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Below is the full text to you.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/you.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code

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  • Source:NetHack 3.0.0/you.h
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  • Below is the full text to you.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/you.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code
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  • Below is the full text to you.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/you.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code 1. /* SCCS Id: @(#)you.h 3.0 88/04/25 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 ATTRIB_H 9. #include "attrib.h" 10. #endif 11. #ifndef MONST_H 12. #include "monst.h" 13. #endif 14. #ifndef YOUPROP_H 15. #include "youprop.h" 16. #endif 17. 18. struct prop { 19. 20. #define TIMEOUT 007777 /* mask */ 21. 22. #define LEFT_RING W_RINGL /* 010000L */ 23. #define RIGHT_RING W_RINGR /* 020000L */ 24. #define LEFT_SIDE LEFT_RING 25. #define RIGHT_SIDE RIGHT_RING 26. #define BOTH_SIDES (LEFT_SIDE | RIGHT_SIDE) 27. 28. #define WORN_ARMOR W_ARM /* 040000L */ 29. #define WORN_CLOAK W_ARMC /* 0100000L */ 30. #define WORN_HELMET W_ARMH /* 0200000L */ 31. #define WORN_SHIELD W_ARMS /* 0400000L */ 32. #define WORN_GLOVES W_ARMG /* 01000000L */ 33. #define WORN_BOOTS W_ARMF /* 02000000L */ 34. #define WORN_AMUL W_AMUL /* 04000000L */ 35. #define WORN_BLINDF W_TOOL /* 010000000L */ 36. #ifdef SHIRT 37. #define WORN_SHIRT W_ARMU /* 020000000L */ 38. #endif 39. #define INTRINSIC 040000000L 40. 41. 42. long p_flgs; 43. int (*p_tofn)(); /* called after timeout */ 44. }; 45. 46. struct you { 47. xchar ux, uy; 48. schar dx, dy, dz; /* direction of move (or zap or ... ) */ 49. schar di; /* direction of FF */ 50. xchar ux0, uy0; /* initial position FF */ 51. xchar udisx, udisy; /* last display pos */ 52. uchar usym; /* usually '@' */ 53. int last_str_turn; /* 0: none, 1: half turn, 2: full turn */ 54. /* +: turn right, -: turn left */ 55. boolean umoved; /* changed map location (post-move) */ 56. unsigned udispl; /* @ on display */ 57. unsigned ulevel; /* 1 - MAXULEV */ 58. unsigned utrap; /* trap timeout */ 59. unsigned utraptype; /* defined if utrap nonzero */ 60. #define TT_BEARTRAP 0 61. #define TT_PIT 1 62. #define TT_WEB 2 63. unsigned uinshop; /* used only in shk.c - (roomno+1) of shop */ 64. int uhunger; /* refd only in eat.c and shk.c */ 65. unsigned uhs; /* hunger state - see eat.c */ 66. 67. struct prop uprops[LAST_PROP+1]; 68. 69. unsigned umconf; 70. char *usick_cause; 71. /* For messages referring to hands, eyes, feet, etc... when polymorphed */ 72. #define ARM 0 73. #define EYE 1 74. #define FACE 2 75. #define FINGER 3 76. #define FINGERTIP 4 77. #define FOOT 5 78. #define HAND 6 79. #define HANDED 7 80. #define HEAD 8 81. #define LEG 9 82. #define LIGHT_HEADED 10 83. #define NECK 11 84. #define TOE 12 85. #ifdef POLYSELF 86. int mh, mhmax, mtimedone, umonnum; /* for polymorph-self */ 87. struct attribs macurr, /* for monster attribs */ 88. mamax; /* for monster attribs */ 89. int ulycn; /* lycanthrope type */ 90. #endif 91. unsigned ucreamed; 92. unsigned uswallow; /* set if swallowed by a monster */ 93. unsigned uswldtim; /* time you have been swallowed */ 94. #ifdef POLYSELF 95. Bitfield(uundetected,1); /* if you're a hiding monster/piercer */ 96. #endif 97. #if defined(THEOLOGY) && defined(ELBERETH) 98. Bitfield(uhand_of_elbereth,1); /* if you become Hand of Elbereth */ 99. #endif 100. #ifdef MEDUSA 101. Bitfield(ukilled_medusa,1); /* if you kill the medusa */ 102. #endif 103. Bitfield(uhave_amulet,1); /* you're carrying the Amulet */ 104. #ifdef HARD 105. Bitfield(udemigod,1); /* once you kill the wiz */ 106. unsigned udg_cnt; /* how long you have been demigod */ 107. #endif 108. struct attribs acurr, /* your current attributes (eg. str) */ 109. abon, /* your bonus attributes (eg. str) */ 110. amax, /* your max attributes (eg. str) */ 111. atemp, /* used for temporary loss/gain */ 112. atime; /* used for loss/gain countdown */ 113. #define U_CHAOTIC -1 /* the value range of ualigntyp */ 114. #define U_NEUTRAL 0 115. #define U_LAWFUL 1 116. int ualign; /* running alignment score */ 117. schar ualigntyp; /* basic character alignment */ 118. #ifdef THEOLOGY 119. #define CONVERT 2 120. schar ualignbase[CONVERT]; /* for ualigntyp conversion record */ 121. #endif 122. schar uluck, moreluck; /* luck and luck bonus */ 123. #define LUCKADD 3 /* added value when carrying luck stone */ 124. #define Luck (u.uluck + u.moreluck) 125. #define LUCKMAX 10 /* on moonlit nights 11 */ 126. #define LUCKMIN (-10) 127. schar udaminc; 128. schar uac; 129. int uhp,uhpmax; 130. #ifdef SPELLS 131. int uen, uenmax; /* magical energy - M. Stephenson */ 132. #endif 133. #ifdef THEOLOGY 134. int ugangr; /* if the gods are angry at you */ 135. int ublessed, ublesscnt; /* blessing/duration from #pray */ 136. #endif 137. long ugold, ugold0; 138. long uexp, urexp; 139. #ifdef ALTARS 140. long ucleansed; /* to record moves when player was cleansed */ 141. #endif 142. int uinvault; 143. struct monst *ustuck; 144. int ugrave_arise; /* you die and become something aside from a ghost */ 145. int nr_killed[NUMMONS]; /* used for experience bookkeeping */ 146. }; 147. 148. #endif /* YOU_H /**/
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