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Source:NetHack 3.2.0/you.h

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Below is the full text to you.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/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	3.2	95/08/13	*/
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.   /*
22.    *	[this stuff should be moved into a separate "weapon.h" file]
23.    */
24.   #ifdef WEAPON_SKILLS
25.   
26.   /* Weapon Skills - Stephen White */
27.   #define P_DAGGER		0
28.   #define P_KNIFE			1
29.   #define P_AXE			2
30.   #define P_PICK_AXE		3
31.   #define P_SHORT_SWORD		4
32.   #define P_BROAD_SWORD		5
33.   #define P_LONG_SWORD		6
34.   #define P_TWO_HANDED_SWORD	7
35.   #define P_SCIMITAR		8
36.   #define P_SABER			9
37.   #define P_CLUB			10
38.   #define P_MACE			11
39.   #define P_MORNING_STAR		12
40.   #define P_FLAIL			13
41.   #define P_HAMMER		14
42.   #define P_QUARTERSTAFF		15 
43.   #define P_POLEARMS		16
44.   #define P_SPEAR			17
45.   #define P_JAVELIN		18
46.   #define P_TRIDENT		19
47.   #define P_LANCE			20
48.   #define P_BOW			21
49.   #define P_SLING			22
50.   #define P_CROSSBOW		23
51.   #define P_DART			24
52.   #define P_SHURIKEN		25
53.   #define P_BOOMERANG		26
54.   #define P_WHIP			27
55.   #define P_UNICORN_HORN		28	/* last weapon */
56.   #define P_TWO_WEAPON_COMBAT	29
57.   #define P_BARE_HANDED_COMBAT	30
58.   #define P_MARTIAL_ARTS		31	/* currently unused */
59.   #define P_NUM_SKILLS		32	/* should always be the last entry */
60.   
61.   #define P_NO_TYPE		P_NUM_SKILLS
62.   #define P_LAST_WEAPON		P_UNICORN_HORN
63.   
64.   /*
65.    * These are the standard weapon skill levels.  It is important that
66.    * the lowest "valid" skill be be 1.  The code calculates the
67.    * previous amount to practice by calling  practice_needed_to_advance()
68.    * with the current skill-1.  To work out for the UNSKILLED case,
69.    * a value of 0 needed.
70.    */
71.   #define P_ISRESTRICTED		0
72.   #define P_UNSKILLED		1
73.   #define P_BASIC			2
74.   #define P_SKILLED		3
75.   #define P_EXPERT		4
76.   
77.   #define practice_needed_to_advance(level) ((level)*(level)*20)
78.   
79.   /* The hero's skill in various weapons. */
80.   struct skills {
81.   	xchar skill;
82.   	xchar max_skill;
83.   	unsigned short advance;
84.   };
85.   
86.   #define P_SKILL(type)		(u.weapon_skills[type].skill)
87.   #define P_MAX_SKILL(type)	(u.weapon_skills[type].max_skill)
88.   #define P_ADVANCE(type)		(u.weapon_skills[type].advance)
89.   #define P_RESTRICTED(type)	(u.weapon_skills[type].skill == P_ISRESTRICTED)
90.   
91.   #define PN_POLEARMS		(NUM_OBJECTS+0)
92.   #define PN_TWO_WEAPON_COMBAT	(NUM_OBJECTS+1)
93.   #define PN_BARE_HANDED_COMBAT	(NUM_OBJECTS+2)
94.   #define PN_MARTIAL_ARTS		(NUM_OBJECTS+3)
95.   #define PN_SABER		(NUM_OBJECTS+4)
96.   
97.   #define P_SKILL_LIMIT 60	/* max number of skill advancements */
98.   
99.   /* initial skill matrix structure; used in u_init.c and weapon.c */
100.  struct def_skill {
101.  	xchar skill;
102.  	xchar skmax;
103.  };
104.  
105.  #endif /* WEAPON_SKILLS */
106.  
107.  
108.  struct prop {
109.  
110.  #define TIMEOUT		007777	/* mask */
111.  
112.  #define LEFT_RING	W_RINGL	/* 010000L */
113.  #define RIGHT_RING	W_RINGR	/* 020000L */
114.  #define LEFT_SIDE	LEFT_RING
115.  #define RIGHT_SIDE	RIGHT_RING
116.  #define BOTH_SIDES	(LEFT_SIDE | RIGHT_SIDE)
117.  
118.  #define WORN_ARMOR	W_ARM	/* 040000L */
119.  #define WORN_CLOAK	W_ARMC	/* 0100000L */
120.  #define WORN_HELMET	W_ARMH	/* 0200000L */
121.  #define WORN_SHIELD	W_ARMS	/* 0400000L */
122.  #define WORN_GLOVES	W_ARMG	/* 01000000L */
123.  #define WORN_BOOTS	W_ARMF	/* 02000000L */
124.  #define WORN_AMUL	W_AMUL	/* 04000000L */
125.  #define WORN_BLINDF	W_TOOL	/* 010000000L */
126.  #ifdef TOURIST
127.  #define WORN_SHIRT	W_ARMU	/* 01000L */
128.  #endif
129.  
130.  /*
131.   * FROMEXPER is for a property gained by virtue of your experience level,
132.   * which will be lost if you lose that level; FROMOUTSIDE is one that is
133.   * gained in some other way (e.g., a throne, a prayer, or a corpse).
134.   * INTRINSIC is either FROMEXPER or FROMOUTSIDE
135.   */
136.  #define FROMOUTSIDE	0200000000L
137.  #define FROMEXPER	0400000000L
138.  #define INTRINSIC	(FROMOUTSIDE|FROMEXPER)
139.  
140.  /*
141.   * Sometimes an intrinsic may be overridden or controllable.
142.   */
143.  #define I_BLOCKED	01000000000L
144.  #define I_SPECIAL	02000000000L
145.  
146.  	long p_flgs;
147.  };
148.  
149.  struct u_have {
150.  	Bitfield(amulet,1);	/* carrying Amulet	*/
151.  	Bitfield(bell,1);	/* carrying Bell	*/
152.  	Bitfield(book,1);	/* carrying Book	*/
153.  	Bitfield(menorah,1);	/* carrying Candelabrum */
154.  	Bitfield(questart,1);	/* carrying the Quest Artifact */
155.  	Bitfield(unused,3);
156.  };
157.  
158.  struct u_event {
159.  	Bitfield(minor_oracle,1);	/* received at least 1 cheap oracle */
160.  	Bitfield(major_oracle,1);	/*  "  expensive oracle */
161.  	Bitfield(qcalled,1);		/* called by Quest leader to do task */
162.  	Bitfield(qexpelled,1);		/* expelled from the Quest dungeon */
163.  	Bitfield(qcompleted,1);		/* successfully completed Quest task */
164.  	Bitfield(uheard_tune,2);	/* 1=know about, 2=heard passtune */
165.  	Bitfield(uopened_dbridge,1);	/* opened the drawbridge */
166.  
167.  	Bitfield(invoked,1);		/* invoked Gate to the Sanctum level */
168.  	Bitfield(gehennom_entered,1);	/* entered Gehennom via Valley */
169.  #ifdef ELBERETH
170.  	Bitfield(uhand_of_elbereth,2);	/* became Hand of Elbereth */
171.  #endif
172.  	Bitfield(udemigod,1);		/* killed the wiz */
173.  	Bitfield(ascended,1);		/* has offered the Amulet */
174.  };
175.  
176.  
177.  struct you {
178.  	xchar ux, uy;
179.  	schar dx, dy, dz;	/* direction of move (or zap or ... ) */
180.  	schar di;		/* direction of FF */
181.  	xchar ux0, uy0;		/* initial position FF */
182.  	d_level uz, uz0;	/* your level on this and the previous turn */
183.  	d_level utolev;		/* level monster teleported you to, or uz */
184.  	uchar utotype;		/* bitmask of goto_level() flags for utolev */
185.  	char role;		/* 'A'==archeologist, 'K'==knight, &c */
186.  	char usym;		/* usually '@' */
187.  	boolean umoved;		/* changed map location (post-move) */
188.  	int last_str_turn;	/* 0: none, 1: half turn, 2: full turn */
189.  				/* +: turn right, -: turn left */
190.  	int ulevel;		/* 1 - MAXULEV */
191.  	unsigned utrap;		/* trap timeout */
192.  	unsigned utraptype;	/* defined if utrap nonzero */
193.  #define TT_BEARTRAP	0
194.  #define TT_PIT		1
195.  #define TT_WEB		2
196.  #define TT_LAVA		3
197.  #define TT_INFLOOR	4
198.  	char	urooms[5];	/* rooms (roomno + 3) occupied now */
199.  	char	urooms0[5];	/* ditto, for previous position */
200.  	char	uentered[5];	/* rooms (roomno + 3) entered this turn */
201.  	char	ushops[5];	/* shop rooms (roomno + 3) occupied now */
202.  	char	ushops0[5];	/* ditto, for previous position */
203.  	char	ushops_entered[5]; /* ditto, shops entered this turn */
204.  	char	ushops_left[5];	/* ditto, shops exited this turn */
205.  
206.  	int	 uhunger;	/* refd only in eat.c and shk.c */
207.  	unsigned uhs;		/* hunger state - see eat.c */
208.  
209.  	struct prop uprops[LAST_PROP+1];
210.  
211.  	unsigned umconf;
212.  	char usick_cause[PL_PSIZ+20]; /* sizeof "unicorn horn named "+1 */
213.  	Bitfield(usick_type,2);
214.  #define SICK_VOMITABLE 0x01
215.  #define SICK_NONVOMITABLE 0x02
216.  #define SICK_ALL 0x03
217.  
218.  /* For messages referring to hands, eyes, feet, etc... when polymorphed */
219.  #define ARM 0
220.  #define EYE 1
221.  #define FACE 2
222.  #define FINGER 3
223.  #define FINGERTIP 4
224.  #define FOOT 5
225.  #define HAND 6
226.  #define HANDED 7
227.  #define HEAD 8
228.  #define LEG 9
229.  #define LIGHT_HEADED 10
230.  #define NECK 11
231.  #define SPINE 12
232.  #define TOE 13
233.  #define HAIR 14
234.  
235.  	/* These ranges can never be more than MAX_RANGE (vision.h). */
236.  	int nv_range;			/* current night vision range */
237.  	int xray_range;			/* current xray vision range */
238.  
239.  	/*
240.  	 * These variables are valid globally only when punished and blind.
241.  	 */
242.  #define BC_BALL  0x01	/* bit mask for ball  in 'bc_felt' below */
243.  #define BC_CHAIN 0x02	/* bit mask for chain in 'bc_felt' below */
244.  	int bglyph;	/* glyph under the ball */
245.  	int cglyph;	/* glyph under the chain */
246.  	int bc_order;	/* ball & chain order [see bc_order() in ball.c] */
247.  	int bc_felt;	/* mask for ball/chain being felt */
248.  
249.  
250.  	/*
251.  	 * Player type monster (e.g. PM_VALKYRIE).  This is set in u_init
252.  	 * and never changed afterward.
253.  	 */
254.  	int umonster;
255.  	int umonnum;				/* monster number or -1 */
256.  	int mh, mhmax, mtimedone;		/* for polymorph-self */
257.  	struct attribs	macurr,			/* for monster attribs */
258.  			mamax;			/* for monster attribs */
259.  	int ulycn;				/* lycanthrope type */
260.  
261.  	unsigned ucreamed;
262.  	unsigned uswldtim;		/* time you have been swallowed */
263.  
264.  	Bitfield (uswallow,1);		/* true if swallowed */
265.  	Bitfield(uinwater,1);		/* if you're currently in water (only
266.  					   underwater possible currently) */
267.  	Bitfield(uundetected,1);	/* if you're a hiding monster/piercer */
268.  	Bitfield(mfemale,1);		/* saved human value of flags.female */
269.  	Bitfield(uinvulnerable,1);	/* you're invulnerable (praying) */
270.  	Bitfield(uburied,1);		/* you're buried */
271.  	/* 2 free bits! */
272.  
273.  	unsigned udg_cnt;		/* how long you have been demigod */
274.  	struct u_event	uevent;		/* certain events have happened */
275.  	struct u_have	uhave;		/* you're carrying special objects */
276.  	struct attribs	acurr,		/* your current attributes (eg. str)*/
277.  			aexe,		/* for gain/loss via "exercise" */
278.  			abon,		/* your bonus attributes (eg. str) */
279.  			amax,		/* your max attributes (eg. str) */
280.  			atemp,		/* used for temporary loss/gain */
281.  			atime;		/* used for loss/gain countdown */
282.  	align	ualign;			/* character alignment */
283.  #define CONVERT		2
284.  	aligntyp ualignbase[CONVERT];	/* for ualign conversion record */
285.  	schar uluck, moreluck;		/* luck and luck bonus */
286.  #define LUCKADD		3	/* added value when carrying luck stone */
287.  #define Luck	(u.uluck + u.moreluck)
288.  #define LUCKMAX		10	/* on moonlit nights 11 */
289.  #define LUCKMIN		(-10)
290.  	schar	udaminc;
291.  	schar	uac;
292.  	int	uhp,uhpmax;
293.  	int	uen, uenmax;		/* magical energy - M. Stephenson */
294.  	int ugangr;			/* if the gods are angry at you */
295.  	int ublessed, ublesscnt;	/* blessing/duration from #pray */
296.  	long	ugold, ugold0;
297.  	long	uexp, urexp;
298.  	long	ucleansed;	/* to record moves when player was cleansed */
299.  	long	usleep;		/* sleeping; monstermove you last started */
300.  	int uinvault;
301.  	struct monst *ustuck;
302.  	int	umortality;		/* how many times you died */
303.  	int ugrave_arise; /* you die and become something aside from a ghost */
304.  	time_t	ubirthday;		/* real world time when game began */
305.  
306.  #ifdef WEAPON_SKILLS
307.  	int	weapon_slots;		/* unused skill slots */
308.  	int	skills_advanced;		/* # of advances made so far */
309.  	xchar	skill_record[P_SKILL_LIMIT];	/* skill advancements */
310.  	struct skills weapon_skills[P_NUM_SKILLS];
311.  #endif /* WEAPON_SKILLS */
312.  
313.  };	/* end of `struct you' */
314.  
315.  #define Role_is(X) (u.role == X)
316.  #define human_role() (!Role_is('E'))
317.  #define Upolyd (u.mtimedone != 0)
318.  
319.  #endif	/* YOU_H */

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