Source:NetHack 3.6.1/include/you.h

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Below is the full text to you.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/you.h#line123]], for example.

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 /* NetHack 3.6	you.h	$NHDT-Date: 1450231172 2015/12/16 01:59:32 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.30 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /*-Copyright (c) Robert Patrick Rankin, 2016. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #ifndef YOU_H
 #define YOU_H
 
 #include "attrib.h"
 #include "monst.h"
 #ifndef PROP_H
 #include "prop.h" /* (needed here for util/makedefs.c) */
 #endif
 #include "skills.h"
 
 /*** Substructures ***/
 
 struct RoleName {
     const char *m; /* name when character is male */
     const char *f; /* when female; null if same as male */
 };
 
 struct RoleAdvance {
     /* "fix" is the fixed amount, "rnd" is the random amount */
     xchar infix, inrnd; /* at character initialization */
     xchar lofix, lornd; /* gained per level <  urole.xlev */
     xchar hifix, hirnd; /* gained per level >= urole.xlev */
 };
 
 struct u_have {
     Bitfield(amulet, 1);   /* carrying Amulet   */
     Bitfield(bell, 1);     /* carrying Bell     */
     Bitfield(book, 1);     /* carrying Book     */
     Bitfield(menorah, 1);  /* carrying Candelabrum */
     Bitfield(questart, 1); /* carrying the Quest Artifact */
     Bitfield(unused, 3);
 };
 
 struct u_event {
     Bitfield(minor_oracle, 1); /* received at least 1 cheap oracle */
     Bitfield(major_oracle, 1); /*  "  expensive oracle */
     Bitfield(read_tribute, 1); /* read a passage from a novel */
     Bitfield(qcalled, 1);      /* called by Quest leader to do task */
     Bitfield(qexpelled, 1);    /* expelled from the Quest dungeon */
     Bitfield(qcompleted, 1);   /* successfully completed Quest task */
     Bitfield(uheard_tune, 2);  /* 1=know about, 2=heard passtune */
 
     Bitfield(uopened_dbridge, 1);   /* opened the drawbridge */
     Bitfield(invoked, 1);           /* invoked Gate to the Sanctum level */
     Bitfield(gehennom_entered, 1);  /* entered Gehennom via Valley */
     Bitfield(uhand_of_elbereth, 2); /* became Hand of Elbereth */
     Bitfield(udemigod, 1);          /* killed the wiz */
     Bitfield(uvibrated, 1);         /* stepped on "vibrating square" */
     Bitfield(ascended, 1);          /* has offered the Amulet */
 };
 
 struct u_achieve {
     Bitfield(amulet, 1);  /* touched Amulet */
     Bitfield(bell, 1);    /* touched Bell */
     Bitfield(book, 1);    /* touched Book */
     Bitfield(menorah, 1); /* touched Candelabrum */
     Bitfield(enter_gehennom,
              1);           /* entered Gehennom (or Valley) by any means */
     Bitfield(ascended, 1); /* not quite the same as u.uevent.ascended */
     Bitfield(mines_luckstone, 1); /* got a luckstone at end of mines */
     Bitfield(finish_sokoban, 1);  /* obtained the sokoban prize */
 
     Bitfield(killed_medusa, 1);
 };
 
 struct u_realtime {
     long   realtime;     /* accumulated playing time in seconds */
     time_t start_timing; /* time game was started or restored or 'realtime'
                             was last updated (savegamestate for checkpoint) */
     time_t finish_time;  /* end of 'realtime' interval: time of save or
                             end of game; used for topten/logfile/xlogfile */
 };
 
 /* KMH, conduct --
  * These are voluntary challenges.  Each field denotes the number of
  * times a challenge has been violated.
  */
 struct u_conduct {     /* number of times... */
     long unvegetarian; /* eaten any animal */
     long unvegan;      /* ... or any animal byproduct */
     long food;         /* ... or any comestible */
     long gnostic;      /* used prayer, priest, or altar */
     long weaphit;      /* hit a monster with a weapon */
     long killer;       /* killed a monster yourself */
     long literate;     /* read something (other than BotD) */
     long polypiles;    /* polymorphed an object */
     long polyselfs;    /* transformed yourself */
     long wishes;       /* used a wish */
     long wisharti;     /* wished for an artifact */
     /* genocides already listed at end of game */
 };
 
 struct u_roleplay {
     boolean blind;  /* permanently blind */
     boolean nudist; /* has not worn any armor, ever */
     long numbones;  /* # of bones files loaded  */
 };
 
 /*** Unified structure containing role information ***/
 struct Role {
     /*** Strings that name various things ***/
     struct RoleName name;    /* the role's name (from u_init.c) */
     struct RoleName rank[9]; /* names for experience levels (from botl.c) */
     const char *lgod, *ngod, *cgod; /* god names (from pray.c) */
     const char *filecode;           /* abbreviation for use in file names */
     const char *homebase; /* quest leader's location (from questpgr.c) */
     const char *intermed; /* quest intermediate goal (from questpgr.c) */
 
     /*** Indices of important monsters and objects ***/
     short malenum, /* index (PM_) as a male (botl.c) */
         femalenum, /* ...or as a female (NON_PM == same) */
         petnum,    /* PM_ of preferred pet (NON_PM == random) */
         ldrnum,    /* PM_ of quest leader (questpgr.c) */
         guardnum,  /* PM_ of quest guardians (questpgr.c) */
         neminum,   /* PM_ of quest nemesis (questpgr.c) */
         enemy1num, /* specific quest enemies (NON_PM == random) */
         enemy2num;
     char enemy1sym, /* quest enemies by class (S_) */
         enemy2sym;
     short questarti; /* index (ART_) of quest artifact (questpgr.c) */
 
     /*** Bitmasks ***/
     short allow;                  /* bit mask of allowed variations */
 #define ROLE_RACEMASK  0x0ff8     /* allowable races */
 #define ROLE_GENDMASK  0xf000     /* allowable genders */
 #define ROLE_MALE      0x1000
 #define ROLE_FEMALE    0x2000
 #define ROLE_NEUTER    0x4000
 #define ROLE_ALIGNMASK AM_MASK    /* allowable alignments */
 #define ROLE_LAWFUL    AM_LAWFUL
 #define ROLE_NEUTRAL   AM_NEUTRAL
 #define ROLE_CHAOTIC   AM_CHAOTIC
 
     /*** Attributes (from attrib.c and exper.c) ***/
     xchar attrbase[A_MAX];    /* lowest initial attributes */
     xchar attrdist[A_MAX];    /* distribution of initial attributes */
     struct RoleAdvance hpadv; /* hit point advancement */
     struct RoleAdvance enadv; /* energy advancement */
     xchar xlev;               /* cutoff experience level */
     xchar initrecord;         /* initial alignment record */
 
     /*** Spell statistics (from spell.c) ***/
     int spelbase; /* base spellcasting penalty */
     int spelheal; /* penalty (-bonus) for healing spells */
     int spelshld; /* penalty for wearing any shield */
     int spelarmr; /* penalty for wearing metal armour */
     int spelstat; /* which stat (A_) is used */
     int spelspec; /* spell (SPE_) the class excels at */
     int spelsbon; /* penalty (-bonus) for that spell */
 
     /*** Properties in variable-length arrays ***/
     /* intrinsics (see attrib.c) */
     /* initial inventory (see u_init.c) */
     /* skills (see u_init.c) */
 
     /*** Don't forget to add... ***/
     /* quest leader, guardians, nemesis (monst.c) */
     /* quest artifact (artilist.h) */
     /* quest dungeon definition (dat/Xyz.dat) */
     /* quest text (dat/quest.txt) */
     /* dictionary entries (dat/data.bas) */
 };
 
 extern const struct Role roles[]; /* table of available roles */
 extern struct Role urole;
 #define Role_if(X) (urole.malenum == (X))
 #define Role_switch (urole.malenum)
 
 /* used during initialization for race, gender, and alignment
    as well as for character class */
 #define ROLE_NONE (-1)
 #define ROLE_RANDOM (-2)
 
 /*** Unified structure specifying race information ***/
 
 struct Race {
     /*** Strings that name various things ***/
     const char *noun;           /* noun ("human", "elf") */
     const char *adj;            /* adjective ("human", "elven") */
     const char *coll;           /* collective ("humanity", "elvenkind") */
     const char *filecode;       /* code for filenames */
     struct RoleName individual; /* individual as a noun ("man", "elf") */
 
     /*** Indices of important monsters and objects ***/
     short malenum, /* PM_ as a male monster */
         femalenum, /* ...or as a female (NON_PM == same) */
         mummynum,  /* PM_ as a mummy */
         zombienum; /* PM_ as a zombie */
 
     /*** Bitmasks ***/
     short allow;    /* bit mask of allowed variations */
     short selfmask, /* your own race's bit mask */
         lovemask,   /* bit mask of always peaceful */
         hatemask;   /* bit mask of always hostile */
 
     /*** Attributes ***/
     xchar attrmin[A_MAX];     /* minimum allowable attribute */
     xchar attrmax[A_MAX];     /* maximum allowable attribute */
     struct RoleAdvance hpadv; /* hit point advancement */
     struct RoleAdvance enadv; /* energy advancement */
 #if 0 /* DEFERRED */
     int   nv_range;           /* night vision range */
     int   xray_range;         /* X-ray vision range */
 #endif
 
     /*** Properties in variable-length arrays ***/
     /* intrinsics (see attrib.c) */
 
     /*** Don't forget to add... ***/
     /* quest leader, guardians, nemesis (monst.c) */
     /* quest dungeon definition (dat/Xyz.dat) */
     /* quest text (dat/quest.txt) */
     /* dictionary entries (dat/data.bas) */
 };
 
 extern const struct Race races[]; /* Table of available races */
 extern struct Race urace;
 #define Race_if(X) (urace.malenum == (X))
 #define Race_switch (urace.malenum)
 
 /*** Unified structure specifying gender information ***/
 struct Gender {
     const char *adj;      /* male/female/neuter */
     const char *he;       /* he/she/it */
     const char *him;      /* him/her/it */
     const char *his;      /* his/her/its */
     const char *filecode; /* file code */
     short allow;          /* equivalent ROLE_ mask */
 };
 #define ROLE_GENDERS 2    /* number of permitted player genders
                              increment to 3 if you allow neuter roles */
 
 extern const struct Gender genders[]; /* table of available genders */
 #define uhe()      (genders[flags.female ? 1 : 0].he)
 #define uhim()     (genders[flags.female ? 1 : 0].him)
 #define uhis()     (genders[flags.female ? 1 : 0].his)
 #define mhe(mtmp)  (genders[pronoun_gender(mtmp)].he)
 #define mhim(mtmp) (genders[pronoun_gender(mtmp)].him)
 #define mhis(mtmp) (genders[pronoun_gender(mtmp)].his)
 
 /*** Unified structure specifying alignment information ***/
 struct Align {
     const char *noun;     /* law/balance/chaos */
     const char *adj;      /* lawful/neutral/chaotic */
     const char *filecode; /* file code */
     short allow;          /* equivalent ROLE_ mask */
     aligntyp value;       /* equivalent A_ value */
 };
 #define ROLE_ALIGNS 3     /* number of permitted player alignments */
 
 extern const struct Align aligns[]; /* table of available alignments */
 
 enum utraptypes {
     TT_BEARTRAP = 0,
     TT_PIT,
     TT_WEB,
     TT_LAVA,
     TT_INFLOOR,
     TT_BURIEDBALL
 };
 
 /*** Information about the player ***/
 struct you {
     xchar ux, uy;       /* current map coordinates */
     schar dx, dy, dz;   /* direction of move (or zap or ... ) */
     schar di;           /* direction of FF */
     xchar tx, ty;       /* destination of travel */
     xchar ux0, uy0;     /* initial position FF */
     d_level uz, uz0;    /* your level on this and the previous turn */
     d_level utolev;     /* level monster teleported you to, or uz */
     uchar utotype;      /* bitmask of goto_level() flags for utolev */
     boolean umoved;     /* changed map location (post-move) */
     int last_str_turn;  /* 0: none, 1: half turn, 2: full turn
                            +: turn right, -: turn left */
     int ulevel;         /* 1 to MAXULEV */
     int ulevelmax;
     unsigned utrap;     /* trap timeout */
     unsigned utraptype; /* defined if utrap nonzero. one of utraptypes */
     char urooms[5];         /* rooms (roomno + 3) occupied now */
     char urooms0[5];        /* ditto, for previous position */
     char uentered[5];       /* rooms (roomno + 3) entered this turn */
     char ushops[5];         /* shop rooms (roomno + 3) occupied now */
     char ushops0[5];        /* ditto, for previous position */
     char ushops_entered[5]; /* ditto, shops entered this turn */
     char ushops_left[5];    /* ditto, shops exited this turn */
 
     int uhunger;  /* refd only in eat.c and shk.c */
     unsigned uhs; /* hunger state - see eat.c */
 
     struct prop uprops[LAST_PROP + 1];
 
     unsigned umconf;
     Bitfield(usick_type, 2);
 #define SICK_VOMITABLE 0x01
 #define SICK_NONVOMITABLE 0x02
 #define SICK_ALL 0x03
 
     /* These ranges can never be more than MAX_RANGE (vision.h). */
     int nv_range;   /* current night vision range */
     int xray_range; /* current xray vision range */
 
 /*
  * These variables are valid globally only when punished and blind.
  */
 #define BC_BALL 0x01  /* bit mask for ball  in 'bc_felt' below */
 #define BC_CHAIN 0x02 /* bit mask for chain in 'bc_felt' below */
     int bglyph;       /* glyph under the ball */
     int cglyph;       /* glyph under the chain */
     int bc_order;     /* ball & chain order [see bc_order() in ball.c] */
     int bc_felt;      /* mask for ball/chain being felt */
 
     int umonster;               /* hero's "real" monster num */
     int umonnum;                /* current monster number */
 
     int mh, mhmax, mtimedone;   /* for polymorph-self */
     struct attribs macurr,      /* for monster attribs */
                    mamax;       /* for monster attribs */
     int ulycn;                  /* lycanthrope type */
 
     unsigned ucreamed;
     unsigned uswldtim;          /* time you have been swallowed */
 
     Bitfield(uswallow, 1);      /* true if swallowed */
     Bitfield(uinwater, 1);      /* if you're currently in water (only
                                    underwater possible currently) */
     Bitfield(uundetected, 1);   /* if you're a hiding monster/piercer */
     Bitfield(mfemale, 1);       /* saved human value of flags.female */
     Bitfield(uinvulnerable, 1); /* you're invulnerable (praying) */
     Bitfield(uburied, 1);       /* you're buried */
     Bitfield(uedibility, 1);    /* blessed food detect; sense unsafe food */
     /* 1 free bit! */
 
     unsigned udg_cnt;           /* how long you have been demigod */
     struct u_achieve uachieve;  /* achievements */
     struct u_event uevent;      /* certain events have happened */
     struct u_have uhave;        /* you're carrying special objects */
     struct u_conduct uconduct;  /* KMH, conduct */
     struct u_roleplay uroleplay;
     struct attribs acurr,       /* your current attributes (eg. str)*/
                     aexe,       /* for gain/loss via "exercise" */
                     abon,       /* your bonus attributes (eg. str) */
                     amax,       /* your max attributes (eg. str) */
                    atemp,       /* used for temporary loss/gain */
                    atime;       /* used for loss/gain countdown */
     align ualign;               /* character alignment */
 #define CONVERT    2
 #define A_ORIGINAL 1
 #define A_CURRENT  0
     aligntyp ualignbase[CONVERT]; /* for ualign conversion record */
     schar uluck, moreluck;        /* luck and luck bonus */
 #define Luck (u.uluck + u.moreluck)
 #define LUCKADD    3  /* value of u.moreluck when carrying luck stone;
                          + when blessed or uncursed, - when cursed */
 #define LUCKMAX   10  /* maximum value of u.ulUck */
 #define LUCKMIN (-10) /* minimum value of u.uluck */
     schar uhitinc;
     schar udaminc;
     schar uac;
     uchar uspellprot;        /* protection by SPE_PROTECTION */
     uchar usptime;           /* #moves until uspellprot-- */
     uchar uspmtime;          /* #moves between uspellprot-- */
     int uhp, uhpmax;         /* hit points, aka health */
     int uen, uenmax;         /* magical energy - M. Stephenson */
     xchar uhpinc[MAXULEV],   /* increases to uhpmax for each level gain */
           ueninc[MAXULEV];   /* increases to uenmax for each level gain */
     int ugangr;              /* if the gods are angry at you */
     int ugifts;              /* number of artifacts bestowed */
     int ublessed, ublesscnt; /* blessing/duration from #pray */
     long umoney0;
     long uspare1;
     long uexp, urexp;
     long ucleansed;          /* to record moves when player was cleansed */
     long usleep;             /* sleeping; monstermove you last started */
     int uinvault;
     struct monst *ustuck;    /* engulfer or grabber, maybe grabbee if Upolyd */
     struct monst *usteed;    /* mount when riding */
     long ugallop;            /* turns steed will run after being kicked */
     int urideturns;          /* time spent riding, for skill advancement */
     int umortality;          /* how many times you died */
     int ugrave_arise;    /* you die and become something aside from a ghost */
     int weapon_slots;        /* unused skill slots */
     int skills_advanced;     /* # of advances made so far */
     xchar skill_record[P_SKILL_LIMIT]; /* skill advancements */
     struct skills weapon_skills[P_NUM_SKILLS];
     boolean twoweap;         /* KMH -- Using two-weapon combat */
 
 }; /* end of `struct you' */
 
 #define Upolyd (u.umonnum != u.umonster)
 
 #endif /* YOU_H */