/* File: types.h */

/* Purpose: global type declarations */

/*
 * Copyright (c) 1989 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.
 */


/*
 * This file should ONLY be included by "angband.h"
 */

/*
 * 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.
 *
 * Certain data is saved in multiple places for efficient access, currently,
 * this includes the tval/sval/weight fields in "object_type", various fields
 * in "header_type", and the "m_idx" and "o_idx" fields in "cave_type".  All
 * of these could be removed, but this would, in general, slow down the game
 * and increase the complexity of the code.
 */






/*
 * Information about terrain "features"
 */

typedef struct feature_type feature_type;

struct feature_type
{
	u32b name;			/* Name (offset) */
	u32b text;			/* Text (offset) */

	byte mimic;			/* Feature to mimic */

	u16b priority;            /* Map priority */

	byte d_attr[F_LIT_MAX];   /* Default feature attribute */
	char d_char[F_LIT_MAX];   /* Default feature character */

	byte x_attr[F_LIT_MAX];   /* Desired feature attribute */
	char x_char[F_LIT_MAX];   /* Desired feature character */
};


/*
 * Information about object "kinds", including player knowledge.
 *
 * Only "aware" and "tried" are saved in the savefile
 */

typedef struct object_kind object_kind;

struct object_kind
{
	u32b name;			/* Name (offset) */
	u32b text;			/* Text (offset) */
	u32b flavor_name;	/* Flavor name (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 */

	u32b gen_flags;		/* flags for generate */

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

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


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


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


	s16b flavor;		/* Special object flavor (or zero) */

	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")
 */

typedef struct artifact_type artifact_type;

struct artifact_type
{
	u32b name;			/* Name (offset) */
	u32b 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 */

	u32b gen_flags;		/* flags for generate */

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

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

	int activate;		/* Activation */
};


/*
 * Information about "ego-items".
 */

typedef struct ego_item_type ego_item_type;

struct ego_item_type
{
	u32b name;			/* Name (offset) */
	u32b 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 */

	u32b gen_flags;		/* flags for generate */

	int activate;		/* Activation */
};




/*
 * Monster blow structure
 *
 *	- Method (RBM_*)
 *	- Effect (RBE_*)
 *	- Damage Dice
 *	- Damage Sides
 */

typedef struct monster_blow monster_blow;

struct monster_blow
{
	byte method;
	byte effect;
	byte d_dice;
	byte d_side;
};


typedef struct mbe_info_type mbe_info_type;

struct mbe_info_type
{
	int power;        /* The attack "power" */
	int explode_type; /* Explosion effect */
};


/*
 * 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.
 */


typedef struct monster_race monster_race;

struct monster_race
{
	u32b name;				/* Name (offset) */
#ifdef JP
	u32b E_name;			/* 英語名 (offset) */
#endif
	u32b 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) */
	u32b flags7;			/* Flags 7 (movement related abilities) */
	u32b flags8;			/* Flags 8 (wilderness info) */
	u32b flags9;			/* Flags 9 (drops info) */

	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 */
	u32b r_flags7;			/* Observed racial flags */
};



/*
 * Information about "vault generation"
 */

typedef struct vault_type vault_type;

struct vault_type
{
	u32b name;			/* Name (offset) */
	u32b text;			/* Text (offset) */

	byte typ;			/* Vault type */

	byte rat;			/* Vault rating */

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





/*
 * A single "grid" in a Cave
 *
 * Note that several aspects of the code restrict the actual cave
 * to a max size of 256 by 256.  In partcular, locations are often
 * saved as bytes, limiting each coordinate to the 0-255 range.
 *
 * The "o_idx" and "m_idx" fields are very interesting.  There are
 * many places in the code where we need quick access to the actual
 * monster or object(s) in a given cave grid.  The easiest way to
 * do this is to simply keep the index of the monster and object
 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
 * Several other methods come to mind, which require only half this
 * amound of memory, but they all seem rather complicated, and would
 * probably add enough code that the savings would be lost.  So for
 * these reasons, we simply store an index into the "o_list" and
 * "m_list" arrays, using "zero" when no monster/object is present.
 *
 * Note that "o_idx" is the index of the top object in a stack of
 * objects, using the "next_o_idx" field of objects (see below) to
 * create the singly linked list of objects.  If "o_idx" is zero
 * then there are no objects in the grid.
 *
 * Note the special fields for the "MONSTER_FLOW" code.
 */

typedef struct cave_type cave_type;

struct cave_type
{
	u16b info;		/* Hack -- cave flags */

	byte feat;		/* Hack -- feature type */

	byte mimic;		/* Feature to mimic */

	s16b o_idx;		/* Object in this grid */

	s16b m_idx;		/* Monster in this grid */

	s16b special;	/* Special cave info */

#ifdef MONSTER_FLOW

	byte cost;		/* Hack -- cost of flowing */
	byte when;		/* Hack -- when cost was computed */

#endif /* MONSTER_FLOW */
};

/*
 * Simple structure to hold a map location
 */
typedef struct coord coord;

struct coord
{
	u16b y;
	u16b x;
};


/*
 * 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".
 */

typedef struct object_type object_type;

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) */

	s32b pval;			/* Item extra-parameter (s32b for Rods -- iks) */

	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 xtra3;			/* Extra parameter */

	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 */

	s32b timeout;		/* Timeout Counter (s32b for Rods -- iks) */

	byte ident;			/* Special flags  */

	byte marked;		/* Object is marked */

	u16b inscription;	/* Inscription index */
	u16b art_name;      /* Artifact name (random artifacts) */
	u16b ego_name;      /* Named ego name */

	byte feeling;          /* Game generated inscription number (eg, pseudo-id) */

	u32b art_flags1;        /* Flags, set 1  Alas, these were necessary */
	u32b art_flags2;        /* Flags, set 2  for the random artifacts of*/
	u32b art_flags3;        /* Flags, set 3  Zangband */

	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).
 */

typedef struct monster_type monster_type;

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" */
	s16b energy_need;		/* Monster "energy" */

	byte hasted;		/* Monster is hasted */
	byte slowed;		/* Monster is slowed */

	byte stunned;		/* Monster is stunned */
	byte confused;		/* Monster is confused */
	byte monfear;		/* Monster is afraid */
	byte invulner;          /* Monster is temporarily invulnerable */

	byte cdis;			/* Current dis from player */

	byte mflag;			/* Extra monster flags */
	u32b flags;                    /* Extra monster flass2 (these are saved) */

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

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

	s16b target_y;		/* Can attack !los player */
	s16b target_x;		/* Can attack !los player */

#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 /* WDT_TRACK_OPTIONS */

#ifdef DRS_SMART_OPTIONS

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

#endif /* DRS_SMART_OPTIONS */

};




/*
 * 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
 */

typedef struct alloc_entry alloc_entry;

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 */
};



/*
 * Available "options"
 *
 *	- Address of actual option variable (or NULL)
 *
 *	- Normal Value (TRUE or FALSE)
 *
 *	- Option Page Number (or zero)
 *
 *	- Savefile Set (or zero)
 *	- Savefile Bit in that set
 *
 *	- Textual name (or NULL)
 *	- Textual description
 */

typedef struct option_type option_type;

struct option_type
{
	bool	*o_var;

	byte	o_norm;

	byte	o_page;

	byte	o_set;
	byte	o_bit;

	cptr	o_text;
	cptr	o_desc;
};


/*
 * Structure for the "quests"
 */
typedef struct quest_type quest_type;

struct quest_type
{
	s16b status;            /* Is the quest taken, completed, finished? */

	s16b type;              /* The quest type */

	char name[60];          /* Quest name */
	s16b level;             /* Dungeon level */
	s16b r_idx;             /* Monster race */

	s16b cur_num;           /* Number killed */
	s16b max_num;           /* Number required */

	s16b k_idx;             /* object index */
	s16b num_mon;           /* number of monsters on level */

	byte flags;             /* quest flags */

	byte complev;           /* Player level (complete) */
};


/*
 * A store owner
 */
typedef struct owner_type owner_type;

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 */
};




/*
 * A store, with an owner, various state flags, a current stock
 * of items, and a table of items that are often purchased.
 */
typedef struct store_type store_type;

struct store_type
{
	byte type;				/* Store type */

	byte owner;				/* Owner index */
	byte extra;				/* Unused for now */

	s32b store_open;		/* Closed until this turn */

	s32b last_visit;		/* Last visited on this turn */

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

	byte 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.
 */
typedef struct magic_type magic_type;

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"
 */

typedef struct player_magic player_magic;

struct player_magic
{
	int spell_type;		/* Spell type (none/spell/prayer/other) */
	int spell_stat;		/* Stat for spells (if any)  */
	int spell_xtra;		/* Something for later */

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

	magic_type info[MAX_REALM][MAX_SPELLS];    /* The available spells */
};



/*
 * Player sex info
 */

typedef struct player_sex player_sex;

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

#ifdef JP
	cptr E_title;		/* 英語性別 */
#define X_title (english_others ? E_title : title)
#endif
	cptr winner;		/* Name of winner */
};


/*
 * Player racial info
 */

typedef struct player_race player_race;

struct player_race
{
	cptr title;			/* Type of race */

#ifdef JP
	cptr E_title;		/* 英語種族 */
#endif
	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 */

	u16b choice;        /* Legal class choices */
	bool can_birth;		/* Allow this race as charactor race */
/*    byte choice_xtra;   */
};


/*
 * Player class info
 */

typedef struct player_class player_class;

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

#ifdef JP
	cptr E_title;		/* 英語職業 */
#endif
	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 */

	byte pet_upkeep_div; /* Pet upkeep divider */

	int num;			/* Maximum blows */
	int wgt;			/* Minimum weapon weight */
	int mul;			/* for blows */

	s16b s_inv;			/* Sense inventory speed */
	bool s_inv_h;		/* Sense inventory weight */
	s16b s_mag;			/* Sense magic speed */
};




/*
 * Most of the "player" information goes here.
 *
 * This stucture gives us a large collection of player variables.
 *
 * This structure contains several "blocks" of information.
 *   (1) the "permanent" info
 *   (2) the "variable" info
 *   (3) the "transient" info
 *
 * All of the "permanent" info, and most of the "variable" info,
 * is saved in the savefile.  The "transient" info is recomputed
 * whenever anything important changes.
 */

typedef struct player_type player_type;

struct player_type
{
	s16b oldpy;		/* Previous player location -KMW- */
	s16b oldpx;		/* Previous player location -KMW- */

	byte psex;			/* Sex index */
	byte prace;			/* Race index */
	byte pclass;		/* Class index */
	byte realm1;        /* First magic realm */
	byte realm2;        /* Second magic realm */
	byte oops;			/* Unused */

	byte hitdie;		/* Hit dice (sides) */
	u16b expfact;       /* Experience factor
						 * Note: was byte, causing overflow for Amberite
						 * characters (such as Amberite Paladins)
						 */

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


	s32b au;			/* Current Gold */

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

	s16b lev;			/* Level */

	s16b town_num;			/* Current town number */
	s16b arena_number;		/* monster number in arena -KMW- */
	s16b inside_arena;		/* Is character inside arena? */
	s16b inside_quest;		/* Inside quest level */

	s16b rewards[MAX_BACT];	/* Status of rewards in town */

	s32b wilderness_x;	/* Coordinates in the wilderness */
	s32b wilderness_y;

	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 max_plv;		/* Max Player Level */
	s16b max_dlv;		/* Max level explored */

	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 magicdef;		/* Timed -- Magic defence */
	s16b musou;		/* Timed -- Musou */
	s16b blessed;		/* Timed -- Blessed */
	s16b tim_invis;		/* Timed -- See Invisible */
	s16b tim_infra;		/* Timed -- Infra Vision */
	s16b tim_regen;		/* Timed -- Regeneration */
	s16b tim_sh_fire;		/* Timed -- Fire Aura */
	s16b tim_sh_elec;		/* Timed -- Elec Aura */
	s16b tim_sh_cold;		/* Timed -- Cold Aura */

	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 tim_esp;       /* Timed ESP */
	s16b tim_wraith;    /* Timed wraithform */

	s16b resist_magic;  /* Timed Resist Magic (later) */
	s16b tim_radar;     /* Timed Radar Eye */
	s16b tim_might;     /* Timed Extra Might */
	s16b tim_xtra2;     /* Later */
	s16b tim_xtra3;     /* Later */

	s16b tim_brand;
	u32b xtra_brand;

	s16b valar_patron;  /* Old one */

	u32b muta;         /* for Chaos mutation */

	s16b word_recall;	/* Word of recall counter */

	s16b energy_need;		/* Current energy */

	s16b food;			/* Current nutrition */

	u32b total_weight;		/* Total weight being carried */

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

	s16b health_who;		/* Health bar trackee */

	s16b monster_race_idx;	/* Monster race trackee */

	s16b object_kind_idx;	/* Object kind trackee */

	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 */

	s16b stat_add[6];	/* Modifiers to stat values */
	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_conf;	/* Resist confusion */
	bool resist_sound;	/* Resist sound */
	bool resist_lite;	/* Resist light */
	bool resist_dark;	/* Resist darkness */
	bool resist_chaos;	/* Resist chaos */
	bool resist_disen;	/* Resist disenchant */
	bool resist_shard;	/* Resist shards */
	bool resist_nexus;	/* Resist nexus */
	bool resist_blind;	/* Resist blindness */
	bool resist_neth;	/* Resist nether */
	bool resist_fear;	/* Resist fear */

	bool reflect;       /* Reflect 'bolt' attacks */
	bool sh_fire;       /* Fiery 'immolation' effect */
	bool sh_elec;       /* Electric 'immolation' effect */
	bool sh_cold;       /* Cold 'immolation' effect */

	bool anti_magic;    /* Anti-magic */
	bool anti_tele;     /* Prevent teleportation */

	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 aggravate;		/* Aggravate monsters */
	bool teleport;		/* Random teleporting */

	bool exp_drain;		/* Experience draining */

	bool ffall;			/* No damage falling */
	bool lite;			/* Permanent light */
	bool free_act;		/* Never paralyzed */
	bool see_inv;		/* Can see invisible */
	bool regenerate;	/* Regenerate hit pts */
	bool hold_life;		/* Resist life draining */
	bool wraith_form;   /* Wraithform */
	bool telepathy;		/* Telepathy */
	bool slow_digest;	/* Slower digestion */
	bool bless_blade;	/* Blessed blade */
	bool xtra_might;	/* Extra might bow */
	bool impact;		/* Earthquake blows */
	bool pass_wall;     /* Permanent wraithform */
	bool kill_wall;     /* Always digging */
	bool dec_mana;
	bool warning;

	s16b dis_to_h;		/* Known bonus to hit (melee) */
	s16b dis_to_b;		/* Known bonus to hit (shot) */
	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 (melee) */
	s16b to_b;			/* Bonus to hit (shot) */
	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 */

	s16b num_blow[2];	/* Number of blows */
	s16b num_fire;		/* Number of shots */

	byte tval_xtra;		/* Correct xtra tval */

	byte tval_ammo;		/* Correct ammo tval */

	s16b pspeed;		/* Current speed */

	bool dtrap;
	bool autopick_autoregister; /* auto register is in-use or not */

	byte feeling;		/* Most recent dungeon feeling */
	s32b feeling_turn;	/* The turn of the last dungeon feeling */

	/*** Pet commands ***/
	s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
	byte pet_open_doors;      /* flag - allow pets to open doors */
	byte pet_pickup_items;    /* flag - allow pets to pickup items */

	/*** Temporary fields ***/
	byte exit_bldg;			/* Goal obtained in arena? -KMW- */
	bool leaving;			/* True if player is leaving */

	bool leaving_dungeon;	/* True if player is leaving the dungeon */

	s32b align;				/* Good/evil/neutral */

	bool skip_more;			/* Skip the --more-- prompt */
	s16b now_message;
};


/*
 * A structure to hold "rolled" information
 */
typedef struct birther birther;

struct birther
{
	byte psex;         /* Sex index */
	byte prace;        /* Race index */
	byte pclass;       /* Class index */
	byte realm1;       /* First magic realm */
	byte realm2;       /* Second magic realm */

	s16b age;
	s16b ht;
	s16b wt;
	s16b sc;

	s32b au;

	s16b stat_max[6];	/* Current "maximal" stat values */
	s16b player_hp[PY_MAX_LEVEL];

	s16b valar_patron;  /* Old one */

	char history[4][60];

	byte quests;
	bool quick_ok;
};


/*
 * A structure to describe a building.
 * From Kamband
 */
typedef struct building_type building_type;

struct building_type
{
	char name[20];                  /* proprietor name */
	char owner_name[20];            /* proprietor name */
	char owner_race[20];            /* proprietor race */

	char act_names[6][30];          /* action names */
	s16b member_costs[6];           /* Costs for class members of building */
	s16b other_costs[6];		    /* Costs for nonguild members */
	char letters[6];                /* action letters */
	s16b actions[6];                /* action codes */
	s16b action_restr[6];           /* action restrictions */

	s16b member_class[MAX_CLASS];   /* which classes are part of guild */
	s16b member_race[MAX_RACES];    /* which classes are part of guild */
	s16b member_realm[MAX_REALM+1]; /* which realms are part of guild */
};


/* Border */
typedef struct border_type border_type;
struct border_type
{
	byte 	north[MAX_WID];
	byte 	south[MAX_WID];
	byte 	east[MAX_HGT];
	byte 	west[MAX_HGT];
	byte	north_west;
	byte	north_east;
	byte	south_west;
	byte	south_east;
};


/*
 * A structure describing a wilderness area
 * with a terrain or a town
 */
typedef struct wilderness_type wilderness_type;
struct wilderness_type
{
	int         terrain;
	int         town;
	int         road;
	u32b        seed;
	byte        level;
};


/*
 * A structure describing a town with
 * stores and buildings
 */
typedef struct town_type town_type;
struct town_type
{
	char        name[32];
	u32b        seed;      /* Seed for RNG */
	store_type	*store;    /* The stores [MAX_STORES] */
	byte        numstores;
};

/* Dungeons */
typedef struct dun_type dun_type;
struct dun_type
{
	byte min_level; /* Minimum level in the dungeon */
	byte max_level; /* Maximum dungeon level allowed */

	cptr name;      /* The name of the dungeon */
};

/*
 * Sort-array element
 */
typedef struct tag_type tag_type;

struct tag_type
{
	int     tag;
	void    *pointer;
};

typedef bool (*monster_hook_type)(int r_idx);


/*
 * This seems like a pretty standard "typedef"
 */
typedef int (*inven_func)(object_type *);


/*
 * Semi-Portable High Score List Entry (128 bytes) -- BEN
 *
 * All fields listed below are null terminated ascii strings.
 *
 * In addition, the "number" fields are right justified, and
 * space padded, to the full available length (minus the "null").
 *
 * Note that "string comparisons" are thus valid on "pts".
 */

typedef struct high_score high_score;

struct high_score
{
	char what[8];		/* Version info (string) */

	char pts[10];		/* Total Score (number) */

	char gold[10];		/* Total Gold (number) */

	char turns[10];		/* Turns Taken (number) */

	char day[10];		/* Time stamp (string) */

	char who[16];		/* Player Name (string) */

	char uid[8];		/* Player UID (number) */

	char sex[2];		/* Player Sex (string) */
	char p_r[3];		/* Player Race (number) */
	char p_c[3];		/* Player Class (number) */

	char cur_lev[4];		/* Current Player Level (number) */
	char cur_dun[4];		/* Current Dungeon Level (number) */
	char max_lev[4];		/* Max Player Level (number) */
	char max_dun[4];		/* Max Dungeon Level (number) */

	char how[32];		/* Method of death (string) */
};

/*
 *  A structure type for entry of auto-picker/destroyer
 */
typedef struct {
	cptr name;          /* Items which have 'name' as part of its name match */
	cptr insc;          /* Items will be auto-inscribed as 'insc' */
	u32b flag[2];       /* Misc. keyword to be matched */
	byte action;        /* Auto-pickup or Destroy or Leave items */
	byte dice;          /* Weapons which have more than 'dice' dice match */
	byte bonus;         /* Items which have more than 'bonus' magical bonus match */
} autopick_type;

#ifdef TRAVEL
/*
 *  A structure type for travel command
 */
typedef struct {
	int run;
	int cost[MAX_HGT][MAX_WID];
	int x;
	int y;
	int dir;
} travel_type;
#endif
