Files
nethack/include/you.h
nhmall 0c3b9642e4 pmnames mons gender naming plus a window port interface change
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.

replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.

consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)

consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).

related function or macro additions:
    pmname(pm, gender) to get the gender variation of the permonst name. It
    guards against monsters that haven't got anything except NEUTRAL naming
    and falls back to the NEUTRAL version if FEMALE and MALE versions are
    missing.

    Ugender to obtain the current hero gender.
    Mgender(mtmp) to obtain the gender of a monster

While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
    pmname(ptr, gidx)
      where -ptr is a permonst *
            -gidx is an index into the pmnames array field of the
             permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.

Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.

male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.

tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.

statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.

I expect some refinement will be required after broad play-testing puts it to
the test.

    consolidate caveman,cavewoman and priest,priestess monst.c entries etc

This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.

Window Port Interface Change

Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.

The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.

win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.

Interface change additional info:

    print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
            -- Print the glyph at (x,y) on the given window.  Glyphs are
               integers at the interface, mapped to whatever the window-
               port wants (symbol, font, color, attributes, ...there's
               a 1-1 map between glyphs and distinct things on the map).
            -- bkglyph is a background glyph for potential use by some
               graphical or tiled environments to allow the depiction
               to fall against a background consistent with the grid
               around x,y. If bkglyph is NO_GLYPH, then the parameter
               should be ignored (do nothing with it).
                -- glyphmod provides extended information about the glyph
               that window ports can use to enhance the display in
               various ways.
                    unsigned int glyphmod[NUM_GLYPHMOD]
               where:
                    glyphmod[GM_TTYCHAR]  is the text characters associated
                                          with the original NetHack display.

                    glyphmod[GM_FLAGS]    are the special flags that denote
                                          additional information that window
                                          ports can use.

                    glyphmod[GM_COLOR] is the text character
                                       color associated with the original
                                       NetHack display.

Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
2020-12-26 11:23:23 -05:00

485 lines
21 KiB
C

/* NetHack 3.7 you.h $NHDT-Date: 1596498576 2020/08/03 23:49:36 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.48 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2016. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef YOU_H
#define YOU_H
#include "attrib.h"
#include "monst.h"
#ifndef PROP_H
#include "prop.h" /* (needed here for util/makedefs.c) */
#endif
#include "skills.h"
/*** Substructures ***/
struct RoleName {
const char *m; /* name when character is male */
const char *f; /* when female; null if same as male */
};
struct RoleAdvance {
/* "fix" is the fixed amount, "rnd" is the random amount */
xchar infix, inrnd; /* at character initialization */
xchar lofix, lornd; /* gained per level < g.urole.xlev */
xchar hifix, hirnd; /* gained per level >= g.urole.xlev */
};
struct u_have {
Bitfield(amulet, 1); /* carrying Amulet */
Bitfield(bell, 1); /* carrying Bell */
Bitfield(book, 1); /* carrying Book */
Bitfield(menorah, 1); /* carrying Candelabrum */
Bitfield(questart, 1); /* carrying the Quest Artifact */
Bitfield(unused, 3);
};
struct u_event {
Bitfield(minor_oracle, 1); /* received at least 1 cheap oracle */
Bitfield(major_oracle, 1); /* " expensive oracle */
Bitfield(read_tribute, 1); /* read a passage from a novel */
Bitfield(qcalled, 1); /* called by Quest leader to do task */
Bitfield(qexpelled, 1); /* expelled from the Quest dungeon */
Bitfield(qcompleted, 1); /* successfully completed Quest task */
Bitfield(uheard_tune, 2); /* 1=know about, 2=heard passtune */
Bitfield(uopened_dbridge, 1); /* opened the drawbridge */
Bitfield(invoked, 1); /* invoked Gate to the Sanctum level */
Bitfield(gehennom_entered, 1); /* entered Gehennom via Valley */
Bitfield(uhand_of_elbereth, 2); /* became Hand of Elbereth */
Bitfield(udemigod, 1); /* killed the wiz */
Bitfield(uvibrated, 1); /* stepped on "vibrating square" */
Bitfield(ascended, 1); /* has offered the Amulet */
};
/*
* Achievements: milestones reached during the current game.
* Numerical order of these matters because they've been encoded in
* a bitmask in xlogfile. Reordering would break decoding that.
* Aside from that, the number isn't significant--they're recorded
* and eventually disclosed in the order achieved.
*
* Since xlogfile could be post-processed by unknown tools, we should
* limit these to 31 total (it's possible that 32-bit signed longs are
* the best such tools can offer). Eventually that is likely to need
* to change, probably by giving xlogfile an achieve2 field rather
* than by assuming that 64-bit longs are viable or by squeezing in a
* 32nd entry by switching to unsigned long.
*/
enum achivements {
ACH_BELL = 1, /* acquired Bell of Opening */
ACH_HELL = 2, /* entered Gehennom */
ACH_CNDL = 3, /* acquired Candelabrum of Invocation */
ACH_BOOK = 4, /* acquired Book of the Dead */
ACH_INVK = 5, /* performed invocation to gain access to Sanctum */
ACH_AMUL = 6, /* acquired The Amulet */
ACH_ENDG = 7, /* entered end game */
ACH_ASTR = 8, /* entered Astral Plane */
ACH_UWIN = 9, /* ascended */
ACH_MINE_PRIZE = 10, /* acquired Mines' End luckstone */
ACH_SOKO_PRIZE = 11, /* acquired Sokoban bag or amulet */
ACH_MEDU = 12, /* killed Medusa */
ACH_BLND = 13, /* hero was always blond, no, blind */
ACH_NUDE = 14, /* hero never wore armor */
/* 1 through 14 were present in 3.6.x; the rest are newer; first,
some easier ones so less skilled players can have achievements */
ACH_MINE = 15, /* entered Gnomish Mines */
ACH_TOWN = 16, /* reached Minetown */
ACH_SHOP = 17, /* entered a shop */
ACH_TMPL = 18, /* entered a temple */
ACH_ORCL = 19, /* consulted the Oracle */
ACH_NOVL = 20, /* read at least one passage from a Discworld novel */
ACH_SOKO = 21, /* entered Sokoban */
ACH_BGRM = 22, /* entered Bigroom (not guaranteed to be in every dgn) */
/* role's rank titles, beyond first (#0 at level one, not an achievement);
23..30 are negated if hero is female at the time new rank is gained
so that disclosing them can use the gender which applied at the time */
ACH_RNK1 = 23, ACH_RNK2 = 24, ACH_RNK3 = 25, ACH_RNK4 = 26,
ACH_RNK5 = 27, ACH_RNK6 = 28, ACH_RNK7 = 29, ACH_RNK8 = 30,
/* foo=31, 1 available potential achievement; #32 currently off-limits */
N_ACH = 32 /* allocate room for 31 plus a slot for 0 terminator */
};
/*
* Other potential achievements to track (this comment briefly resided
* in encodeachieve(topten.c) and has been revised since moving here:
* AC <= 0, AC <= -10, AC <= -20 (stop there; lower is better but
* not something to encourage with achievements),
* got quest summons,
* entered quest branch,
* chatted with leader,
* entered second or lower quest level (implies leader gave the Ok),
* entered last quest level,
* defeated nemesis (not same as acquiring Bell or artifact),
* completed quest (formally, by bringing artifact to leader),
* entered rogue level,
* entered Fort Ludios level/branch (not guaranteed to be achieveable),
* entered Medusa level,
* entered castle level,
* opened castle drawbridge,
* obtained castle wand (handle similarly to mines and sokoban prizes),
* passed Valley level (entered-Gehennom already covers Valley itself),
* [assorted demon lairs?],
* entered Vlad's tower branch,
* defeated Vlad (not same as acquiring Candelabrum),
* entered Wizard's tower area within relevant level,
* defeated Wizard,
* found vibrating square,
* entered sanctum level (maybe not; too close to performed-invocation),
* [defeated Famine, defeated Pestilence, defeated Death]
*/
struct u_realtime {
long realtime; /* accumulated playing time in seconds */
time_t start_timing; /* time game was started or restored or 'realtime'
was last updated (savegamestate for checkpoint) */
time_t finish_time; /* end of 'realtime' interval: time of save or
end of game; used for topten/logfile/xlogfile */
};
/* KMH, conduct --
* These are voluntary challenges. Each field denotes the number of
* times a challenge has been violated.
*/
struct u_conduct { /* number of times... */
long unvegetarian; /* eaten any animal */
long unvegan; /* ... or any animal byproduct */
long food; /* ... or any comestible */
long gnostic; /* used prayer, priest, or altar */
long weaphit; /* hit a monster with a weapon */
long killer; /* killed a monster yourself */
long literate; /* read something (other than BotD) */
long polypiles; /* polymorphed an object */
long polyselfs; /* transformed yourself */
long wishes; /* used a wish */
long wisharti; /* wished for an artifact */
long sokocheat; /* violated special 'rules' in Sokoban */
/* genocides already listed at end of game */
};
struct u_roleplay {
boolean blind; /* permanently blind */
boolean nudist; /* has not worn any armor, ever */
long numbones; /* # of bones files loaded */
};
/*** Unified structure containing role information ***/
struct Role {
/*** Strings that name various things ***/
struct RoleName name; /* the role's name (from u_init.c) */
struct RoleName rank[9]; /* names for experience levels (from botl.c) */
const char *lgod, *ngod, *cgod; /* god names (from pray.c) */
const char *filecode; /* abbreviation for use in file names */
const char *homebase; /* quest leader's location (from questpgr.c) */
const char *intermed; /* quest intermediate goal (from questpgr.c) */
/*** Indices of important monsters and objects ***/
short malenum, /* index (PM_) as a male (botl.c) */
femalenum, /* ...or as a female (NON_PM == same) */
petnum, /* PM_ of preferred pet (NON_PM == random) */
ldrnum, /* PM_ of quest leader (questpgr.c) */
guardnum, /* PM_ of quest guardians (questpgr.c) */
neminum, /* PM_ of quest nemesis (questpgr.c) */
enemy1num, /* specific quest enemies (NON_PM == random) */
enemy2num;
char enemy1sym, /* quest enemies by class (S_) */
enemy2sym;
short questarti; /* index (ART_) of quest artifact (questpgr.c) */
/*** Bitmasks ***/
short allow; /* bit mask of allowed variations */
#define ROLE_RACEMASK 0x0ff8 /* allowable races */
#define ROLE_GENDMASK 0xf000 /* allowable genders */
#define ROLE_MALE 0x1000
#define ROLE_FEMALE 0x2000
#define ROLE_NEUTER 0x4000
#define ROLE_ALIGNMASK AM_MASK /* allowable alignments */
#define ROLE_LAWFUL AM_LAWFUL
#define ROLE_NEUTRAL AM_NEUTRAL
#define ROLE_CHAOTIC AM_CHAOTIC
/*** Attributes (from attrib.c and exper.c) ***/
xchar attrbase[A_MAX]; /* lowest initial attributes */
xchar attrdist[A_MAX]; /* distribution of initial attributes */
struct RoleAdvance hpadv; /* hit point advancement */
struct RoleAdvance enadv; /* energy advancement */
xchar xlev; /* cutoff experience level */
xchar initrecord; /* initial alignment record */
/*** Spell statistics (from spell.c) ***/
int spelbase; /* base spellcasting penalty */
int spelheal; /* penalty (-bonus) for healing spells */
int spelshld; /* penalty for wearing any shield */
int spelarmr; /* penalty for wearing metal armour */
int spelstat; /* which stat (A_) is used */
int spelspec; /* spell (SPE_) the class excels at */
int spelsbon; /* penalty (-bonus) for that spell */
/*** Properties in variable-length arrays ***/
/* intrinsics (see attrib.c) */
/* initial inventory (see u_init.c) */
/* skills (see u_init.c) */
/*** Don't forget to add... ***/
/* quest leader, guardians, nemesis (monst.c) */
/* quest artifact (artilist.h) */
/* quest dungeon definition (dat/Xyz.dat) */
/* quest text (dat/quest.txt) */
/* dictionary entries (dat/data.bas) */
};
extern const struct Role roles[]; /* table of available roles */
#define Role_if(X) (g.urole.malenum == (X))
#define Role_switch (g.urole.malenum)
/* used during initialization for race, gender, and alignment
as well as for character class */
#define ROLE_NONE (-1)
#define ROLE_RANDOM (-2)
/*** Unified structure specifying race information ***/
struct Race {
/*** Strings that name various things ***/
const char *noun; /* noun ("human", "elf") */
const char *adj; /* adjective ("human", "elven") */
const char *coll; /* collective ("humanity", "elvenkind") */
const char *filecode; /* code for filenames */
struct RoleName individual; /* individual as a noun ("man", "elf") */
/*** Indices of important monsters and objects ***/
short malenum, /* PM_ as a male monster */
femalenum, /* ...or as a female (NON_PM == same) */
mummynum, /* PM_ as a mummy */
zombienum; /* PM_ as a zombie */
/*** Bitmasks ***/
short allow; /* bit mask of allowed variations */
short selfmask, /* your own race's bit mask */
lovemask, /* bit mask of always peaceful */
hatemask; /* bit mask of always hostile */
/*** Attributes ***/
xchar attrmin[A_MAX]; /* minimum allowable attribute */
xchar attrmax[A_MAX]; /* maximum allowable attribute */
struct RoleAdvance hpadv; /* hit point advancement */
struct RoleAdvance enadv; /* energy advancement */
#if 0 /* DEFERRED */
int nv_range; /* night vision range */
int xray_range; /* X-ray vision range */
#endif
/*** Properties in variable-length arrays ***/
/* intrinsics (see attrib.c) */
/*** Don't forget to add... ***/
/* quest leader, guardians, nemesis (monst.c) */
/* quest dungeon definition (dat/Xyz.dat) */
/* quest text (dat/quest.txt) */
/* dictionary entries (dat/data.bas) */
};
extern const struct Race races[]; /* Table of available races */
#define Race_if(X) (g.urace.malenum == (X))
#define Race_switch (g.urace.malenum)
/*** Unified structure specifying gender information ***/
struct Gender {
const char *adj; /* male/female/neuter */
const char *he; /* he/she/it */
const char *him; /* him/her/it */
const char *his; /* his/her/its */
const char *filecode; /* file code */
short allow; /* equivalent ROLE_ mask */
};
#define ROLE_GENDERS 2 /* number of permitted player genders
increment to 3 if you allow neuter roles */
extern const struct Gender genders[]; /* table of available genders */
/* pronouns for the hero */
#define uhe() (genders[flags.female ? 1 : 0].he)
#define uhim() (genders[flags.female ? 1 : 0].him)
#define uhis() (genders[flags.female ? 1 : 0].his)
/* pronoun_gender() flag masks */
#define PRONOUN_NORMAL 0 /* none of the below */
#define PRONOUN_NO_IT 1
#define PRONOUN_HALLU 2
/* corresponding pronouns for monsters; yields "it" when mtmp can't be seen */
#define mhe(mtmp) (genders[pronoun_gender(mtmp, PRONOUN_HALLU)].he)
#define mhim(mtmp) (genders[pronoun_gender(mtmp, PRONOUN_HALLU)].him)
#define mhis(mtmp) (genders[pronoun_gender(mtmp, PRONOUN_HALLU)].his)
/* override "it" if reason is lack of visibility rather than neuter species */
#define noit_mhe(mtmp) \
(genders[pronoun_gender(mtmp, (PRONOUN_NO_IT | PRONOUN_HALLU))].he)
#define noit_mhim(mtmp) \
(genders[pronoun_gender(mtmp, (PRONOUN_NO_IT | PRONOUN_HALLU))].him)
#define noit_mhis(mtmp) \
(genders[pronoun_gender(mtmp, (PRONOUN_NO_IT | PRONOUN_HALLU))].his)
/*** Unified structure specifying alignment information ***/
struct Align {
const char *noun; /* law/balance/chaos */
const char *adj; /* lawful/neutral/chaotic */
const char *filecode; /* file code */
short allow; /* equivalent ROLE_ mask */
aligntyp value; /* equivalent A_ value */
};
#define ROLE_ALIGNS 3 /* number of permitted player alignments */
extern const struct Align aligns[]; /* table of available alignments */
enum utraptypes {
TT_BEARTRAP = 0,
TT_PIT = 1,
TT_WEB = 2,
TT_LAVA = 3,
TT_INFLOOR = 4,
TT_BURIEDBALL = 5
};
enum utotypes {
UTOTYPE_NONE = 0x00,
UTOTYPE_ATSTAIRS = 0x01,
UTOTYPE_FALLING = 0x02,
UTOTYPE_PORTAL = 0x04,
UTOTYPE_RMPORTAL = 0x10, /* remove portal */
UTOTYPE_DEFERRED = 0x20 /* deferred_goto */
};
/*** Information about the player ***/
struct you {
xchar ux, uy; /* current map coordinates */
schar dx, dy, dz; /* direction of move (or zap or ... ) */
schar di; /* direction of FF */
xchar tx, ty; /* destination of travel */
xchar ux0, uy0; /* initial position FF */
d_level uz, uz0; /* your level on this and the previous turn */
d_level utolev; /* level monster teleported you to, or uz */
uchar utotype; /* bitmask of goto_level() flags for utolev */
boolean umoved; /* changed map location (post-move) */
int last_str_turn; /* 0: none, 1: half turn, 2: full turn
+: turn right, -: turn left */
int ulevel; /* 1 to MAXULEV */
int ulevelmax;
unsigned utrap; /* trap timeout */
unsigned utraptype; /* defined if utrap nonzero. one of utraptypes */
char urooms[5]; /* rooms (roomno + 3) occupied now */
char urooms0[5]; /* ditto, for previous position */
char uentered[5]; /* rooms (roomno + 3) entered this turn */
char ushops[5]; /* shop rooms (roomno + 3) occupied now */
char ushops0[5]; /* ditto, for previous position */
char ushops_entered[5]; /* ditto, shops entered this turn */
char ushops_left[5]; /* ditto, shops exited this turn */
int uhunger; /* refd only in eat.c and shk.c (also insight.c) */
unsigned uhs; /* hunger state - see eat.c */
struct prop uprops[LAST_PROP + 1];
unsigned umconf;
Bitfield(usick_type, 2);
#define SICK_VOMITABLE 0x01
#define SICK_NONVOMITABLE 0x02
#define SICK_ALL 0x03
/* These ranges can never be more than MAX_RANGE (vision.h). */
int nv_range; /* current night vision range */
int xray_range; /* current xray vision range */
/*
* These variables are valid globally only when punished and blind.
*/
#define BC_BALL 0x01 /* bit mask for ball in 'bc_felt' below */
#define BC_CHAIN 0x02 /* bit mask for chain in 'bc_felt' below */
int bglyph; /* glyph under the ball */
int cglyph; /* glyph under the chain */
int bc_order; /* ball & chain order [see bc_order() in ball.c] */
int bc_felt; /* mask for ball/chain being felt */
int umonster; /* hero's "real" monster num */
int umonnum; /* current monster number */
int mh, mhmax, mtimedone; /* for polymorph-self */
struct attribs macurr, /* for monster attribs */
mamax; /* for monster attribs */
int ulycn; /* lycanthrope type */
unsigned ucreamed;
unsigned uswldtim; /* time you have been swallowed */
Bitfield(uswallow, 1); /* true if swallowed */
Bitfield(uinwater, 1); /* if you're currently in water (only
underwater possible currently) */
Bitfield(uundetected, 1); /* if you're a hiding monster/piercer */
Bitfield(mfemale, 1); /* saved human value of flags.female */
Bitfield(uinvulnerable, 1); /* you're invulnerable (praying) */
Bitfield(uburied, 1); /* you're buried */
Bitfield(uedibility, 1); /* blessed food detect; sense unsafe food */
/* 1 free bit! */
unsigned udg_cnt; /* how long you have been demigod */
struct u_event uevent; /* certain events have happened */
struct u_have uhave; /* you're carrying special objects */
struct u_conduct uconduct; /* KMH, conduct */
struct u_roleplay uroleplay;
struct attribs acurr, /* your current attributes (eg. str)*/
aexe, /* for gain/loss via "exercise" */
abon, /* your bonus attributes (eg. str) */
amax, /* your max attributes (eg. str) */
atemp, /* used for temporary loss/gain */
atime; /* used for loss/gain countdown */
align ualign; /* character alignment */
#define CONVERT 2
#define A_ORIGINAL 1
#define A_CURRENT 0
aligntyp ualignbase[CONVERT]; /* for ualign conversion record */
schar uluck, moreluck; /* luck and luck bonus */
/* default u.uluck is 0 except on special days (full moon: +1, Fri 13: -1,
both: 0); equilibrium for luck timeout is changed to those values,
but Luck max and min stay at 10+3 and -10-3 even on those days */
#define Luck (u.uluck + u.moreluck)
#define LUCKADD 3 /* value of u.moreluck when carrying luck stone;
* +3 when blessed or uncursed, -3 when cursed */
#define LUCKMAX 10 /* maximum value of u.uluck */
#define LUCKMIN (-10) /* minimum value of u.uluck */
schar uhitinc;
schar udaminc;
schar uac;
#define AC_MAX 99 /* abs(u.uac) <= 99; likewise for monster AC */
uchar uspellprot; /* protection by SPE_PROTECTION */
uchar usptime; /* #moves until uspellprot-- */
uchar uspmtime; /* #moves between uspellprot-- */
int uhp, uhpmax; /* hit points, aka health */
int uen, uenmax; /* magical energy - M. Stephenson */
xchar uhpinc[MAXULEV], /* increases to uhpmax for each level gain */
ueninc[MAXULEV]; /* increases to uenmax for each level gain */
int ugangr; /* if the gods are angry at you */
int ugifts; /* number of artifacts bestowed */
int ublessed, ublesscnt; /* blessing/duration from #pray */
long umoney0;
long uspare1;
long uexp, urexp;
long ucleansed; /* to record moves when player was cleansed */
long usleep; /* sleeping; monstermove you last started */
int uinvault;
struct monst *ustuck; /* engulfer or grabber, maybe grabbee if Upolyd */
struct monst *usteed; /* mount when riding */
long ugallop; /* turns steed will run after being kicked */
int urideturns; /* time spent riding, for skill advancement */
int umortality; /* how many times you died */
int ugrave_arise; /* you die and become something aside from a ghost */
int weapon_slots; /* unused skill slots */
int skills_advanced; /* # of advances made so far */
xchar skill_record[P_SKILL_LIMIT]; /* skill advancements */
struct skills weapon_skills[P_NUM_SKILLS];
boolean twoweap; /* KMH -- Using two-weapon combat */
short mcham; /* vampire mndx if shapeshifted to bat/cloud */
schar uachieved[N_ACH]; /* list of achievements in the order attained */
}; /* end of `struct you' */
#define Upolyd (u.umonnum != u.umonster)
#define Ugender ((Upolyd ? u.mfemale : flags.female) ? 1 : 0)
#endif /* YOU_H */