/* File: types.h */

/*
 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
 *
 * This software may be copied and distributed for educational, research,
 * and not for profit purposes provided that this copyright and statement
 * are included in all such copies.  Other copyrights may also apply.
 */


/*
 * Note that "char" may or may not be signed, and that "signed char"
 * may or may not work on all machines.  So always use "s16b" or "s32b"
 * for signed values.  Also, note that unsigned values cause math problems
 * in many cases, so try to only use "u16b" and "u32b" for "bit flags",
 * unless you really need the extra bit of information, or you really
 * need to restrict yourself to a single byte for storage reasons.
 *
 * Also, if possible, attempt to restrict yourself to sub-fields of
 * known size (use "s16b" or "s32b" instead of "int", and "byte" instead
 * of "bool"), and attempt to align all fields along four-byte words, to
 * optimize storage issues on 32-bit machines.  Also, avoid "bit flags"
 * since these increase the code size and slow down execution.  When
 * you need to store bit flags, use one byte per flag, or, where space
 * is an issue, use a "byte" or "u16b" or "u32b", and add special code
 * to access the various bit flags.
 *
 * Many of these structures were developed to reduce the number of global
 * variables, facilitate structured program design, allow the use of ascii
 * template files, simplify access to indexed data, or facilitate efficient
 * clearing of many variables at once.
 *
 * Note that certain data is saved in multiple places for efficient access,
 * and when modifying the data in one place it must also be modified in the
 * other places, to prevent the creation of inconsistant data.
 */



/**** Available Types ****/


typedef struct header header;
typedef struct feature_type feature_type;
typedef struct object_kind object_kind;
typedef struct artifact_type artifact_type;
typedef struct ego_item_type ego_item_type;
typedef struct monster_blow monster_blow;
typedef struct monster_race monster_race;
typedef struct vault_type vault_type;
typedef struct object_type object_type;
typedef struct monster_type monster_type;
typedef struct alloc_entry alloc_entry;
typedef struct quest quest;
typedef struct owner_type owner_type;
typedef struct store_type store_type;
typedef struct magic_type magic_type;
typedef struct player_magic player_magic;
typedef struct player_sex player_sex;
typedef struct player_race player_race;
typedef struct player_class player_class;
typedef struct player_other player_other;
typedef struct player_type player_type;



/**** Available structs ****/


/*
 * Template file header information (see "init.c").  16 bytes.
 *
 * Note that the sizes of many of the "arrays" are between 32768 and
 * 65535, and so we must use "unsigned" values to hold the "sizes" of
 * these arrays below.  Normally, I try to avoid using unsigned values,
 * since they can cause all sorts of bizarre problems, but I have no
 * choice here, at least, until the "race" array is split into "normal"
 * and "unique" monsters, which may or may not actually help.
 *
 * Note that, on some machines, for example, the Macintosh, the standard
 * "read()" and "write()" functions cannot handle more than 32767 bytes
 * at one time, so we need replacement functions, see "util.c" for details.
 *
 * Note that, on some machines, for example, the Macintosh, the standard
 * "malloc()" function cannot handle more than 32767 bytes at one time,
 * but we may assume that the "ralloc()" function can handle up to 65535
 * butes at one time.  We should not, however, assume that the "ralloc()"
 * function can handle more than 65536 bytes at a time, since this might
 * result in segmentation problems on certain older machines, and in fact,
 * we should not assume that it can handle exactly 65536 bytes at a time,
 * since the internal functions may use an unsigned short to specify size.
 *
 * In general, these problems occur only on machines (such as most personal
 * computers) which use 2 byte "int" values, and which use "int" for the
 * arguments to the relevent functions.
 */
struct header
{
	byte v_major;		/* Version -- major */
	byte v_minor;		/* Version -- minor */
	byte v_patch;		/* Version -- patch */
	byte v_extra;		/* Version -- extra */


	u16b info_num;		/* Number of "info" records */

	u16b info_len;		/* Size of each "info" record */


	u16b head_size;		/* Size of the "header" in bytes */

	u16b info_size;		/* Size of the "info" array in bytes */

	u16b name_size;		/* Size of the "name" array in bytes */

	u16b text_size;		/* Size of the "text" array in bytes */
};



/*
 * Information about terrain "features"
 */
struct feature_type
{
	u16b name;			/* Name (offset) */
	u16b text;			/* Text (offset) */

	byte mimic;			/* Feature to mimic */

	byte extra;			/* Extra byte (unused) */

	s16b unused;		/* Extra bytes (unused) */

	byte f_attr;		/* Object "attribute" */
	char f_char;		/* Object "symbol" */

	byte z_attr;		/* The desired attr for this feature */
	char z_char;		/* The desired char for this feature */
};


/*
 * Information about object "kinds", including player knowledge.
 *
 * Only "aware" and "tried" are saved in the savefile
 */
struct object_kind
{
	u16b name;			/* Name (offset) */
	u16b text;			/* Text (offset) */

	byte tval;			/* Object type */
	byte sval;			/* Object sub type */

	s16b pval;			/* Object extra info */

	s16b to_h;			/* Bonus to hit */
	s16b to_d;			/* Bonus to damage */
	s16b to_a;			/* Bonus to armor */

	s16b ac;			/* Base armor */

	byte dd, ds;		/* Damage dice/sides */

	s16b weight;		/* Weight */

	s32b cost;			/* Object "base cost" */

	u32b flags1;		/* Flags, set 1 */
	u32b flags2;		/* Flags, set 2 */
	u32b flags3;		/* Flags, set 3 */

	byte locale[4];		/* Allocation level(s) */
	byte chance[4];		/* Allocation chance(s) */

	byte level;			/* Level */
	byte extra;			/* Something */


	byte k_attr;		/* Standard object attribute */
	char k_char;		/* Standard object character */


	byte d_attr;		/* Default object attribute */
	char d_char;		/* Default object character */


	byte x_attr;		/* Desired object attribute */
	char x_char;		/* Desired object character */


	bool has_flavor;	/* This object has a flavor */

	bool easy_know;		/* This object is always known (if aware) */


	bool aware;			/* The player is "aware" of the item's effects */

	bool tried;			/* The player has "tried" one of the items */
};



/*
 * Information about "artifacts".
 *
 * Note that the save-file only writes "cur_num" to the savefile.
 *
 * Note that "max_num" is always "1" (if that artifact "exists")
 */
struct artifact_type
{
	u16b name;			/* Name (offset) */
	u16b text;			/* Text (offset) */

	byte tval;			/* Artifact type */
	byte sval;			/* Artifact sub type */

	s16b pval;			/* Artifact extra info */

	s16b to_h;			/* Bonus to hit */
	s16b to_d;			/* Bonus to damage */
	s16b to_a;			/* Bonus to armor */

	s16b ac;			/* Base armor */

	byte dd, ds;		/* Damage when hits */

	s16b weight;		/* Weight */

	s32b cost;			/* Artifact "cost" */

	u32b flags1;		/* Artifact Flags, set 1 */
	u32b flags2;		/* Artifact Flags, set 2 */
	u32b flags3;		/* Artifact Flags, set 3 */

	byte level;			/* Artifact level */
	byte rarity;		/* Artifact rarity */

	byte cur_num;		/* Number created (0 or 1) */
	byte max_num;		/* Unused (should be "1") */
};


/*
 * Information about "ego-items".
 */
struct ego_item_type
{
	u16b name;			/* Name (offset) */
	u16b text;			/* Text (offset) */

	byte slot;			/* Standard slot value */
	byte rating;		/* Rating boost */

	byte level;			/* Minimum level */
	byte rarity;		/* Object rarity */

	byte max_to_h;		/* Maximum to-hit bonus */
	byte max_to_d;		/* Maximum to-dam bonus */
	byte max_to_a;		/* Maximum to-ac bonus */

	byte max_pval;		/* Maximum pval */

	s32b cost;			/* Ego-item "cost" */

	u32b flags1;		/* Ego-Item Flags, set 1 */
	u32b flags2;		/* Ego-Item Flags, set 2 */
	u32b flags3;		/* Ego-Item Flags, set 3 */
};




/*
 * Monster blow structure
 *
 *	- Method (RBM_*)
 *	- Effect (RBE_*)
 *	- Damage Dice
 *	- Damage Sides
 */
struct monster_blow
{
	byte method;
	byte effect;
	byte d_dice;
	byte d_side;
};



/*
 * Monster "race" information, including racial memories
 *
 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
 *
 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
 *
 * Note that "cur_num" (and "max_num") represent the number of monsters
 * of the given race currently on (and allowed on) the current level.
 * This information yields the "dead" flag for Unique monsters.
 *
 * Note that "max_num" is reset when a new player is created.
 * Note that "cur_num" is reset when a new level is created.
 *
 * Note that several of these fields, related to "recall", can be
 * scrapped if space becomes an issue, resulting in less "complete"
 * monster recall (no knowledge of spells, etc).  All of the "recall"
 * fields have a special prefix to aid in searching for them.
 */
struct monster_race
{
	u16b name;				/* Name (offset) */
	u16b text;				/* Text (offset) */

	byte hdice;				/* Creatures hit dice count */
	byte hside;				/* Creatures hit dice sides */

	s16b ac;				/* Armour Class */

	s16b sleep;				/* Inactive counter (base) */
	byte aaf;				/* Area affect radius (1-100) */
	byte speed;				/* Speed (normally 110) */

	s32b mexp;				/* Exp value for kill */

	s16b extra;				/* Unused (for now) */

	byte freq_inate;		/* Inate spell frequency */
	byte freq_spell;		/* Other spell frequency */

	u32b flags1;			/* Flags 1 (general) */
	u32b flags2;			/* Flags 2 (abilities) */
	u32b flags3;			/* Flags 3 (race/resist) */
	u32b flags4;			/* Flags 4 (inate/breath) */
	u32b flags5;			/* Flags 5 (normal spells) */
	u32b flags6;			/* Flags 6 (special spells) */

	monster_blow blow[4];	/* Up to four blows per round */


	byte level;				/* Level of creature */
	byte rarity;			/* Rarity of creature */


	byte d_attr;			/* Default monster attribute */
	char d_char;			/* Default monster character */


	byte x_attr;			/* Desired monster attribute */
	char x_char;			/* Desired monster character */


	byte max_num;			/* Maximum population allowed per level */

	byte cur_num;			/* Monster population on current level */


	s16b r_sights;			/* Count sightings of this monster */
	s16b r_deaths;			/* Count deaths from this monster */

	s16b r_pkills;			/* Count monsters killed in this life */
	s16b r_tkills;			/* Count monsters killed in all lives */

	byte r_wake;			/* Number of times woken up (?) */
	byte r_ignore;			/* Number of times ignored (?) */

	byte r_xtra1;			/* Something (unused) */
	byte r_xtra2;			/* Something (unused) */

	byte r_drop_gold;		/* Max number of gold dropped at once */
	byte r_drop_item;		/* Max number of item dropped at once */

	byte r_cast_inate;		/* Max number of inate spells seen */
	byte r_cast_spell;		/* Max number of other spells seen */

	byte r_blows[4];		/* Number of times each blow type was seen */

	u32b r_flags1;			/* Observed racial flags */
	u32b r_flags2;			/* Observed racial flags */
	u32b r_flags3;			/* Observed racial flags */
	u32b r_flags4;			/* Observed racial flags */
	u32b r_flags5;			/* Observed racial flags */
	u32b r_flags6;			/* Observed racial flags */
};



/*
 * Information about "vault generation"
 */
struct vault_type
{
	u16b name;			/* Name (offset) */
	u16b text;			/* Text (offset) */

	byte typ;			/* Vault type */

	byte rat;			/* Vault rating */

	byte hgt;			/* Vault height */
	byte wid;			/* Vault width */
};



/*
 * Object information, for a specific object.
 *
 * Note that a "discount" on an item is permanent and never goes away.
 *
 * Note that inscriptions are now handled via the "quark_str()" function
 * applied to the "note" field, which will return NULL if "note" is zero.
 *
 * Note that "object" records are "copied" on a fairly regular basis,
 * and care must be taken when handling such objects.
 *
 * Note that "object flags" must now be derived from the object kind,
 * the artifact and ego-item indexes, and the two "xtra" fields.
 *
 * Each cave grid points to one (or zero) objects via the "o_idx"
 * field (above).  Each object then points to one (or zero) objects
 * via the "next_o_idx" field, forming a singly linked list, which
 * in game terms, represents a "stack" of objects in the same grid.
 *
 * Each monster points to one (or zero) objects via the "hold_o_idx"
 * field (below).  Each object then points to one (or zero) objects
 * via the "next_o_idx" field, forming a singly linked list, which
 * in game terms, represents a pile of objects held by the monster.
 *
 * The "held_m_idx" field is used to indicate which monster, if any,
 * is holding the object.  Objects being held have "ix=0" and "iy=0".
 */
struct object_type
{
	s16b k_idx;			/* Kind index (zero if "dead") */

	byte iy;			/* Y-position on map, or zero */
	byte ix;			/* X-position on map, or zero */

	byte tval;			/* Item type (from kind) */
	byte sval;			/* Item sub-type (from kind) */

	s16b pval;			/* Item extra-parameter */

	byte discount;		/* Discount (if any) */

	byte number;		/* Number of items */

	s16b weight;		/* Item weight */

	byte name1;			/* Artifact type, if any */
	byte name2;			/* Ego-Item type, if any */

	byte xtra1;			/* Extra info type */
	byte xtra2;			/* Extra info index */

	s16b to_h;			/* Plusses to hit */
	s16b to_d;			/* Plusses to damage */
	s16b to_a;			/* Plusses to AC */

	s16b ac;			/* Normal AC */

	byte dd, ds;		/* Damage dice/sides */

	s16b timeout;		/* Timeout Counter */

	byte ident;			/* Special flags  */

	byte marked;		/* Object is marked */

	u16b note;			/* Inscription index */

	s16b next_o_idx;	/* Next object in stack (if any) */

	s16b held_m_idx;	/* Monster holding us (if any) */
};



/*
 * Monster information, for a specific monster.
 *
 * Note: fy, fx constrain dungeon size to 256x256
 *
 * The "hold_o_idx" field points to the first object of a stack
 * of objects (if any) being carried by the monster (see above).
 */
struct monster_type
{
	s16b r_idx;			/* Monster race index */

	byte fy;			/* Y location on map */
	byte fx;			/* X location on map */

	s16b hp;			/* Current Hit points */
	s16b maxhp;			/* Max Hit points */

	s16b csleep;		/* Inactive counter */

	byte mspeed;		/* Monster "speed" */
	byte energy;		/* Monster "energy" */

	byte stunned;		/* Monster is stunned */
	byte confused;		/* Monster is confused */
	byte monfear;		/* Monster is afraid */

	byte cdis;			/* Current dis from player */

	byte mflag;			/* Extra monster flags */

	bool ml;			/* Monster is "visible" */

	s16b hold_o_idx;	/* Object being held (if any) */

#ifdef WDT_TRACK_OPTIONS

	byte ty;			/* Y location of target */
	byte tx;			/* X location of target */

	byte t_dur;			/* How long are we tracking */

	byte t_bit;			/* Up to eight bit flags */

#endif

#ifdef DRS_SMART_OPTIONS

	u32b smart;			/* Field for "smart_learn" */

#endif

};




/*
 * An entry for the object/monster allocation functions
 *
 * Pass 1 is determined from allocation information
 * Pass 2 is determined from allocation restriction
 * Pass 3 is determined from allocation calculation
 */
struct alloc_entry
{
	s16b index;		/* The actual index */

	byte level;		/* Base dungeon level */
	byte prob1;		/* Probability, pass 1 */
	byte prob2;		/* Probability, pass 2 */
	byte prob3;		/* Probability, pass 3 */

	u16b total;		/* Unused for now */
};



/*
 * Structure for the "quests"
 *
 * Hack -- currently, only the "level" parameter is set, with the
 * semantics that "one (QUEST) monster of that level" must be killed,
 * and then the "level" is reset to zero, meaning "all done".  Later,
 * we should allow quests like "kill 100 fire hounds", and note that
 * the "quest level" is then the level past which progress is forbidden
 * until the quest is complete.  Note that the "QUESTOR" flag then could
 * become a more general "never out of depth" flag for monsters.
 *
 * Actually, in Angband 2.8.0 it will probably prove easier to restrict
 * the concept of quest monsters to specific unique monsters, and to
 * actually scan the dead unique list to see what quests are left.
 */
struct quest
{
	int level;		/* Dungeon level */
	int r_idx;		/* Monster race */

	int cur_num;	/* Number killed (unused) */
	int max_num;	/* Number required (unused) */
};




/*
 * A store owner
 */
struct owner_type
{
	cptr owner_name;	/* Name */

	s16b max_cost;		/* Purse limit */

	byte max_inflate;	/* Inflation (max) */
	byte min_inflate;	/* Inflation (min) */

	byte haggle_per;	/* Haggle unit */

	byte insult_max;	/* Insult limit */

	byte owner_race;	/* Owner race */

	byte unused;		/* Unused */
};




/*
 * A store, with an owner, various state flags, a current stock
 * of items, and a table of items that are often purchased.
 */
struct store_type
{
	byte owner;				/* Owner index */
	byte extra;				/* Unused for now */

	s16b insult_cur;		/* Insult counter */

	s16b good_buy;			/* Number of "good" buys */
	s16b bad_buy;			/* Number of "bad" buys */

	s32b store_open;		/* Closed until this turn */

	s32b store_wrap;		/* Unused for now */

	s16b table_num;			/* Table -- Number of entries */
	s16b table_size;		/* Table -- Total Size of Array */
	s16b *table;			/* Table -- Legal item kinds */

	s16b stock_num;			/* Stock -- Number of entries */
	s16b stock_size;		/* Stock -- Total Size of Array */
	object_type *stock;		/* Stock -- Actual stock items */
};





/*
 * The "name" of spell 'N' is stored as spell_names[X][N],
 * where X is 0 for mage-spells and 1 for priest-spells.
 */
struct magic_type
{
	byte slevel;		/* Required level (to learn) */
	byte smana;			/* Required mana (to cast) */
	byte sfail;			/* Minimum chance of failure */
	byte sexp;			/* Encoded experience bonus */
};


/*
 * Information about the player's "magic"
 *
 * Note that a player with a "spell_book" of "zero" is illiterate.
 */
struct player_magic
{
	s16b spell_book;		/* Tval of spell books (if any) */
	s16b spell_xtra;		/* Something for later */

	s16b spell_stat;		/* Stat for spells (if any)  */
	s16b spell_type;		/* Spell type (mage/priest) */

	s16b spell_first;		/* Level of first spell */
	s16b spell_weight;		/* Weight that hurts spells */

	magic_type info[64];	/* The available spells */
};



/*
 * Player sex info
 */
struct player_sex
{
	cptr title;			/* Type of sex */

	cptr winner;		/* Name of winner */
};


/*
 * Player racial info
 */
struct player_race
{
	cptr title;			/* Type of race */

	s16b r_adj[6];		/* Racial stat bonuses */

	s16b r_dis;			/* disarming */
	s16b r_dev;			/* magic devices */
	s16b r_sav;			/* saving throw */
	s16b r_stl;			/* stealth */
	s16b r_srh;			/* search ability */
	s16b r_fos;			/* search frequency */
	s16b r_thn;			/* combat (normal) */
	s16b r_thb;			/* combat (shooting) */

	byte r_mhp;			/* Race hit-dice modifier */
	byte r_exp;			/* Race experience factor */

	byte b_age;			/* base age */
	byte m_age;			/* mod age */

	byte m_b_ht;		/* base height (males) */
	byte m_m_ht;		/* mod height (males) */
	byte m_b_wt;		/* base weight (males) */
	byte m_m_wt;		/* mod weight (males) */

	byte f_b_ht;		/* base height (females) */
	byte f_m_ht;		/* mod height (females)	  */
	byte f_b_wt;		/* base weight (females) */
	byte f_m_wt;		/* mod weight (females) */

	byte infra;			/* Infra-vision	range */

	byte choice;		/* Legal class choices */
};


/*
 * Player class info
 */
struct player_class
{
	cptr title;			/* Type of class */

	s16b c_adj[6];		/* Class stat modifier */

	s16b c_dis;			/* class disarming */
	s16b c_dev;			/* class magic devices */
	s16b c_sav;			/* class saving throws */
	s16b c_stl;			/* class stealth */
	s16b c_srh;			/* class searching ability */
	s16b c_fos;			/* class searching frequency */
	s16b c_thn;			/* class to hit (normal) */
	s16b c_thb;			/* class to hit (bows) */

	s16b x_dis;			/* extra disarming */
	s16b x_dev;			/* extra magic devices */
	s16b x_sav;			/* extra saving throws */
	s16b x_stl;			/* extra stealth */
	s16b x_srh;			/* extra searching ability */
	s16b x_fos;			/* extra searching frequency */
	s16b x_thn;			/* extra to hit (normal) */
	s16b x_thb;			/* extra to hit (bows) */

	s16b c_mhp;			/* Class hit-dice adjustment */
	s16b c_exp;			/* Class experience factor */
};



/*
 * Some more player information
 *
 * This information is retained across player lives
 */
struct player_other
{
	char full_name[32];		/* Full name */
	char base_name[32];		/* Base name */

	bool opt[OPT_MAX];		/* Options */

	u32b window_flag[8];	/* Window flags */

	s16b hitpoint_warn;		/* Hitpoint warning (0 to 9) */

	s16b delay_factor;		/* Delay factor (0 to 9) */
};

typedef struct psi_aux psi_aux;
struct psi_aux
{
	s16b awareness;
	s16b biofeedback;
	s16b adrenalin;
	s16b shadow_form;
	s16b inertial_barrier;
	s16b prob_travel;
	s16b precognition;
	s16b mental_barrier;
	s16b ts_anchor;
	s16b your_mom_is_fat;
};

/*
 * Most of the "player" information goes here.
 *
 * This stucture gives us a large collection of player variables.
 *
 * This entire structure is wiped when a new character is born.
 *
 * This structure is more or less laid out so that the information
 * which must be saved in the savefile precedes all the information
 * which can be recomputed as needed.
 */
struct player_type
{
	s16b py;			/* Player location */
	s16b px;			/* Player location */

	byte psex;			/* Sex index */
	byte prace;			/* Race index */
	byte pclass;		/* Class index */
	byte oops;			/* Unused */

	byte hitdie;		/* Hit dice (sides) */
	byte expfact;		/* Experience factor */

	byte maximize;		/* Maximize stats */
	byte preserve;		/* Preserve artifacts */
#ifdef GJW_RANDART
	byte random_artifacts;	/* Random artifacts */
#endif

	s16b age;			/* Characters age */
	s16b ht;			/* Height */
	s16b wt;			/* Weight */
	s16b sc;			/* Social Class */

	s32b au;			/* Current Gold */

	s16b max_depth;		/* Max depth */
	s16b depth;			/* Cur depth */

	s16b max_lev;		/* Max level */
	s16b lev;			/* Cur level */

	s32b max_exp;		/* Max experience */
	s32b exp;			/* Cur experience */
	u16b exp_frac;		/* Cur exp frac (times 2^16) */

	s16b mhp;			/* Max hit pts */
	s16b chp;			/* Cur hit pts */
	u16b chp_frac;		/* Cur hit frac (times 2^16) */

	s16b msp;			/* Max mana pts */
	s16b csp;			/* Cur mana pts */
	u16b csp_frac;		/* Cur mana frac (times 2^16) */

	s16b stat_max[6];	/* Current "maximal" stat values */
	s16b stat_cur[6];	/* Current "natural" stat values */

	s16b fast;			/* Timed -- Fast */
	s16b slow;			/* Timed -- Slow */
	s16b blind;			/* Timed -- Blindness */
	s16b paralyzed;		/* Timed -- Paralysis */
	s16b confused;		/* Timed -- Confusion */
	s16b afraid;		/* Timed -- Fear */
	s16b image;			/* Timed -- Hallucination */
	s16b poisoned;		/* Timed -- Poisoned */
	s16b cut;			/* Timed -- Cut */
	s16b stun;			/* Timed -- Stun */

	s16b protevil;		/* Timed -- Protection */
	s16b invuln;		/* Timed -- Invulnerable */
	s16b hero;			/* Timed -- Heroism */
	s16b shero;			/* Timed -- Super Heroism */
	s16b shield;		/* Timed -- Shield Spell */
	s16b blessed;		/* Timed -- Blessed */
	s16b tim_invis;		/* Timed -- See Invisible */
	s16b tim_infra;		/* Timed -- Infra Vision */

	s16b oppose_acid;	/* Timed -- oppose acid */
	s16b oppose_elec;	/* Timed -- oppose lightning */
	s16b oppose_fire;	/* Timed -- oppose heat */
	s16b oppose_cold;	/* Timed -- oppose cold */
	s16b oppose_pois;	/* Timed -- oppose poison */

	s16b word_recall;	/* Word of recall counter */

	s16b energy;		/* Current energy */

	s16b food;			/* Current nutrition */

	byte confusing;		/* Glowing hands */
	byte searching;		/* Currently searching */

	u32b spell_learned1;	/* Spell flags */
	u32b spell_learned2;	/* Spell flags */
	u32b spell_worked1;		/* Spell flags */
	u32b spell_worked2;		/* Spell flags */
	u32b spell_forgotten1;	/* Spell flags */
	u32b spell_forgotten2;	/* Spell flags */

	byte spell_order[64];	/* Spell order */

	s16b player_hp[PY_MAX_LEVEL];	/* HP Array */

	char died_from[80];		/* Cause of death */
	char history[4][60];	/* Initial history */

	u16b total_winner;		/* Total winner */
	u16b panic_save;		/* Panic save */

	u16b noscore;			/* Cheating flags */

	bool is_dead;			/* Player is dead */

	bool wizard;			/* Player is in wizard mode */

	bool cheat[CHEAT_MAX];	/* Cheating options */

	/*** Temporary fields ***/

	bool playing;			/* True if player is playing */

	bool leaving;			/* True if player is leaving */

	bool create_up_stair;	/* Create up stair on next level */
	bool create_down_stair;	/* Create down stair on next level */

	s16b wy;				/* Dungeon panel */
	s16b wx;				/* Dungeon panel */

	s16b total_weight;		/* Total weight being carried */

	s16b inven_cnt;			/* Number of items in inventory */
	s16b equip_cnt;			/* Number of items in equipment */

	s16b target_who;		/* Target identity */
	s16b target_row;		/* Target location */
	s16b target_col;		/* Target location */

	s16b health_who;		/* Health bar trackee */

	s16b monster_race_idx;	/* Monster race trackee */

	s16b object_kind_idx;	/* Object kind trackee */

	s16b energy_use;		/* Energy use this turn */

	s16b resting;			/* Resting counter */
	s16b running;			/* Running counter */

	s16b run_cur_dir;		/* Direction we are running */
	s16b run_old_dir;		/* Direction we came from */
	bool run_unused;		/* Unused (padding field) */
	bool run_open_area;		/* Looking for an open area */
	bool run_break_right;	/* Looking for a break (right) */
	bool run_break_left;	/* Looking for a break (left) */

	s16b command_cmd;		/* Gives identity of current command */
	s16b command_arg;		/* Gives argument of current command */
	s16b command_rep;		/* Gives repetition of current command */
	s16b command_dir;		/* Gives direction of current command */

	s16b command_see;		/* See "cmd1.c" */
	s16b command_wrk;		/* See "cmd1.c" */

	s16b command_new;		/* Hack -- command chaining XXX XXX */

	s16b new_spells;		/* Number of spells available */

	s16b old_spells;

	bool old_cumber_armor;
	bool old_cumber_glove;
	bool old_heavy_wield;
	bool old_heavy_shoot;
	bool old_icky_wield;

	s16b old_lite;		/* Old radius of lite (if any) */
	s16b old_view;		/* Old radius of view (if any) */

	s16b old_food_aux;	/* Old value of food */

	bool cumber_armor;	/* Mana draining armor */
	bool cumber_glove;	/* Mana draining gloves */
	bool heavy_wield;	/* Heavy weapon */
	bool heavy_shoot;	/* Heavy shooter */
	bool icky_wield;	/* Icky weapon */

	s16b cur_lite;		/* Radius of lite (if any) */

	u32b notice;		/* Special Updates (bit flags) */
	u32b update;		/* Pending Updates (bit flags) */
	u32b redraw;		/* Normal Redraws (bit flags) */
	u32b window;		/* Window Redraws (bit flags) */

	s16b stat_use[6];	/* Current modified stats */
	s16b stat_top[6];	/* Maximal modified stats */

	/*** Extracted fields ***/

	s16b stat_add[6];	/* Equipment stat bonuses */
	s16b stat_ind[6];	/* Indexes into stat tables */

	bool immune_acid;	/* Immunity to acid */
	bool immune_elec;	/* Immunity to lightning */
	bool immune_fire;	/* Immunity to fire */
	bool immune_cold;	/* Immunity to cold */

	bool resist_acid;	/* Resist acid */
	bool resist_elec;	/* Resist lightning */
	bool resist_fire;	/* Resist fire */
	bool resist_cold;	/* Resist cold */
	bool resist_pois;	/* Resist poison */

	bool resist_fear;	/* Resist fear */
	bool resist_lite;	/* Resist light */
	bool resist_dark;	/* Resist darkness */
	bool resist_blind;	/* Resist blindness */
	bool resist_confu;	/* Resist confusion */
	bool resist_sound;	/* Resist sound */
	bool resist_shard;	/* Resist shards */
	bool resist_nexus;	/* Resist nexus */
	bool resist_nethr;	/* Resist nether */
	bool resist_chaos;	/* Resist chaos */
	bool resist_disen;	/* Resist disenchant */

	bool sustain_str;	/* Keep strength */
	bool sustain_int;	/* Keep intelligence */
	bool sustain_wis;	/* Keep wisdom */
	bool sustain_dex;	/* Keep dexterity */
	bool sustain_con;	/* Keep constitution */
	bool sustain_chr;	/* Keep charisma */

	bool slow_digest;	/* Slower digestion */
	bool ffall;			/* Feather falling */
	bool lite;			/* Permanent light */
	bool regenerate;	/* Regeneration */
	bool telepathy;		/* Telepathy */
	bool see_inv;		/* See invisible */
	bool free_act;		/* Free action */
	bool hold_life;		/* Hold life */

	bool impact;		/* Earthquake blows */
	bool aggravate;		/* Aggravate monsters */
	bool teleport;		/* Random teleporting */
	bool exp_drain;		/* Experience draining */

	bool bless_blade;	/* Blessed blade */

	s16b dis_to_h;		/* Known bonus to hit */
	s16b dis_to_d;		/* Known bonus to dam */
	s16b dis_to_a;		/* Known bonus to ac */

	s16b dis_ac;		/* Known base ac */

	s16b to_h;			/* Bonus to hit */
	s16b to_d;			/* Bonus to dam */
	s16b to_a;			/* Bonus to ac */

	s16b ac;			/* Base ac */

	s16b see_infra;		/* Infravision range */

	s16b skill_dis;		/* Skill: Disarming */
	s16b skill_dev;		/* Skill: Magic Devices */
	s16b skill_sav;		/* Skill: Saving throw */
	s16b skill_stl;		/* Skill: Stealth factor */
	s16b skill_srh;		/* Skill: Searching ability */
	s16b skill_fos;		/* Skill: Searching frequency */
	s16b skill_thn;		/* Skill: To hit (normal) */
	s16b skill_thb;		/* Skill: To hit (shooting) */
	s16b skill_tht;		/* Skill: To hit (throwing) */
	s16b skill_dig;		/* Skill: Digging */

	u32b noise;			/* Derived from stealth */

	s16b num_blow;		/* Number of blows */
	s16b num_fire;		/* Number of shots */

	byte ammo_mult;		/* Ammo multiplier */

	byte ammo_tval;		/* Ammo variety */

	s16b pspeed;		/* Current speed */
};


