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syntax = "proto3";
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option optimize_for = LITE_RUNTIME;
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package dapi.data;
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message QuestData {
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uint32 id = 1;
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uint32 state = 2;
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}
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message PortalData {
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uint32 x = 1;
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uint32 y = 2;
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uint32 player = 3;
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}
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message MissileData {
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sint32 type = 1;
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uint32 x = 2;
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uint32 y = 3;
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sint32 xvel = 4;
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sint32 yvel = 5;
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sint32 sx = 6;
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sint32 sy = 7;
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}
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message ObjectData {
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uint32 x = 1;
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uint32 y = 2;
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sint32 type = 3;
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sint32 shrineType = 4;
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bool solid = 5;
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sint32 doorState = 6;
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bool selectable = 7;
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uint32 index = 8;
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bool trapped = 9;
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}
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message MonsterData {
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uint32 index = 1;
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sint32 x = 2;
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sint32 y = 3;
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sint32 futx = 4;
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sint32 futy = 5;
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string name = 6;
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sint32 type = 7;
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sint32 kills = 8;
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sint32 mode = 9;
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bool unique = 10;
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}
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message TriggerData {
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uint32 lvl = 1;
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sint32 x = 2;
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sint32 y = 3;
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sint32 type = 4;
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}
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message TileData {
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sint32 type = 1;
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bool solid = 2;
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sint32 x = 3;
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sint32 y = 4;
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bool stopMissile = 5;
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}
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message TownerData {
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uint32 ID = 1;
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uint32 _ttype = 2;
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sint32 _tx = 3;
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sint32 _ty = 4;
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string _tName = 5;
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}
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message ItemData {
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uint32 ID = 1;
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sint32 _itype = 2;
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sint32 _ix = 3;
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sint32 _iy = 4;
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bool _iIdentified = 5;
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uint32 _iMagical = 6;
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string _iName = 7;
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string _iIName = 8;
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uint32 _iClass = 9;
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sint32 _iCurs = 10;
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sint32 _iValue = 11;
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sint32 _iMinDam = 12;
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sint32 _iMaxDam = 13;
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sint32 _iAC = 14;
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sint32 _iFlags = 15;
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sint32 _iMiscId = 16;
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sint32 _iSpell = 17;
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sint32 _iCharges = 18;
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sint32 _iMaxCharges = 19;
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sint32 _iDurability = 20;
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sint32 _iMaxDur = 21;
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sint32 _iPLDam = 22;
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sint32 _iPLToHit = 23;
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sint32 _iPLAC = 24;
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sint32 _iPLStr = 25;
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sint32 _iPLMag = 26;
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sint32 _iPLDex = 27;
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sint32 _iPLVit = 28;
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sint32 _iPLFR = 29;
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sint32 _iPLLR = 30;
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sint32 _iPLMR = 31;
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sint32 _iPLMana = 32;
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sint32 _iPLHP = 33;
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sint32 _iPLDamMod = 34;
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sint32 _iPLGetHit = 35;
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sint32 _iPLLight = 36;
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sint32 _iSplLvlAdd = 37;
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sint32 _iFMinDam = 38;
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sint32 _iFMaxDam = 39;
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sint32 _iLMinDam = 40;
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sint32 _iLMaxDam = 41;
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sint32 _iPrePower = 42;
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sint32 _iSufPower = 43;
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sint32 _iMinStr = 44;
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sint32 _iMinMag = 45;
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sint32 _iMinDex = 46;
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bool _iStatFlag = 47;
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sint32 IDidx = 48;
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}
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message PlayerData {
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sint32 _pmode = 1;
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sint32 pnum = 2;
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sint32 plrlevel = 3;
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sint32 _px = 4;
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sint32 _py = 5;
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sint32 _pfutx = 6;
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sint32 _pfuty = 7;
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sint32 _pdir = 8;
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sint32 _pRSpell = 9;
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uint32 _pRsplType = 10;
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repeated uint32 _pSplLvl = 11;
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uint64 _pMemSpells = 12;
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uint64 _pAblSpells = 13;
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uint64 _pScrlSpells = 14;
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string _pName = 15;
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uint32 _pClass = 16;
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uint32 _pStrength = 17;
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uint32 _pBaseStr = 18;
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uint32 _pMagic = 19;
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uint32 _pBaseMag = 20;
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uint32 _pDexterity = 21;
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uint32 _pBaseDex = 22;
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uint32 _pVitality = 23;
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uint32 _pBaseVit = 24;
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uint32 _pStatPts = 25;
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uint32 _pDamageMod = 26;
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uint32 _pHitPoints = 27;
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uint32 _pMaxHP = 28;
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sint32 _pMana = 29;
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uint32 _pMaxMana = 30;
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uint32 _pLevel = 31;
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uint32 _pExperience = 32;
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uint32 _pArmorClass = 33;
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uint32 _pMagResist = 34;
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uint32 _pFireResist = 35;
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uint32 _pLightResist = 36;
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uint32 _pGold = 37;
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repeated sint32 InvBody = 38;
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repeated sint32 InvList = 39;
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repeated sint32 InvGrid = 40;
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repeated sint32 SpdList = 41;
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sint32 HoldItem = 42;
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uint32 _pIAC = 43;
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uint32 _pIMinDam = 44;
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uint32 _pIMaxDam = 45;
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uint32 _pIBonusDam = 46;
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uint32 _pIBonusToHit = 47;
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uint32 _pIBonusAC = 48;
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uint32 _pIBonusDamMod = 49;
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int32 _pISplLvlAdd = 50;
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bool pManaShield = 51;
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}
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