3 * @brief グローバルな構造体の定義 / global type declarations
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
14 * このファイルはangband.hでのみインクルードすること。
15 * This file should ONLY be included by "angband.h"
17 * Note that "char" may or may not be signed, and that "signed char"
18 * may or may not work on all machines. So always use "s16b" or "s32b"
19 * for signed values. Also, note that unsigned values cause math problems
20 * in many cases, so try to only use "u16b" and "u32b" for "bit flags",
21 * unless you really need the extra bit of information, or you really
22 * need to restrict yourself to a single byte for storage reasons.
24 * Also, if possible, attempt to restrict yourself to sub-fields of
25 * known size (use "s16b" or "s32b" instead of "int", and "byte" instead
26 * of "bool"), and attempt to align all fields along four-byte words, to
27 * optimize storage issues on 32-bit machines. Also, avoid "bit flags"
28 * since these increase the code size and slow down execution. When
29 * you need to store bit flags, use one byte per flag, or, where space
30 * is an issue, use a "byte" or "u16b" or "u32b", and add special code
31 * to access the various bit flags.
33 * Many of these structures were developed to reduce the number of global
34 * variables, facilitate structured program design, allow the use of ascii
35 * template files, simplify access to indexed data, or facilitate efficient
36 * clearing of many variables at once.
38 * Certain data is saved in multiple places for efficient access, currently,
39 * this includes the tval/sval/weight fields in "object_type", various fields
40 * in "header_type", and the "m_idx" and "o_idx" fields in "cave_type". All
41 * of these could be removed, but this would, in general, slow down the game
42 * and increase the complexity of the code.
48 * @struct feature_state
49 * @brief 地形状態変化指定構造体 / Feature state structure
51 typedef struct feature_state feature_state;
55 byte action; /*!< 変化条件をFF_*のIDで指定 / Action (FF_*) */
56 s16b result; /*!< 変化先ID / Result (f_info ID) */
61 * @struct feature_type
62 * @brief 地形情報の構造体 / Information about terrain "features"
65 typedef struct feature_type feature_type;
69 u32b name; /*!< 地形名参照のためのネームバッファオフセット値 / Name (offset) */
70 u32b text; /*!< 地形説明参照のためのネームバッファオフセット値 / Text (offset) */
71 s16b tag; /*!< 地形特性タグ参照のためのネームバッファオフセット値 / Tag (offset) */
73 s16b mimic; /*!< 未確定時の外形地形ID / Feature to mimic */
75 u32b flags[FF_FLAG_SIZE]; /*!< 地形の基本特性ビット配列 / Flags */
77 u16b priority; /*!< 縮小表示で省略する際の表示優先度 / Map priority */
78 s16b destroyed; /*!< *破壊*に巻き込まれた時の地形移行先(未実装?) / Default destroyed state */
80 feature_state state[MAX_FEAT_STATES]; /*!< feature_state テーブル */
82 byte subtype; /*!< 副特性値 */
83 byte power; /*!< 地形強度 */
85 byte d_attr[F_LIT_MAX]; /*!< デフォルトの地形シンボルカラー / Default feature attribute */
86 byte d_char[F_LIT_MAX]; /*!< デフォルトの地形シンボルアルファベット / Default feature character */
88 byte x_attr[F_LIT_MAX]; /*!< 設定変更後の地形シンボルカラー / Desired feature attribute */
89 byte x_char[F_LIT_MAX]; /*!< 設定変更後の地形シンボルアルファベット / Desired feature character */
95 * @brief ベースアイテム情報の構造体 / Information about object "kinds", including player knowledge.
97 * ゲーム進行用のセーブファイル上では aware と tried のみ保存対象とすること。と英文ではあるが実際はもっとある様子である。 /
98 * Only "aware" and "tried" are saved in the savefile
101 typedef struct object_kind object_kind;
105 u32b name; /*!< ベースアイテム名参照のためのネームバッファオフセット値 / Name (offset) */
106 u32b text; /*!< 解説テキスト参照のためのネームバッファオフセット値 / Text (offset) */
107 u32b flavor_name; /*!< 未確定名参照のためのネームバッファオフセット値 / Flavor name (offset) */
109 byte tval; /*!< ベースアイテム種別の大項目値 Object type */
110 byte sval; /*!< ベースアイテム種別の小項目値 Object sub type */
112 s16b pval; /*!< ベースアイテムのpval(能力修正共通値) Object extra info */
114 s16b to_h; /*!< ベースアイテムの命中修正値 / Bonus to hit */
115 s16b to_d; /*!< ベースアイテムのダメージ修正値 / Bonus to damage */
116 s16b to_a; /*!< ベースアイテムのAC修正値 / Bonus to armor */
118 s16b ac; /*!< ベースアイテムのAC基本値 / Base armor */
120 byte dd, ds; /*!< ダメージダイスの数と大きさ / Damage dice/sides */
122 s16b weight; /*!< ベースアイテムの重量 / Weight */
124 s32b cost; /*!< ベースアイテムの基本価値 / Object "base cost" */
126 u32b flags[TR_FLAG_SIZE]; /*!< ベースアイテムの基本特性ビット配列 / Flags */
128 u32b gen_flags; /*!< ベースアイテムの生成特性ビット配列 / flags for generate */
130 byte locale[4]; /*!< ベースアイテムの生成階テーブル / Allocation level(s) */
131 byte chance[4]; /*!< ベースアイテムの生成確率テーブル / Allocation chance(s) */
133 byte level; /*!< ベースアイテムの基本生成階 / Level */
134 byte extra; /*!< その他色々のビットフラグ配列 / Something */
136 byte d_attr; /*!< デフォルトのアイテムシンボルカラー / Default object attribute */
137 byte d_char; /*!< デフォルトのアイテムシンボルアルファベット / Default object character */
139 byte x_attr; /*!< 設定変更後のアイテムシンボルカラー / Desired object attribute */
140 byte x_char; /*!< 設定変更後のアイテムシンボルアルファベット / Desired object character */
142 s16b flavor; /*!< 調査中(TODO) / Special object flavor (or zero) */
144 bool easy_know; /*!< ベースアイテムが初期からベース名を判断可能かどうか / This object is always known (if aware) */
146 bool aware; /*!< ベースアイテムが鑑定済かどうか / The player is "aware" of the item's effects */
148 bool tried; /*!< ベースアイテムを未鑑定のまま試したことがあるか / The player has "tried" one of the items */
150 byte act_idx; /*!< 発動能力のID / Activative ability index */
155 typedef struct artifact_type artifact_type;
158 * @struct artifact_type
159 * @brief 固定アーティファクト情報の構造体 / Artifact structure.
162 * the save-file only writes "cur_num" to the savefile.
163 * "max_num" is always "1" (if that artifact "exists")
167 u32b name; /*!< アーティファクト名(headerオフセット参照) / Name (offset) */
168 u32b text; /*!< アーティファクト解説(headerオフセット参照) / Text (offset) */
170 byte tval; /*!< ベースアイテム大項目ID / Artifact type */
171 byte sval; /*!< ベースアイテム小項目ID / Artifact sub type */
173 s16b pval; /*!< pval修正値 / Artifact extra info */
175 s16b to_h; /*!< 命中ボーナス値 / Bonus to hit */
176 s16b to_d; /*!< ダメージボーナス値 / Bonus to damage */
177 s16b to_a; /*!< ACボーナス値 / Bonus to armor */
179 s16b ac; /*!< 上書きベースAC値 / Base armor */
181 byte dd, ds; /*!< ダイス値 / Damage when hits */
183 s16b weight; /*!< 重量 / Weight */
185 s32b cost; /*!< 基本価格 / Artifact "cost" */
187 u32b flags[TR_FLAG_SIZE]; /*! アイテムフラグ / Artifact Flags */
189 u32b gen_flags; /*! アイテム生成フラグ / flags for generate */
191 byte level; /*! 基本生成階 / Artifact level */
192 byte rarity; /*! レアリティ / Artifact rarity */
194 byte cur_num; /*! 現在の生成数 / Number created (0 or 1) */
195 byte max_num; /*! (未使用)最大生成数 / Unused (should be "1") */
197 s16b floor_id; /*! アイテムを落としたフロアのID / Leaved on this location last time */
199 byte act_idx; /*! 発動能力ID / Activative ability index */
204 * Information about "ego-items".
207 typedef struct ego_item_type ego_item_type;
211 u32b name; /* Name (offset) */
212 u32b text; /* Text (offset) */
214 byte slot; /* Standard slot value */
215 byte rating; /* Rating boost */
217 byte level; /* Minimum level */
218 byte rarity; /* Object rarity */
220 byte max_to_h; /* Maximum to-hit bonus */
221 byte max_to_d; /* Maximum to-dam bonus */
222 byte max_to_a; /* Maximum to-ac bonus */
224 byte max_pval; /* Maximum pval */
226 s32b cost; /* Ego-item "cost" */
228 u32b flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
230 u32b gen_flags; /* flags for generate */
232 byte act_idx; /* Activative ability index */
239 * Monster blow structure
247 typedef struct monster_blow monster_blow;
258 typedef struct mbe_info_type mbe_info_type;
262 int power; /* The attack "power" */
263 int explode_type; /* Explosion effect */
268 * Monster "race" information, including racial memories
270 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
272 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
274 * Note that "cur_num" (and "max_num") represent the number of monsters
275 * of the given race currently on (and allowed on) the current level.
276 * This information yields the "dead" flag for Unique monsters.
278 * Note that "max_num" is reset when a new player is created.
279 * Note that "cur_num" is reset when a new level is created.
281 * Note that several of these fields, related to "recall", can be
282 * scrapped if space becomes an issue, resulting in less "complete"
283 * monster recall (no knowledge of spells, etc). All of the "recall"
284 * fields have a special prefix to aid in searching for them.
288 typedef struct monster_race monster_race;
292 u32b name; /*!< 名前データのオフセット(日本語) / Name offset(Japanese) */
294 u32b E_name; /*!< 名前データのオフセット(英語) / Name offset(English) */
296 u32b text; /*!< 思い出テキストのオフセット / Lore text offset */
298 byte hdice; /*!< HPのダイス数 / Creatures hit dice count */
299 byte hside; /*!< HPのダイス面数 / Creatures hit dice sides */
301 s16b ac; /*!< アーマークラス / Armour Class */
303 s16b sleep; /*!< 睡眠値 / Inactive counter (base) */
304 byte aaf; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
305 byte speed; /*!< 加速(110で+0) / Speed (normally 110) */
307 s32b mexp; /*!< 殺害時基本経験値 / Exp value for kill */
309 s16b extra; /*!< 未使用 / Unused (for now) */
311 byte freq_spell; /*!< 魔法&特殊能力仕様頻度(1/n) / Spell frequency */
313 u32b flags1; /* Flags 1 (general) */
314 u32b flags2; /* Flags 2 (abilities) */
315 u32b flags3; /* Flags 3 (race/resist) */
316 u32b flags4; /* Flags 4 (inate/breath) */
317 u32b flags5; /* Flags 5 (normal spells) */
318 u32b flags6; /* Flags 6 (special spells) */
319 u32b flags7; /* Flags 7 (movement related abilities) */
320 u32b flags8; /* Flags 8 (wilderness info) */
321 u32b flags9; /* Flags 9 (drops info) */
322 u32b flagsr; /* Flags R (resistances info) */
324 monster_blow blow[4]; /* Up to four blows per round */
325 u16b reinforce_id[6];
326 u16b reinforce_dd[6];
327 u16b reinforce_ds[6];
329 u16b artifact_id[4]; /* 特定アーティファクトドロップID */
330 u16b artifact_rarity[4]; /* 特定アーティファクトレア度 */
331 u16b artifact_percent[4]; /* 特定アーティファクトドロップ率 */
333 u32b arena_ratio; /* アリーナの評価修正値(%基準 / 0=100%) / Arena */
338 byte level; /* Level of creature */
339 byte rarity; /* Rarity of creature */
342 byte d_attr; /* Default monster attribute */
343 byte d_char; /* Default monster character */
346 byte x_attr; /* Desired monster attribute */
347 byte x_char; /* Desired monster character */
350 byte max_num; /* Maximum population allowed per level */
352 byte cur_num; /* Monster population on current level */
354 s16b floor_id; /* Location of unique monster */
357 s16b r_sights; /* Count sightings of this monster */
358 s16b r_deaths; /* Count deaths from this monster */
360 s16b r_pkills; /* Count visible monsters killed in this life */
361 s16b r_akills; /* Count all monsters killed in this life */
362 s16b r_tkills; /* Count monsters killed in all lives */
364 byte r_wake; /* Number of times woken up (?) */
365 byte r_ignore; /* Number of times ignored (?) */
367 byte r_xtra1; /* Something (unused) */
368 byte r_xtra2; /* Something (unused) */
370 byte r_drop_gold; /* Max number of gold dropped at once */
371 byte r_drop_item; /* Max number of item dropped at once */
373 byte r_cast_spell; /* Max number of other spells seen */
375 byte r_blows[4]; /* Number of times each blow type was seen */
377 u32b r_flags1; /* Observed racial flags */
378 u32b r_flags2; /* Observed racial flags */
379 u32b r_flags3; /* Observed racial flags */
380 u32b r_flags4; /* Observed racial flags */
381 u32b r_flags5; /* Observed racial flags */
382 u32b r_flags6; /* Observed racial flags */
383 /* u32b r_flags7; */ /* Observed racial flags */
384 u32b r_flagsr; /* Observed racial resistance flags */
390 * Information about "vault generation"
393 typedef struct vault_type vault_type;
397 u32b name; /* Name (offset) */
398 u32b text; /* Text (offset) */
400 byte typ; /* Vault type */
402 byte rat; /* Vault rating */
404 byte hgt; /* Vault height */
405 byte wid; /* Vault width */
410 * Information about "skill"
413 typedef struct skill_table skill_table;
417 s16b w_start[5][64]; /* start weapon exp */
418 s16b w_max[5][64]; /* max weapon exp */
419 s16b s_start[10]; /* start skill */
420 s16b s_max[10]; /* max skill */
425 * A single "grid" in a Cave
427 * Note that several aspects of the code restrict the actual cave
428 * to a max size of 256 by 256. In partcular, locations are often
429 * saved as bytes, limiting each coordinate to the 0-255 range.
431 * The "o_idx" and "m_idx" fields are very interesting. There are
432 * many places in the code where we need quick access to the actual
433 * monster or object(s) in a given cave grid. The easiest way to
434 * do this is to simply keep the index of the monster and object
435 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
436 * Several other methods come to mind, which require only half this
437 * amound of memory, but they all seem rather complicated, and would
438 * probably add enough code that the savings would be lost. So for
439 * these reasons, we simply store an index into the "o_list" and
440 * "m_list" arrays, using "zero" when no monster/object is present.
442 * Note that "o_idx" is the index of the top object in a stack of
443 * objects, using the "next_o_idx" field of objects (see below) to
444 * create the singly linked list of objects. If "o_idx" is zero
445 * then there are no objects in the grid.
447 * Note the special fields for the "MONSTER_FLOW" code.
450 typedef struct cave_type cave_type;
454 u16b info; /* Hack -- cave flags */
456 s16b feat; /* Hack -- feature type */
458 s16b o_idx; /* Object in this grid */
460 s16b m_idx; /* Monster in this grid */
462 s16b special; /* Special cave info */
464 s16b mimic; /* Feature to mimic */
466 byte cost; /* Hack -- cost of flowing */
467 byte dist; /* Hack -- distance from player */
468 byte when; /* Hack -- when cost was computed */
474 * Simple structure to hold a map location
476 typedef struct coord coord;
487 * Object information, for a specific object.
489 * Note that a "discount" on an item is permanent and never goes away.
491 * Note that inscriptions are now handled via the "quark_str()" function
492 * applied to the "note" field, which will return NULL if "note" is zero.
494 * Note that "object" records are "copied" on a fairly regular basis,
495 * and care must be taken when handling such objects.
497 * Note that "object flags" must now be derived from the object kind,
498 * the artifact and ego-item indexes, and the two "xtra" fields.
500 * Each cave grid points to one (or zero) objects via the "o_idx"
501 * field (above). Each object then points to one (or zero) objects
502 * via the "next_o_idx" field, forming a singly linked list, which
503 * in game terms, represents a "stack" of objects in the same grid.
505 * Each monster points to one (or zero) objects via the "hold_o_idx"
506 * field (below). Each object then points to one (or zero) objects
507 * via the "next_o_idx" field, forming a singly linked list, which
508 * in game terms, represents a pile of objects held by the monster.
510 * The "held_m_idx" field is used to indicate which monster, if any,
511 * is holding the object. Objects being held have "ix=0" and "iy=0".
514 typedef struct object_type object_type;
518 s16b k_idx; /* Kind index (zero if "dead") */
520 byte iy; /* Y-position on map, or zero */
521 byte ix; /* X-position on map, or zero */
523 byte tval; /* Item type (from kind) */
524 byte sval; /* Item sub-type (from kind) */
526 s16b pval; /* Item extra-parameter */
528 byte discount; /* Discount (if any) */
530 byte number; /* Number of items */
532 s16b weight; /* Item weight */
534 byte name1; /* Artifact type, if any */
535 byte name2; /* Ego-Item type, if any */
537 byte xtra1; /* Extra info type (now unused) */
538 byte xtra2; /* Extra info activation index */
539 byte xtra3; /* Extra info for weaponsmith */
540 s16b xtra4; /* Extra info fuel or captured monster's current HP */
541 s16b xtra5; /* Extra info captured monster's max HP */
543 s16b to_h; /* Plusses to hit */
544 s16b to_d; /* Plusses to damage */
545 s16b to_a; /* Plusses to AC */
547 s16b ac; /* Normal AC */
549 byte dd, ds; /* Damage dice/sides */
551 s16b timeout; /* Timeout Counter */
553 byte ident; /* Special flags */
555 byte marked; /* Object is marked */
557 u16b inscription; /* Inscription index */
558 u16b art_name; /* Artifact name (random artifacts) */
560 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
562 u32b art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
564 u32b curse_flags; /* Flags for curse */
566 s16b next_o_idx; /* Next object in stack (if any) */
568 s16b held_m_idx; /* Monster holding us (if any) */
574 * Monster information, for a specific monster.
576 * Note: fy, fx constrain dungeon size to 256x256
578 * The "hold_o_idx" field points to the first object of a stack
579 * of objects (if any) being carried by the monster (see above).
582 typedef struct monster_type monster_type;
586 s16b r_idx; /* Monster race index */
587 s16b ap_r_idx; /* Monster race appearance index */
588 byte sub_align; /* Sub-alignment for a neutral monster */
590 byte fy; /* Y location on map */
591 byte fx; /* X location on map */
593 s16b hp; /* Current Hit points */
594 s16b maxhp; /* Max Hit points */
595 s16b max_maxhp; /* Max Max Hit points */
596 u32b dealt_damage; /* Sum of damages dealt by player */
598 s16b mtimed[MAX_MTIMED]; /* Timed status counter */
600 byte mspeed; /* Monster "speed" */
601 s16b energy_need; /* Monster "energy" */
603 byte cdis; /* Current dis from player */
605 byte mflag; /* Extra monster flags */
606 byte mflag2; /* Extra monster flags */
608 bool ml; /* Monster is "visible" */
610 s16b hold_o_idx; /* Object being held (if any) */
612 s16b target_y; /* Can attack !los player */
613 s16b target_x; /* Can attack !los player */
615 u16b nickname; /* Monster's Nickname */
619 u32b smart; /* Field for "smart_learn" */
628 * An entry for the object/monster allocation functions
630 * Pass 1 is determined from allocation information
631 * Pass 2 is determined from allocation restriction
632 * Pass 3 is determined from allocation calculation
635 typedef struct alloc_entry alloc_entry;
639 s16b index; /* The actual index */
641 byte level; /* Base dungeon level */
642 byte prob1; /* Probability, pass 1 */
643 byte prob2; /* Probability, pass 2 */
644 byte prob3; /* Probability, pass 3 */
646 u16b total; /* Unused for now */
652 * Available "options"
654 * - Address of actual option variable (or NULL)
656 * - Normal Value (TRUE or FALSE)
658 * - Option Page Number (or zero)
660 * - Savefile Set (or zero)
661 * - Savefile Bit in that set
663 * - Textual name (or NULL)
664 * - Textual description
667 typedef struct option_type option_type;
685 typedef struct quest_type quest_type;
689 * @brief クエスト情報の構造体 / Structure for the "quests".
694 s16b status; /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
696 s16b type; /*!< クエストの種別 / The quest type */
698 char name[60]; /*!< クエスト名 / Quest name */
699 s16b level; /*!< 処理階層 / Dungeon level */
700 s16b r_idx; /*!< クエスト対象のモンスターID / Monster race */
702 s16b cur_num; /*!< 撃破したモンスターの数 / Number killed */
703 s16b max_num; /*!< 求められるモンスターの撃破数 / Number required */
705 s16b k_idx; /*!< クエスト対象のアイテムID / object index */
706 s16b num_mon; /*!< QUEST_TYPE_KILL_NUMBER時の目標撃破数 number of monsters on level */
708 byte flags; /*!< クエストに関するフラグビット / quest flags */
709 byte dungeon; /*!< クエスト対象のダンジョンID / quest dungeon */
711 byte complev; /*!< クリア時プレイヤーレベル / player level (complete) */
712 u32b comptime; /*!< クリア時ゲーム時間 / quest clear time*/
719 typedef struct owner_type owner_type;
723 cptr owner_name; /* Name */
725 s32b max_cost; /* Purse limit */
727 byte max_inflate; /* Inflation (max) */
728 byte min_inflate; /* Inflation (min) */
730 byte haggle_per; /* Haggle unit */
732 byte insult_max; /* Insult limit */
734 byte owner_race; /* Owner race */
741 * A store, with an owner, various state flags, a current stock
742 * of items, and a table of items that are often purchased.
744 typedef struct store_type store_type;
748 byte type; /* Store type */
750 byte owner; /* Owner index */
751 byte extra; /* Unused for now */
753 s16b insult_cur; /* Insult counter */
755 s16b good_buy; /* Number of "good" buys */
756 s16b bad_buy; /* Number of "bad" buys */
758 s32b store_open; /* Closed until this turn */
760 s32b last_visit; /* Last visited on this turn */
762 s16b table_num; /* Table -- Number of entries */
763 s16b table_size; /* Table -- Total Size of Array */
764 s16b *table; /* Table -- Legal item kinds */
766 s16b stock_num; /* Stock -- Number of entries */
767 s16b stock_size; /* Stock -- Total Size of Array */
768 object_type *stock; /* Stock -- Actual stock items */
773 * The "name" of spell 'N' is stored as spell_names[X][N],
774 * where X is 0 for mage-spells and 1 for priest-spells.
776 typedef struct magic_type magic_type;
780 byte slevel; /* Required level (to learn) */
781 byte smana; /* Required mana (to cast) */
782 byte sfail; /* Minimum chance of failure */
783 byte sexp; /* Encoded experience bonus */
788 * Information about the player's "magic"
790 * Note that a player with a "spell_book" of "zero" is illiterate.
793 typedef struct player_magic player_magic;
797 int spell_book; /* Tval of spell books (if any) */
798 int spell_xtra; /* Something for later */
800 int spell_stat; /* Stat for spells (if any) */
801 int spell_type; /* Spell type (mage/priest) */
803 int spell_first; /* Level of first spell */
804 int spell_weight; /* Weight that hurts spells */
806 magic_type info[MAX_MAGIC][32]; /* The available spells */
815 typedef struct player_sex player_sex;
819 cptr title; /* Type of sex */
820 cptr winner; /* Name of winner */
822 cptr E_title; /* 英語性別 */
823 cptr E_winner; /* 英語性別 */
832 typedef struct player_race player_race;
836 cptr title; /* Type of race */
839 cptr E_title; /* 英語種族 */
841 s16b r_adj[6]; /* Racial stat bonuses */
843 s16b r_dis; /* disarming */
844 s16b r_dev; /* magic devices */
845 s16b r_sav; /* saving throw */
846 s16b r_stl; /* stealth */
847 s16b r_srh; /* search ability */
848 s16b r_fos; /* search frequency */
849 s16b r_thn; /* combat (normal) */
850 s16b r_thb; /* combat (shooting) */
852 byte r_mhp; /* Race hit-dice modifier */
853 byte r_exp; /* Race experience factor */
855 byte b_age; /* base age */
856 byte m_age; /* mod age */
858 byte m_b_ht; /* base height (males) */
859 byte m_m_ht; /* mod height (males) */
860 byte m_b_wt; /* base weight (males) */
861 byte m_m_wt; /* mod weight (males) */
863 byte f_b_ht; /* base height (females) */
864 byte f_m_ht; /* mod height (females) */
865 byte f_b_wt; /* base weight (females) */
866 byte f_m_wt; /* mod weight (females) */
868 byte infra; /* Infra-vision range */
870 u32b choice; /* Legal class choices */
871 /* byte choice_xtra; */
879 typedef struct player_class player_class;
883 cptr title; /* Type of class */
886 cptr E_title; /* 英語職業 */
888 s16b c_adj[6]; /* Class stat modifier */
890 s16b c_dis; /* class disarming */
891 s16b c_dev; /* class magic devices */
892 s16b c_sav; /* class saving throws */
893 s16b c_stl; /* class stealth */
894 s16b c_srh; /* class searching ability */
895 s16b c_fos; /* class searching frequency */
896 s16b c_thn; /* class to hit (normal) */
897 s16b c_thb; /* class to hit (bows) */
899 s16b x_dis; /* extra disarming */
900 s16b x_dev; /* extra magic devices */
901 s16b x_sav; /* extra saving throws */
902 s16b x_stl; /* extra stealth */
903 s16b x_srh; /* extra searching ability */
904 s16b x_fos; /* extra searching frequency */
905 s16b x_thn; /* extra to hit (normal) */
906 s16b x_thb; /* extra to hit (bows) */
908 s16b c_mhp; /* Class hit-dice adjustment */
909 s16b c_exp; /* Class experience factor */
911 byte pet_upkeep_div; /* Pet upkeep divider */
915 typedef struct player_seikaku player_seikaku;
916 struct player_seikaku
918 cptr title; /* Type of seikaku */
921 cptr E_title; /* 英語性格 */
924 s16b a_adj[6]; /* seikaku stat bonuses */
926 s16b a_dis; /* seikaku disarming */
927 s16b a_dev; /* seikaku magic devices */
928 s16b a_sav; /* seikaku saving throw */
929 s16b a_stl; /* seikaku stealth */
930 s16b a_srh; /* seikaku search ability */
931 s16b a_fos; /* seikaku search frequency */
932 s16b a_thn; /* seikaku combat (normal) */
933 s16b a_thb; /* seikaku combat (shooting) */
935 s16b a_mhp; /* Race hit-dice modifier */
938 byte sex; /* seibetu seigen */
943 * Most of the "player" information goes here.
945 * This stucture gives us a large collection of player variables.
947 * This structure contains several "blocks" of information.
948 * (1) the "permanent" info
949 * (2) the "variable" info
950 * (3) the "transient" info
952 * All of the "permanent" info, and most of the "variable" info,
953 * is saved in the savefile. The "transient" info is recomputed
954 * whenever anything important changes.
957 typedef struct player_type player_type;
961 s16b oldpy; /* Previous player location -KMW- */
962 s16b oldpx; /* Previous player location -KMW- */
964 byte psex; /* Sex index */
965 byte prace; /* Race index */
966 byte pclass; /* Class index */
967 byte pseikaku; /* Seikaku index */
968 byte realm1; /* First magic realm */
969 byte realm2; /* Second magic realm */
970 byte oops; /* Unused */
972 byte hitdie; /* Hit dice (sides) */
973 u16b expfact; /* Experience factor
974 * Note: was byte, causing overflow for Amberite
975 * characters (such as Amberite Paladins)
978 s16b age; /* Characters age */
979 s16b ht; /* Height */
980 s16b wt; /* Weight */
981 s16b sc; /* Social Class */
984 s32b au; /* Current Gold */
986 s32b max_max_exp; /* Max max experience (only to calculate score) */
987 s32b max_exp; /* Max experience */
988 s32b exp; /* Cur experience */
989 u32b exp_frac; /* Cur exp frac (times 2^16) */
991 s16b lev; /* Level */
993 s16b town_num; /* Current town number */
994 s16b arena_number; /* monster number in arena -KMW- */
995 bool inside_arena; /* Is character inside arena? */
996 s16b inside_quest; /* Inside quest level */
997 bool inside_battle; /* Is character inside tougijou? */
999 s32b wilderness_x; /* Coordinates in the wilderness */
1003 s32b mhp; /* Max hit pts */
1004 s32b chp; /* Cur hit pts */
1005 u32b chp_frac; /* Cur hit frac (times 2^16) */
1007 s32b msp; /* Max mana pts */
1008 s32b csp; /* Cur mana pts */
1009 u32b 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 */
1017 s16b learned_spells;
1022 s16b fast; /* Timed -- Fast */
1023 s16b slow; /* Timed -- Slow */
1024 s16b blind; /* Timed -- Blindness */
1025 s16b paralyzed; /* Timed -- Paralysis */
1026 s16b confused; /* Timed -- Confusion */
1027 s16b afraid; /* Timed -- Fear */
1028 s16b image; /* Timed -- Hallucination */
1029 s16b poisoned; /* Timed -- Poisoned */
1030 s16b cut; /* Timed -- Cut */
1031 s16b stun; /* Timed -- Stun */
1033 s16b protevil; /* Timed -- Protection */
1034 s16b invuln; /* Timed -- Invulnerable */
1035 s16b ult_res; /* Timed -- Ultimate Resistance */
1036 s16b hero; /* Timed -- Heroism */
1037 s16b shero; /* Timed -- Super Heroism */
1038 s16b shield; /* Timed -- Shield Spell */
1039 s16b blessed; /* Timed -- Blessed */
1040 s16b tim_invis; /* Timed -- See Invisible */
1041 s16b tim_infra; /* Timed -- Infra Vision */
1042 s16b tsuyoshi; /* Timed -- Tsuyoshi Special */
1043 s16b ele_attack; /* Timed -- Elemental Attack */
1044 s16b ele_immune; /* Timed -- Elemental Immune */
1046 s16b oppose_acid; /* Timed -- oppose acid */
1047 s16b oppose_elec; /* Timed -- oppose lightning */
1048 s16b oppose_fire; /* Timed -- oppose heat */
1049 s16b oppose_cold; /* Timed -- oppose cold */
1050 s16b oppose_pois; /* Timed -- oppose poison */
1053 s16b tim_esp; /* Timed ESP */
1054 s16b wraith_form; /* Timed wraithform */
1056 s16b resist_magic; /* Timed Resist Magic (later) */
1060 s16b tim_levitation;
1065 s16b tim_res_nether; /* Timed -- Nether resistance */
1066 s16b tim_res_time; /* Timed -- Time resistance */
1073 /* for mirror master */
1074 s16b tim_reflect; /* Timed -- Reflect */
1075 s16b multishadow; /* Timed -- Multi-shadow */
1076 s16b dustrobe; /* Timed -- Robe of dust */
1086 s16b word_recall; /* Word of recall counter */
1087 s16b alter_reality; /* Alter reality counter */
1088 byte recall_dungeon; /* Dungeon set to be recalled */
1090 s16b energy_need; /* Energy needed for next move */
1091 s16b enchant_energy_need; /* Energy needed for next upkeep effect */
1093 s16b food; /* Current nutrition */
1095 u32b special_attack; /* Special attack capacity -LM- */
1096 u32b special_defense; /* Special block capacity -LM- */
1097 byte action; /* Currently action */
1099 u32b spell_learned1; /* bit mask of spells learned */
1100 u32b spell_learned2; /* bit mask of spells learned */
1101 u32b spell_worked1; /* bit mask of spells tried and worked */
1102 u32b spell_worked2; /* bit mask of spells tried and worked */
1103 u32b spell_forgotten1; /* bit mask of spells learned but forgotten */
1104 u32b spell_forgotten2; /* bit mask of spells learned but forgotten */
1105 byte spell_order[64]; /* order spells learned/remembered/forgotten */
1107 s16b spell_exp[64]; /* Proficiency of spells */
1108 s16b weapon_exp[5][64]; /* Proficiency of weapons */
1109 s16b skill_exp[10]; /* Proficiency of misc. skill */
1111 s32b magic_num1[108]; /* Array for non-spellbook type magic */
1112 byte magic_num2[108]; /* Flags for non-spellbook type magics */
1114 s16b mane_spell[MAX_MANE];
1115 s16b mane_dam[MAX_MANE];
1118 s16b concent; /* Sniper's concentration level */
1120 s16b player_hp[PY_MAX_LEVEL];
1121 char died_from[80]; /* What killed the player */
1122 cptr last_message; /* Last message on death or retirement */
1123 char history[4][60]; /* Textual "history" for the Player */
1125 u16b total_winner; /* Total winner */
1126 u16b panic_save; /* Panic save */
1128 u16b noscore; /* Cheating flags */
1130 bool wait_report_score; /* Waiting to report score */
1131 bool is_dead; /* Player is dead */
1133 bool wizard; /* Player is in wizard mode */
1135 s16b riding; /* Riding on a monster of this index */
1136 byte knowledge; /* Knowledge about yourself */
1137 s32b visit; /* Visited towns */
1139 byte start_race; /* Race at birth */
1140 s32b old_race1; /* Record of race changes */
1141 s32b old_race2; /* Record of race changes */
1142 s16b old_realm; /* Record of realm changes */
1144 s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
1145 s16b pet_extra_flags; /* Various flags for controling pets */
1147 s16b today_mon; /* Wanted monster */
1149 bool dtrap; /* Whether you are on trap-safe grids */
1150 s16b floor_id; /* Current floor location */
1152 bool autopick_autoregister; /* auto register is in-use or not */
1154 byte feeling; /* Most recent dungeon feeling */
1155 s32b feeling_turn; /* The turn of the last dungeon feeling */
1158 /*** Temporary fields ***/
1160 bool playing; /* True if player is playing */
1161 bool leaving; /* True if player is leaving */
1163 byte exit_bldg; /* Goal obtained in arena? -KMW- */
1165 bool leaving_dungeon; /* True if player is leaving the dungeon */
1167 bool enter_dungeon; /* Just enter the dungeon */
1169 s16b health_who; /* Health bar trackee */
1171 s16b monster_race_idx; /* Monster race trackee */
1173 s16b object_kind_idx; /* Object kind trackee */
1175 s16b new_spells; /* Number of spells available */
1178 s16b old_food_aux; /* Old value of food */
1180 bool old_cumber_armor;
1181 bool old_cumber_glove;
1182 bool old_heavy_wield[2];
1183 bool old_heavy_shoot;
1184 bool old_icky_wield[2];
1185 bool old_riding_wield[2];
1186 bool old_riding_ryoute;
1189 s16b old_lite; /* Old radius of lite (if any) */
1191 bool cumber_armor; /* Mana draining armor */
1192 bool cumber_glove; /* Mana draining gloves */
1193 bool heavy_wield[2]; /* Heavy weapon */
1194 bool heavy_shoot; /* Heavy shooter */
1195 bool icky_wield[2]; /* Icky weapon */
1196 bool riding_wield[2]; /* Riding weapon */
1197 bool riding_ryoute; /* Riding weapon */
1200 s16b cur_lite; /* Radius of lite (if any) */
1203 u32b notice; /* Special Updates (bit flags) */
1204 u32b update; /* Pending Updates (bit flags) */
1205 u32b redraw; /* Normal Redraws (bit flags) */
1206 u32b window; /* Window Redraws (bit flags) */
1208 s16b stat_use[6]; /* Current modified stats */
1209 s16b stat_top[6]; /* Maximal modified stats */
1214 s32b align; /* Good/evil/neutral */
1219 /*** Extracted fields ***/
1221 u32b total_weight; /* Total weight being carried */
1223 s16b stat_add[6]; /* Modifiers to stat values */
1224 s16b stat_ind[6]; /* Indexes into stat tables */
1226 bool immune_acid; /* Immunity to acid */
1227 bool immune_elec; /* Immunity to lightning */
1228 bool immune_fire; /* Immunity to fire */
1229 bool immune_cold; /* Immunity to cold */
1231 bool resist_acid; /* Resist acid */
1232 bool resist_elec; /* Resist lightning */
1233 bool resist_fire; /* Resist fire */
1234 bool resist_cold; /* Resist cold */
1235 bool resist_pois; /* Resist poison */
1237 bool resist_conf; /* Resist confusion */
1238 bool resist_sound; /* Resist sound */
1239 bool resist_lite; /* Resist light */
1240 bool resist_dark; /* Resist darkness */
1241 bool resist_chaos; /* Resist chaos */
1242 bool resist_disen; /* Resist disenchant */
1243 bool resist_shard; /* Resist shards */
1244 bool resist_nexus; /* Resist nexus */
1245 bool resist_blind; /* Resist blindness */
1246 bool resist_neth; /* Resist nether */
1247 bool resist_fear; /* Resist fear */
1248 bool resist_time; /* Resist time */
1250 bool reflect; /* Reflect 'bolt' attacks */
1251 bool sh_fire; /* Fiery 'immolation' effect */
1252 bool sh_elec; /* Electric 'immolation' effect */
1253 bool sh_cold; /* Cold 'immolation' effect */
1255 bool anti_magic; /* Anti-magic */
1256 bool anti_tele; /* Prevent teleportation */
1258 bool sustain_str; /* Keep strength */
1259 bool sustain_int; /* Keep intelligence */
1260 bool sustain_wis; /* Keep wisdom */
1261 bool sustain_dex; /* Keep dexterity */
1262 bool sustain_con; /* Keep constitution */
1263 bool sustain_chr; /* Keep charisma */
1265 u32b cursed; /* Player is cursed */
1267 bool can_swim; /* No damage falling */
1268 bool levitation; /* No damage falling */
1269 bool lite; /* Permanent light */
1270 bool free_act; /* Never paralyzed */
1271 bool see_inv; /* Can see invisible */
1272 bool regenerate; /* Regenerate hit pts */
1273 bool hold_exp; /* Resist exp draining */
1275 bool telepathy; /* Telepathy */
1289 bool slow_digest; /* Slower digestion */
1290 bool bless_blade; /* Blessed blade */
1291 bool xtra_might; /* Extra might bow */
1292 bool impact[2]; /* Earthquake blows */
1293 bool pass_wall; /* Permanent wraithform */
1300 bool see_nocto; /* Noctovision */
1302 s16b to_dd[2]; /* Extra dice/sides */
1305 s16b dis_to_h[2]; /* Known bonus to hit (wield) */
1306 s16b dis_to_h_b; /* Known bonus to hit (bow) */
1307 s16b dis_to_d[2]; /* Known bonus to dam (wield) */
1308 s16b dis_to_a; /* Known bonus to ac */
1310 s16b dis_ac; /* Known base ac */
1312 s16b to_h[2]; /* Bonus to hit (wield) */
1313 s16b to_h_b; /* Bonus to hit (bow) */
1314 s16b to_h_m; /* Bonus to hit (misc) */
1315 s16b to_d[2]; /* Bonus to dam (wield) */
1316 s16b to_d_m; /* Bonus to dam (misc) */
1317 s16b to_a; /* Bonus to ac */
1319 s16b to_m_chance; /* Minusses to cast chance */
1326 s16b ac; /* Base ac */
1328 s16b see_infra; /* Infravision range */
1330 s16b skill_dis; /* Skill: Disarming */
1331 s16b skill_dev; /* Skill: Magic Devices */
1332 s16b skill_sav; /* Skill: Saving throw */
1333 s16b skill_stl; /* Skill: Stealth factor */
1334 s16b skill_srh; /* Skill: Searching ability */
1335 s16b skill_fos; /* Skill: Searching frequency */
1336 s16b skill_thn; /* Skill: To hit (normal) */
1337 s16b skill_thb; /* Skill: To hit (shooting) */
1338 s16b skill_tht; /* Skill: To hit (throwing) */
1339 s16b skill_dig; /* Skill: Digging */
1341 s16b num_blow[2]; /* Number of blows */
1342 s16b num_fire; /* Number of shots */
1344 byte tval_xtra; /* Correct xtra tval */
1346 byte tval_ammo; /* Correct ammo tval */
1348 byte pspeed; /* Current speed */
1350 s16b energy_use; /* Energy use this turn */
1352 int y; /* Player location in dungeon */
1353 int x; /* Player location in dungeon */
1354 char name[32]; /* Current player's character name */
1359 * A structure to hold "rolled" information
1361 typedef struct birther birther;
1365 byte psex; /* Sex index */
1366 byte prace; /* Race index */
1367 byte pclass; /* Class index */
1368 byte pseikaku; /* Seikaku index */
1369 byte realm1; /* First magic realm */
1370 byte realm2; /* Second magic realm */
1379 s16b stat_max[6]; /* Current "maximal" stat values */
1380 s16b stat_max_max[6]; /* Maximal "maximal" stat values */
1381 s16b player_hp[PY_MAX_LEVEL];
1387 char history[4][60];
1393 /* For Monk martial arts */
1395 typedef struct martial_arts martial_arts;
1399 cptr desc; /* A verbose attack description */
1400 int min_level; /* Minimum level to use */
1401 int chance; /* Chance of 'success' */
1402 int dd; /* Damage dice */
1403 int ds; /* Damage sides */
1404 int effect; /* Special effects */
1407 typedef struct kamae kamae;
1411 cptr desc; /* A verbose kamae description */
1412 int min_level; /* Minimum level to use */
1417 typedef struct mind_type mind_type;
1426 typedef struct mind_power mind_power;
1429 mind_type info[MAX_MIND_POWERS];
1434 typedef struct monster_power monster_power;
1435 struct monster_power
1448 * A structure to describe a building.
1451 typedef struct building_type building_type;
1453 struct building_type
1455 char name[20]; /* proprietor name */
1456 char owner_name[20]; /* proprietor name */
1457 char owner_race[20]; /* proprietor race */
1459 char act_names[8][30]; /* action names */
1460 s32b member_costs[8]; /* Costs for class members of building */
1461 s32b other_costs[8]; /* Costs for nonguild members */
1462 char letters[8]; /* action letters */
1463 s16b actions[8]; /* action codes */
1464 s16b action_restr[8]; /* action restrictions */
1466 s16b member_class[MAX_CLASS]; /* which classes are part of guild */
1467 s16b member_race[MAX_RACES]; /* which classes are part of guild */
1468 s16b member_realm[MAX_MAGIC+1]; /* which realms are part of guild */
1473 typedef struct border_type border_type;
1476 s16b north[MAX_WID];
1477 s16b south[MAX_WID];
1488 * A structure describing a wilderness area
1489 * with a terrain or a town
1491 typedef struct wilderness_type wilderness_type;
1492 struct wilderness_type
1504 * A structure describing a town with
1505 * stores and buildings
1507 typedef struct town_type town_type;
1511 u32b seed; /* Seed for RNG */
1512 store_type *store; /* The stores [MAX_STORES] */
1517 typedef struct dun_type dun_type;
1520 byte min_level; /* Minimum level in the dungeon */
1521 byte max_level; /* Maximum dungeon level allowed */
1523 cptr name; /* The name of the dungeon */
1527 * Sort-array element
1529 typedef struct tag_type tag_type;
1537 typedef bool (*monster_hook_type)(int r_idx);
1541 * This seems like a pretty standard "typedef"
1543 typedef int (*inven_func)(object_type *);
1547 * Semi-Portable High Score List Entry (128 bytes) -- BEN
1549 * All fields listed below are null terminated ascii strings.
1551 * In addition, the "number" fields are right justified, and
1552 * space padded, to the full available length (minus the "null").
1554 * Note that "string comparisons" are thus valid on "pts".
1557 typedef struct high_score high_score;
1561 char what[8]; /* Version info (string) */
1563 char pts[10]; /* Total Score (number) */
1565 char gold[10]; /* Total Gold (number) */
1567 char turns[10]; /* Turns Taken (number) */
1569 char day[10]; /* Time stamp (string) */
1571 char who[16]; /* Player Name (string) */
1573 char uid[8]; /* Player UID (number) */
1575 char sex[2]; /* Player Sex (string) */
1576 char p_r[3]; /* Player Race (number) */
1577 char p_c[3]; /* Player Class (number) */
1578 char p_a[3]; /* Player Seikaku (number) */
1580 char cur_lev[4]; /* Current Player Level (number) */
1581 char cur_dun[4]; /* Current Dungeon Level (number) */
1582 char max_lev[4]; /* Max Player Level (number) */
1583 char max_dun[4]; /* Max Dungeon Level (number) */
1585 char how[40]; /* Method of death (string) */
1591 s16b feat; /* Feature tile */
1592 byte percent; /* Chance of type */
1597 /* A structure for the != dungeon types */
1598 typedef struct dungeon_info_type dungeon_info_type;
1599 struct dungeon_info_type {
1600 u32b name; /* Name */
1601 u32b text; /* Description */
1606 feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
1607 feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
1608 s16b outer_wall; /* Outer wall tile */
1609 s16b inner_wall; /* Inner wall tile */
1610 s16b stream1; /* stream tile */
1611 s16b stream2; /* stream tile */
1613 s16b mindepth; /* Minimal depth */
1614 s16b maxdepth; /* Maximal depth */
1615 byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
1618 byte mode; /* Mode of combinaison of the monster flags */
1620 int min_m_alloc_level; /* Minimal number of monsters per level */
1621 int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
1623 u32b flags1; /* Flags 1 */
1625 u32b mflags1; /* The monster flags that are allowed */
1636 char r_char[5]; /* Monster race allowed */
1637 int final_object; /* The object you'll find at the bottom */
1638 int final_artifact; /* The artifact you'll find at the bottom */
1639 int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
1641 byte special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
1649 * @struct autopick_type
1650 * @brief 自動拾い/破壊設定データの構造体 / A structure type for entry of auto-picker/destroyer
1653 cptr name; /*!< 自動拾い/破壊定義の名称一致基準 / Items which have 'name' as part of its name match */
1654 cptr insc; /*!< 対象となったアイテムに自動で刻む内容 / Items will be auto-inscribed as 'insc' */
1655 u32b flag[2]; /*!< キーワードに関する汎用的な条件フラグ / Misc. keyword to be matched */
1656 byte action; /*!< 対象のアイテムを拾う/破壊/放置するかの指定フラグ / Auto-pickup or Destroy or Leave items */
1657 byte dice; /*!< 武器のダイス値基準値 / Weapons which have more than 'dice' dice match */
1658 byte bonus; /*!< アイテムのボーナス基準値 / Items which have more than 'bonus' magical bonus match */
1663 * A structure type for the saved floor
1667 s16b floor_id; /* No recycle until 65536 IDs are all used */
1668 byte savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
1670 s32b last_visit; /* Time count of last visit. 0 for new floor. */
1671 u32b visit_mark; /* Older has always smaller mark. */
1672 s16b upper_floor_id; /* a floor connected with level teleportation */
1673 s16b lower_floor_id; /* a floor connected with level tel. and trap door */
1678 * A structure type for terrain template of saving dungeon floor
1687 } cave_template_type;
1691 * @struct arena_type
1692 * @brief 闘技場のモンスターエントリー構造体 / A structure type for arena entry
1696 s16b r_idx; /*!< 闘技場のモンスター種族ID(0ならば表彰式) / Monster (0 means victory prizing) */
1697 byte tval; /*!< モンスター打倒後に得られるアイテムの大カテゴリID / tval of prize (0 means no prize) */
1698 byte sval; /*!< モンスター打倒後に得られるアイテムの小カテゴリID / sval of prize */
1703 * A structure type for doors
1710 s16b locked[MAX_LJ_DOORS];
1712 s16b jammed[MAX_LJ_DOORS];
1719 * A structure type for travel command
1722 int run; /* Remaining grid number */
1723 int cost[MAX_HGT][MAX_WID];
1724 int x; /* Target X */
1725 int y; /* Target Y */
1726 int dir; /* Running direction */
1746 } dragonbreath_type;