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Source:NetHack 3.1.0/you.h

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Below is the full text to you.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/you.h#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)you.h	3.1	92/11/29	*/
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.    #ifndef ALIGN_H
9.    #include "align.h"
10.   #endif
11.   #ifndef ATTRIB_H
12.   #include "attrib.h"
13.   #endif
14.   #ifndef MONST_H
15.   #include "monst.h"
16.   #endif
17.   #ifndef YOUPROP_H
18.   #include "youprop.h"
19.   #endif
20.   
21.   struct prop {
22.   
23.   #define TIMEOUT		007777	/* mask */
24.   
25.   #define LEFT_RING	W_RINGL	/* 010000L */
26.   #define RIGHT_RING	W_RINGR	/* 020000L */
27.   #define LEFT_SIDE	LEFT_RING
28.   #define RIGHT_SIDE	RIGHT_RING
29.   #define BOTH_SIDES	(LEFT_SIDE | RIGHT_SIDE)
30.   
31.   #define WORN_ARMOR	W_ARM	/* 040000L */
32.   #define WORN_CLOAK	W_ARMC	/* 0100000L */
33.   #define WORN_HELMET	W_ARMH	/* 0200000L */
34.   #define WORN_SHIELD	W_ARMS	/* 0400000L */
35.   #define WORN_GLOVES	W_ARMG	/* 01000000L */
36.   #define WORN_BOOTS	W_ARMF	/* 02000000L */
37.   #define WORN_AMUL	W_AMUL	/* 04000000L */
38.   #define WORN_BLINDF	W_TOOL	/* 010000000L */
39.   #ifdef TOURIST
40.   #define WORN_SHIRT	W_ARMU	/* 01000L */
41.   #endif
42.   
43.   /*
44.    * FROMEXPER is for a property gained by virtue of your experience level,
45.    * which will be lost if you lose that level; FROMOUTSIDE is one that is
46.    * gained in some other way (e.g., a throne, a prayer, or a corpse).
47.    * INTRINSIC is either FROMEXPER or FROMOUTSIDE
48.    */
49.   #define FROMOUTSIDE	0200000000L
50.   #define FROMEXPER	0400000000L
51.   #define INTRINSIC	(FROMOUTSIDE|FROMEXPER)
52.   
53.   	long p_flgs;
54.   	int NDECL((*p_tofn));	/* called after timeout */
55.   };
56.   
57.   struct u_have {
58.   	Bitfield(amulet,1);	/* carrying Amulet	*/
59.   	Bitfield(bell,1);	/* carrying Bell	*/
60.   	Bitfield(book,1);	/* carrying Book	*/
61.   	Bitfield(menorah,1);	/* carrying Candelabrum */
62.   #ifdef MULDGN
63.   	Bitfield(questart,1);	/* carrying the Quest Artifact */
64.   	Bitfield(unused,3);
65.   #else
66.   	Bitfield(unused,4);
67.   #endif
68.   };
69.   
70.   struct u_event {
71.   	Bitfield(minor_oracle,1);	/* received at least 1 cheap oracle */
72.   	Bitfield(major_oracle,1);	/*  "  expensive oracle */
73.   #ifdef MULDGN
74.   	Bitfield(qexpelled,1);		/* expelled from the Quest dungeon */
75.   	Bitfield(qcompleted,1);	    /* successfully completed the Quest task */
76.   #endif
77.   	Bitfield(uheard_tune,2);	/* if you heard the passtune */
78.   	Bitfield(uopened_dbridge,1);	/* if you open the drawbridge */
79.   	Bitfield(invoked,1);	    /* invoked the gate to the Sanctum level */
80.   
81.   	Bitfield(gehennom_entered,1);	/* entered Gehennom via Valley */
82.   #ifdef ELBERETH
83.   	Bitfield(uhand_of_elbereth,1);	/* if you become Hand of Elbereth */
84.   #endif
85.   	Bitfield(udemigod,1);		/* once you kill the wiz */
86.   };
87.   
88.   
89.   struct you {
90.   	xchar ux, uy;
91.   	schar dx, dy, dz;	/* direction of move (or zap or ... ) */
92.   	schar di;		/* direction of FF */
93.   	xchar ux0, uy0;		/* initial position FF */
94.   	d_level uz, uz0;	/* your level on this and the previous turn */
95.   	d_level utolev;		/* level monster teleported you to, or uz */
96.   	char utotype;		/* bitmask of goto_level() flags for utolev */
97.   	char usym;		/* usually '@' */
98.   	boolean umoved;		/* changed map location (post-move) */
99.   	int last_str_turn;	/* 0: none, 1: half turn, 2: full turn */
100.  				/* +: turn right, -: turn left */
101.  	unsigned ulevel;	/* 1 - MAXULEV */
102.  	unsigned utrap;		/* trap timeout */
103.  	unsigned utraptype;	/* defined if utrap nonzero */
104.  #define TT_BEARTRAP	0
105.  #define TT_PIT		1
106.  #define TT_WEB		2
107.  #define TT_LAVA		3
108.  #define TT_INFLOOR	4
109.  	char	urooms[5];	/* rooms (roomno + 3) occupied now */
110.  	char	urooms0[5];	/* ditto, for previous position */
111.  	char	uentered[5];	/* rooms (roomno + 3) entered this turn */
112.  	char	ushops[5];	/* shop rooms (roomno + 3) occupied now */
113.  	char	ushops0[5];	/* ditto, for previous position */
114.  	char	ushops_entered[5]; /* ditto, shops entered this turn */
115.  	char	ushops_left[5];	/* ditto, shops exited this turn */
116.  
117.  	int	 uhunger;	/* refd only in eat.c and shk.c */
118.  	unsigned uhs;		/* hunger state - see eat.c */
119.  
120.  	struct prop uprops[LAST_PROP+1];
121.  
122.  	unsigned umconf;
123.  	const char *usick_cause;
124.  /* For messages referring to hands, eyes, feet, etc... when polymorphed */
125.  #define ARM 0
126.  #define EYE 1
127.  #define FACE 2
128.  #define FINGER 3
129.  #define FINGERTIP 4
130.  #define FOOT 5
131.  #define HAND 6
132.  #define HANDED 7
133.  #define HEAD 8
134.  #define LEG 9
135.  #define LIGHT_HEADED 10
136.  #define NECK 11
137.  #define SPINE 12
138.  #define TOE 13
139.  
140.  	/* These ranges can never be more than MAX_RANGE (vision.h). */
141.  	int nv_range;			/* current night vision range */
142.  	int xray_range;			/* current xray vision range */
143.  
144.  	/*
145.  	 * These variables are valid globally only when punished and blind.
146.  	 */
147.  #define BC_BALL  0x01	/* bit mask for ball  in 'bc_felt' below */
148.  #define BC_CHAIN 0x02	/* bit mask for chain in 'bc_felt' below */
149.  	int bglyph;	/* glyph under the ball */
150.  	int cglyph;	/* glyph under the chain */
151.  	int bc_order;	/* ball & chain order [see bc_order() in trap.c] */
152.  	int bc_felt;	/* mask for ball/chain being felt */
153.  
154.  
155.  	/*
156.  	 * Player type monster (e.g. PM_VALKYRIE).  This is set in u_init
157.  	 * and never changed afterward.
158.  	 */
159.  	int umonster;
160.  #ifdef POLYSELF
161.  	int umonnum;				/* monster number or -1 */
162.  	int mh, mhmax, mtimedone;		/* for polymorph-self */
163.  	struct attribs	macurr,			/* for monster attribs */
164.  			mamax;			/* for monster attribs */
165.  	int ulycn;				/* lycanthrope type */
166.  #endif
167.  	unsigned ucreamed;
168.  	unsigned uswldtim;		/* time you have been swallowed */
169.  
170.  	Bitfield (uswallow,1);		/* true if swallowed */
171.  	Bitfield(uinwater,1);		/* if you're currently in water (only
172.  					   underwater possible currently) */
173.  #ifdef POLYSELF
174.  	Bitfield(uundetected,1);	/* if you're a hiding monster/piercer */
175.  	Bitfield(mfemale,1);		/* saved human value of flags.female */
176.  #endif
177.  	Bitfield(uinvulnerable,1);	/* you're invulnerable (praying) */
178.  	Bitfield(usleep,1);		/* you're sleeping */
179.  
180.  	unsigned udg_cnt;		/* how long you have been demigod */
181.  	struct u_event	uevent;		/* certain events have happened */
182.  	struct u_have	uhave;		/* you're carrying special objects */
183.  	struct attribs	acurr,		/* your current attributes (eg. str)*/
184.  			aexe,		/* for gain/loss via "exercise" */
185.  			abon,		/* your bonus attributes (eg. str) */
186.  			amax,		/* your max attributes (eg. str) */
187.  			atemp,		/* used for temporary loss/gain */
188.  			atime;		/* used for loss/gain countdown */
189.  	align	ualign;			/* character alignment */
190.  #define CONVERT		2
191.  	aligntyp ualignbase[CONVERT];	/* for ualign conversion record */
192.  	schar uluck, moreluck;		/* luck and luck bonus */
193.  #define LUCKADD		3	/* added value when carrying luck stone */
194.  #define Luck	(u.uluck + u.moreluck)
195.  #define LUCKMAX		10	/* on moonlit nights 11 */
196.  #define LUCKMIN		(-10)
197.  	schar	udaminc;
198.  	schar	uac;
199.  	int	uhp,uhpmax;
200.  	int	uen, uenmax;		/* magical energy - M. Stephenson */
201.  	int ugangr;			/* if the gods are angry at you */
202.  	int ublessed, ublesscnt;	/* blessing/duration from #pray */
203.  	long	ugold, ugold0;
204.  	long	uexp, urexp;
205.  	long	ucleansed;	/* to record moves when player was cleansed */
206.  	int uinvault;
207.  	struct monst *ustuck;
208.  	int ugrave_arise; /* you die and become something aside from a ghost */
209.  	int nr_killed[NUMMONS];		/* used for experience bookkeeping */
210.  };
211.  
212.  #endif	/* YOU_H */

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