1 /*	SCCS Id: @(#)you.h	3.4	2000/05/21	*/
2 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3 /* NetHack may be freely redistributed.  See license for details. */
4 
5 #ifndef YOU_H
6 #define YOU_H
7 
8 #include "attrib.h"
9 #include "monst.h"
10 #ifndef PROP_H
11 #include "prop.h"		/* (needed here for util/makedefs.c) */
12 #endif
13 #include "skills.h"
14 
15 /*** Substructures ***/
16 
17 struct RoleName {
18 	const char	*m;	/* name when character is male */
19 	const char	*f;	/* when female; null if same as male */
20 };
21 
22 struct RoleAdvance {
23 	/* "fix" is the fixed amount, "rnd" is the random amount */
24 	xchar infix, inrnd;	/* at character initialization */
25 	xchar lofix, lornd;	/* gained per level <  urole.xlev */
26 	xchar hifix, hirnd;	/* gained per level >= urole.xlev */
27 };
28 
29 struct u_have {
30 	Bitfield(amulet,1);	/* carrying Amulet	*/
31 	Bitfield(bell,1);	/* carrying Bell	*/
32 	Bitfield(book,1);	/* carrying Book	*/
33 	Bitfield(menorah,1);	/* carrying Candelabrum */
34 	Bitfield(questart,1);	/* carrying the Quest Artifact */
35 	Bitfield(unused,3);
36 };
37 
38 struct u_event {
39 	Bitfield(minor_oracle,1);	/* received at least 1 cheap oracle */
40 	Bitfield(major_oracle,1);	/*  "  expensive oracle */
41 	Bitfield(qcalled,1);		/* called by Quest leader to do task */
42 	Bitfield(qexpelled,1);		/* expelled from the Quest dungeon */
43 	Bitfield(qcompleted,1);		/* successfully completed Quest task */
44 	Bitfield(uheard_tune,2);	/* 1=know about, 2=heard passtune */
45 	Bitfield(uopened_dbridge,1);	/* opened the drawbridge */
46 
47 	Bitfield(invoked,1);		/* invoked Gate to the Sanctum level */
48 	Bitfield(gehennom_entered,1);	/* entered Gehennom via Valley */
49 #ifdef ELBERETH
50 	Bitfield(uhand_of_elbereth,2);	/* became Hand of Elbereth */
51 #endif
52 	Bitfield(udemigod,1);		/* killed the wiz */
53 	Bitfield(ascended,1);		/* has offered the Amulet */
54 };
55 
56 /* KMH, conduct --
57  * These are voluntary challenges.  Each field denotes the number of
58  * times a challenge has been violated.
59  */
60 struct u_conduct {		/* number of times... */
61 	long	unvegetarian;	/* eaten any animal */
62 	long	unvegan;	/* ... or any animal byproduct */
63 	long	food;		/* ... or any comestible */
64 	long	gnostic;	/* used prayer, priest, or altar */
65 	long	weaphit;	/* hit a monster with a weapon */
66 	long	killer;		/* killed a monster yourself */
67 	long	literate;	/* read something (other than BotD) */
68 	long	polypiles;	/* polymorphed an object */
69 	long	polyselfs;	/* transformed yourself */
70 	long	wishes;		/* used a wish */
71 	long	wisharti;	/* wished for an artifact */
72 				/* genocides already listed at end of game */
73 };
74 
75 /*** Unified structure containing role information ***/
76 struct Role {
77 	/*** Strings that name various things ***/
78 	struct RoleName name;	/* the role's name (from u_init.c) */
79 	struct RoleName rank[9]; /* names for experience levels (from botl.c) */
80 	const char *lgod, *ngod, *cgod; /* god names (from pray.c) */
81 	const char *filecode;	/* abbreviation for use in file names */
82 	const char *homebase;	/* quest leader's location (from questpgr.c) */
83 	const char *intermed;	/* quest intermediate goal (from questpgr.c) */
84 
85 	/*** Indices of important monsters and objects ***/
86 	short malenum,		/* index (PM_) as a male (botl.c) */
87 	      femalenum,	/* ...or as a female (NON_PM == same) */
88 	      petnum,		/* PM_ of preferred pet (NON_PM == random) */
89 	      ldrnum,		/* PM_ of quest leader (questpgr.c) */
90 	      guardnum,		/* PM_ of quest guardians (questpgr.c) */
91 	      neminum,		/* PM_ of quest nemesis (questpgr.c) */
92 	      enemy1num,	/* specific quest enemies (NON_PM == random) */
93 	      enemy2num;
94 	char  enemy1sym,	/* quest enemies by class (S_) */
95 	      enemy2sym;
96 	short questarti;	/* index (ART_) of quest artifact (questpgr.c) */
97 
98 	/*** Bitmasks ***/
99 	short allow;		/* bit mask of allowed variations */
100 #define ROLE_RACEMASK	0x0ff8		/* allowable races */
101 #define ROLE_GENDMASK	0xf000		/* allowable genders */
102 #define ROLE_MALE	0x1000
103 #define ROLE_FEMALE	0x2000
104 #define ROLE_NEUTER	0x4000
105 #define ROLE_ALIGNMASK	AM_MASK		/* allowable alignments */
106 #define ROLE_LAWFUL	AM_LAWFUL
107 #define ROLE_NEUTRAL	AM_NEUTRAL
108 #define ROLE_CHAOTIC	AM_CHAOTIC
109 
110 	/*** Attributes (from attrib.c and exper.c) ***/
111 	xchar attrbase[A_MAX];	/* lowest initial attributes */
112 	xchar attrdist[A_MAX];	/* distribution of initial attributes */
113 	struct RoleAdvance hpadv; /* hit point advancement */
114 	struct RoleAdvance enadv; /* energy advancement */
115 	xchar xlev;		/* cutoff experience level */
116 	xchar initrecord;	/* initial alignment record */
117 
118 	/*** Spell statistics (from spell.c) ***/
119 	int spelbase;		/* base spellcasting penalty */
120 	int spelheal;		/* penalty (-bonus) for healing spells */
121 	int spelshld;		/* penalty for wearing any shield */
122 	int spelarmr;		/* penalty for wearing metal armour */
123 	int spelstat;		/* which stat (A_) is used */
124 	int spelspec;		/* spell (SPE_) the class excels at */
125 	int spelsbon;		/* penalty (-bonus) for that spell */
126 
127 	/*** Properties in variable-length arrays ***/
128 	/* intrinsics (see attrib.c) */
129 	/* initial inventory (see u_init.c) */
130 	/* skills (see u_init.c) */
131 
132 	/*** Don't forget to add... ***/
133 	/* quest leader, guardians, nemesis (monst.c) */
134 	/* quest artifact (artilist.h) */
135 	/* quest dungeon definition (dat/Xyz.dat) */
136 	/* quest text (dat/quest.txt) */
137 	/* dictionary entries (dat/data.bas) */
138 };
139 
140 extern const struct Role roles[];	/* table of available roles */
141 extern struct Role urole;
142 #define Role_if(X)	(urole.malenum == (X))
143 #define Role_switch	(urole.malenum)
144 
145 /* used during initialization for race, gender, and alignment
146    as well as for character class */
147 #define ROLE_NONE	(-1)
148 #define ROLE_RANDOM	(-2)
149 
150 /*** Unified structure specifying race information ***/
151 
152 struct Race {
153 	/*** Strings that name various things ***/
154 	const char *noun;	/* noun ("human", "elf") */
155 	const char *adj;	/* adjective ("human", "elven") */
156 	const char *coll;	/* collective ("humanity", "elvenkind") */
157 	const char *filecode;	/* code for filenames */
158 	struct RoleName individual; /* individual as a noun ("man", "elf") */
159 
160 	/*** Indices of important monsters and objects ***/
161 	short malenum,		/* PM_ as a male monster */
162 	      femalenum,	/* ...or as a female (NON_PM == same) */
163 	      mummynum,		/* PM_ as a mummy */
164 	      zombienum;	/* PM_ as a zombie */
165 
166 	/*** Bitmasks ***/
167 	short allow;		/* bit mask of allowed variations */
168 	short selfmask,		/* your own race's bit mask */
169 	      lovemask,		/* bit mask of always peaceful */
170 	      hatemask;		/* bit mask of always hostile */
171 
172 	/*** Attributes ***/
173 	xchar attrmin[A_MAX];	/* minimum allowable attribute */
174 	xchar attrmax[A_MAX];	/* maximum allowable attribute */
175 	struct RoleAdvance hpadv; /* hit point advancement */
176 	struct RoleAdvance enadv; /* energy advancement */
177 #if 0	/* DEFERRED */
178 	int   nv_range;		/* night vision range */
179 	int   xray_range;	/* X-ray vision range */
180 #endif
181 
182 	/*** Properties in variable-length arrays ***/
183 	/* intrinsics (see attrib.c) */
184 
185 	/*** Don't forget to add... ***/
186 	/* quest leader, guardians, nemesis (monst.c) */
187 	/* quest dungeon definition (dat/Xyz.dat) */
188 	/* quest text (dat/quest.txt) */
189 	/* dictionary entries (dat/data.bas) */
190 };
191 
192 extern const struct Race races[];	/* Table of available races */
193 extern struct Race urace;
194 #define Race_if(X)	(urace.malenum == (X))
195 #define Race_switch	(urace.malenum)
196 
197 /*** Unified structure specifying gender information ***/
198 struct Gender {
199 	const char *adj;	/* male/female/neuter */
200 	const char *he;		/* he/she/it */
201 	const char *him;	/* him/her/it */
202 	const char *his;	/* his/her/its */
203 	const char *filecode;	/* file code */
204 	short allow;		/* equivalent ROLE_ mask */
205 };
206 #define ROLE_GENDERS	2	/* number of permitted player genders */
207 				/* increment to 3 if you allow neuter roles */
208 
209 extern const struct Gender genders[];	/* table of available genders */
210 #define uhe()	(genders[flags.female ? 1 : 0].he)
211 #define uhim()	(genders[flags.female ? 1 : 0].him)
212 #define uhis()	(genders[flags.female ? 1 : 0].his)
213 #define mhe(mtmp)	(genders[pronoun_gender(mtmp)].he)
214 #define mhim(mtmp)	(genders[pronoun_gender(mtmp)].him)
215 #define mhis(mtmp)	(genders[pronoun_gender(mtmp)].his)
216 
217 
218 /*** Unified structure specifying alignment information ***/
219 struct Align {
220 	const char *noun;	/* law/balance/chaos */
221 	const char *adj;	/* lawful/neutral/chaotic */
222 	const char *filecode;	/* file code */
223 	short allow;		/* equivalent ROLE_ mask */
224 	aligntyp value;		/* equivalent A_ value */
225 };
226 #define ROLE_ALIGNS	3	/* number of permitted player alignments */
227 
228 extern const struct Align aligns[];	/* table of available alignments */
229 
230 
231 /*** Information about the player ***/
232 struct you {
233 	xchar ux, uy;
234 	schar dx, dy, dz;	/* direction of move (or zap or ... ) */
235 	schar di;		/* direction of FF */
236 	xchar tx, ty;		/* destination of travel */
237 	xchar ux0, uy0;		/* initial position FF */
238 	d_level uz, uz0;	/* your level on this and the previous turn */
239 	d_level utolev;		/* level monster teleported you to, or uz */
240 	uchar utotype;		/* bitmask of goto_level() flags for utolev */
241 	boolean umoved;		/* changed map location (post-move) */
242 	int last_str_turn;	/* 0: none, 1: half turn, 2: full turn */
243 				/* +: turn right, -: turn left */
244 	int ulevel;		/* 1 to MAXULEV */
245 	int ulevelmax;
246 	unsigned utrap;		/* trap timeout */
247 	unsigned utraptype;	/* defined if utrap nonzero */
248 #define TT_BEARTRAP	0
249 #define TT_PIT		1
250 #define TT_WEB		2
251 #define TT_LAVA		3
252 #define TT_INFLOOR	4
253 	char	urooms[5];	/* rooms (roomno + 3) occupied now */
254 	char	urooms0[5];	/* ditto, for previous position */
255 	char	uentered[5];	/* rooms (roomno + 3) entered this turn */
256 	char	ushops[5];	/* shop rooms (roomno + 3) occupied now */
257 	char	ushops0[5];	/* ditto, for previous position */
258 	char	ushops_entered[5]; /* ditto, shops entered this turn */
259 	char	ushops_left[5]; /* ditto, shops exited this turn */
260 
261 	int	 uhunger;	/* refd only in eat.c and shk.c */
262 	unsigned uhs;		/* hunger state - see eat.c */
263 
264 	struct prop uprops[LAST_PROP+1];
265 
266 	unsigned umconf;
267 	char usick_cause[PL_PSIZ+20]; /* sizeof "unicorn horn named "+1 */
268 	Bitfield(usick_type,2);
269 #define SICK_VOMITABLE 0x01
270 #define SICK_NONVOMITABLE 0x02
271 #define SICK_ALL 0x03
272 
273 	/* These ranges can never be more than MAX_RANGE (vision.h). */
274 	int nv_range;		/* current night vision range */
275 	int xray_range;		/* current xray vision range */
276 
277 	/*
278 	 * These variables are valid globally only when punished and blind.
279 	 */
280 #define BC_BALL  0x01	/* bit mask for ball  in 'bc_felt' below */
281 #define BC_CHAIN 0x02	/* bit mask for chain in 'bc_felt' below */
282 	int bglyph;	/* glyph under the ball */
283 	int cglyph;	/* glyph under the chain */
284 	int bc_order;	/* ball & chain order [see bc_order() in ball.c] */
285 	int bc_felt;	/* mask for ball/chain being felt */
286 
287 	int umonster;			/* hero's "real" monster num */
288 	int umonnum;			/* current monster number */
289 
290 	int mh, mhmax, mtimedone;	/* for polymorph-self */
291 	struct attribs	macurr,		/* for monster attribs */
292 			mamax;		/* for monster attribs */
293 	int ulycn;			/* lycanthrope type */
294 
295 	unsigned ucreamed;
296 	unsigned uswldtim;		/* time you have been swallowed */
297 
298 	Bitfield(uswallow,1);		/* true if swallowed */
299 	Bitfield(uinwater,1);		/* if you're currently in water (only
300 					   underwater possible currently) */
301 	Bitfield(uundetected,1);	/* if you're a hiding monster/piercer */
302 	Bitfield(mfemale,1);		/* saved human value of flags.female */
303 	Bitfield(uinvulnerable,1);	/* you're invulnerable (praying) */
304 	Bitfield(uburied,1);		/* you're buried */
305 	Bitfield(uedibility,1);		/* blessed food detection; sense unsafe food */
306 	/* 1 free bit! */
307 
308 	unsigned udg_cnt;		/* how long you have been demigod */
309 	struct u_event	uevent;		/* certain events have happened */
310 	struct u_have	uhave;		/* you're carrying special objects */
311 	struct u_conduct uconduct;	/* KMH, conduct */
312 	struct attribs	acurr,		/* your current attributes (eg. str)*/
313 			aexe,		/* for gain/loss via "exercise" */
314 			abon,		/* your bonus attributes (eg. str) */
315 			amax,		/* your max attributes (eg. str) */
316 			atemp,		/* used for temporary loss/gain */
317 			atime;		/* used for loss/gain countdown */
318 	align	ualign;			/* character alignment */
319 #define CONVERT		2
320 #define A_ORIGINAL	1
321 #define A_CURRENT	0
322 	aligntyp ualignbase[CONVERT];	/* for ualign conversion record */
323 	schar uluck, moreluck;		/* luck and luck bonus */
324 #define Luck	(u.uluck + u.moreluck)
325 #define LUCKADD		3	/* added value when carrying luck stone */
326 #define LUCKMAX		10	/* on moonlit nights 11 */
327 #define LUCKMIN		(-10)
328 	schar	uhitinc;
329 	schar	udaminc;
330 	schar	uac;
331 	uchar	uspellprot;		/* protection by SPE_PROTECTION */
332 	uchar	usptime;		/* #moves until uspellprot-- */
333 	uchar	uspmtime;		/* #moves between uspellprot-- */
334 	int	uhp,uhpmax;
335 	int	uen, uenmax;		/* magical energy - M. Stephenson */
336 	int ugangr;			/* if the gods are angry at you */
337 	int ugifts;			/* number of artifacts bestowed */
338 	int ublessed, ublesscnt;	/* blessing/duration from #pray */
339 #ifndef GOLDOBJ
340 	long	ugold, ugold0;
341 #else
342 	long	umoney0;
343 #endif
344 	long	uexp, urexp;
345 	long	ucleansed;	/* to record moves when player was cleansed */
346 	long	usleep;		/* sleeping; monstermove you last started */
347 	int uinvault;
348 	struct monst *ustuck;
349 #ifdef STEED
350 	struct monst *usteed;
351 	long ugallop;
352 	int urideturns;
353 #endif
354 	int	umortality;		/* how many times you died */
355 	int ugrave_arise; /* you die and become something aside from a ghost */
356 	time_t	ubirthday;		/* real world time when game began */
357 
358 	int	weapon_slots;		/* unused skill slots */
359 	int	skills_advanced;		/* # of advances made so far */
360 	xchar	skill_record[P_SKILL_LIMIT];	/* skill advancements */
361 	struct skills weapon_skills[P_NUM_SKILLS];
362 	boolean twoweap;		/* KMH -- Using two-weapon combat */
363 
364 };	/* end of `struct you' */
365 
366 #define Upolyd (u.umonnum != u.umonster)
367 
368 #endif	/* YOU_H */
369