* 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 */
{
u32b name; /* Name (offset) */
u32b text; /* Text (offset) */
+ u32b flavor_name; /* Flavor name (offset) */
byte tval; /* Object type */
byte sval; /* Object sub type */
byte x_char; /* Desired object character */
- byte flavor; /* Special object flavor (or zero) */
+ s16b flavor; /* Special object flavor (or zero) */
bool easy_know; /* This object is always known (if aware) */
bool aware; /* The player is "aware" of the item's effects */
bool tried; /* The player has "tried" one of the items */
+
+ byte act_idx; /* Activative ability index */
};
byte max_num; /* Unused (should be "1") */
s16b floor_id; /* Leaved on this location last time */
+
+ byte act_idx; /* Activative ability index */
};
u32b flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
u32b gen_flags; /* flags for generate */
+
+ byte act_idx; /* Activative ability index */
};
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 (?) */
byte name2; /* Ego-Item type, if any */
byte xtra1; /* Extra info type (now unused) */
- byte xtra2; /* Extra info index */
- byte xtra3; /* Extra info */
- s16b xtra4; /* Extra info */
- s16b xtra5; /* Extra info */
+ byte xtra2; /* Extra info activation index */
+ byte xtra3; /* Extra info for weaponsmith */
+ s16b xtra4; /* Extra info fuel or captured monster's current HP */
+ s16b xtra5; /* Extra info captured monster's max HP */
s16b to_h; /* Plusses to hit */
s16b to_d; /* Plusses to damage */
s16b next_o_idx; /* Next object in stack (if any) */
s16b held_m_idx; /* Monster holding us (if any) */
-
-#ifdef SCRIPT_OBJ_KIND
- char *name;
-
- byte d_attr; /* Default object attribute */
- byte d_char; /* Default object character */
-
-
- byte x_attr; /* Desired object attribute */
- byte x_char; /* Desired object character */
-
-
- byte flavor; /* Special object flavor (or zero) */
-
- bool easy_know; /* This object is always known (if aware) */
-
-
- bool aware; /* The player is "aware" of the item's effects */
-
- bool tried; /* The player has "tried" one of the items */
-#endif /* SCRIPT_OBJ_KIND */
};
s16b hp; /* Current Hit points */
s16b maxhp; /* Max Hit points */
s16b max_maxhp; /* Max Max Hit points */
+ u32b dealt_damage; /* Sum of damages dealt by player */
- s16b csleep; /* Inactive counter */
+ s16b mtimed[MAX_MTIMED]; /* Timed status counter */
byte mspeed; /* Monster "speed" */
s16b energy_need; /* Monster "energy" */
- byte fast; /* Monster is stunned */
- byte slow; /* Monster is stunned */
- byte stunned; /* Monster is stunned */
- byte confused; /* Monster is confused */
- byte monfear; /* Monster is afraid */
- byte invulner; /* Monster is temporarily invulnerable */
-
byte cdis; /* Current dis from player */
byte mflag; /* Extra monster flags */
s32b max_max_exp; /* Max max experience (only to calculate score) */
s32b max_exp; /* Max experience */
s32b exp; /* Cur experience */
- u16b exp_frac; /* Cur exp frac (times 2^16) */
+ u32b exp_frac; /* Cur exp frac (times 2^16) */
s16b lev; /* Level */
s32b wilderness_y;
bool wild_mode;
- s16b mhp; /* Max hit pts */
- s16b chp; /* Cur hit pts */
- u16b chp_frac; /* Cur hit frac (times 2^16) */
+ s32b mhp; /* Max hit pts */
+ s32b chp; /* Cur hit pts */
+ u32b chp_frac; /* Cur hit frac (times 2^16) */
- s16b msp; /* Max mana pts */
- s16b csp; /* Cur mana pts */
- u16b csp_frac; /* Cur mana frac (times 2^16) */
+ s32b msp; /* Max mana pts */
+ s32b csp; /* Cur mana pts */
+ u32b csp_frac; /* Cur mana frac (times 2^16) */
s16b max_plv; /* Max Player Level */
s16b tim_regen;
s16b kabenuke;
s16b tim_stealth;
- s16b tim_ffall;
+ s16b tim_levitation;
s16b tim_sh_touki;
s16b lightspeed;
s16b tsubureru;
byte recall_dungeon; /* Dungeon set to be recalled */
s16b energy_need; /* Energy needed for next move */
+ s16b enchant_energy_need; /* Energy needed for next upkeep effect */
s16b food; /* Current nutrition */
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 */
bool autopick_autoregister; /* auto register is in-use or not */
+ byte feeling; /* Most recent dungeon feeling */
+ s32b feeling_turn; /* The turn of the last dungeon feeling */
+
/*** Temporary fields ***/
u32b cursed; /* Player is cursed */
bool can_swim; /* No damage falling */
- bool ffall; /* No damage falling */
+ bool levitation; /* No damage falling */
bool lite; /* Permanent light */
bool free_act; /* Never paralyzed */
bool see_inv; /* Can see invisible */
struct tag_type
{
int tag;
- void *pointer;
+ int index;
};
typedef bool (*monster_hook_type)(int r_idx);
char how[40]; /* Method of death (string) */
};
+
+typedef struct
+{
+ s16b feat; /* Feature tile */
+ byte percent; /* Chance of type */
+}
+feat_prob;
+
+
/* A structure for the != dungeon types */
typedef struct dungeon_info_type dungeon_info_type;
struct dungeon_info_type {
byte dy;
byte dx;
- s16b floor1; /* Floor tile 1 */
- byte floor_percent1; /* Chance of type 1 */
- s16b floor2; /* Floor tile 2 */
- byte floor_percent2; /* Chance of type 2 */
- s16b floor3; /* Floor tile 3 */
- byte floor_percent3; /* Chance of type 3 */
- s16b outer_wall; /* Outer wall tile */
- s16b inner_wall; /* Inner wall tile */
- s16b stream1; /* stream tile */
- s16b stream2; /* stream tile */
- s16b fill_type1; /* Cave tile 1 */
- byte fill_percent1; /* Chance of type 1 */
- s16b fill_type2; /* Cave tile 2 */
- byte fill_percent2; /* Chance of type 2 */
- s16b fill_type3; /* Cave tile 3 */
- byte fill_percent3; /* Chance of type 3 */
- s16b mindepth; /* Minimal depth */
- s16b maxdepth; /* Maximal depth */
- byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
+ feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
+ feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
+ s16b outer_wall; /* Outer wall tile */
+ s16b inner_wall; /* Inner wall tile */
+ s16b stream1; /* stream tile */
+ s16b stream2; /* stream tile */
+
+ s16b mindepth; /* Minimal depth */
+ s16b maxdepth; /* Maximal depth */
+ byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
s16b pit;
s16b nest;
byte mode; /* Mode of combinaison of the monster flags */
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; /* Remaining grid number */
+ int cost[MAX_HGT][MAX_WID];
+ int x; /* Target X */
+ int y; /* Target Y */
+ int dir; /* Running direction */
+} travel_type;
+#endif
+
+typedef struct {
+ cptr flag;
+ byte index;
+ byte level;
+ s32b value;
+ struct {
+ int constant;
+ int dice;
+ } timeout;
+ cptr desc;
+} activation_type;
+
+typedef struct {
+ int flag;
+ int type;
+ cptr name;
+} dragonbreath_type;