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/* File: player.pkg */
/*
* Purpose: Lua interface defitions for the player.
* To be processed by tolua to generate C source code.
*/
$#include "angband.h"
/** @typedef cptr
* @note String
*/
typedef char* cptr;
/** @typedef errr
* @note Number
*/
typedef int errr;
/** @typedef bool
* @note Boolean
*/
typedef unsigned char bool;
/** @typedef byte
* @note Number
*/
typedef unsigned char byte;
/** @typedef s16b
* @note Number
*/
typedef signed short s16b;
/** @typedef u16b
* @note Number
*/
typedef unsigned short u16b;
/** @typedef s32b
* @note Number
*/
typedef signed int s32b;
/** @typedef u32b
* @note Number
*/
typedef unsigned int u32b;
/** @def PY_MAX_LEVEL
* @note Maximum level
*/
#define PY_MAX_LEVEL 50
/** @var player_exp[PY_MAX_LEVEL]
* @brief Number
* @note Array of experience points per level.
*/
extern s32b player_exp[PY_MAX_LEVEL];
/** @name Attributes
* @brief Indexes of the various "stats" (hard-coded by savefiles, etc).
* @{ */
/** @def A_STR
* @note Strength */
#define A_STR 0
/** @def A_INT
* @note Intelligence */
#define A_INT 1
/** @def A_WIS
* @note Wisdom */
#define A_WIS 2
/** @def A_DEX
* @note Dexterity */
#define A_DEX 3
/** @def A_CON
* @note Constitution */
#define A_CON 4
/** @def A_CHR
* @note Charisma */
#define A_CHR 5
/** @} */
/* Ugly hack, should be in foo-info, the subrace saved to the savefile */
/** @def SUBRACE_SAVE */
#define SUBRACE_SAVE 9
/** @name Sex
* @brief Player sex constants (hard-coded by save-files, arrays, etc)
* @{ */
/** @def SEX_FEMALE */
#define SEX_FEMALE 0
/** @def SEX_MALE */
#define SEX_MALE 1
/** @def SEX_NEUTER */
#define SEX_NEUTER 2
/** @def MAX_SEXES */
#define MAX_SEXES 3
/** @} */
/** @name Race flags
* @{ */
/** @def PR1_EXPERIMENTAL
* @note Is still under developemnt
*/
#define PR1_EXPERIMENTAL 0x00000001L
/* XXX */
/** @def PR1_RESIST_BLACK_BREATH
* @note Resist black breath
*/
#define PR1_RESIST_BLACK_BREATH 0x00000004L
/** @def PR1_NO_STUN
* @note Never stunned
*/
#define PR1_NO_STUN 0x00000008L
/** @def PR1_XTRA_MIGHT_BOW
* @note Xtra might with bows
*/
#define PR1_XTRA_MIGHT_BOW 0x00000010L
/** @def PR1_XTRA_MIGHT_XBOW
* @note Xtra might with xbows
*/
#define PR1_XTRA_MIGHT_XBOW 0x00000020L
/** @def PR1_XTRA_MIGHT_SLING
* @note Xtra might with slings
*/
#define PR1_XTRA_MIGHT_SLING 0x00000040L
/** @def PR1_AC_LEVEL
* @note More AC with levels
*/
#define PR1_AC_LEVEL 0x00000080L
/** @def PR1_HURT_LITE
* @note Hurt by light
*/
#define PR1_HURT_LITE 0x00000100L
/** @def PR1_VAMPIRE
* @note Vampire
*/
#define PR1_VAMPIRE 0x00000200L
/** @def PR1_UNDEAD
* @note Undead
*/
#define PR1_UNDEAD 0x00000400L
/** @def PR1_NO_CUT
* @note no cuts
*/
#define PR1_NO_CUT 0x00000800L
/** @def PR1_CORRUPT
* @note hack-- corrupted
*/
#define PR1_CORRUPT 0x00001000L
/** @def PR1_NO_FOOD
* @note little gain from food
*/
#define PR1_NO_FOOD 0x00002000L
/** @def PR1_NO_GOD
* @note cannot worship
*/
#define PR1_NO_GOD 0x00004000L
/* XXX */
/** @def PR1_ELF
* @note Is an elf
*/
#define PR1_ELF 0x00010000L
/** @def PR1_SEMI_WRAITH
* @note Takes damage when going in walls
*/
#define PR1_SEMI_WRAITH 0x00020000L
/** @def PR1_NO_SUBRACE_CHANGE
* @note Impossible to change subrace
*/
#define PR1_NO_SUBRACE_CHANGE 0x00040000L
/* XXX */
/** @def PR1_ANTIMAGIC
* @note antimagic ... hack
*/
#define PR1_ANTIMAGIC 0x00100000L
/** @def PR1_MOLD_FRIEND
* @note Not attacked by molds wielded
*/
#define PR1_MOLD_FRIEND 0x00200000L
/** @def PR1_GOD_FRIEND
* @note Better grace
*/
#define PR1_GOD_FRIEND 0x00400000L
/* XXX */
/** @def PR1_INNATE_SPELLS
* @note KNown all spells, only need books
*/
#define PR1_INNATE_SPELLS 0x01000000L
/* XXX */
/* XXX */
/** @def PR1_EASE_STEAL
* @note Gain xp by stealing
*/
#define PR1_EASE_STEAL 0x08000000L
/* XXX */
/* XXX */
/* XXX */
/* XXX */
/* XXX */
/** @def PR2_ASTRAL
* @note Is it an astral being coming from th halls of mandos ?
*/
#define PR2_ASTRAL 0x00000002L
/* XXX */
/** @} */
/** @name Notice flags
* @brief Bit flags for the "p_ptr->notice" variable
* @{ */
/** @def PN_COMBINE
* @note Combine the pack
*/
#define PN_COMBINE 0x00000001L
/** @def PN_REORDER
* @note Reorder the pack
*/
#define PN_REORDER 0x00000002L
/* xxx (many) */
/** @} */
/** @name Update flags
* @brief Bit flags for the "p_ptr->update" variable
* @{ */
/** @def PU_BONUS
* @note Calculate bonuses
*/
#define PU_BONUS 0x00000001L
/** @def PU_TORCH
* @note Calculate torch radius
*/
#define PU_TORCH 0x00000002L
/** @def PU_BODY
* @note Calculate body parts
*/
#define PU_BODY 0x00000004L
/** @def PU_SANITY
* @note Calculate csan and msan
*/
#define PU_SANITY 0x00000008L
/** @def PU_HP
* @note Calculate chp and mhp
*/
#define PU_HP 0x00000010L
/** @def PU_MANA
* @note Calculate csp and msp
*/
#define PU_MANA 0x00000020L
/** @def PU_SPELLS
* @note Calculate spells
*/
#define PU_SPELLS 0x00000040L
/** @def PU_POWERS
* @note Calculate powers
*/
#define PU_POWERS 0x00000080L
/* xxx (many) */
/** @def PU_UN_VIEW
* @note Forget view
*/
#define PU_UN_VIEW 0x00010000L
/* xxx (many) */
/** @def PU_VIEW
* @note Update view
*/
#define PU_VIEW 0x00100000L
/** @def PU_MON_LITE
* @note Update monster light
*/
#define PU_MON_LITE 0x00200000L
/* xxx */
/** @def PU_MONSTERS
* @note Update monsters
*/
#define PU_MONSTERS 0x01000000L
/** @def PU_DISTANCE
* @note Update distances
*/
#define PU_DISTANCE 0x02000000L
/* xxx */
/** @def PU_FLOW
* @note Update flow
*/
#define PU_FLOW 0x10000000L
/* xxx (many) */
/** @} */
/** @name Redraw flags
* @brief Bit flags for the "p_ptr->redraw" variable
* @{ */
/** @def PR_MISC
* @note Display Race/Class
*/
#define PR_MISC 0x00000001L
/** @def PR_TITLE
* @note Display Title
*/
#define PR_TITLE 0x00000002L
/** @def PR_LEV
* @note Display Level
*/
#define PR_LEV 0x00000004L
/** @def PR_EXP
* @note Display Experience
*/
#define PR_EXP 0x00000008L
/** @def PR_STATS
* @note Display Stats
*/
#define PR_STATS 0x00000010L
/** @def PR_ARMOR
* @note Display Armor
*/
#define PR_ARMOR 0x00000020L
/** @def PR_HP
* @note Display Hitpoints
*/
#define PR_HP 0x00000040L
/** @def PR_MANA
* @note Display Mana
*/
#define PR_MANA 0x00000080L
/** @def PR_GOLD
* @note Display Gold
*/
#define PR_GOLD 0x00000100L
/** @def PR_DEPTH
* @note Display Depth
*/
#define PR_DEPTH 0x00000200L
/****/
/** @def PR_HEALTH
* @note Display Health Bar
*/
#define PR_HEALTH 0x00000800L
/** @def PR_CUT
* @note Display Extra (Cut)
*/
#define PR_CUT 0x00001000L
/** @def PR_STUN
* @note Display Extra (Stun)
*/
#define PR_STUN 0x00002000L
/** @def PR_HUNGER
* @note Display Extra (Hunger)
*/
#define PR_HUNGER 0x00004000L
/** @def PR_PIETY
* @note Display Piety
*/
#define PR_PIETY 0x00008000L
/** @def PR_BLIND
* @note Display Extra (Blind)
*/
#define PR_BLIND 0x00010000L
/** @def PR_CONFUSED
* @note Display Extra (Confused)
*/
#define PR_CONFUSED 0x00020000L
/** @def PR_AFRAID
* @note Display Extra (Afraid)
*/
#define PR_AFRAID 0x00040000L
/** @def PR_POISONED
* @note Display Extra (Poisoned)
*/
#define PR_POISONED 0x00080000L
/** @def PR_STATE
* @note Display Extra (State)
*/
#define PR_STATE 0x00100000L
/** @def PR_SPEED
* @note Display Extra (Speed)
*/
#define PR_SPEED 0x00200000L
/** @def PR_STUDY
* @note Display Extra (Study)
*/
#define PR_STUDY 0x00400000L
/** @def PR_SANITY
* @note Display Sanity
*/
#define PR_SANITY 0x00800000L
/** @def PR_EXTRA
* @note Display Extra Info
*/
#define PR_EXTRA 0x01000000L
/** @def PR_BASIC
* @note Display Basic Info
*/
#define PR_BASIC 0x02000000L
/** @def PR_MAP
* @note Display Map
*/
#define PR_MAP 0x04000000L
/** @def PR_WIPE
* @note Hack -- Total Redraw
*/
#define PR_WIPE 0x08000000L
/** @def PR_MH
* @note Display Monster hitpoints
*/
#define PR_MH 0x10000000L
/** @def PR_MH
* @note Display Monster hitpoints
*/
#define PR_MH 0x10000000L
/** @def PR_DTRAP
* @note Display Extra (DTrap)
*/
#define PR_DTRAP 0x20000000L
/* xxx */
/* xxx */
/** @} */
/** @name Window flags
* @brief Bit flags for the "p_ptr->window" variable (etc)
* @{ */
/** @def PW_INVEN
* @note Display inven/equip
*/
#define PW_INVEN 0x00000001L
/** @def PW_EQUIP
* @note Display equip/inven
*/
#define PW_EQUIP 0x00000002L
/* xxx */
/** @def PW_PLAYER
* @note Display character
*/
#define PW_PLAYER 0x00000008L
/** @def PW_M_LIST
* @note Show monster list
*/
#define PW_M_LIST 0x00000010L
/* xxx */
/** @def PW_MESSAGE
* @note Display messages
*/
#define PW_MESSAGE 0x00000040L
/** @def PW_OVERHEAD
* @note Display overhead view
*/
#define PW_OVERHEAD 0x00000080L
/** @def PW_MONSTER
* @note Display monster recall
*/
#define PW_MONSTER 0x00000100L
/** @def PW_OBJECT
* @note Display object recall
*/
#define PW_OBJECT 0x00000200L
/* xxx */
/** @def PW_SNAPSHOT
* @note Display snap-shot
*/
#define PW_SNAPSHOT 0x00000800L
/* xxx */
/* xxx */
/** @def PW_BORG_1
* @note Display borg messages
*/
#define PW_BORG_1 0x00004000L
/** @def PW_BORG_2
* @note Display borg status
*/
#define PW_BORG_2 0x00008000L
/** @} */
/** @struct deity_type
*/
struct deity_type
{
/** @structvar name
* @brief String
*/
cptr name;
};
/** @var deity_info[max_gods]
* @brief deity_type
* @note Array of gods.
*/
extern deity_type deity_info[max_gods];
/** @name Body parts
* @{ */
/** @def BODY_WEAPON */
#define BODY_WEAPON 0
/** @def BODY_TORSO */
#define BODY_TORSO 1
/** @def BODY_ARMS */
#define BODY_ARMS 2
/** @def BODY_FINGER */
#define BODY_FINGER 3
/** @def BODY_HEAD */
#define BODY_HEAD 4
/** @def BODY_LEGS */
#define BODY_LEGS 5
/** @def BODY_MAX */
#define BODY_MAX 6
/** @} */
/** @struct player_type
*/
struct player_type
{
/** @structvar lives
* @brief Number
* @note How many times we resurected
*/
s32b lives;
/** @structvar oldpy
* @brief Number
* @note Previous player location -KMW-
*/
s16b oldpy;
/** @structvar oldpx
* @brief Number
* @note Previous player location -KMW-
*/
s16b oldpx;
/** @structvar py
* @brief Number
* @note Player location
*/
s16b py;
/** @structvar px
* @brief Number
* @note Player location
*/
s16b px;
/** @structvar psex
* @brief Number
* @note Sex index
*/
byte psex;
/** @structvar prace
* @brief Number
* @note Race index
*/
byte prace;
/** @structvar pracem
* @brief Number
* @note Race Mod index
*/
byte pracem;
/** @structvar pclass
* @brief Number
* @note Class index
*/
byte pclass;
/** @structvar mimic_form
* @brief Number
* @note Actualy transformation
*/
byte mimic_form;
/** @structvar mimic_level
* @brief Number
* @note Level of the mimic effect
*/
s16b mimic_level;
/** @structvar oops
* @brief Number
* @note Unused
*/
byte oops;
object_type inventory[INVEN_TOTAL] @inventory_real;
/** @structvar hitdie
* @brief Number
* @note Hit dice (sides)
*/
byte hitdie;
/** @structvar expfact
* @brief Number
* @note Experience factor
*/
u16b expfact;
/** @structvar allow_one_death
* @brief Number
* @note Blood of life
*/
byte allow_one_death;
/** @structvar age
* @brief Number
* @note Characters age
*/
s16b age;
/** @structvar ht
* @brief Number
* @note Height
*/
s16b ht;
/** @structvar wt
* @brief Number
* @note Weight
*/
s16b wt;
/** @structvar sc
* @brief Number
* @note Social Class
*/
s16b sc;
/** @structvar au
* @brief Number
* @note Current Gold
*/
s32b au;
/** @structvar max_exp
* @brief Number
* @note Max experience
*/
s32b max_exp;
/** @structvar exp
* @brief Number
* @note Cur experience
*/
s32b exp;
/** @structvar exp_frac
* @brief Number
* @note Cur exp frac (times 2^16)
*/
u16b exp_frac;
/** @structvar lev
* @brief Number
* @note Level
*/
s16b lev;
/** @structvar town_num
* @brief Number
* @note Current town number
*/
s16b town_num;
/** @structvar inside_quest
* @brief Number
* @note Inside quest level
*/
s16b inside_quest;
/** @structvar exit_bldg
* @brief Boolean
* @note Goal obtained in arena? -KMW-
*/
bool exit_bldg;
/** @structvar wilderness_x
* @brief Number
* @note Coordinates in the wilderness
*/
s32b wilderness_x;
/** @structvar wilderness_y
* @brief Number
*/
s32b wilderness_y;
/** @structvar wild_mode
* @brief Boolean
* @note TRUE = Small map, FLASE = Big map
*/
bool wild_mode;
/** @structvar old_wild_mode
* @brief Boolean
* @note TRUE = Small map, FLASE = Big map
*/
bool old_wild_mode;
/** @structvar mhp
* @brief Number
* @note Max hit pts
*/
s16b mhp;
/** @structvar chp
* @brief Number
* @note Cur hit pts
*/
s16b chp;
/** @structvar chp_frac
* @brief Number
* @note Cur hit frac (times 2^16)
*/
u16b chp_frac;
/** @structvar hp_mod
* @brief Number
* @note A modificator(permanent)
*/
s16b hp_mod;
/** @structvar msp
* @brief Number
* @note Max mana pts
*/
s16b msp;
/** @structvar csp
* @brief Number
* @note Cur mana pts
*/
s16b csp;
/** @structvar csp_frac
* @brief Number
* @note Cur mana frac (times 2^16)
*/
u16b csp_frac;
/** @structvar msane
* @brief Number
* @note Max sanity
*/
s16b msane;
/** @structvar csane
* @brief Number
* @note Cur sanity
*/
s16b csane;
/** @structvar csane_frac
* @brief Number
* @note Cur sanity frac
*/
u16b csane_frac;
/** @structvar grace
* @brief Number
* @note Your God's appreciation factor.
*/
s32b grace;
/** @structvar pgod
* @brief Number
* @note Your God.
*/
byte pgod;
/** @structvar praying
* @brief Boolean
* @note Praying to your god.
*/
bool praying;
/** @structvar max_plv
* @brief Number
* @note Max Player Level
*/
s16b max_plv;
/** @structvar stat_max[6]
* @brief Number
* @note Current "maximal" stat values
*/
s16b stat_max[6];
/** @structvar stat_cur[6]
* @brief Number
* @note Current "natural" stat values
*/
s16b stat_cur[6];
/** @structvar luck_cur
* @brief Number
* @note Current "natural" luck value (range -30 <> 30)
*/
s16b luck_cur;
/** @structvar luck_max
* @brief Number
* @note Current "maximal base" luck value (range -30 <> 30)
*/
s16b luck_max;
/** @structvar luck_base
* @brief Number
* @note Current "base" luck value (range -30 <> 30)
*/
s16b luck_base;
/** @structvar fast
* @brief Number
* @note Timed -- Fast
*/
s16b fast;
/** @structvar lightspeed
* @brief Number
* @note Timed -- Light Speed
*/
s16b lightspeed;
/** @structvar slow
* @brief Number
* @note Timed -- Slow
*/
s16b slow;
/** @structvar blind
* @brief Number
* @note Timed -- Blindness
*/
s16b blind;
/** @structvar paralyzed
* @brief Number
* @note Timed -- Paralysis
*/
s16b paralyzed;
/** @structvar confused
* @brief Number
* @note Timed -- Confusion
*/
s16b confused;
/** @structvar afraid
* @brief Number
* @note Timed -- Fear
*/
s16b afraid;
/** @structvar image
* @brief Number
* @note Timed -- Hallucination
*/
s16b image;
/** @structvar poisoned
* @brief Number
* @note Timed -- Poisoned
*/
s16b poisoned;
/** @structvar cut
* @brief Number
* @note Timed -- Cut
*/
s16b cut;
/** @structvar stun
* @brief Number
* @note Timed -- Stun
*/
s16b stun;
/** @structvar protevil
* @brief Number
* @note Timed -- Protection from Evil
*/
s16b protevil;
/** @structvar protgood
* @brief Number
* @note Timed -- Protection from Good
*/
s16b protgood;
/** @structvar protundead
* @brief Number
* @note Timed -- Protection from Undead
*/
s16b protundead;
/** @structvar invuln
* @brief Number
* @note Timed -- Invulnerable
*/
s16b invuln;
/** @structvar hero
* @brief Number
* @note Timed -- Heroism
*/
s16b hero;
/** @structvar shero
* @brief Number
* @note Timed -- Super Heroism
*/
s16b shero;
/** @structvar shield
* @brief Number
* @note Timed -- Shield Spell
*/
s16b shield;
/** @structvar shield_power
* @brief Number
* @note Timed -- Shield Spell Power
*/
s16b shield_power;
/** @structvar shield_opt
* @brief Number
* @note Timed -- Shield Spell options
*/
s16b shield_opt;
/** @structvar blessed
* @brief Number
* @note Timed -- Blessed
*/
s16b blessed;
/** @structvar tim_invis
* @brief Number
* @note Timed -- See Invisible
*/
s16b tim_invis;
/** @structvar tim_infra
* @brief Number
* @note Timed -- Infra Vision
*/
s16b tim_infra;
/** @structvar oppose_acid
* @brief Number
* @note Timed -- oppose acid
*/
s16b oppose_acid;
/** @structvar oppose_elec
* @brief Number
* @note Timed -- oppose lightning
*/
s16b oppose_elec;
/** @structvar oppose_fire
* @brief Number
* @note Timed -- oppose heat
*/
s16b oppose_fire;
/** @structvar oppose_cold
* @brief Number
* @note Timed -- oppose cold
*/
s16b oppose_cold;
/** @structvar oppose_pois
* @brief Number
* @note Timed -- oppose poison
*/
s16b oppose_pois;
/** @structvar oppose_ld
* @brief Number
* @note Timed -- oppose light & dark
*/
s16b oppose_ld;
/** @structvar oppose_cc
* @brief Number
* @note Timed -- oppose chaos & confusion
*/
s16b oppose_cc;
/** @structvar oppose_ss
* @brief Number
* @note Timed -- oppose sound & shards
*/
s16b oppose_ss;
/** @structvar oppose_nex
* @brief Number
* @note Timed -- oppose nexus
*/
s16b oppose_nex;
/** @structvar tim_esp
* @brief Number
* @note Timed ESP
*/
s16b tim_esp;
/** @structvar tim_wraith
* @brief Number
* @note Timed wraithform
*/
s16b tim_wraith;
/** @structvar tim_ffall
* @brief Number
* @note Timed Levitation
*/
s16b tim_ffall;
/** @structvar tim_fly
* @brief Number
* @note Timed Levitation
*/
s16b tim_fly;
/** @structvar tim_fire_aura
* @brief Number
* @note Timed Fire Aura
*/
s16b tim_fire_aura;
/** @structvar tim_regen
* @brief Number
* @note Timed regen
*/
s16b tim_regen;
/** @structvar tim_regen_pow
* @brief Number
* @note Timed regen
*/
s16b tim_regen_pow;
/** @structvar tim_poison
* @brief Number
* @note Timed poison hands
*/
s16b tim_poison;
/** @structvar tim_thunder
* @brief Number
* @note Timed thunderstorm
*/
s16b tim_thunder;
/** @structvar tim_thunder_p1
* @brief Number
* @note Timed thunderstorm
*/
s16b tim_thunder_p1;
/** @structvar tim_thunder_p2
* @brief Number
* @note Timed thunderstorm
*/
s16b tim_thunder_p2;
/** @structvar resist_magic
* @brief Number
* @note Timed Resist Magic (later)
*/
s16b resist_magic;
/** @structvar tim_invisible
* @brief Number
* @note Timed Invisibility
*/
s16b tim_invisible;
/** @structvar tim_inv_pow
* @brief Number
* @note Power of timed invisibility
*/
s16b tim_inv_pow;
/** @structvar tim_mimic
* @brief Number
* @note Timed Mimic
*/
s16b tim_mimic;
/** @structvar tim_lite
* @brief Number
* @note Timed Lite
*/
s16b tim_lite;
/** @structvar holy
* @brief Number
* @note Holy Aura
*/
s16b holy;
/** @structvar walk_water
* @brief Number
* @note Walk over water as a god
*/
s16b walk_water;
/** @structvar tim_mental_barrier
* @brief Number
* @note Sustain Int&Wis
*/
s16b tim_mental_barrier;
/** @structvar strike
* @brief Number
* @note True Strike(+25 hit)
*/
s16b strike;
/** @structvar meditation
* @brief Number
* @note Meditation(+50 mana -25 to hit/to dam)
*/
s16b meditation;
/** @structvar tim_reflect
* @brief Number
* @note Timed Reflection
*/
s16b tim_reflect;
/** @structvar tim_res_time
* @brief Number
* @note Timed Resistance to Time
*/
s16b tim_res_time;
/** @structvar tim_deadly
* @brief Number
* @note Timed deadly blow
*/
s16b tim_deadly;
/** @structvar prob_travel
* @brief Number
* @note Timed probability travel
*/
s16b prob_travel;
/** @structvar disrupt_shield
* @brief Number
* @note Timed disruption shield
*/
s16b disrupt_shield;
/** @structvar parasite
* @brief Number
* @note Timed parasite
*/
s16b parasite;
/** @structvar parasite_r_idx
* @brief Number
* @note Timed parasite monster
*/
s16b parasite_r_idx;
/** @structvar loan
* @brief Number
*/
u32b loan;
/** @structvar loan_time
* @brief Number
* @note Timer -- loan
*/
u32b loan_time;
/** @structvar tim_magic_breath
* @brief Number
* @note Magical breathing -- can breath anywhere
*/
s16b tim_magic_breath;
/** @structvar tim_water_breath
* @brief Number
* @note Water breathing -- can breath underwater
*/
s16b tim_water_breath;
/** @structvar immov_cntr
* @brief Number
* @note Timed -- Last ``immovable'' command.
*/
s16b immov_cntr;
/** @structvar music_extra
* @brief Number
* @note Music songs
*/
u32b music_extra;
/** @structvar music_extra2
* @brief Number
* @note Music songs
*/
u32b music_extra2;
/** @structvar chaos_patron
* @brief Number
*/
s16b chaos_patron;
/** @structvar recall_dungeon
* @brief Number
* @note Recall in which dungeon
*/
s16b recall_dungeon;
/** @structvar word_recall
* @brief Number
* @note Word of recall counter
*/
s16b word_recall;
/** @structvar energy
* @brief Number
* @note Current energy
*/
s32b energy;
/** @structvar food
* @brief Number
* @note Current nutrition
*/
s16b food;
/** @structvar confusing
* @brief Number
* @note Glowing hands
*/
byte confusing;
/** @structvar searching
* @brief Number
* @note Currently searching
*/
byte searching;
/** @structvar new_spells
* @brief Number
* @note Number of spells available
*/
s16b new_spells;
/** @structvar old_spells
* @brief Number
*/
s16b old_spells;
/** @structvar xtra_spells
* @brief Number
* @note Number of xtra spell learned(via potion)
*/
s16b xtra_spells;
/** @structvar cur_lite
* @brief Number
* @note Radius of lite (if any)
*/
s16b cur_lite;
/*** Extra flags -- used for lua and easying stuff ***/
/** @structvar xtra_f1
* @brief Number
*/
u32b xtra_f1;
/** @structvar xtra_f2
* @brief Number
*/
u32b xtra_f2;
/** @structvar xtra_f3
* @brief Number
*/
u32b xtra_f3;
/** @structvar xtra_f4
* @brief Number
*/
u32b xtra_f4;
/** @structvar xtra_f5
* @brief Number
*/
u32b xtra_f5;
/** @structvar xtra_esp
* @brief Number
*/
u32b xtra_esp;
/** @structvar pspeed
* @brief Number
* @note Current speed
*/
s16b pspeed;
/** @structvar notice
* @brief Number
* @note Special Updates (bit flags)
*/
u32b notice;
/** @structvar update
* @brief Number
* @note Pending Updates (bit flags)
*/
u32b update;
/** @structvar redraw
* @brief Number
* @note Normal Redraws (bit flags)
*/
u32b redraw;
/** @structvar window
* @brief Number
* @note Window Redraws (bit flags)
*/
u32b window;
/** @structvar stat_use[6]
* @brief Number
* @note Current modified stats
*/
s16b stat_use[6];
/** @structvar stat_top[6]
* @brief Number
* @note Maximal modified stats
*/
s16b stat_top[6];
/** @structvar stat_add[6]
* @brief Number
* @note Modifiers to stat values
*/
s16b stat_add[6];
/** @structvar stat_ind[6]
* @brief Number
* @note Indexes into stat tables
*/
s16b stat_ind[6];
/** @structvar stat_cnt[6]
* @brief Number
* @note Counter for temporary drains
*/
s16b stat_cnt[6];
/** @structvar stat_los[6]
* @brief Number
* @note Amount of temporary drains
*/
s16b stat_los[6];
/** @structvar immune_acid
* @brief Boolean
* @note Immunity to acid
*/
bool immune_acid;
/** @structvar immune_elec
* @brief Boolean
* @note Immunity to lightning
*/
bool immune_elec;
/** @structvar immune_fire
* @brief Boolean
* @note Immunity to fire
*/
bool immune_fire;
/** @structvar immune_cold
* @brief Boolean
* @note Immunity to cold
*/
bool immune_cold;
/** @structvar immune_neth
* @brief Boolean
* @note Immunity to nether
*/
bool immune_neth;
/** @structvar resist_acid
* @brief Boolean
* @note Resist acid
*/
bool resist_acid;
/** @structvar resist_elec
* @brief Boolean
* @note Resist lightning
*/
bool resist_elec;
/** @structvar resist_fire
* @brief Boolean
* @note Resist fire
*/
bool resist_fire;
/** @structvar resist_cold
* @brief Boolean
* @note Resist cold
*/
bool resist_cold;
/** @structvar resist_pois
* @brief Boolean
* @note Resist poison
*/
bool resist_pois;
/** @structvar resist_conf
* @brief Boolean
* @note Resist confusion
*/
bool resist_conf;
/** @structvar resist_sound
* @brief Boolean
* @note Resist sound
*/
bool resist_sound;
/** @structvar resist_lite
* @brief Boolean
* @note Resist light
*/
bool resist_lite;
/** @structvar resist_dark
* @brief Boolean
* @note Resist darkness
*/
bool resist_dark;
/** @structvar resist_chaos
* @brief Boolean
* @note Resist chaos
*/
bool resist_chaos;
/** @structvar resist_disen
* @brief Boolean
* @note Resist disenchant
*/
bool resist_disen;
/** @structvar resist_shard
* @brief Boolean
* @note Resist shards
*/
bool resist_shard;
/** @structvar resist_nexus
* @brief Boolean
* @note Resist nexus
*/
bool resist_nexus;
/** @structvar resist_blind
* @brief Boolean
* @note Resist blindness
*/
bool resist_blind;
/** @structvar resist_neth
* @brief Boolean
* @note Resist nether
*/
bool resist_neth;
/** @structvar resist_fear
* @brief Boolean
* @note Resist fear
*/
bool resist_fear;
/** @structvar resist_continuum
* @brief Boolean
* @note Resist space-time continuum disruption
*/
bool resist_continuum;
/** @structvar sensible_fire
* @brief Boolean
* @note Fire does more damage on the player
*/
bool sensible_fire;
/** @structvar sensible_lite
* @brief Boolean
* @note Lite does more damage on the player and blinds her/him
*/
bool sensible_lite;
/** @structvar reflect
* @brief Boolean
* @note Reflect 'bolt' attacks
*/
bool reflect;
/** @structvar sh_fire
* @brief Boolean
* @note Fiery 'immolation' effect
*/
bool sh_fire;
/** @structvar sh_elec
* @brief Boolean
* @note Electric 'immolation' effect
*/
bool sh_elec;
/** @structvar wraith_form
* @brief Boolean
* @note wraithform
*/
bool wraith_form;
/** @structvar anti_magic
* @brief Boolean
* @note Anti-magic
*/
bool anti_magic;
/** @structvar anti_tele
* @brief Boolean
* @note Prevent teleportation
*/
bool anti_tele;
/** @structvar sustain_str
* @brief Boolean
* @note Keep strength
*/
bool sustain_str;
/** @structvar sustain_int
* @brief Boolean
* @note Keep intelligence
*/
bool sustain_int;
/** @structvar sustain_wis
* @brief Boolean
* @note Keep wisdom
*/
bool sustain_wis;
/** @structvar sustain_dex
* @brief Boolean
* @note Keep dexterity
*/
bool sustain_dex;
/** @structvar sustain_con
* @brief Boolean
* @note Keep constitution
*/
bool sustain_con;
/** @structvar sustain_chr
* @brief Boolean
* @note Keep charisma
*/
bool sustain_chr;
/** @structvar aggravate
* @brief Boolean
* @note Aggravate monsters
*/
bool aggravate;
/** @structvar teleport
* @brief Boolean
* @note Random teleporting
*/
bool teleport;
/** @structvar exp_drain
* @brief Boolean
* @note Experience draining
*/
bool exp_drain;
/** @structvar drain_mana
* @brief Number
* @note mana draining
*/
byte drain_mana;
/** @structvar drain_life
* @brief Number
* @note hp draining
*/
byte drain_life;
/** @structvar magical_breath
* @brief Boolean
* @note Magical breathing -- can breath anywhere
*/
bool magical_breath;
/** @structvar water_breath
* @brief Boolean
* @note Water breathing -- can breath underwater
*/
bool water_breath;
/** @structvar climb
* @brief Boolean
* @note Can climb mountains
*/
bool climb;
/** @structvar fly
* @brief Boolean
* @note Can fly over some features
*/
bool fly;
/** @structvar ffall
* @brief Boolean
* @note No damage falling
*/
bool ffall;
/** @structvar lite
* @brief Boolean
* @note Permanent light
*/
bool lite;
/** @structvar free_act
* @brief Boolean
* @note Never paralyzed
*/
bool free_act;
/** @structvar see_inv
* @brief Boolean
* @note Can see invisible
*/
bool see_inv;
/** @structvar regenerate
* @brief Boolean
* @note Regenerate hit pts
*/
bool regenerate;
/** @structvar hold_life
* @brief Boolean
* @note Resist life draining
*/
bool hold_life;
/** @structvar telepathy
* @brief Number
* @note Telepathy
*/
u32b telepathy;
/** @structvar slow_digest
* @brief Boolean
* @note Slower digestion
*/
bool slow_digest;
/** @structvar bless_blade
* @brief Boolean
* @note Blessed blade
*/
bool bless_blade;
/** @structvar xtra_might
* @brief Number
* @note Extra might bow
*/
byte xtra_might;
/** @structvar impact
* @brief Boolean
* @note Earthquake blows
*/
bool impact;
/** @structvar auto_id
* @brief Boolean
* @note Auto id items
*/
bool auto_id;
/** @structvar dis_to_h
* @brief Number
* @note Known bonus to hit
*/
s16b dis_to_h;
/** @structvar dis_to_d
* @brief Number
* @note Known bonus to dam
*/
s16b dis_to_d;
/** @structvar dis_to_a
* @brief Number
* @note Known bonus to ac
*/
s16b dis_to_a;
/** @structvar dis_ac
* @brief Number
* @note Known base ac
*/
s16b dis_ac;
/** @structvar to_m
* @brief Number
* @note Bonus to mana
*/
s16b to_m;
/** @structvar to_s
* @brief Number
* @note Bonus to spell
*/
s16b to_s;
/** @structvar to_h
* @brief Number
* @note Bonus to hit
*/
s16b to_h;
/** @structvar to_d
* @brief Number
* @note Bonus to dam
*/
s16b to_d;
/** @structvar to_a
* @brief Number
* @note Bonus to ac
*/
s16b to_a;
/** @structvar to_h_melee
* @brief Number
* @note Bonus to hit
*/
s16b to_h_melee;
/** @structvar to_d_melee
* @brief Number
* @note Bonus to dam
*/
s16b to_d_melee;
/** @structvar to_h_ranged
* @brief Number
* @note Bonus to hit
*/
s16b to_h_ranged;
/** @structvar to_d_ranged
* @brief Number
* @note Bonus to dam
*/
s16b to_d_ranged;
/** @structvar num_blow
* @brief Number
* @note Number of blows
*/
s16b num_blow;
/** @structvar num_fire
* @brief Number
* @note Number of shots
*/
s16b num_fire;
/** @structvar ac
* @brief Number
* @note Base ac
*/
s16b ac;
/** @structvar antimagic
* @brief Number
* @note Power of the anti magic field
*/
byte antimagic;
/** @structvar antimagic_dis
* @brief Number
* @note Radius of the anti magic field
*/
byte antimagic_dis;
/** @structvar see_infra
* @brief Number
* @note Infravision range
*/
s16b see_infra;
/** @structvar skill_dis
* @brief Number
* @note Skill: Disarming
*/
s16b skill_dis;
/** @structvar skill_dev
* @brief Number
* @note Skill: Magic Devices
*/
s16b skill_dev;
/** @structvar skill_sav
* @brief Number
* @note Skill: Saving throw
*/
s16b skill_sav;
/** @structvar skill_stl
* @brief Number
* @note Skill: Stealth factor
*/
s16b skill_stl;
/** @structvar skill_srh
* @brief Number
* @note Skill: Searching ability
*/
s16b skill_srh;
/** @structvar skill_fos
* @brief Number
* @note Skill: Searching frequency
*/
s16b skill_fos;
/** @structvar skill_thn
* @brief Number
* @note Skill: To hit (normal)
*/
s16b skill_thn;
/** @structvar skill_thb
* @brief Number
* @note Skill: To hit (shooting)
*/
s16b skill_thb;
/** @structvar skill_tht
* @brief Number
* @note Skill: To hit (throwing)
*/
s16b skill_tht;
/** @structvar skill_dig
* @brief Number
* @note Skill: Digging
*/
s16b skill_dig;
/** @structvar skill_points
* @brief Number
*/
s16b skill_points;
/** @structvar control
* @brief Number
* @note Controlled monster
*/
s16b control;
/** @structvar control_dir
* @brief Number
* @note Controlled monster
*/
byte control_dir;
/** @structvar companion_killed
* @brief Number
* @note Number of companion death
*/
s16b companion_killed;
/** @structvar black_breath
* @brief Boolean
* @note The Tolkien's Black Breath
*/
bool black_breath;
/** @structvar body_monster
* @brief Number
* @note In which body is the player
*/
u16b body_monster;
/** @structvar body_parts[28]
* @brief Number
* @note Various body modifiers
*/
byte body_parts[28];
/** @structvar extra_body_parts[BODY_MAX]
* @brief Number
* @note Various body modifiers
*/
s16b extra_body_parts[BODY_MAX];
/** @structvar powers_mod[POWER_MAX_INIT]
* @brief Boolean
* @note Intrinsinc powers
*/
bool powers_mod[POWER_MAX_INIT];
/** @structvar powers[power_max]
* @brief Boolean
*/
bool powers[power_max];
/** @structvar spellbinder_num
* @brief Number
* @note Number of spells bound
*/
byte spellbinder_num;
/** @structvar spellbinder[4]
* @brief Number
* @note Spell bounds
*/
u32b spellbinder[4];
/** @structvar spellbinder_trigger
* @brief Number
* @note Spellbinder trigger condition
*/
byte spellbinder_trigger;
/* Corruptions */
/** @structvar corruptions_aux;
* @brief Boolean
*/
bool corruptions[max_corruptions] @ corruptions_aux;
/* Astral */
/** @structvar astral
* @brief Boolean
* @note We started at the bottom ?
*/
bool astral;
/*** Temporary fields ***/
/** @structvar leaving
* @brief Boolean
* @note True if player is leaving
*/
bool leaving;
};
/** @name Spellbinder triggers
* @{ */
/** @def SPELLBINDER_HP75
* @note Trigger spellbinder at 75% maximum hit points */
#define SPELLBINDER_HP75 1
/** @def SPELLBINDER_HP50
* @note Trigger spellbinder at 50% maximum hit points */
#define SPELLBINDER_HP50 2
/** @def SPELLBINDER_HP25
* @note Trigger spellbinder at 25% maximum hit points */
#define SPELLBINDER_HP25 3
/** @} */
/** @struct player_race
*/
struct player_race
{
/** @structvar title
* @brief Number
* @note Type of race
*/
s32b title;
/** @structvar desc
* @brief Number
*/
s32b desc;
/** @structvar infra
* @brief Number
* @note Infra-vision range
*/
byte infra;
};
/** @struct player_race_mod
*/
struct player_race_mod
{
/** @structvar title
* @brief Number
* @note Type of race mod
*/
s32b title;
/** @structvar desc
* @brief Number
* @note Desc
*/
s32b desc;
/** @structvar place
* @brief Boolean
* @note TRUE = race race modifier, FALSE = Race modifier race
*/
bool place;
/** @structvar r_adj[6]
* @brief Number
* @note (+) Racial stat bonuses
*/
s16b r_adj[6];
/** @structvar luck
* @brief String
* @note Luck
*/
char luck;
/** @structvar mana
* @brief Number
* @note Mana %
*/
s16b mana;
/** @structvar r_dis
* @brief Number
* @note (+) disarming
*/
s16b r_dis;
/** @structvar r_dev
* @brief Number
* @note (+) magic devices
*/
s16b r_dev;
/** @structvar r_sav
* @brief Number
* @note (+) saving throw
*/
s16b r_sav;
/** @structvar r_stl
* @brief Number
* @note (+) stealth
*/
s16b r_stl;
/** @structvar r_srh
* @brief Number
* @note (+) search ability
*/
s16b r_srh;
/** @structvar r_fos
* @brief Number
* @note (+) search frequency
*/
s16b r_fos;
/** @structvar r_thn
* @brief Number
* @note (+) combat (normal)
*/
s16b r_thn;
/** @structvar r_thb
* @brief Number
* @note (+) combat (shooting)
*/
s16b r_thb;
/** @structvar r_mhp
* @brief String
* @note (+) Race mod hit-dice modifier
*/
char r_mhp;
/** @structvar r_exp
* @brief Number
* @note (+) Race mod experience factor
*/
s16b r_exp;
/** @structvar b_age
* @brief String
* @note (+) base age
*/
char b_age;
/** @structvar m_age
* @brief String
* @note (+) mod age
*/
char m_age;
/** @structvar m_b_ht
* @brief String
* @note (+) base height (males)
*/
char m_b_ht;
/** @structvar m_m_ht
* @brief String
* @note (+) mod height (males)
*/
char m_m_ht;
/** @structvar m_b_wt
* @brief String
* @note (+) base weight (males)
*/
char m_b_wt;
/** @structvar m_m_wt
* @brief String
* @note (+) mod weight (males)
*/
char m_m_wt;
/** @structvar f_b_ht
* @brief String
* @note (+) base height (females)
*/
char f_b_ht;
/** @structvar f_m_ht
* @brief String
* @note (+) mod height (females)
*/
char f_m_ht;
/** @structvar f_b_wt
* @brief String
* @note (+) base weight (females)
*/
char f_b_wt;
/** @structvar f_m_wt
* @brief String
* @note (+) mod weight (females)
*/
char f_m_wt;
/** @structvar infra
* @brief String
* @note (+) Infra-vision range
*/
char infra;
/** @structvar choice[2]
* @brief Number
* @note Legal race choices
*/
u32b choice[2];
/** @structvar pclass[2]
* @brief Number
* @note Classes allowed
*/
u32b pclass[2];
/** @structvar mclass[2]
* @brief Number
* @note Classes restricted
*/
u32b mclass[2];
/** @structvar powers[4]
* @brief Number
* @note Powers of the subrace
*/
s16b powers[4];
/** @structvar body_parts[BODY_MAX]
* @brief String
* @note To help to decide what to use when body changing
*/
char body_parts[BODY_MAX];
/** @structvar flags1
* @brief Number
*/
u32b flags1;
/** @structvar flags2
* @brief Number
* @note flags
*/
u32b flags2;
/** @structvar oflags1[51]
* @brief Number
*/
u32b oflags1[51];
/** @structvar oflags2[51]
* @brief Number
*/
u32b oflags2[51];
/** @structvar oflags3[51]
* @brief Number
*/
u32b oflags3[51];
/** @structvar oflags4[51]
* @brief Number
*/
u32b oflags4[51];
/** @structvar oflags5[51]
* @brief Number
*/
u32b oflags5[51];
/** @structvar oesp[51]
* @brief Number
*/
u32b oesp[51];
/** @structvar opval[51]
* @brief Number
*/
s16b opval[51];
/** @structvar g_attr
* @brief Number
* @note Overlay graphic attribute
*/
byte g_attr;
/** @structvar g_char
* @brief String
* @note Overlay graphic character
*/
char g_char;
/** @structvar skill_basem[MAX_SKILLS]
* @brief String
*/
char skill_basem[MAX_SKILLS];
/** @structvar skill_base[MAX_SKILLS]
* @brief Number
*/
u32b skill_base[MAX_SKILLS];
/** @structvar skill_modm[MAX_SKILLS]
* @brief String
*/
char skill_modm[MAX_SKILLS];
/** @structvar skill_mod[MAX_SKILLS]
* @brief Number
*/
s16b skill_mod[MAX_SKILLS];
};
/** @var energy_use
* @brief Number
* @note Energy use for an action (0 if action does not take a turn).
*/
extern s32b energy_use;
/** @var player;
* @brief player_type
* @note The player.
*/
extern player_type *p_ptr @ player;
/** @var max_rp_idx
* @brief Number
* @note Maximum number of entries in player race array.
*/
extern u16b max_rp_idx;
/** @var race_info[max_rp_idx]
* @brief player_race
* @note Array of player races.
*/
extern player_race race_info[max_rp_idx];
/** @var *rp_name
* @brief String
* @note Name of player race.
*/
extern char *rp_name;
/** @var *rp_text
* @brief String
*/
extern char *rp_text;
/** @var max_rmp_idx
* @brief Number
* @note Maximum number of player subraces.
*/
extern u16b max_rmp_idx;
/** @var _mod race_mod_info[max_rmp_idx]
* @brief player_race
* @note Array of player subraces.
*/
extern player_race_mod race_mod_info[max_rmp_idx];
/** @var *rmp_name
* @brief String
* @note Name of player subrace.
*/
extern char *rmp_name;
/** @var *rmp_text
* @brief String
*/
extern char *rmp_text;
/** @var class_info[max_c_idx]
* @brief player_class
* @note Array of classes.
*/
extern player_class class_info[max_c_idx];
/** @var *c_name
* @brief String
* @note Name of player class.
*/
extern char *c_name;
/** @var *c_text
* @brief String
*/
extern char *c_text;
/** @var flush_failure
* @brief Boolean
* @note TRUE if flush input on any failure, otherwise FALSE.
*/
extern bool flush_failure;
/** @fn set_roots(int v, s16b ac, s16b dam)
* @brief Player has timed roots.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param ac Number \n bonus to AC
* @brief AC bonus
* @param dam Number \n bonus to melee to-damage
* @brief To-damage bonus
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_roots(int v, s16b ac, s16b dam);
/** @fn set_shadow(int v)
* @brief Player has wraith form.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_shadow(int v);
/** @fn set_parasite(int v, int r)
* @brief Player has timed parasite.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param r Number \n index of race in monster race array
* @brief Parasite race index
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* When the time remaining reaches 0, there is an 80% chance the parasite will
* be born, otherwise it will die away.
* @note (see file xtra2.c)
*/
extern bool set_parasite(int v, int r);
/** @fn set_disrupt_shield(int v)
* @brief Player has timed disrupt shield (feels invulnerable).\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_disrupt_shield(int v);
/** @fn set_prob_travel(int v)
* @brief Player has timed probability travel.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_prob_travel(int v);
/** @fn set_project(int v, s16b gf, s16b dam, s16b rad, s16b flag)
* @brief Player's weapon has a spell effect.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param gf Number \n spell effect
* @brief Spell effect
* @param dam Number \n damage caused by spell effect
* @brief Spell damage
* @param rad Number \n radius of spell effect
* @brief Spell radius
* @param flag Number \n spell projection effect
* @brief Spell properties
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_project(int v, s16b gf, s16b dam, s16b rad, s16b flag);
/** @fn set_tim_deadly(int v)
* @brief Player has deadly accuracy.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_deadly(int v);
/** @fn set_tim_res_time(int v)
* @brief Player has timed time resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_res_time(int v);
/** @fn set_tim_reflect(int v)
* @brief Player has timed reflection.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_reflect(int v);
/** @fn set_meditation(int v)
* @brief Player can meditate (forcibly pseudo-id).\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_meditation(int v);
/** @fn set_strike(int v)
* @brief Player has true strike.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_strike(int v);
/** @fn set_walk_water(int v)
* @brief Player can walk on water.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_walk_water(int v);
/** @fn set_tim_ffall(int v)
* @brief Player has timed levitation (feather-fall).\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_ffall(int v);
/** @fn set_tim_fire_aura(int v)
* @brief Player has a timed fiery aura.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_fire_aura(int v);
/** @fn set_tim_regen(int v, int p)
* @brief Player has timed regeneration.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param p Number \n power of regeneration
* @brief Regeneration power
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_regen(int v, int p);
/** @fn set_holy(int v)
* @brief Player has a timed holy aura.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_holy(int v);
/** @fn set_grace(s32b v)
* @brief Set the amount of grace a player has with a god.\n
* @param v Number \n time remaining until effect expires
* (must be in the range -30,000 to 30,000)
* @brief Grace
* @note (see file xtra2.c)
*/
extern void set_grace(s32b v);
/** @fn set_mimic(int v, int p, int level)
* @brief Player has mimic form.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param p Number \n the mimic form
* @brief Mimic form
* @param level Number \n the level of the mimic form
* @brief Mimic level
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_mimic(int v, int p, int level);
/** @fn set_no_breeders(int v)
* @brief Player has timed breeder prevention.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_no_breeders(int v);
/** @fn set_tim_esp(int v)
* @brief Player has timed ESP.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_esp(int v);
/** @fn set_invis(int v, int p)
* @brief Player has timed invisibility.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param p Number \n power of invisibility
* @brief Invisibility power
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_invis(int v, int p);
/** @fn set_lite(int v)
* @brief Player has timed light.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Note the use of "PU_VIEW", which is needed to
* memorize any terrain features which suddenly become "visible".
* @note
* Note that blindness is currently the only thing which can affect
* "player_can_see_bold()".
* @note (see file xtra2.c)
*/
extern bool set_lite(int v);
/** @fn set_blind(int v)
* @brief Player has timed blindness.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Note the use of "PU_UN_VIEW", which is needed to memorize any terrain
* features which suddenly become "visible".
* @note
* Note that blindness is currently the only thing which can affect
* "player_can_see_bold()".
* @note (see file xtra2.c)
*/
extern bool set_blind(int v);
/** @fn set_confused(int v)
* @brief Player has timed confusion.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_confused(int v);
/** @fn set_poisoned(int v)
* @brief Player has timed poisoning.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_poisoned(int v);
/** @fn set_afraid(int v)
* @brief Player has timed fear.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_afraid(int v);
/** @fn set_paralyzed(int v)
* @brief Player has timed paralysis.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_paralyzed(int v);
/** @fn set_image(int v)
* @brief Player has timed hallucination.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Note that we must redraw the map when hallucination changes.
* @note (see file xtra2.c)
*/
extern bool set_image(int v);
/** @fn set_fast(int v, int p)
* @brief Player has timed speed boost.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param p Number \n speed factor
* @brief Speed factor
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_fast(int v, int p);
/** @fn set_light_speed(int v)
* @brief Player has timed light speed.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_light_speed(int v);
/** @fn set_slow(int v)
* @brief Player has timed slowness.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_slow(int v);
/** @fn set_shield(int v, int p, s16b o, s16b d1, s16b d2)
* @brief Player has timed mystic shield.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param p Number \n bonus to AC
* @brief AC bonus
* @param o Number \n type of shield (see SHIELD_foo fields)
* @brief Shield type
* @param d1 Number \n number of dice for damage roll
* @brief Damage dice
* @param d2 Number \n number of sides per die for damage roll
* @brief Damage sides
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_shield(int v, int p, s16b o, s16b d1, s16b d2);
/* For calc_bonus hooks */
/** @fn apply_flags(u32b f1, u32b f2, u32b f3, u32b f4, u32b f5, u32b esp, s16b pval = 0, s16b tval = 0, s16b to_h = 0, s16b to_d = 0, s16b to_a = 0)
* @brief Apply flags and values to the player.\n
* @param f1 Number \n flags to be applied to the player
* @brief Flag1
* @param f2 Number \n flags to be applied to the player
* @brief Flag2
* @param f3 Number \n flags to be applied to the player
* @brief Flag3
* @param f4 Number \n flags to be applied to the player
* @brief Flag4
* @param f5 Number \n flags to be applied to the player
* @brief Flag5
* @param esp Number \n ESP flag
* @brief Esp flag
* @param pval Number \n PVal to be applied to the player
* @brief Pval
* @param tval Number \n TVal to be applied to the player
* @brief Tval
* @param to_h Number \n to-hit bonus to be applied to the player
* @brief To-hit
* @param to_d Number \n to-damage bonus to be applied to the player
* @brief To-damage
* @param to_a Number \n AC bonus to be applied to the player
* @brief AC
* @note
* f1 can apply to attribuets, spell power, mana capacity, stealth, searching
* ability and frequency, infravision, digging, speed, extra blows, and
* earthquakes.
* @note
* f2 can apply to life capacity, sensible fire, invisibility, free action,
* hold life, immunities (except neither), resistances, reflection, and
* sustains.
* @note
* f3 can apply to extra shots, aggravate, teleport, drain XP, blessed, extra
* might, slow digestion, regeneration, lite, see invisible, wraith form,
* feather fall, fire sheath, electricity sheath, anti magic, and anti
* teleport.
* @note
* f4 can apply to lite, flying, climbing, nether immunity, precognition, and
* anti-magic power and radius.
* @note
* f5 can apply to luck, critical hits, drain mana, drain life, immovable,
* water breath, and magic breath.
* @note
* esp can apply to, well, just telepathy.
* @note
* pval can apply to attributes, luck, spell power, mana capacity, life
* capacity, stealth, search ability and frequency (x 5), infravision, digging
* (x 20), speed, extra blows, critical blows, invisibility (x 10), extra
* might, anti-magic power and radius.
* @note
* tval can apply to lite
* @note
* to_h, to_d, and to_ac can apply to anti-magic power and radius.
* @note (see file xtra1.c)
*/
extern void apply_flags(u32b f1, u32b f2, u32b f3, u32b f4, u32b f5, u32b esp, s16b pval = 0, s16b tval = 0, s16b to_h = 0, s16b to_d = 0, s16b to_a = 0);
/** @name Shield effect options
* @{ */
/** @def SHIELD_NONE */
#define SHIELD_NONE 0x0000
/** @def SHIELD_COUNTER */
#define SHIELD_COUNTER 0x0001
/** @def SHIELD_FIRE */
#define SHIELD_FIRE 0x0002
/** @def SHIELD_GREAT_FIRE */
#define SHIELD_GREAT_FIRE 0x0004
/** @def SHIELD_FEAR */
#define SHIELD_FEAR 0x0008
/** @} */
/** @fn set_tim_thunder(int v, int p1, int p2)
* @brief Player has timed thunderstorm.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param p1 Number \n number of dice for damage roll
* @brief Damage dice
* @param p2 Number \n number of sides per die for damage roll
* @brief Damage sides
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_thunder(int v, int p1, int p2);
/** @fn set_tim_breath(int v, bool magical)
* @brief Player has timed magic/water breath.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @param magical Boolean \n TRUE if player has magic breath, or FALSE if the
* player has water breath
* @brief Magic breath?
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_breath(int v, bool magical);
/** @fn set_tim_fly(int v)
* @brief Player has timed flight.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_fly(int v);
/** @fn set_blessed(int v)
* @brief Player has timed blessing.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Blessing gives +5 bonus AC and +10 bonus to-hit.
* @note (see file xtra2.c)
*/
extern bool set_blessed(int v);
/** @fn set_hero(int v)
* @brief Player has timed heroism.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Heroism gives +10 bonus max HP, +12 bonus to-hit, and resist fear.
* @note (see file xtra2.c)
*/
extern bool set_hero(int v);
/** @fn set_shero(int v)
* @brief Player has timed berserk strength.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Berserk strength gives +30 bonus max HP, +24 bonus to-hit, -10 penalty AC,
* and resist fear.
* @note (see file xtra2.c)
*/
extern bool set_shero(int v);
/** @fn set_protevil(int v)
* @brief Player has timed protection from evil.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Protection from evil gives the player a chance to repel evil monsters.
* @note (see file xtra2.c)
*/
extern bool set_protevil(int v);
/** @fn set_protgood(int v)
* @brief Player has timed protection from good.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Protection from good gives the player a chance to repel good monsters.
* @note (see file xtra2.c)
*/
extern bool set_protgood(int v);
/** @fn set_protundead(int v)
* @brief Player has timed protection from undead.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Protection from undead protects against getting the Black Breath in a melee
* attack.
* @note (see file xtra2.c)
*/
extern bool set_protundead(int v);
/** @fn set_invuln(int v)
* @brief Player has timed invulnerability.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Invulnerability prevents damage from walking on lava, walking the Straight
* Road, poison, cuts, and starvation. It gives +100 bonus to AC.
* @note
* It can be ended by the player attacking a monster, firing a missile,
* throwing an object, or activating a power.
* @note (see file xtra2.c)
*/
extern bool set_invuln(int v);
/** @fn set_tim_invis(int v)
* @brief Player has timed "see invisibile".\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_invis(int v);
/** @fn set_tim_infra(int v)
* @brief Player has timed infravision.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_tim_infra(int v);
/** @fn set_mental_barrier(int v)
* @brief Player has timed mental barrier.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Mental barrier sustains intelligence and wisdom.
* @note (see file xtra2.c)
*/
extern bool set_mental_barrier(int v);
/** @fn set_poison(int v)
* @brief Player has timed poison hands.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_poison(int v);
/** @fn set_oppose_acid(int v)
* @brief Player has timed acid resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_oppose_acid(int v);
/** @fn set_oppose_elec(int v)
* @brief Player has timed electricity resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_oppose_elec(int v);
/** @fn set_oppose_fire(int v)
* @brief Player has timed fire resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_oppose_fire(int v);
/** @fn set_oppose_cold(int v)
* @brief Player has timed cold resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_oppose_cold(int v);
/** @fn set_oppose_pois(int v)
* @brief Player has timed poison resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_oppose_pois(int v);
/** @fn set_oppose_ld(int v)
* @brief Player has timed light and dark resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_oppose_ld(int v);
/** @fn set_oppose_cc(int v)
* @brief Player has timed chaos and confusion resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_oppose_cc(int v);
/** @fn set_oppose_ss(int v)
* @brief Player has timed sound and shard resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_oppose_ss(int v);
/** @fn set_oppose_nex(int v)
* @brief Player has timed nexus resistance.\n
* @param v Number \n time remaining until effect expires
* (must be in the range 0 to 10,000)
* @brief Time remaining
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note (see file xtra2.c)
*/
extern bool set_oppose_nex(int v);
/** @fn set_stun(int v)
* @brief Player stun level changes.\n
* @param v Number \n the level of stun (must be in the range 0 to 10,000)
* @brief Stun level
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Note the special code to only notice "range" changes.
* @note
* Some races resist stunning.
* @note
* There is a v chance in 1000 or 1 in 16 that a stun will be the result of
* a vicious blow to the head. If so, the player will lose a point of
* intelligence, or wisdom, or both unless the stat is sustained.
* @note (see file xtra2.c)
*/
extern bool set_stun(int v);
/** @fn set_cut(int v)
* @brief Player cut level changes.\n
* @param v Number \n the level of cut (must be in the range 0 to 10,000)
* @brief Cut level
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* Note the special code to only notice "range" changes.
* @note
* Some races resist cutting.
* @note
* There is a v chance in 1000 or 1 in 16 that a cut will result in scarrring.
* If so, the player will lose a point of charisma unless it is sustained.
* @note (see file xtra2.c)
*/
extern bool set_cut(int v);
/** @fn set_food(int v)
* @brief Player hunger level changes.\n
* @param v Number \n the level of cut (must be in the range 0 to 10,000)
* @brief Cut level
* @return Boolean \n TRUE if player notices the effect, otherwise FALSE.
* @note
* The "p_ptr->food" variable can get as large as 20000, allowing the
* addition of the most "filling" item, Elvish Waybread, which adds
* 7500 food units, without overflowing the 32767 maximum limit.
* @note
* Perhaps we should disturb the player with various messages,
* especially messages about hunger status changes. XXX XXX XXX
* @note
* Digestion of food is handled in "dungeon.c", in which, normally,
* the player digests about 20 food units per 100 game turns, more
* when "fast", more when "regenerating", less with "slow digestion",
* but when the player is "gorged", he digests 100 food units per 10
* game turns, or a full 1000 food units per 100 game turns.
* @note
* Note that the player's speed is reduced by 10 units while gorged,
* so if the player eats a single food ration (5000 food units) when
* full (15000 food units), he will be gorged for (5000/100)*10 = 500
* game turns, or 500/(100/5) = 25 player turns (if nothing else is
* affecting the player speed).
* @note (see file xtra2.c)
*/
extern bool set_food(int v);
/** @name Hunger flags
* @brief Player "food" crucial values
* @{ */
/** @def PY_FOOD_MAX
* @note Food value (Bloated)
*/
#define PY_FOOD_MAX 15000
/** @def PY_FOOD_FULL
* @note Food value (Normal)
*/
#define PY_FOOD_FULL 10000
/** @def PY_FOOD_ALERT
* @note Food value (Hungry)
*/
#define PY_FOOD_ALERT 2000
/** @def PY_FOOD_WEAK
* @note Food value (Weak)
*/
#define PY_FOOD_WEAK 1000
/** @def PY_FOOD_FAINT
* @note Food value (Fainting)
*/
#define PY_FOOD_FAINT 500
/** @def PY_FOOD_STARVE
* @note Food value (Starving)
*/
#define PY_FOOD_STARVE 100
/** @} */
/** @fn check_experience(void)
* @brief Check if player experience level has changed.\n
* @note
* If a player has achieved a level for the first time, give a corruption
* (1 chance in 3) if it applies, increase skill points, check ability levels,
* and add a note if notes are taken.
* @note (see file xtra2.c)
*/
extern void check_experience(void);
/** @fn check_experience_obj(object_type *o_ptr)
* @brief Check if object "o_ptr" experience level has changed.\n
* @param *o_ptr object_type \n the object
* @brief Object
* @note
* If an object has achieved a level for the first time, apply gains.
* @note (see file xtra2.c)
*/
extern void check_experience_obj(object_type *o_ptr);
/** @fn gain_exp(s32b amount)
* @brief Gain "amount" of experience.\n
* @param amount Number \n the experience points to gain.
* @brief Experience
* @note
* Count the number of objects which will gain experience. The objects share
* equally 2/3 of "amount". Give corruption if it applies. Gain experience.
* If experience is less than maximum, then increase maximum experience by 20%
* of "amount". Check for level change and print experience (check_experience).
* @note (see file xtra2.c)
*/
extern void gain_exp(s32b amount);
/** @fn lose_exp(s32b amount)
* @brief Decrease experience by "amount".\n
* @param amount Number \n the experience points to lose.
* @brief Experience
* @note
* Experience can not fall below zero. Check for level change and print
* experience (check_experience).
* @note (see file xtra2.c)
*/
extern void lose_exp(s32b amount);
/** @fn no_lite(void)
* @brief Return true if the player's grid is dark.
* @return Boolean \n TRUE if the player's grid is dark, otherwise FALSE.
* @note (see file cave.c)
*/
extern bool no_lite(void);
/** @var dun_level
* @brief Number
* @note Current dungeon level
*/
extern s16b dun_level;
/** @name Gods
* @{ */
/** @def GOD_ALL */
#define GOD_ALL -1
/** @def GOD_NONE */
#define GOD_NONE 0
/** @def GOD_ERU */
#define GOD_ERU 1
/** @def GOD_MANWE */
#define GOD_MANWE 2
/** @def GOD_TULKAS */
#define GOD_TULKAS 3
/** @def GOD_MELKOR */
#define GOD_MELKOR 4
/** @def GOD_YAVANNA */
#define GOD_YAVANNA 5
/** @} */
/** @fn inc_piety(int god, s32b amt)
* @brief Increase piety for god "god" by amount "amt".\n
* @param god Number \n the god
* @brief God
* @param amt Number \n the amount of piety
* @brief Piety
* @note
* If the player worships all gods, or "god", the piety (grace) will increase.
* @note (see file gods.c)
*/
extern void inc_piety(int god, s32b amt);
/** @fn abandon_god(int god)
* @brief Player renounces their religion.\n
* @param god Number \n the god
* @brief God
* @note
* If the player worships all gods or "god", the player worships no god and
* the piety score is set to 0.
* @note (see file gods.c)
*/
extern void abandon_god(int god);
/** @fn wisdom_scale(int max)
* @brief Rescale the wisdom value to a 0 <-> max range.\n
* @param max Number \n the new maximum value of the rescaled wisdom
* @brief New maximum wisdom
* @return Number \n The rescaled value of player wisdom.
* @note (see file gods.c)
*/
extern int wisdom_scale(int max);
/** @fn follow_god(int god, bool silent)
* @brief Player starts to follow god "god".\n
* @param god Number \n the god
* @brief God
* @param silent Boolean \n TRUE if Melkor message is displayed, otherwise
* FALSE.
* @brief Show message?
* @note
* Unbelievers can not follow a god.
* @note
* If the player does not worship a god, they start worshipping "god". If the
* god is Melkor, the player gains the Udun skill (show a message if silent is
* FALSE).
* @note (see file gods.c)
*/
extern void follow_god(int god, bool silent);
/** @fn add_new_gods(char *name)
* @brief Add a new god to the deity array.\n
* @param *name String \n the name of the god
* @brief God name
* @return Number \n The index of the new god inthe deity array.
* @note (see file lua_bind.c)
*/
extern s16b add_new_gods(char *name);
/** @fn desc_god(int g_idx, int d, char *desc)
* @brief Return line "d" of the description of god with god index "g_idx".\n
* @param g_idx Number \n the index of god in the deity array.
* @brief God index
* @param d Number \n the line of the description
* (must be in the range 0 to 9).
* @brief Line of description
* @param *desc String
* @brief Description
* @return *desc String \n Line "d" of the god description.
* @note (see file lua_bind.c)
*/
extern void desc_god(int g_idx, int d, char *desc);
/** @name Powers
* @{ */
/** @def PWR_SPIT_ACID
* @note Spit acid (GF_ACID) */
#define PWR_SPIT_ACID 0
/** @def PWR_BR_FIRE
* @note Breathe fire (GF_FIRE) */
#define PWR_BR_FIRE 1
/** @def PWR_HYPN_GAZE
* @note Hypnotic gaze */
#define PWR_HYPN_GAZE 2
/** @def PWR_TELEKINES
* @note Telekinesis (fetch an object) */
#define PWR_TELEKINES 3
/** @def PWR_VTELEPORT
* @note Teleport */
#define PWR_VTELEPORT 4
/** @def PWR_MIND_BLST
* @note Mind blast (GF_PSI) */
#define PWR_MIND_BLST 5
/** @def PWR_RADIATION
* @note Emit radiation (GF_NUKE) */
#define PWR_RADIATION 6
/** @def PWR_VAMPIRISM
* @note Vampire bite */
#define PWR_VAMPIRISM 7
/** @def PWR_SMELL_MET
* @note Detect treasure */
#define PWR_SMELL_MET 8
/** @def PWR_SMELL_MON
* @note Detect normal monsters */
#define PWR_SMELL_MON 9
/** @def PWR_BLINK
* @note Short teleport (up to 10 grids) */
#define PWR_BLINK 10
/** @def PWR_EAT_ROCK
* @note Eat rock for food (wall to mud) */
#define PWR_EAT_ROCK 11
/** @def PWR_SWAP_POS
* @note Swap position with a monster */
#define PWR_SWAP_POS 12
/** @def PWR_SHRIEK
* @note Shriek (GF_SOUND and aggravate) */
#define PWR_SHRIEK 13
/** @def PWR_ILLUMINE
* @note Lite area */
#define PWR_ILLUMINE 14
/** @def PWR_DET_CURSE
* @note Detect cursed items in inventory */
#define PWR_DET_CURSE 15
/** @def PWR_BERSERK
* @note Berserk rage */
#define PWR_BERSERK 16
/** @def PWR_POLYMORPH
* @note Polymorph self */
#define PWR_POLYMORPH 17
/** @def PWR_MIDAS_TCH
* @note Midas touch - turn an item into gold */
#define PWR_MIDAS_TCH 18
/** @def PWR_GROW_MOLD
* @note Summon mold */
#define PWR_GROW_MOLD 19
/** @def PWR_RESIST
* @note Temporary elemental resist */
#define PWR_RESIST 20
/** @def PWR_EARTHQUAKE
* @note Cause an earthquake (destruction) */
#define PWR_EARTHQUAKE 21
/** @def PWR_EAT_MAGIC
* @note Absorb energy from magic items */
#define PWR_EAT_MAGIC 22
/** @def PWR_WEIGH_MAG
* @note Report magic affecting player */
#define PWR_WEIGH_MAG 23
/** @def PWR_STERILITY
* @note Player experiences forced abstinence */
#define PWR_STERILITY 24
/** @def PWR_PANIC_HIT
* @note Hit a monster and run away */
#define PWR_PANIC_HIT 25
/** @def PWR_DAZZLE
* @note Stun, confuse, and turn monsters */
#define PWR_DAZZLE 26
/** @def PWR_DARKRAY
* @note Fire a beam of light (GF_LITE) */
#define PWR_DARKRAY 27
/** @def PWR_RECALL
* @note Recall to dungeon/town */
#define PWR_RECALL 28
/** @def PWR_BANISH
* @note Banish evil creatures */
#define PWR_BANISH 29
/** @def PWR_COLD_TOUCH
* @note Bolt of cold (GF_COLD) */
#define PWR_COLD_TOUCH 30
/** @def PWR_LAUNCHER
* @note Increase the multiplier for a thrown object */
#define PWR_LAUNCHER 31
/** @def PWR_PASSWALL
* @note Walk through a wall */
#define PWR_PASSWALL 32
/** @def PWR_DETECT_TD
* @note Detect traps, doors, and stairs */
#define PWR_DETECT_TD 33
/** @def PWR_COOK_FOOD
* @note Create some food */
#define PWR_COOK_FOOD 34
/** @def PWR_UNFEAR
* @note Remove fear */
#define PWR_UNFEAR 35
/** @def PWR_EXPL_RUNE
* @note Set an explosive rune */
#define PWR_EXPL_RUNE 36
/** @def PWR_STM
* @note Bash a wall (stone to mud) */
#define PWR_STM 37
/** @def PWR_POIS_DART
* @note Throw a poison dart (GF_POIS) */
#define PWR_POIS_DART 38
/** @def PWR_MAGIC_MISSILE
* @note Fire a magic missile (GF_MISSILE) */
#define PWR_MAGIC_MISSILE 39
/** @def PWR_GROW_TREE
* @note Grow trees around the player */
#define PWR_GROW_TREE 40
/** @def PWR_BR_COLD
* @note Breathe cold (GF_COLD) */
#define PWR_BR_COLD 41
/** @def PWR_BR_CHAOS
* @note Breathe chaos (GF_CHAOS) */
#define PWR_BR_CHAOS 42
/** @def PWR_BR_ELEM
* @note Breath elements (GF_MISSILE) */
#define PWR_BR_ELEM 43
/** @def PWR_WRECK_WORLD
* @note Change the world (new level) */
#define PWR_WRECK_WORLD 44
/** @def PWR_SCARE
* @note Howl to scare monsters */
#define PWR_SCARE 45
/** @def PWR_REST_LIFE
* @note Restore life levels */
#define PWR_REST_LIFE 46
/** @def PWR_SUMMON_MONSTER
* @note Beastmaster powers (summon pets) */
#define PWR_SUMMON_MONSTER 47
/** @def PWR_NECRO
* @note Cast a necromancy spell */
#define PWR_NECRO 48
/** @def PWR_ROHAN
* @note Use flash aura or light speed jump */
#define PWR_ROHAN 49
/** @def PWR_THUNDER
* @note Use thunder strike, ride the straight road, or go back in town */
#define PWR_THUNDER 50
/** @def PWR_DEATHMOLD
* @note Use deathmold powers:\n
* (a) Teleport to a specific place\n
* (b) Fetch an item\n
* (c) Go up 50'\n
* (d) Go down 50'
*/
#define PWR_DEATHMOLD 51
/** @def PWR_HYPNO
* @note Hypnotise a pet */
#define PWR_HYPNO 52
/** @def PWR_UNHYPNO
* @note Unhypnotise a pet */
#define PWR_UNHYPNO 53
/** @def PWR_INCARNATE
* @note Incarnate into a body */
#define PWR_INCARNATE 54
/** @def PWR_MAGIC_MAP
* @note Magic mapping */
#define PWR_MAGIC_MAP 55
/** @def PWR_LAY_TRAP
* @note Set a trap */
#define PWR_LAY_TRAP 56
/** @def PWR_MERCHANT
* @note Appraise item, warp item, or identify item */
#define PWR_MERCHANT 57
/** @def PWR_COMPANION
* @note Create a companion */
#define PWR_COMPANION 58
/** @def PWR_BEAR
* @note Mimic a bear */
#define PWR_BEAR 59
/** @def PWR_DODGE
* @note Report chance of dodging a monster */
#define PWR_DODGE 60
/** @def PWR_BALROG
* @note Mimic a balrog */
#define PWR_BALROG 61
/** @} */
/* Misc */
/** @fn do_cmd_throw(void)
* @brief Throw an object from the pack or floor.
* @note
* Note: "unseen" monsters are very hard to hit.
* @note
* Should throwing a weapon do full damage? Should it allow the magic
* to hit bonus of the weapon to have an effect? Should it ever cause
* the item to be destroyed? Should it do any damage at all?
* @note (see file cmd2.c)
*/
extern void do_cmd_throw(void);
/** @fn change_wild_mode()
* @brief Toggle between big map and little map.
* @note
* If the player is immovable, and the map is big, the player receives a
* warning and is allowed to proceed.
* @note
* If the player is about to be recalled, and the map is big, the map is
* not changed.
* @note
* The map is changed. The game is saved if autosave is set to "levels".
* @note (see file spells2.c)
*/
extern void change_wild_mode();
/** @fn switch_class(int sclass)
* @brief Change to an other class.\n
* @param sclass Number \n the inex of the new class in the class array
* @brief Class index
* @note (see file xtra2.c)
*/
extern void switch_class(int sclass);
/** @fn switch_subclass(int sclass)
* @brief Change to an other subclass.\n
* @param sclass Number \n the new subclass
* @brief Subclass
* @note (see file xtra2.c)
*/
extern void switch_subclass(int sclass);
/** @fn switch_subrace(int racem, bool copy_old)
* @brief Change to an other subrace.\n
* @param racem Number \n index of subrace in subrace array
* @brief Subrace index
* @param copy_old Boolean \n TRUE if the new subrace is to be saved,
* otherwise FALSE.
* @brief Copy old subrace?
* @note (see file xtra2.c)
*/
extern void switch_subrace(int racem, bool copy_old);
/** @fn get_subrace_title(int racem)
* @brief Return the subrace title.\n
* @param racem Number \n index of subrace in subrace array
* @brief Subrace index
* @return String \n Title of subrace.
* @note (see file xtra2.c)
*/
extern cptr get_subrace_title(int racem);
/** @fn set_subrace_title(int racem, cptr name)
* @brief Set the subrace title.\n
* @param racem Number \n index of subrace in subrace array
* @brief Subrace index
* @param name String \n new title of subrace
* @brief New title
* @note (see file xtra2.c)
*/
extern void set_subrace_title(int racem, cptr name);
/** @fn do_rebirth()
* @brief The player is reborn after a class, race, or subrace change.
* @note
* The experience factor is recalculated. The hit dice are reset and new HP
* are calculated. There may be a level change involved.
* @note (see file xtra2.c)
*/
extern void do_rebirth();
/* Player race flags */
$static bool lua_test_race_flags(int slot, u32b flags) { if (slot == 1) return (PRACE_FLAG(flags)) ? TRUE : FALSE; else return (PRACE_FLAG2(flags)) ? TRUE : FALSE; }
/** @fn test_race_flags(int slot, u32b flags);
* @brief Test flag "flags" against race flags, race modifier flags, class
* flags, and specialist flags.\n
* @param slot Number \n 1 if testing against first set of flags (PRACE_FLAG),
* 2 if testing against second set of flags (PRACE_FLAG2)
* @brief Flag selecter.
* @param flags Number \n the flags to be tested
* @brief Test flags
* @return Boolean \n TRUE if test flags match any of the corresponding race,
* race modifier, class, and specialist flags.
* @note (see file w_player.c)
*/
static bool lua_test_race_flags@test_race_flags(int slot, u32b flags);
/** @name Winner states
* @{ */
/** @def WINNER_NORMAL
* @note Player has killed Morgoth */
#define WINNER_NORMAL 1
/** @def WINNER_ULTRA
* @note Player has killed Melkor */
#define WINNER_ULTRA 2
/** @} */
/** @var wizard
* @brief Boolean
* @note TRUE if player currently in Wizard mode, otherwise FALSE.
*/
extern bool wizard;
/** @var total_winner
* @brief Number
* @note Game has been won (see WINNER_foo fields).
*/
extern u16b total_winner;
/** @var has_won
* @brief Number
* @note Game has been won (see WINNER_foo fields).
*/
extern u16b has_won;
/** @var joke_monsters
* @brief Boolean
* @note TRUE if allowing joke monsters, otherwise FALSE.
*/
extern bool joke_monsters;
extern s16b max_dlv[999999];
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