561 lines
24 KiB
C
561 lines
24 KiB
C
/* NetHack 3.7 you.h $NHDT-Date: 1702349061 2023/12/12 02:44:21 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.75 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2016. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef YOU_H
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#define YOU_H
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#include "attrib.h"
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#include "monst.h"
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#ifndef PROP_H
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#include "prop.h" /* (needed here for util/makedefs.c) */
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#endif
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#include "skills.h"
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/*** Substructures ***/
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struct RoleName {
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const char *m; /* name when character is male */
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const char *f; /* when female; null if same as male */
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};
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struct RoleAdvance {
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/* "fix" is the fixed amount, "rnd" is the random amount */
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xint16 infix, inrnd; /* at character initialization */
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xint16 lofix, lornd; /* gained per level < gu.urole.xlev */
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xint16 hifix, hirnd; /* gained per level >= gu.urole.xlev */
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};
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struct u_have {
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Bitfield(amulet, 1); /* carrying Amulet */
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Bitfield(bell, 1); /* carrying Bell */
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Bitfield(book, 1); /* carrying Book */
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Bitfield(menorah, 1); /* carrying Candelabrum */
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Bitfield(questart, 1); /* carrying the Quest Artifact */
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Bitfield(unused, 3);
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};
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struct u_event {
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Bitfield(minor_oracle, 1); /* received at least 1 cheap oracle */
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Bitfield(major_oracle, 1); /* " expensive oracle */
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Bitfield(read_tribute, 1); /* read a passage from a novel */
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Bitfield(qcalled, 1); /* called by Quest leader to do task */
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Bitfield(qexpelled, 1); /* expelled from the Quest dungeon */
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Bitfield(qcompleted, 1); /* successfully completed Quest task */
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Bitfield(uheard_tune, 2); /* 1=know about, 2=heard passtune, 3=bridge has
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* been destroyed so tune has become useless */
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Bitfield(uopened_dbridge, 1); /* opened the drawbridge */
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Bitfield(invoked, 1); /* invoked Gate to the Sanctum level */
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Bitfield(gehennom_entered, 1); /* entered Gehennom via Valley */
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Bitfield(uhand_of_elbereth, 2); /* became Hand of Elbereth */
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Bitfield(udemigod, 1); /* killed the wiz */
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Bitfield(uvibrated, 1); /* stepped on "vibrating square" */
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Bitfield(ascended, 1); /* has offered the Amulet */
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Bitfield(amulet_wish, 1); /* has gained a wish from the Amulet */
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/* 7 free bits */
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};
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/*
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* Achievements: milestones reached during the current game.
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* Numerical order of these matters because they've been encoded in
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* a bitmask in xlogfile. Reordering would break decoding that.
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* Aside from that, the number isn't significant--they're recorded
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* and eventually disclosed in the order achieved.
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*
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* Since xlogfile could be post-processed by unknown tools, we should
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* limit these to 31 total (it's possible that 32-bit signed longs are
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* the best such tools can offer). Eventually that is likely to need
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* to change, probably by giving xlogfile an achieve2 field rather
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* than by assuming that 64-bit longs are viable or by squeezing in a
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* 32nd entry by switching to unsigned long.
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*/
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enum achivements {
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ACH_BELL = 1, /* acquired Bell of Opening */
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ACH_HELL = 2, /* entered Gehennom */
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ACH_CNDL = 3, /* acquired Candelabrum of Invocation */
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ACH_BOOK = 4, /* acquired Book of the Dead */
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ACH_INVK = 5, /* performed invocation to gain access to Sanctum */
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ACH_AMUL = 6, /* acquired The Amulet */
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ACH_ENDG = 7, /* entered end game */
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ACH_ASTR = 8, /* entered Astral Plane */
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ACH_UWIN = 9, /* ascended */
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ACH_MINE_PRIZE = 10, /* acquired Mines' End luckstone */
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ACH_SOKO_PRIZE = 11, /* acquired Sokoban bag or amulet */
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ACH_MEDU = 12, /* killed Medusa */
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ACH_BLND = 13, /* hero was always blond, no, blind */
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ACH_NUDE = 14, /* hero never wore armor */
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/* 1 through 14 were present in 3.6.x; the rest are newer; first,
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some easier ones so less skilled players can have achievements */
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ACH_MINE = 15, /* entered Gnomish Mines */
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ACH_TOWN = 16, /* reached Minetown */
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ACH_SHOP = 17, /* entered a shop */
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ACH_TMPL = 18, /* entered a temple */
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ACH_ORCL = 19, /* consulted the Oracle */
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ACH_NOVL = 20, /* read at least one passage from a Discworld novel */
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ACH_SOKO = 21, /* entered Sokoban */
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ACH_BGRM = 22, /* entered Bigroom (not guaranteed to be in every dgn) */
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/* role's rank titles, beyond first (#0 at level one, not an achievement);
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23..30 are negated if hero is female at the time new rank is gained
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so that disclosing them can use the gender which applied at the time */
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ACH_RNK1 = 23, ACH_RNK2 = 24, ACH_RNK3 = 25, ACH_RNK4 = 26,
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ACH_RNK5 = 27, ACH_RNK6 = 28, ACH_RNK7 = 29, ACH_RNK8 = 30,
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ACH_TUNE = 31, /* discovered the castle drawbridge's open/close tune */
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N_ACH = 32 /* allocate room for 31 plus a slot for 0 terminator */
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};
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/*
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* Other potential achievements to track (this comment briefly resided
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* in encodeachieve(topten.c) and has been revised since moving here:
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* AC <= 0, AC <= -10, AC <= -20 (stop there; lower is better but
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* not something to encourage with achievements),
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* got quest summons,
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* entered quest branch,
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* chatted with leader,
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* entered second or lower quest level (implies leader gave the Ok),
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* entered last quest level,
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* defeated nemesis (not same as acquiring Bell or artifact),
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* completed quest (formally, by bringing artifact to leader),
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* entered rogue level,
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* entered Fort Ludios level/branch (not guaranteed to be achievable),
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* entered Medusa level,
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* entered castle level,
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* obtained castle wand (handle similarly to mines and sokoban prizes),
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* passed Valley level (entered-Gehennom already covers Valley itself),
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* [assorted demon lairs?],
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* entered Vlad's tower branch,
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* defeated Vlad (not same as acquiring Candelabrum),
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* entered Wizard's tower area within relevant level,
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* defeated Wizard,
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* found vibrating square,
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* entered sanctum level (maybe not; too close to performed-invocation),
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* [defeated Famine, defeated Pestilence, defeated Death]
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*/
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struct u_realtime {
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long realtime; /* accumulated playing time in seconds */
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time_t start_timing; /* time game was started or restored or 'realtime'
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was last updated (savegamestate for checkpoint) */
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time_t finish_time; /* end of 'realtime' interval: time of save or
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end of game; used for topten/logfile/xlogfile */
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};
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/* KMH, conduct --
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* These are voluntary challenges. Each field denotes the number of
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* times a challenge has been violated.
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*/
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struct u_conduct { /* number of times... */
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long unvegetarian; /* eaten any animal */
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long unvegan; /* ... or any animal byproduct */
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long food; /* ... or any comestible */
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long gnostic; /* used prayer, priest, or altar */
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long weaphit; /* hit a monster with a weapon */
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long killer; /* killed a monster yourself */
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long literate; /* read something (other than BotD) */
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long polypiles; /* polymorphed an object */
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long polyselfs; /* transformed yourself */
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long wishes; /* used a wish */
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long wisharti; /* wished for an artifact */
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long hf_reserved1; /* hf uses for elbereth;for hf savefile compatiblity */
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long sokocheat; /* violated special 'rules' in Sokoban */
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long pets; /* obtained a pet */
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/* genocides already listed at end of game */
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};
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struct u_roleplay {
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boolean blind; /* permanently blind */
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boolean nudist; /* has not worn any armor, ever */
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boolean deaf; /* permanently deaf */
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boolean pauper; /* no starting inventory */
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long numbones; /* # of bones files loaded */
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};
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/*** Unified structure containing role information ***/
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struct Role {
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/*** Strings that name various things ***/
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struct RoleName name; /* the role's name (from u_init.c) */
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struct RoleName rank[9]; /* names for experience levels (from botl.c) */
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const char *lgod, *ngod, *cgod; /* god names (from pray.c) */
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const char *filecode; /* abbreviation for use in file names */
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const char *homebase; /* quest leader's location (from questpgr.c) */
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const char *intermed; /* quest intermediate goal (from questpgr.c) */
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/*** Indices of important monsters and objects ***/
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short mnum, /* index (PM_) of role (botl.c) */
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petnum, /* PM_ of preferred pet (NON_PM == random) */
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ldrnum, /* PM_ of quest leader (questpgr.c) */
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guardnum, /* PM_ of quest guardians (questpgr.c) */
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neminum, /* PM_ of quest nemesis (questpgr.c) */
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enemy1num, /* specific quest enemies (NON_PM == random) */
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enemy2num;
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char enemy1sym, /* quest enemies by class (S_) */
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enemy2sym;
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short questarti; /* index (ART_) of quest artifact (questpgr.c) */
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/*** Bitmasks ***/
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short allow; /* bit mask of allowed variations */
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#define ROLE_RACEMASK 0x0ff8 /* allowable races */
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#define ROLE_GENDMASK 0xf000 /* allowable genders */
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#define ROLE_MALE 0x1000
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#define ROLE_FEMALE 0x2000
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#define ROLE_NEUTER 0x4000
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#define ROLE_ALIGNMASK AM_MASK /* allowable alignments */
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#define ROLE_LAWFUL AM_LAWFUL
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#define ROLE_NEUTRAL AM_NEUTRAL
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#define ROLE_CHAOTIC AM_CHAOTIC
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/*** Attributes (from attrib.c and exper.c) ***/
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xint16 attrbase[A_MAX]; /* lowest initial attributes */
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xint16 attrdist[A_MAX]; /* distribution of initial attributes */
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struct RoleAdvance hpadv; /* hit point advancement */
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struct RoleAdvance enadv; /* energy advancement */
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xint16 xlev; /* cutoff experience level */
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xint16 initrecord; /* initial alignment record */
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/*** Spell statistics (from spell.c) ***/
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int spelbase; /* base spellcasting penalty */
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int spelheal; /* penalty (-bonus) for healing spells */
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int spelshld; /* penalty for wearing any shield */
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int spelarmr; /* penalty for wearing metal armour */
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int spelstat; /* which stat (A_) is used */
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int spelspec; /* spell (SPE_) the class excels at */
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int spelsbon; /* penalty (-bonus) for that spell */
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/*** Properties in variable-length arrays ***/
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/* intrinsics (see attrib.c) */
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/* initial inventory (see u_init.c) */
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/* skills (see u_init.c) */
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/*** Don't forget to add... ***/
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/* quest leader, guardians, nemesis (monst.c) */
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/* quest artifact (artilist.h) */
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/* quest dungeon definition (dat/Xyz.dat) */
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/* quest text (dat/quest.txt) */
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/* dictionary entries (dat/data.bas) */
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};
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extern const struct Role roles[]; /* table of available roles */
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#define Role_if(X) (gu.urole.mnum == (X))
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#define Role_switch (gu.urole.mnum)
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/* used during initialization for race, gender, and alignment
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as well as for character class */
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#define ROLE_NONE (-1)
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#define ROLE_RANDOM (-2)
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/*** Unified structure specifying race information ***/
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struct Race {
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/*** Strings that name various things ***/
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const char *noun; /* noun ("human", "elf") */
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const char *adj; /* adjective ("human", "elven") */
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const char *coll; /* collective ("humanity", "elvenkind") */
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const char *filecode; /* code for filenames */
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struct RoleName individual; /* individual as a noun ("man", "elf") */
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/*** Indices of important monsters and objects ***/
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short mnum, /* PM_ as a monster */
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mummynum, /* PM_ as a mummy */
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zombienum; /* PM_ as a zombie */
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/*** Bitmasks ***/
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short allow; /* bit mask of allowed variations */
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short selfmask, /* your own race's bit mask */
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lovemask, /* bit mask of always peaceful */
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hatemask; /* bit mask of always hostile */
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/*** Attributes ***/
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xint16 attrmin[A_MAX]; /* minimum allowable attribute */
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xint16 attrmax[A_MAX]; /* maximum allowable attribute */
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struct RoleAdvance hpadv; /* hit point advancement */
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struct RoleAdvance enadv; /* energy advancement */
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#if 0 /* DEFERRED */
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int nv_range; /* night vision range */
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int xray_range; /* X-ray vision range */
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#endif
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/*** Properties in variable-length arrays ***/
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/* intrinsics (see attrib.c) */
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/*** Don't forget to add... ***/
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/* quest leader, guardians, nemesis (monst.c) */
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/* quest dungeon definition (dat/Xyz.dat) */
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/* quest text (dat/quest.txt) */
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/* dictionary entries (dat/data.bas) */
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};
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extern const struct Race races[]; /* Table of available races */
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#define Race_if(X) (gu.urace.mnum == (X))
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#define Race_switch (gu.urace.mnum)
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/*** Unified structure specifying gender information ***/
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struct Gender {
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const char *adj; /* male/female/neuter */
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const char *he; /* he/she/it */
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const char *him; /* him/her/it */
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const char *his; /* his/her/its */
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const char *filecode; /* file code */
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short allow; /* equivalent ROLE_ mask */
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};
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#define ROLE_GENDERS 2 /* number of permitted player genders
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increment to 3 if you allow neuter roles */
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extern const struct Gender genders[]; /* table of available genders */
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/* pronouns for the hero */
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#define uhe() (genders[flags.female ? 1 : 0].he)
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#define uhim() (genders[flags.female ? 1 : 0].him)
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#define uhis() (genders[flags.female ? 1 : 0].his)
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/* pronoun_gender() flag masks */
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#define PRONOUN_NORMAL 0 /* none of the below */
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#define PRONOUN_NO_IT 1
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#define PRONOUN_HALLU 2
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/* corresponding pronouns for monsters; yields "it" when mtmp can't be seen */
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#define mhe(mtmp) (genders[pronoun_gender(mtmp, PRONOUN_HALLU)].he)
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#define mhim(mtmp) (genders[pronoun_gender(mtmp, PRONOUN_HALLU)].him)
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#define mhis(mtmp) (genders[pronoun_gender(mtmp, PRONOUN_HALLU)].his)
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/* override "it" if reason is lack of visibility rather than neuter species */
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#define noit_mhe(mtmp) \
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(genders[pronoun_gender(mtmp, (PRONOUN_NO_IT | PRONOUN_HALLU))].he)
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#define noit_mhim(mtmp) \
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(genders[pronoun_gender(mtmp, (PRONOUN_NO_IT | PRONOUN_HALLU))].him)
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#define noit_mhis(mtmp) \
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(genders[pronoun_gender(mtmp, (PRONOUN_NO_IT | PRONOUN_HALLU))].his)
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/*** Unified structure specifying alignment information ***/
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struct Align {
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const char *noun; /* law/balance/chaos */
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const char *adj; /* lawful/neutral/chaotic */
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const char *filecode; /* file code */
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short allow; /* equivalent ROLE_ mask */
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aligntyp value; /* equivalent A_ value */
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};
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#define ROLE_ALIGNS 3 /* number of permitted player alignments */
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extern const struct Align aligns[]; /* table of available alignments */
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enum utraptypes {
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TT_NONE = 0,
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TT_BEARTRAP = 1,
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TT_PIT = 2,
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TT_WEB = 3,
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TT_LAVA = 4,
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TT_INFLOOR = 5,
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TT_BURIEDBALL = 6
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};
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enum utotypes {
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UTOTYPE_NONE = 0x00,
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UTOTYPE_ATSTAIRS = 0x01,
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UTOTYPE_FALLING = 0x02,
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UTOTYPE_PORTAL = 0x04,
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UTOTYPE_RMPORTAL = 0x10, /* remove portal */
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UTOTYPE_DEFERRED = 0x20 /* deferred_goto */
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};
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/*** Information about the player ***/
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struct you {
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coordxy ux, uy; /* current map coordinates */
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int dx, dy, dz; /* x,y,z deltas; direction of move (or zap or ... )
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* usually +1 or 0 or -1 */
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coordxy tx, ty; /* destination of travel */
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coordxy ux0, uy0; /* previous ux,uy */
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d_level uz, uz0; /* your level on this and the previous turn */
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d_level utolev; /* level monster teleported you to, or uz */
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uchar utotype; /* bitmask of goto_level() flags for utolev */
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d_level ucamefrom; /* level where you came from; used for tutorial */
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boolean umoved; /* changed map location (post-move) */
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int last_str_turn; /* 0: none, 1: half turn, 2: full turn
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* +: turn right, -: turn left */
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int ulevel; /* 1 to MAXULEV (30) */
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int ulevelmax; /* highest level, but might go down (to throttle
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* lost level recovery via blessed full healing) */
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int ulevelpeak; /* really highest level reached; never does down */
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unsigned utrap; /* trap timeout */
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unsigned utraptype; /* defined if utrap nonzero. one of utraptypes */
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char urooms[5]; /* rooms (roomno + 3) occupied now */
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char urooms0[5]; /* ditto, for previous position */
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char uentered[5]; /* rooms (roomno + 3) entered this turn */
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char ushops[5]; /* shop rooms (roomno + 3) occupied now */
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char ushops0[5]; /* ditto, for previous position */
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char ushops_entered[5]; /* ditto, shops entered this turn */
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char ushops_left[5]; /* ditto, shops exited this turn */
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int uhunger; /* refd only in eat.c and shk.c (also insight.c) */
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unsigned uhs; /* hunger state - see eat.c */
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struct prop uprops[LAST_PROP + 1];
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unsigned umconf;
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Bitfield(usick_type, 2);
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#define SICK_VOMITABLE 0x01
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#define SICK_NONVOMITABLE 0x02
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#define SICK_ALL 0x03
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/* These ranges can never be more than MAX_RANGE (vision.h). */
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int nv_range; /* current night vision range */
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int xray_range; /* current xray vision range */
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int unblind_telepat_range;
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/*
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* These variables are valid globally only when punished and blind.
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*/
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#define BC_BALL 0x01 /* bit mask for ball in 'bc_felt' below */
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#define BC_CHAIN 0x02 /* bit mask for chain in 'bc_felt' below */
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int bglyph; /* glyph under the ball */
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int cglyph; /* glyph under the chain */
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int bc_order; /* ball & chain order [see bc_order() in ball.c] */
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int bc_felt; /* mask for ball/chain being felt */
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int umonster; /* hero's "real" monster num */
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int umonnum; /* current monster number */
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int mh, mhmax, /* current and max hit points when polyd */
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mtimedone; /* no. of turns until polymorph times out */
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struct attribs macurr, /* for monster attribs */
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mamax; /* for monster attribs */
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int ulycn; /* lycanthrope type */
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unsigned ucreamed;
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unsigned uswldtim; /* time you have been swallowed */
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Bitfield(uswallow, 1); /* true if swallowed */
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Bitfield(uinwater, 1); /* if you're currently in water (only
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underwater possible currently) */
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Bitfield(uundetected, 1); /* if you're a hiding monster/piercer */
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Bitfield(mfemale, 1); /* saved human value of flags.female */
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Bitfield(uinvulnerable, 1); /* you're invulnerable (praying) */
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|
Bitfield(uburied, 1); /* you're buried */
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|
Bitfield(uedibility, 1); /* blessed food detect; sense unsafe food */
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|
Bitfield(usaving_grace, 1); /* prevents death once */
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Bitfield(uhandedness, 1); /* There is no advantage for either handedness.
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|
The distinction is only for flavor variation
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|
and for use in messages. */
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#define RIGHT_HANDED 0x00
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#define LEFT_HANDED 0x01
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|
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|
unsigned udg_cnt; /* how long you have been demigod */
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|
struct u_event uevent; /* certain events have happened */
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|
struct u_have uhave; /* you're carrying special objects */
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|
struct u_conduct uconduct; /* KMH, conduct */
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struct u_roleplay uroleplay;
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struct attribs acurr, /* your current attributes (eg. str)*/
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aexe, /* for gain/loss via "exercise" */
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|
abon, /* your bonus attributes (eg. str) */
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|
amax, /* your max attributes (eg. str) */
|
|
atemp, /* used for temporary loss/gain */
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|
atime; /* used for loss/gain countdown */
|
|
align ualign; /* character alignment */
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|
#define CONVERT 2
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|
#define A_ORIGINAL 1
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|
#define A_CURRENT 0
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|
aligntyp ualignbase[CONVERT]; /* for ualign conversion record */
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|
schar uluck, moreluck; /* luck and luck bonus */
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|
/* default u.uluck is 0 except on special days (full moon: +1, Fri 13: -1,
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|
both: 0); equilibrium for luck timeout is changed to those values,
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|
but Luck max and min stay at 10+3 and -10-3 even on those days */
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#define Luck (u.uluck + u.moreluck)
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#define LUCKADD 3 /* value of u.moreluck when carrying luck stone;
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|
* +3 when blessed or uncursed, -3 when cursed */
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#define LUCKMAX 10 /* maximum value of u.uluck */
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|
#define LUCKMIN (-10) /* minimum value of u.uluck */
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|
schar uhitinc;
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schar udaminc;
|
|
schar uac;
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#define AC_MAX 99 /* abs(u.uac) <= 99; likewise for monster AC */
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|
uchar uspellprot; /* protection by SPE_PROTECTION */
|
|
uchar usptime; /* #moves until uspellprot-- */
|
|
uchar uspmtime; /* #moves between uspellprot-- */
|
|
int uhp, uhpmax, /* hit points, aka health */
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|
uhppeak; /* highest value of uhpmax so far */
|
|
int uen, uenmax, /* magical energy, aka spell power */
|
|
uenpeak; /* highest value of uenmax so far */
|
|
xint16 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; /* exper pts for gaining levels and for score */
|
|
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 */
|
|
unsigned ustuck_mid; /* u.ustuck->m_id, used during save/restore */
|
|
unsigned usteed_mid; /* u.usteed->m_id, used during save/restore */
|
|
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 */
|
|
xint16 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 */
|
|
short umovement; /* instead of youmonst.movement */
|
|
schar uachieved[N_ACH]; /* list of achievements in the order attained */
|
|
}; /* end of `struct you' */
|
|
|
|
|
|
/* _hitmon_data: Info for when hero hits a monster */
|
|
/* The basic reason we need all these booleans is that we don't want
|
|
* a "hit" message when a monster dies, so we have to know how much
|
|
* damage it did _before_ outputting a hit message, but any messages
|
|
* associated with the damage don't come out until _after_ outputting
|
|
* a hit message.
|
|
*
|
|
* More complications: first_weapon_hit() should be called before
|
|
* xkilled() in order to have the gamelog messages in the right order.
|
|
* So it can't be deferred until end of known_hitum() as was originally
|
|
* done.
|
|
*/
|
|
struct _hitmon_data {
|
|
int dmg; /* damage */
|
|
int thrown;
|
|
int twohits; /* 0: 1 of 1; 1: 1 of 2; 2: 2 of 2 */
|
|
int dieroll;
|
|
struct permonst *mdat;
|
|
boolean use_weapon_skill;
|
|
boolean train_weapon_skill;
|
|
int barehand_silver_rings;
|
|
boolean silvermsg;
|
|
boolean silverobj;
|
|
boolean lightobj;
|
|
int material;
|
|
int jousting;
|
|
boolean hittxt;
|
|
boolean get_dmg_bonus;
|
|
boolean unarmed;
|
|
boolean hand_to_hand;
|
|
boolean ispoisoned;
|
|
boolean unpoisonmsg;
|
|
boolean needpoismsg;
|
|
boolean poiskilled;
|
|
boolean already_killed;
|
|
boolean offmap;
|
|
boolean destroyed;
|
|
boolean dryit;
|
|
boolean doreturn;
|
|
boolean retval;
|
|
char saved_oname[BUFSZ];
|
|
};
|
|
|
|
#define Upolyd (u.umonnum != u.umonster)
|
|
#define Ugender ((Upolyd ? u.mfemale : flags.female) ? 1 : 0)
|
|
|
|
/* point px,py is adjacent to (or same location as) hero */
|
|
#define next2u(px,py) (distu((px),(py)) <= 2)
|
|
/* is monster on top of or next to hero? */
|
|
#define m_next2u(m) (distu((m)->mx,(m)->my) <= 2)
|
|
/* hero at (x,y)? */
|
|
#define u_at(x,y) ((x) == u.ux && (y) == u.uy)
|
|
|
|
#define URIGHTY (u.uhandedness == RIGHT_HANDED)
|
|
#define ULEFTY (u.uhandedness == LEFT_HANDED)
|
|
#define RING_ON_PRIMARY (ULEFTY ? uleft : uright)
|
|
#define RING_ON_SECONDARY (ULEFTY ? uright : uleft)
|
|
|
|
#endif /* YOU_H */
|