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notnotdnethack/include/you.h
Ron Nazarov 6dc3e21939
Simplify uandroid definition to just be is_android(youracedata)
This makes players poly'd into parasitized androids (which is only
possible in wizmode since they're nopoly) count as androids, like the
parasitized android player race.
2024-05-31 18:26:36 +01:00

1037 lines
38 KiB
C

/* SCCS Id: @(#)you.h 3.4 2000/05/21 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef YOU_H
#define YOU_H
#include "attrib.h"
#include "monst.h"
#include "cults.h"
#ifndef PROP_H
#include "prop.h" /* (needed here for util/makedefs.c) */
#endif
#include "skills.h"
#include "engrave.h"
/*** Substructures ***/
struct RoleName {
char *m; /* name when character is male */
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); /*1 received at least 1 cheap oracle */
Bitfield(major_oracle,1); /*2 " expensive oracle */
Bitfield(qcalled,1); /*3 called by Quest leader to do task */
Bitfield(qexpelled,1); /*4 expelled from the Quest dungeon */
Bitfield(qcompleted,1); /*5 successfully completed Quest task */
Bitfield(uheard_tune,2); /*7 1=know about, 2=heard passtune */
Bitfield(uopened_dbridge,1); /*8 opened the drawbridge */
Bitfield(uread_necronomicon,1); /*9 have read the necronomicon */
Bitfield(knoweddergud,1); /*10 know the identity of the black-web god */
Bitfield(found_square,1); /*11 found the vibrating square */
Bitfield(invoked,1); /*12 invoked Gate to the Sanctum level */
Bitfield(gehennom_entered,1); /*13 entered Gehennom via Valley */
#define CROWNING_BITS 7
#define MAX_CROWNING pow(2,CROWNING_BITS)-1
Bitfield(uhand_of_elbereth,CROWNING_BITS); /*19 became Hand of Elbereth */
Bitfield(udemigod,1); /*21 killed the wiz */
Bitfield(ukilled_apollyon,1); /*22 killed the angel of the pit. Lucifer should spawn on Astral */
Bitfield(ukilled_illurien,1); /*23 Harassment */
Bitfield(ukilled_dagon,1); /*24 Returns */
Bitfield(ukilled_hydra,1); /*25 Returns */
Bitfield(sum_entered,1); /*26 entered Sum-of-All */
Bitfield(uaxus_foe,1); /*27 enemy of the modrons */
Bitfield(utook_castle, 2); /*29 sat on the castle throne, used artifact wish */
Bitfield(uunknowngod, 2); /*31 given five artifacts to the priests of the unknown god, used artifact wish */
Bitfield(uconstellation, 2); /*33 has earned the star emperor ring wish, used artifact wish */
#define ARTWISH_EARNED 1
#define ARTWISH_SPENT 2
Bitfield(ascended,1); /*34 has offered the Amulet */
Bitfield(knoxmade,1); /*35 Portal to Ludios has been made in the main dungeon, teleport ok */
Bitfield(padding,10); /*45 reseve another bitfield in event. */
};
/* 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 ratseaten; /* number of rats eaten */
long gnostic; /* used prayer, priest, or altar */
long weaphit; /* hit a monster with a weapon */
long killer; /* killed a monster yourself */
long wardless; /* drew a warding symbol */
long elbereth; /* wrote elbereth */
long literate; /* read something (other than BotD) */
long polypiles; /* polymorphed an object */
long polyselfs; /* transformed yourself */
long wishes; /* used a wish */
long wisharti; /* wished for an artifact */
long shopID; /* number of items id by shopkeepers */
long IDs; /* number of items id by magic or shopkeepers */
/* genocides already listed at end of game */
};
/*** 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) */
int lgod, ngod, cgod; /* god numbers (from gnames.h) */
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;
int questarti; /* index (ART_) of quest artifact (questpgr.c) */
/*** Bitmasks ***/
long marace; /* allowable races */
short allow; /* bit mask of allowed variations */
#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 struct Role roles[]; /* table of available roles */
extern struct Role urole;
#define Role_if(X) (urole.malenum == (X))
#define Pantheon_if(X) (flags.racial_pantheon != 0 ? flags.racial_pantheon == (X) : roles[flags.pantheon].malenum == (X))
#define God_if(X) (u.ualign.god == (X))
#define Holiness_if(X) (gholiness(u.ualign.god) == (X))
#define Role_switch (urole.malenum)
/* also used to see if you're allowed to eat cats and dogs */
#define CANNIBAL_ALLOWED() (Role_if(PM_CAVEMAN) || Race_if(PM_ORC) || \
Race_if(PM_VAMPIRE))
/* used during initialization for race, gender, and alignment
as well as for character class */
#define ROLE_NONE (-1)
#define ROLE_RANDOM (-2)
struct mask_properties {
int msklevel;
int mskmonnum;
int mskrolenum;
Bitfield(mskfemale,1);
struct attribs mskacurr,
mskaexe,
mskamax;
align mskalign;
schar mskluck;
int mskhp,mskhpmax;
int msken,mskenmax;
long mskexp, mskrexp;
int mskweapon_slots; /* unused skill slots */
int mskskills_advanced; /* # of advances made so far */
xchar mksskill_record[P_SKILL_LIMIT]; /* skill advancements */
struct skills mask_skills[P_NUM_SKILLS];
};
struct old_lev{
struct d_level uz;
xchar ux;
xchar uy;
};
/*** 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 */
long 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 */
int nv_range; /* night vision range */
#define NO_NIGHTVISION 0
#define NORMALNIGHTVIS 1
#define NIGHTVISION2 2
#define NIGHTVISION3 3
int spelspec; /* spell (SPE_) the species excels at */
int spelsbon; /* penalty (-bonus) for that spell */
/*** 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)
#define youracedata (maybe_polyd(youmonst.data, &mons[urace.malenum]))
#define Humanoid_half_dragon(role) (Role_if(PM_MADMAN) || (Role_if(PM_NOBLEMAN) && flags.initgend))
/*** 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 */
struct Species {
const char *name;
int value;
int type;
};
extern const struct Species species[]; /* table of available species */
#define current_species_name() (uclockwork ? default_material_name(u.clk_material, FALSE) : species[flags.initspecies].name)
#define base_species_name() (Race_if(PM_CLOCKWORK_AUTOMATON) ? default_material_name(u.clk_material, FALSE) : species[flags.initspecies].name)
#define ROLE_SPECIES 36 /* number of permitted player species */
#define NONE_SPECIES 0
#define ENT_SPECIES 1
#define DRAGON_SPECIES 2
#define CLK_SPECIES 3
/*** Information about the player ***/
struct you {
xchar ux, uy;
schar dx, dy, dz; /* direction of move (or zap or ... ) */
schar di; /* direction of FF */
xchar tx, ty; /* destination of travel */
xchar itx, ity; /* intermediary travel destination */
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) */
boolean uattked; /* attacked a target (post-move) */
boolean unull; /* passed a turn (post-move) */
coord prev_dir; /* previous dirction pressed (for monk moves) */
int last_str_turn; /* 0: none, 1: half turn, 2: full turn */
/* +: turn right, -: turn left */
int ulevel, ulevel_real; /* 1 to MAXULEV */
int ulevelmax, ulevelmax_real;
unsigned utrap; /* trap timeout */
unsigned utraptype; /* defined if utrap nonzero */
#define TT_BEARTRAP 0
#define TT_PIT 1
#define TT_WEB 2
#define TT_LAVA 3
#define TT_INFLOOR 4
#define TT_FLESH_HOOK 5
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 */
int uhungermax;/* */
struct old_lev old_lev; /*used for etheraloid phasing in/out*/
#define YouHunger (Race_if(PM_INCANTIFIER) ? u.uen : u.uhunger)
#define INC_BASE_NUTRITION 25
#define DEFAULT_HMAX 2000
unsigned uhs; /* hunger state - see eat.c */
#define FFORM_LISTSIZE (LAST_FFORM/32 + 1)
unsigned long int fightingForm[FFORM_LISTSIZE];/* special properties */
int ueldritch_style;
Bitfield(uavoid_passives,1);
Bitfield(uavoid_msplcast,1);
Bitfield(uavoid_grabattk,1);
Bitfield(uavoid_englattk,1);
Bitfield(uavoid_unsafetouch,1);
int umystic; /*Monk mystic attacks active*/
#define monk_style_active(style) (u.umystic & (1 << (style-1)))
#define toggle_monk_style(style) (u.umystic = u.umystic ^ (1 << (style-1)))
#define DIVE_KICK 1
#define AURA_BOLT 2
#define BIRD_KICK 3
#define METODRIVE 4
#define PUMMEL 5
// long laststruck;
long lastmoved;
long lastcast;
boolean ukinghill; /* records if you are carying the pirate treasure (and are therefor king of the hill) */
int protean; /* counter for the auto-polypiling power of the pirate treasure*/
int uhouse; /* drow house info */
int ent_species; /*species of ent tree*/
#define ENT_ASH 0
#define ENT_BEECH 1
#define ENT_BIRCH 2
#define ENT_BLUEGUM 3
#define ENT_CEDAR 4
#define ENT_CHESTNUT 5
#define ENT_CYPRESS 6
#define ENT_DOGWOOD 7
#define ENT_ELDER 8
#define ENT_ELM 9
#define ENT_FIR 10
#define ENT_GINKGO 11
#define ENT_LARCH 12
#define ENT_LOCUST 13
#define ENT_MAGNOLIA 14
#define ENT_MAPLE 15
#define ENT_MIMOSA 16
#define ENT_METHUSELAH 17
#define ENT_OAK 18
#define ENT_POPLAR 19
#define ENT_REDWOOD 20
#define ENT_SPRUCE 21
#define ENT_WILLOW 22
#define ENT_YEW 23
#define ENT_MAX_SPECIES ENT_YEW
int start_house; /* starting drow house info */
int inherited; /* what you inherited at the start, if anything */
struct prop uprops[LAST_PROP+1];
int rift_count;
int vortex_count;
int miso_count;
unsigned umconf;
char usick_cause[PL_PSIZ+20]; /* sizeof "unicorn horn named "+1 */
Bitfield(usick_type,2);
#define SICK_VOMITABLE 0x01
#define SICK_NONVOMITABLE 0x02
#define SICK_ALL 0x03
/* This can never be more than MAX_RANGE (vision.h). */
int nv_range; /* current night 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 role's monster num */
int umonnum; /* current monster number (either your role's or a polyform) */
int mh, mhmax, mhrolled, mtimedone; /* for polymorph-self */
#define MATTK_DSCALE 1
#define MATTK_BREATH 2
#define MATTK_HBREATH 3
#define MATTK_SPIT 4
#define MATTK_MAGIC 5
#define MATTK_REMV 6
#define MATTK_GAZE 7
#define MATTK_SUMM 8
#define MATTK_WEBS 9
#define MATTK_HIDE 10
#define MATTK_MIND 11
#define MATTK_CLOCK 12
#define MATTK_DARK 13
#define MATTK_VAMP 14
#define MATTK_REPL 15
#define MATTK_UHORN 16
#define MATTK_SHRIEK 17
#define MATTK_SCREAM 18
#define MATTK_HOLE 19
#define MATTK_REACH 20
#define MATTK_DROID 21
#define MATTK_TNKR 22
#define MATTK_U_SPELLS 23
#define MATTK_U_SPIRITS 24
#define MATTK_U_WORD 25
#define MATTK_U_TURN_UNDEAD 26 /* MATTK_U_TURN would be amusing, but even more confusing */
#define MATTK_U_STYLE 27
#define MATTK_U_MONST 28
#define MATTK_U_ELMENTAL 29
#define MATTK_WHISPER 30
#define MATTK_TELEK 31
#define MATTK_CRAZE 32
#define MATTK_PULSE 33
#define MATTK_LAVA 34
#define MATTK_PHASE_OUT 35
#define MATTK_PHASE_IN 36
#define MATTK_YUKI 37
#define MATTK_KI 38
#define MATTK_INK 39
#define ACU_RETURN_LVL 20
#define ACU_TELEK_LVL 15
#define ACU_REFL_LVL 14
#define ACU_CRAZE_LVL 12
#define ACU_PULSE_LVL 4
struct attribs macurr, /* for monster attribs */
mamax; /* for monster attribs */
int ulycn; /* lycanthrope type */
short ucspeed;
#define HIGH_CLOCKSPEED 1
#define NORM_CLOCKSPEED 2
#define SLOW_CLOCKSPEED 3
long clockworkUpgrades;
int uboiler;
#define MAX_BOILER 2000
int ustove;
int utemp;
#define WARM 1
#define HOT 2
#define BURNING_HOT 5
#define MELTING 10
#define MELTED 20
/*Note: because clockwork_eat_menu uses ints instead of longs, all upgrades that change how you eat must fit in an int.*/
#define OIL_STOVE 0x000001L
#define WOOD_STOVE 0x000002L
#define FAST_SWITCH 0x000004L
#define EFFICIENT_SWITCH 0x000008L
#define ARMOR_PLATING 0x000010L
#define PHASE_ENGINE 0x000020L
#define MAGIC_FURNACE 0x000040L
#define HELLFIRE_FURNACE 0x000080L
#define SCRAP_MAW 0x000100L
#define HIGH_TENSION 0x000200L
#define HEAVY_BLASTER 0x000400L
#define SECOND_BLASTER 0x000800L
//define HIGH_CLOCKSPEED 1
//define NORM_CLOCKSPEED 2
//define SLOW_CLOCKSPEED 3
#define RECHARGER 4
#define ANDROID_COMBO 5
//define PHASE_ENGINE 32
//define HEAVY_BLASTER 1024
int slowclock;
unsigned ucreamed;
unsigned uswldtim; /* time you have been swallowed */
Bitfield(uswallow,1); /* true if swallowed */
Bitfield(uinwater,1); /* if you're currently in water */
Bitfield(usubwater,1); /* if you're currently underwater */
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 detection; sense unsafe food */
/* 0 free bits? (doesn't add up?) */
Bitfield(shambin,2); /* Whether the shambling horror has normal innards, undifferentiated innards, or solid/nonexistent innards */
Bitfield(stumbin,2); /* Whether the stumbling horror has normal innards, undifferentiated innards, or solid/nonexistent innards */
Bitfield(wandein,2); /* Whether the wandering horror has normal innards, undifferentiated innards, or solid/nonexistent innards */
Bitfield(umartial,1); /* Do you know kung fu? */
Bitfield(umaniac,1); /* Swings wildly */
Bitfield(phasengn,1); /* clockwork phase engine */
Bitfield(umummyrot,1); /* you have mummy rot */
Bitfield(veil,1); /* you have not peaked behind the veil */
#define lift_veil() if(u.veil){\
u.veil = FALSE;\
change_uinsight(1);\
}
Bitfield(render_thought,1); /* you got a thought from a veil-render */
Bitfield(detestation_ritual,7); /* progress in detestation ritual */
#define NO_RITUAL 0
#define RITUAL_STARTED 0x01
#define RITUAL_CHAOS 0x02
#define RITUAL_NEUTRAL 0x04
#define RITUAL_LAW 0x08
#define RITUAL_HI_CHAOS 0x10
#define RITUAL_HI_NEUTRAL 0x20
#define RITUAL_HI_LAW 0x40
#define RITUAL_DONE (RITUAL_CHAOS|RITUAL_NEUTRAL|RITUAL_LAW)
#define HI_RITUAL_DONE (RITUAL_HI_CHAOS|RITUAL_HI_NEUTRAL|RITUAL_HI_LAW)
Bitfield(peaceful_pets,1); /* pets don't attack peaceful monsters */
Bitfield(uiearepairs,1); /* Knows how to repair Imperial Elven Armor */
/* 11 free bits */
int oonaenergy; /* Record the energy type used by Oona in your game. (Worm that Walks switches?) */
int brand_otyp; /* Record the otyp of Fire and Frost Brand in this game */
int ring_wishes; /* Record the how many wishes were/should be in the castle ring */
unsigned udg_cnt; /* timer for wizard intervention WRONG?:how long you have been demigod */
unsigned ill_cnt; /* timer for illurien intervention */
unsigned yel_cnt; /* timer for stranger intervention */
struct u_event uevent; /* certain events have happened */
struct u_have uhave; /* you're carrying special objects */
struct u_conduct uconduct; /* KMH, conduct */
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 */
long exerchkturn; /* Stat Excercise: What turn is the next exerchk? */
align ualign; /* character alignment */
#define UGOD_CONVERT 2
#define UGOD_ORIGINAL 1
#define UGOD_CURRENT 0
int ugodbase[UGOD_CONVERT];
schar uluck, moreluck; /* luck and luck bonus */
int luckturn;
#define Luck (u.uluck + u.moreluck)
#define LUCKADD 3 /* added value when carrying luck stone */
#define DIELUCK 4 /* subtracted from current luck on final death */
#define LUCKMAX 10 /* on moonlit nights 11 */
#define LUCKMIN (-10)
schar uhitinc; /* bonus to-hit chance */
schar udaminc; /* bonus damage */
int ucarinc; /* bonus carrying capacity */
schar uacinc; /* bonus AC (not spell/divine) */
schar uac;
schar udr;
uchar uspellprot; /* protection by SPE_PROTECTION */
uchar udrunken; /* drunkeness level (based on total number of potions of booze drunk) */
uchar usptime; /* #moves until uspellprot-- */
uchar uspmtime; /* #moves between uspellprot-- */
uchar sowdisc; /* sowing discord (spirit special attack) */
unsigned long long int spells_maintained;
int maintained_en_debt;
int quivered_spell;
int uhp, uhpmax, uhprolled, uhpmultiplier, uhpbonus, uhpmod;
int uen, uenmax, uenrolled, uenmultiplier, uenbonus; /* magical energy - M. Stephenson */
/*"Real" numbers for a WtWalk's non-mask-based HP*/
int uhp_real, uhpmax_real, uhprolled_real, uhpbonus_real, uhpmod_real;
int uen_real, uenmax_real, uenrolled_real, uenbonus_real;
int ugifts; /* number of artifacts bestowed */
int uartisval; /* approximate strength of artifacts bestowed and wished for */
int ucultsval; /* approximate strength of wished artifacts and gifts bestowed */
int ublessed, ublesscnt; /* blessing/duration from #pray */
long usaccredit; /* credit towards next gift */
boolean cult_atten[MAX_CULTS]; /* for having started with a cult */
#define shubbie_atten cult_atten[GOAT_CULT]
#define silver_atten cult_atten[FLAME_CULT]
#define yog_sothoth_atten cult_atten[SOTH_CULT]
#define good_neighbor_atten cult_atten[RAT_CULT]
long ucultcredit[MAX_CULTS]; /* for doing deeds for the cult, spendable */
#define shubbie_credit ucultcredit[GOAT_CULT]
#define silver_credit ucultcredit[FLAME_CULT]
#define yog_sothoth_credit ucultcredit[SOTH_CULT]
#define good_neighbor_credit ucultcredit[RAT_CULT]
long ucultcredit_total[MAX_CULTS]; /* total credit accumulated for the cult */
#define shubbie_devotion ucultcredit_total[GOAT_CULT]
#define silver_devotion ucultcredit_total[FLAME_CULT]
#define yog_sothoth_devotion ucultcredit_total[SOTH_CULT]
#define good_neighbor_devotion ucultcredit_total[RAT_CULT]
long ucultmutagen[MAX_CULTS]; /* total mutagen taken from the cult */
#define shubbie_mutagen ucultmutagen[GOAT_CULT]
#define yog_sothoth_mutagen ucultmutagen[SOTH_CULT]
long ucultmutations[MAX_CULTS]; /* total mutations taken from the cult */
#define shubbie_mutations ucultmutations[GOAT_CULT]
#define yog_sothoth_mutations ucultmutations[SOTH_CULT]
d_level silver_flame_z;
xchar s_f_x, s_f_y;
long lastprayed;
long lastslept;
long nextsleep;
long role_technique_turn;
#define whisperturn role_technique_turn
#define kiaiturn role_technique_turn
int regen_blocked;
uchar lastprayresult, reconciled;
#define PRAY_NONE 0
#define PRAY_GOOD 1
#define PRAY_BAD 2
#define PRAY_GIFT 3
#define PRAY_ANGER 4
#define PRAY_CONV 5
#define PRAY_INPROG 6
#define PRAY_IGNORED 7
#define REC_NONE 0
#define REC_REC 1
#define REC_MOL 2
#ifndef GOLDOBJ
long ugold, ugold0;
#else
long umoney0;
#endif
long uexp, urexp;
long ucleansed; /* to record moves when player was cleansed */
long usleep; /* sleeping; monstermove you last started */
long last_used_move; /* Partial action: last used turn */
int last_used_movement; /* Partial action: last used turn segment */
int ustdy; /* to record extra damage to be dealt due to having been studied */
uchar ubranch; /* record which branch the village wizard opened up for you*/
#define ICE_CAVES 1
#define BLACK_FOREST 2
#define GNOMISH_MINES 3
#define DISMAL_SWAMP 4
#define ARCHIPELAGO 5
int uencouraged;/* to record the buff from tame encouragement songs */
int uentangled_otyp; /* to record the otyp of an item entangling you */
long uentangled_oid; /* to record the oid of the item entangling you */
long int spawnedGold; /* to record total amount of gold spawned in a game */
int utats; /*Used to store Fell's tattoo information*/
#define TAT_HOURGLASS 0x0001
#define TAT_FALCHION 0x0002
#define TAT_KESTREL 0x0004
#define TAT_BULWARK 0x0008
#define TAT_FOUNTAIN 0x0010
#define TAT_CROESUS 0x0020
#define TAT_UNKNOWN 0x0040
#define TAT_WILLOW 0x0080
#define TAT_HAMMER 0x0100
#define TAT_SPEARHEAD 0x0200
#define TAT_CRYSTAL_ORB 0x0400
#define TAT_HYPHEN 0x0800
#define TAT_FLAMING_WHIP 0x1000
#define NUM_TATS 13
int usanity; /* to record level of sanity */
unsigned long long int umadness; /* to afflictions */
#define MAD_DELUSIONS 0x0000000000000001L
#define MAD_REAL_DELUSIONS 0x0000000000000002L
#define MAD_SANCTITY 0x0000000000000004L
#define MAD_GLUTTONY 0x0000000000000008L
#define MAD_SPORES 0x0000000000000010L
#define MAD_FRIGOPHOBIA 0x0000000000000020L
#define MAD_CANNIBALISM 0x0000000000000040L
#define MAD_RAGE 0x0000000000000080L
#define MAD_ARGENT_SHEEN 0x0000000000000100L
#define MAD_SUICIDAL 0x0000000000000200L
#define MAD_NUDIST 0x0000000000000400L
#define MAD_OPHIDIOPHOBIA 0x0000000000000800L
#define MAD_ARACHNOPHOBIA 0x0000000000001000L
#define MAD_ENTOMOPHOBIA 0x0000000000002000L
#define MAD_THALASSOPHOBIA 0x0000000000004000L
#define MAD_PARANOIA 0x0000000000008000L
#define MAD_TALONS 0x0000000000010000L
#define MAD_COLD_NIGHT 0x0000000000020000L
#define MAD_OVERLORD 0x0000000000040000L
#define MAD_DREAMS 0x0000000000080000L
#define MAD_NON_EUCLID 0x0000000000100000L
#define MAD_SPIRAL 0x0000000000200000L
#define MAD_HELMINTHOPHOBIA 0x0000000000400000L
#define MAD_GOAT_RIDDEN 0x0000000000800000L
#define MAD_FRENZY 0x0000000001000000L
#define MAD_THOUSAND_MASKS 0x0000000002000000L
#define MAD_FORMICATION 0x0000000004000000L
#define MAD_HOST 0x0000000008000000L
#define MAD_SCIAPHILIA 0x0000000010000000L
#define MAD_FORGETFUL 0x0000000020000000L
#define MAD_TOO_BIG 0x0000000040000000L
#define MAD_APOSTASY 0x0000000080000000L
#define MAD_ROTTING 0x0000000100000000L
#define MAD_REACHER 0x0000000200000000L
#define MAD_SCORPIONS 0x0000000400000000L
#define MAD_VERMIN 0x0000000800000000L
#define LAST_MADNESS MAD_SCORPIONS
int uinsight; /* to record level of insight */
/*Insight rate calculation: 40: "high insight" 300: "Approximate per-turn WoYendor intervention rate" 5: "total number of harmful effects" */
#define INSIGHT_RATE (40*300*5)
#define COA_PROB (max(1, 10000*pow(.95,(Role_if(PM_ANACHRONOUNBINDER)?max(0,u.uinsight-100):u.uinsight))))
uchar wimage; /* to record if you have the image of a Weeping Angel in your mind */
int umorgul; /* to record the number of morgul wounds */
int utaneggs; /* tannin eggs */
int udisks; /* to record how many aphanactonan disks you've read */
int uboln; /* to record how many spirits you've gained from the boln */
int uinvault;
int clk_material; /* clockwork material */
struct monst *ustuck;
boolean petattacked;
boolean pethped;
struct monst *usteed;
long ugallop;
int urideturns;
int umortality; /* how many times you died */
int ugrave_arise; /* you die and become something aside from a ghost */
time_t ubirthday; /* real world time when game began */
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 */
int divetimer; /* how long you can stay under water */
int role_variant; /*Records what variant of your role you are.*/
int umabil; /*Monk mystic attacks active*/
#define SURGE_PUNCH 0x0001
#define FORCE_PUNCH 0x0002
#define CHI_HEALING 0x0004
#define SPIRIT_PUNCH 0x0008
#define FLICKER_PUNCH 0x0010
#define ABSORPTIVE_PUNCH 0x0020
#define ENERGY_FORM 0x0040
#define SURGE_PUNCH_LVL 0
#define FORCE_PUNCH_LVL 4
#define CHI_HEALING_LVL 6
#define SPIRIT_PUNCH_LVL 10
#define FLICKER_PUNCH_LVL 8
#define ABSORPTIVE_PUNCH_LVL 2
long wardsknown; /* known wards */
#define WARD_ELBERETH (0x1L<<0)
#define WARD_HEPTAGRAM (0x1L<<1)
#define WARD_GORGONEION (0x1L<<2)
#define WARD_ACHERON (0x1L<<3)
#define WARD_PENTAGRAM (0x1L<<4)
#define WARD_HEXAGRAM (0x1L<<5)
#define WARD_HAMSA (0x1L<<6)
#define WARD_ELDER_SIGN (0x1L<<7)
#define WARD_EYE (0x1L<<8)
#define WARD_QUEEN (0x1L<<9)
#define WARD_CAT_LORD (0x1L<<10)
#define WARD_GARUDA (0x1L<<11)
#define WARD_CTHUGHA (0x1L<<12)
#define WARD_ITHAQUA (0x1L<<13)
#define WARD_KARAKAL (0x1L<<14)
#define WARD_YELLOW (0x1L<<15)
#define WARD_TRANSIT (0x1L<<16)
#define WARD_STABILIZE (0x1L<<17)
#define WARD_TOUSTEFNA (0x1L<<18)
#define WARD_DREPRUN (0x1L<<19)
#define WARD_OTTASTAFUR (0x1L<<20)
#define WARD_KAUPALOKI (0x1L<<21)
#define WARD_VEIOISTAFUR (0x1L<<22)
#define WARD_THJOFASTAFUR (0x1L<<23)
#define NUM_WARDS 23
int sealorder[31];
long sealsKnown;
long specialSealsKnown;
#define SEAL_AHAZU 0x0000001L
#define SEAL_AMON 0x0000002L
#define SEAL_ANDREALPHUS 0x0000004L
#define SEAL_ANDROMALIUS 0x0000008L
#define SEAL_ASTAROTH 0x0000010L
#define SEAL_BALAM 0x0000020L
#define SEAL_BERITH 0x0000040L
#define SEAL_BUER 0x0000080L
#define SEAL_CHUPOCLOPS 0x0000100L
#define SEAL_DANTALION 0x0000200L
#define SEAL_ECHIDNA 0x0000400L
#define SEAL_EDEN 0x0000800L
long edenshield;
#define SEAL_ENKI 0x0001000L
#define SEAL_EURYNOME 0x0002000L
int eurycounts;
#define SEAL_EVE 0x0004000L
#define SEAL_FAFNIR 0x0008000L
#define SEAL_HUGINN_MUNINN 0x0010000L
#define SEAL_IRIS 0x0020000L
long irisAttack;
#define SEAL_JACK 0x0040000L
#define SEAL_MALPHAS 0x0080000L
#define SEAL_MARIONETTE 0x0100000L
#define SEAL_MOTHER 0x0200000L
#define SEAL_NABERIUS 0x0400000L
#define SEAL_ORTHOS 0x0800000L
int orthocounts;
#define SEAL_OSE 0x1000000L
char osepro[128]; /*Lots of extra space*/
char osegen[128];
#define SEAL_OTIAX 0x2000000L
long otiaxAttack;
#define SEAL_PAIMON 0x4000000L
#define SEAL_SHIRO 0x8000000L
#define SEAL_SIMURGH 0x10000000L
#define SEAL_TENEBROUS 0x20000000L
#define SEAL_YMIR 0x40000000L
//Special flag for lookup tables, indicating that it is a quest spirit and should be treated as such
#define SEAL_SPECIAL 0x80000000L
//The remaining seals (Dahlver-Nar, Acererak, and the Numina) can't be learned in any way other than binder class features
#define SEAL_DAHLVER_NAR 0x00000001L
#define SEAL_ACERERAK 0x00000002L
#define SEAL_COUNCIL 0x00000004L
#define SEAL_COSMOS 0x00000008L
#define SEAL_LIVING_CRYSTAL 0x00000010L
#define SEAL_TWO_TREES 0x00000020L
#define SEAL_MISKA 0x00000040L
#define SEAL_NUDZIRATH 0x00000080L
#define SEAL_ALIGNMENT_THING 0x00000100L
#define SEAL_UNKNOWN_GOD 0x00000200L
#define SEAL_BLACK_WEB 0x00000400L
#define SEAL_YOG_SOTHOTH 0x00000800L
long yogAttack;
#define SEAL_NUMINA 0x40000000L
// long numina; //numina does not expire, and can be immediatly re-bound once 30th level is achived if the pact is broken.
int sealTimeout[NUMINA-FIRST_SEAL]; //turn on which spirit will be again eligible for binding.
long spiritSummons;
int sealCounts;
long sealsActive;
long sealsUsed;
long specialSealsActive;
long specialSealsUsed;
int wisSpirits, intSpirits;
#define GATE_SPIRITS 5
#define QUEST_SPIRIT 5
#define GPREM_SPIRIT 6
#define CROWN_SPIRIT 7
#define ALIGN_SPIRIT 8
#define OUTER_SPIRIT 9
#define NUM_BIND_SPRITS 10
//Spirits in order bound:
long spirit[NUM_BIND_SPRITS];
long spiritTineA,spiritTineB;
//Corresponding timeouts (turn on which binding expires):
long spiritT[NUM_BIND_SPRITS];
long spiritTineTA,spiritTineTB;
int spiritAC;
int spiritAttk;
#define PWR_ABDUCTION 0
#define PWR_FIRE_BREATH 1
#define PWR_TRANSDIMENSIONAL_RAY 2
#define PWR_TELEPORT 3
#define PWR_JESTER_S_MIRTH 4
#define PWR_THIEF_S_INSTINCTS 5
#define PWR_ASTAROTH_S_ASSEMBLY 6
#define PWR_ASTAROTH_S_SHARDS 7
#define PWR_ICY_GLARE 8
#define PWR_BALAM_S_ANOINTING 9
#define PWR_BLOOD_MERCENARY 10
#define PWR_SOW_DISCORD 11
#define PWR_GIFT_OF_HEALING 12
#define PWR_GIFT_OF_HEALTH 13
#define PWR_THROW_WEBBING 14
#define PWR_THOUGHT_TRAVEL 15
#define PWR_DREAD_OF_DANTALION 16
#define PWR_EARTH_SWALLOW 17
#define PWR_ECHIDNA_S_VENOM 18
#define PWR_SUCKLE_MONSTER 19
#define PWR_PURIFYING_BLAST 20
#define PWR_RECALL_TO_EDEN 21
#define PWR_STARGATE 22
#define PWR_WALKER_OF_THRESHOLDS 23
#define PWR_GEYSER 24
#define PWR_VENGANCE 25
#define PWR_SHAPE_THE_WIND 26
#define PWR_THORNS_AND_STONES 27
#define PWR_BARRAGE 28
#define PWR_BREATH_POISON 29
#define PWR_RUINOUS_STRIKE 30
#define PWR_RAVEN_S_TALONS 31
#define PWR_HORRID_WILTING 32
#define PWR_TURN_ANIMALS_AND_HUMANOIDS 33
#define PWR_REFILL_LANTERN 34
#define PWR_HELLFIRE 35
#define PWR_CALL_MURDER 36
#define PWR_ROOT_SHOUT 37
#define PWR_PULL_WIRES 38
#define PWR_DISGUSTED_GAZE 39
#define PWR_BLOODY_TOUNGE 40
#define PWR_SILVER_TOUNGE 41
#define PWR_EXHALATION_OF_THE_RIFT 42
#define PWR_QUERIENT_THOUGHTS 43
#define PWR_GREAT_LEAP 44
#define PWR_MASTER_OF_DOORWAYS 45
#define PWR_READ_SPELL 46
#define PWR_BOOK_TELEPATHY 47
#define PWR_UNITE_THE_EARTH_AND_SKY 48
#define PWR_HOOK_IN_THE_SKY 49
#define PWR_ENLIGHTENMENT 50
#define PWR_DAMNING_DARKNESS 51
#define PWR_TOUCH_OF_THE_VOID 52
#define PWR_ECHOS_OF_THE_LAST_WORD 53
#define PWR_POISON_GAZE 54
#define PWR_GAP_STEP 55
#define PWR_MOAN 56
#define PWR_SWALLOW_SOUL 57
#define PWR_EMBASSY_OF_ELEMENTS 58
#define PWR_SUMMON_MONSTER 59
#define PWR_PSEUDONATURAL_SURGE 60
#define PWR_SILVER_DEW 61
#define PWR_GOLDEN_DEW 62
#define PWR_MIRROR_SHATTER 63
#define PWR_MIRROR_WALK 64
#define PWR_FLOWING_FORMS 65
#define PWR_PHASE_STEP 66
#define PWR_BLACK_BOLT 67
#define PWR_WEAVE_BLACK_WEB 68
#define PWR_MAD_BURST 69
#define PWR_UNENDURABLE_MADNESS 70
#define PWR_CONTACT_YOG_SOTHOTH 71
#define PWR_IDENTIFY_INVENTORY 72
#define PWR_CLAIRVOYANCE 73
#define PWR_FIND_PATH 74
#define PWR_GNOSIS_PREMONITION 75
#define NUMBER_POWERS 76
int spiritPOrder[52]; //# of letters in alphabet, capital and lowercase
// char spiritPLetters[NUMBER_POWERS];
long spiritPColdowns[NUMBER_POWERS];
/* variable that keeps track of summoning in your vicinity.
Only allow 1 per turn, to help reduce summoning cascades. */
boolean summonMonster;
/* Variable that checks if the Wizard has increased the weight of the amulet */
boolean uleadamulet;
/*Deprecated (moved to art-instance variables?): Ugly extra artifact variables workaround. Spaghetti code alert!*/
char dracae_pets; /*How many pets have been incarnated by a dracae this game.*/
unsigned char puzzle_time; /*Time needed to solve the next step of a hyperborean dial puzzle.*/
unsigned char uhyperborean_steps; /*The most advanced step you've reached on a hyperborean dial puzzle.*/
int goldkamcount_tame; /*number of tame golden kamerel following you around*/
int voidChime;
long rangBell; /*Turn last rang bell of opening on*/
/*Keter counters*/
int keter, chokhmah, binah, gevurah, hod, daat, netzach;
int regifted; /*keeps track of how many artifacts the player has given to the unknown god*/
int uaesh, uaesh_duration, ukrau, ukrau_duration, uhoon, uhoon_duration,
uuur, uuur_duration, unaen, unaen_duration, uvaul, uvaul_duration;
boolean ufirst_light;
long ufirst_light_timeout;
boolean ufirst_sky;
long ufirst_sky_timeout;
boolean ufirst_life;
long ufirst_life_timeout;
boolean ufirst_know;
long ufirst_know_timeout;
long thoughts;
#define MAX_GLYPHS ((Role_if(PM_MADMAN) && u.uevent.qcompleted && (u.uinsight >= 20 || u.render_thought)) ? 4 : 3)
long mutations[MUTATION_LISTSIZE];
}; /* end of `struct you' */
#define uclockwork ((Race_if(PM_CLOCKWORK_AUTOMATON) && !Upolyd) || (Upolyd && youmonst.data->mtyp == PM_CLOCKWORK_AUTOMATON))
#define uandroid (is_android(youracedata))
#define umechanoid (uclockwork || uandroid)
//BAB
#define BASE_ATTACK_BONUS(wep) ((Role_if(PM_BARBARIAN) || Role_if(PM_ANACHRONOUNBINDER) || Role_if(PM_CONVICT) || Role_if(PM_KNIGHT) || Role_if(PM_ANACHRONONAUT) || \
Role_if(PM_PIRATE) || Role_if(PM_SAMURAI) || Role_if(PM_VALKYRIE) || (u.sealsActive&SEAL_BERITH) || \
(!wep && (martial_bonus() || (u.sealsActive&SEAL_EURYNOME))) || \
(Role_if(PM_MONK) && wep && is_monk_weapon(wep)) || \
(wep && is_lightsaber(wep) && (Unblind_telepat || (Blind && Blind_telepat)))) ? 1.00 :\
(Role_if(PM_ARCHEOLOGIST) || Role_if(PM_EXILE) || Role_if(PM_CAVEMAN) || Role_if(PM_MONK) || \
Role_if(PM_NOBLEMAN) || Role_if(PM_PRIEST) || Role_if(PM_ROGUE) || Role_if(PM_RANGER) || \
(u.sealsActive&SEAL_ENKI) || (Blind_telepat && wep && is_lightsaber(wep))) ? 0.75 :\
(Role_if(PM_BARD) || Role_if(PM_HEALER) || Role_if(PM_TOURIST) || Role_if(PM_WIZARD) || Role_if(PM_MADMAN)) ? 0.50:\
.5) /* Failsafe */
extern long sealKey[34]; /*Defined in u_init.c*/
extern boolean forcesight; /*Defined in u_init.c*/
extern boolean forceblind; /*Defined in u_init.c*/
extern char *wardDecode[26]; /*Defined in spell.c*/
extern int wardMax[18]; /*Defined in engrave.c*/
extern char *sealNames[]; /*Defined in engrave.c*/
extern char *sealTitles[]; /*Defined in engrave.c*/
extern char *andromaliusItems[18]; /*Defined in sounds.c*/
extern long int_spirits; /*Defined in sounds.c*/
extern long wis_spirits; /*Defined in sounds.c*/
extern boolean barrage; /*Defined in dothrow.c*/
extern boolean onlykicks; /*Defined in dokick.c*/
#define Upolyd (u.umonnum != u.umonster)
#endif /* YOU_H */