) */
-
- byte f_b_ht; /* base height (females) */
- byte f_m_ht; /* mod height (females) */
- byte f_b_wt; /* base weight (females) */
- byte f_m_wt; /* mod weight (females) */
-
- byte infra; /* Infra-vision range */
-
- u32b choice; /* Legal class choices */
-/* byte choice_xtra; */
-};
-
-
-typedef struct player_seikaku player_seikaku;
-struct player_seikaku
-{
- concptr title; /* Type of seikaku */
-
-#ifdef JP
- concptr E_title; /* 英語性格 */
-#endif
-
- s16b a_adj[6]; /* seikaku stat bonuses */
-
- s16b a_dis; /* seikaku disarming */
- s16b a_dev; /* seikaku magic devices */
- s16b a_sav; /* seikaku saving throw */
- s16b a_stl; /* seikaku stealth */
- s16b a_srh; /* seikaku search ability */
- s16b a_fos; /* seikaku search frequency */
- s16b a_thn; /* seikaku combat (normal) */
- s16b a_thb; /* seikaku combat (shooting) */
-
- s16b a_mhp; /* Race hit-dice modifier */
-
- byte no; /* の */
- byte sex; /* seibetu seigen */
-};
-
-
-
-/*
- * A structure to hold "rolled" information
- */
-typedef struct birther birther;
-
-struct birther
-{
- SEX_IDX psex; /* Sex index */
- RACE_IDX prace; /* Race index */
- CLASS_IDX pclass; /* Class index */
- CHARACTER_IDX pseikaku; /* Seikaku index */
- REALM_IDX realm1; /* First magic realm */
- REALM_IDX realm2; /* Second magic realm */
-
- s16b age;
- s16b ht;
- s16b wt;
- s16b sc;
-
- PRICE au; /*!< 初期の所持金 */
-
- BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
- BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
- HIT_POINT player_hp[PY_MAX_LEVEL];
-
- PATRON_IDX chaos_patron;
-
- s16b vir_types[8];
-
- char history[4][60];
-
- bool quick_ok;
-};
-
-
-/* For Monk martial arts */
-
-typedef struct martial_arts martial_arts;
-
-struct martial_arts
-{
- concptr desc; /* A verbose attack description */
- PLAYER_LEVEL min_level; /* Minimum level to use */
- int chance; /* Chance of 'success' */
- int dd; /* Damage dice */
- int ds; /* Damage sides */
- int effect; /* Special effects */
-};
-
typedef struct kamae kamae;
struct kamae
};
-/* Imitator */
-
-typedef struct monster_power monster_power;
-struct monster_power
-{
- PLAYER_LEVEL level;
- MANA_POINT smana;
- PERCENTAGE fail;
- int manedam;
- int manefail;
- int use_stat;
- concptr name;
-};
-
-
-/*
- * A structure describing a town with
- * stores and buildings
- */
-typedef struct town_type town_type;
-struct town_type
-{
- GAME_TEXT name[32];
- u32b seed; /* Seed for RNG */
- store_type *store; /* The stores [MAX_STORES] */
- byte numstores;
-};
-
-/*
- * Sort-array element
- */
-typedef struct tag_type tag_type;
-
-struct tag_type
-{
- int tag;
- int index;
-};
-
typedef bool (*monsterrace_hook_type)(MONRACE_IDX r_idx);
}
feat_prob;
-typedef struct {
- int flag;
- int type;
- concptr name;
-} dragonbreath_type;