3 #include "mutation/mutation-flag-types.h"
4 #include "object-enchant/trc-types.h"
5 #include "player-ability/player-ability-types.h"
6 #include "player-info/class-specific-data.h"
7 #include "player-info/class-types.h"
8 #include "player-info/race-types.h"
9 #include "player/player-personality-types.h"
10 #include "player/player-sex.h"
11 #include "system/angband.h"
12 #include "system/system-variables.h"
13 #include "util/flag-group.h"
18 enum class ItemKindType : short;
19 enum class PlayerSkillKindType;
20 enum class MimicKindType;
21 enum class MonsterAbilityType;
22 enum class MonsterRaceId : int16_t;
30 bool is_true_winner() const;
36 floor_type *current_floor_ptr{};
37 POSITION oldpy{}; /* Previous player location -KMW- */
38 POSITION oldpx{}; /* Previous player location -KMW- */
40 player_sex psex{}; /* Sex index */
41 PlayerRaceType prace{}; /* Race index */
42 PlayerClassType pclass{}; /* Class index */
43 player_personality_type ppersonality{}; /* Personality index */
44 int16_t realm1{}; /* First magic realm */
45 int16_t realm2{}; /* Second magic realm */
46 int16_t element{}; //!< 元素使い領域番号 / Elementalist system index
48 DICE_SID hitdie{}; /* Hit dice (sides) */
49 uint16_t expfact{}; /* Experience factor
50 * Note: was byte, causing overflow for Amberite
51 * characters (such as Amberite Paladins)
54 int16_t age{}; /* Characters age */
55 int16_t ht{}; /* Height */
56 int16_t wt{}; /* Weight */
57 int16_t sc{}; /* Social Class */
59 PRICE au{}; /* Current Gold */
61 EXP max_max_exp{}; /* Max max experience (only to calculate score) */
62 EXP max_exp{}; /* Max experience */
63 EXP exp{}; /* Cur experience */
64 uint32_t exp_frac{}; /* Cur exp frac (times 2^16) */
66 PLAYER_LEVEL lev{}; /* Level */
68 int16_t town_num{}; /* Current town number */
69 int16_t arena_number{}; /* monster number in on_defeat_arena_monster -KMW- */
70 bool phase_out{}; /*!< フェイズアウト状態(闘技場観戦状態などに利用、NPCの処理の対象にならず自身もほとんどの行動ができない) */
72 DUNGEON_IDX dungeon_idx{}; /* current dungeon index */
73 POSITION wilderness_x{}; /* Coordinates in the wilderness */
74 POSITION wilderness_y{};
77 int mhp{}; /* Max hit pts */
78 int chp{}; /* Cur hit pts */
79 uint32_t chp_frac{}; /* Cur hit frac (times 2^16) */
80 PERCENTAGE mutant_regenerate_mod{};
82 MANA_POINT msp{}; /* Max mana pts */
83 MANA_POINT csp{}; /* Cur mana pts */
84 uint32_t csp_frac{}; /* Cur mana frac (times 2^16) */
86 int16_t max_plv{}; /* Max Player Level */
88 BASE_STATUS stat_max[A_MAX]{}; /* Current "maximal" stat values */
89 BASE_STATUS stat_max_max[A_MAX]{}; /* Maximal "maximal" stat values */
90 BASE_STATUS stat_cur[A_MAX]{}; /* Current "natural" stat values */
92 int16_t learned_spells{};
97 TIME_EFFECT protevil{}; /* Timed -- Protection */
98 TIME_EFFECT invuln{}; /* Timed -- Invulnerable */
99 TIME_EFFECT ult_res{}; /* Timed -- Ultimate Resistance */
100 TIME_EFFECT hero{}; /* Timed -- Heroism */
101 TIME_EFFECT shero{}; /* Timed -- Super Heroism */
102 TIME_EFFECT shield{}; /* Timed -- Shield Spell */
103 TIME_EFFECT blessed{}; /* Timed -- Blessed */
104 TIME_EFFECT tim_invis{}; /* Timed -- See Invisible */
105 TIME_EFFECT tim_infra{}; /* Timed -- Infra Vision */
106 TIME_EFFECT tsuyoshi{}; /* Timed -- Tsuyoshi Special */
107 TIME_EFFECT ele_attack{}; /* Timed -- Elemental Attack */
108 TIME_EFFECT ele_immune{}; /* Timed -- Elemental Immune */
110 TIME_EFFECT oppose_acid{}; /* Timed -- oppose acid */
111 TIME_EFFECT oppose_elec{}; /* Timed -- oppose lightning */
112 TIME_EFFECT oppose_fire{}; /* Timed -- oppose heat */
113 TIME_EFFECT oppose_cold{}; /* Timed -- oppose cold */
114 TIME_EFFECT oppose_pois{}; /* Timed -- oppose poison */
116 TIME_EFFECT tim_esp{}; /* Timed ESP */
117 TIME_EFFECT wraith_form{}; /* Timed wraithform */
119 TIME_EFFECT resist_magic{}; /* Timed Resist Magic (later) */
120 TIME_EFFECT tim_regen{};
121 TIME_EFFECT tim_pass_wall{};
122 TIME_EFFECT tim_stealth{};
123 TIME_EFFECT tim_levitation{};
124 TIME_EFFECT tim_sh_touki{};
125 TIME_EFFECT lightspeed{};
126 TIME_EFFECT tsubureru{};
127 TIME_EFFECT magicdef{};
128 TIME_EFFECT tim_res_nether{}; /* Timed -- Nether resistance */
129 TIME_EFFECT tim_res_time{}; /* Timed -- Time resistance */
130 MimicKindType mimic_form{};
131 TIME_EFFECT tim_mimic{};
132 TIME_EFFECT tim_sh_fire{};
133 TIME_EFFECT tim_sh_holy{};
134 TIME_EFFECT tim_eyeeye{};
136 /* for mirror master */
137 TIME_EFFECT tim_reflect{}; /* Timed -- Reflect */
138 TIME_EFFECT multishadow{}; /* Timed -- Multi-shadow */
139 TIME_EFFECT dustrobe{}; /* Timed -- Robe of dust */
143 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
144 #define COMMAND_ARG_REST_FULL_HEALING -1 /*!<休憩コマンド引数 … HPとMPが全回復するまで */
145 GAME_TURN resting{}; /* Current counter for resting, if any */
147 int16_t chaos_patron{};
149 EnumClassFlagGroup<PlayerMutationType> muta{}; /*!< 突然変異 / mutations */
151 int16_t virtues[8]{};
152 int16_t vir_types[8]{};
154 TIME_EFFECT word_recall{}; /* Word of recall counter */
155 TIME_EFFECT alter_reality{}; /* Alter reality counter */
156 DUNGEON_IDX recall_dungeon{}; /* Dungeon set to be recalled */
158 ENERGY energy_need{}; /* Energy needed for next move */
159 ENERGY enchant_energy_need{}; /* Energy needed for next upkeep effect */
161 int16_t food{}; /*!< ゲーム中の滋養度の型定義 / Current nutrition */
164 * p_ptr->special_attackによるプレイヤーの攻撃状態の定義 / Bit flags for the "p_ptr->special_attack" variable. -LM-
166 * Note: The elemental and poison attacks should be managed using the
167 * function "set_ele_attack", in spell2.c. This provides for timeouts and
168 * prevents the player from getting more than one at a time.
170 BIT_FLAGS special_attack{};
172 /* プレイヤーの防御状態の定義 / Bit flags for the "p_ptr->special_defense" variable. -LM- */
173 BIT_FLAGS special_defense{};
174 byte action{}; /*!< プレイヤーが現在取っている常時行動のID / Currently action */
175 BIT_FLAGS spell_learned1{}; /* bit mask of spells learned */
176 BIT_FLAGS spell_learned2{}; /* bit mask of spells learned */
177 BIT_FLAGS spell_worked1{}; /* bit mask of spells tried and worked */
178 BIT_FLAGS spell_worked2{}; /* bit mask of spells tried and worked */
179 BIT_FLAGS spell_forgotten1{}; /* bit mask of spells learned but forgotten */
180 BIT_FLAGS spell_forgotten2{}; /* bit mask of spells learned but forgotten */
181 SPELL_IDX spell_order[64]{}; /* order spells learned/remembered/forgotten */
183 SUB_EXP spell_exp[64]{}; /* Proficiency of spells */
184 std::map<ItemKindType, std::array<SUB_EXP, 64>> weapon_exp{}; /* Proficiency of weapons */
185 std::map<ItemKindType, std::array<SUB_EXP, 64>> weapon_exp_max{}; /* Maximum proficiency of weapons */
186 std::map<PlayerSkillKindType, SUB_EXP> skill_exp{}; /* Proficiency of misc. skill */
188 ClassSpecificData class_specific_data;
190 int player_hp[PY_MAX_LEVEL]{};
191 std::string died_from{}; /* What killed the player */
192 concptr last_message{}; /* Last message on death or retirement */
193 char history[4][60]{}; /* Textual "history" for the Player */
195 uint16_t panic_save{}; /* Panic save */
197 bool wait_report_score{}; /* Waiting to report score */
198 bool is_dead{}; /* Player is dead */
201 BIT_FLAGS change_floor_mode{}; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
203 MONSTER_IDX riding{}; /* Riding on a monster of this index */
205 #define KNOW_STAT 0x01
206 #define KNOW_HPRATE 0x02
207 BIT_FLAGS8 knowledge{}; /* Knowledge about yourself */
208 BIT_FLAGS visit{}; /* Visited towns */
210 PlayerRaceType start_race{}; /* Race at birth */
211 BIT_FLAGS old_race1{}; /* Record of race changes */
212 BIT_FLAGS old_race2{}; /* Record of race changes */
213 int16_t old_realm{}; /* Record of realm changes */
215 int16_t pet_follow_distance{}; /* Length of the imaginary "leash" for pets */
216 BIT_FLAGS16 pet_extra_flags{}; /* Various flags for controling pets */
218 bool knows_daily_bounty{}; //!< 日替わり賞金首を知っているか否か
220 bool dtrap{}; /* Whether you are on trap-safe grids */
221 FLOOR_IDX floor_id{}; /* Current floor location */
223 bool autopick_autoregister{}; /* auto register is in-use or not */
225 byte feeling{}; /* Most recent dungeon feeling */
226 int32_t feeling_turn{}; /* The turn of the last dungeon feeling */
228 std::shared_ptr<ObjectType[]> inventory_list{}; /* The player's inventory */
229 int16_t inven_cnt{}; /* Number of items in inventory */
230 int16_t equip_cnt{}; /* Number of items in equipment */
232 /*** Temporary fields ***/
234 bool select_ring_slot{};
236 bool playing{}; /* True if player is playing */
237 bool leaving{}; /* True if player is leaving */
239 bool monk_notify_aux{};
242 byte exit_bldg{}; /* Goal obtained in on_defeat_arena_monster? -KMW- */
244 bool leaving_dungeon{}; /* True if player is leaving the dungeon */
245 bool teleport_town{};
246 bool enter_dungeon{}; /* Just enter the dungeon */
248 IDX health_who{}; /* Health bar trackee */
250 MonsterRaceId monster_race_idx{}; /* Monster race trackee */
252 KIND_OBJECT_IDX baseitem_info_idx{}; /* Object kind trackee */
254 int16_t new_spells{}; /* Number of spells available */
255 int16_t old_spells{};
257 int16_t old_food_aux{}; /* Old value of food */
259 bool old_cumber_armor{};
260 bool old_cumber_glove{};
261 bool old_heavy_wield[2]{};
262 bool old_heavy_shoot{};
263 bool old_icky_wield[2]{};
264 bool old_riding_wield[2]{};
265 bool old_riding_ryoute{};
267 int extra_blows[2]{};
269 POSITION old_lite{}; /* Old radius of lite (if any) */
271 bool cumber_armor{}; /* Mana draining armor */
272 bool cumber_glove{}; /* Mana draining gloves */
273 bool heavy_wield[2]{}; /* Heavy weapon */
274 bool is_icky_wield[2]{}; /* クラスにふさわしくない装備をしている / Icky weapon */
275 bool is_icky_riding_wield[2]{}; /* 乗馬中に乗馬にふさわしくない装備をしている / Riding weapon */
276 bool riding_ryoute{}; /* Riding weapon */
279 BIT_FLAGS easy_2weapon{};
280 BIT_FLAGS down_saving{};
282 POSITION cur_lite{}; /* Radius of lite (if any) */
284 BIT_FLAGS update{}; /* Pending Updates */
285 BIT_FLAGS redraw{}; /* Normal Redraws */
286 BIT_FLAGS window_flags{}; /* Window Redraws */
287 int16_t stat_use[A_MAX]{}; /* Current modified stats */
288 int16_t stat_top[A_MAX]{}; /* Maximal modified stats */
293 int alignment{}; /* Good/evil/neutral */
296 DIRECTION fishing_dir{};
298 MONSTER_IDX pet_t_m_idx{};
299 MONSTER_IDX riding_t_m_idx{};
301 /*** Extracted fields ***/
303 int16_t running{}; /* Current counter for running, if any */
304 bool suppress_multi_reward{}; /*!< 複数レベルアップ時のパトロンからの報酬多重受け取りを防止 */
306 int16_t stat_add[A_MAX]{}; /* Modifiers to stat values */
307 int16_t stat_index[A_MAX]{}; /* Indexes into stat tables */
309 bool hack_mutation{};
311 bool level_up_message{};
313 BIT_FLAGS anti_magic{}; /* Anti-magic */
314 BIT_FLAGS anti_tele{}; /* Prevent teleportation */
316 EnumClassFlagGroup<CurseTraitType> cursed{}; /* Player is cursed */
317 EnumClassFlagGroup<CurseSpecialTraitType> cursed_special{}; /* Player is special type cursed */
319 bool can_swim{}; /* No damage falling */
320 BIT_FLAGS levitation{}; /* No damage falling */
321 BIT_FLAGS lite{}; /* Permanent light */
322 BIT_FLAGS free_act{}; /* Never paralyzed */
323 BIT_FLAGS see_inv{}; /* Can see invisible */
324 BIT_FLAGS regenerate{}; /* Regenerate hit pts */
325 BIT_FLAGS hold_exp{}; /* Resist exp draining */
327 BIT_FLAGS telepathy{}; /* Telepathy */
328 BIT_FLAGS esp_animal{};
329 BIT_FLAGS esp_undead{};
330 BIT_FLAGS esp_demon{};
332 BIT_FLAGS esp_troll{};
333 BIT_FLAGS esp_giant{};
334 BIT_FLAGS esp_dragon{};
335 BIT_FLAGS esp_human{};
336 BIT_FLAGS esp_evil{};
337 BIT_FLAGS esp_good{};
338 BIT_FLAGS esp_nonliving{};
339 BIT_FLAGS esp_unique{};
341 BIT_FLAGS slow_digest{}; /* Slower digestion */
342 BIT_FLAGS bless_blade{}; //!< 祝福された装備をしている / Blessed by inventory items
343 BIT_FLAGS xtra_might{}; /* Extra might bow */
344 BIT_FLAGS impact{}; //!< クリティカル率を上げる装備をしている / Critical blows
345 BIT_FLAGS earthquake{}; //!< 地震を起こす装備をしている / Earthquake blows
346 BIT_FLAGS dec_mana{};
347 BIT_FLAGS easy_spell{};
348 BIT_FLAGS heavy_spell{};
350 BIT_FLAGS mighty_throw{};
351 BIT_FLAGS see_nocto{}; /* Noctovision */
352 bool invoking_midnight_curse{};
354 DICE_NUMBER to_dd[2]{}; /* Extra dice/sides */
357 HIT_PROB dis_to_h[2]{}; /*!< 判明している現在の表記上の近接武器命中修正値 / Known bonus to hit (wield) */
358 HIT_PROB dis_to_h_b{}; /*!< 判明している現在の表記上の射撃武器命中修正値 / Known bonus to hit (bow) */
359 int dis_to_d[2]{}; /*!< 判明している現在の表記上の近接武器ダメージ修正値 / Known bonus to dam (wield) */
360 ARMOUR_CLASS dis_to_a{}; /*!< 判明している現在の表記上の装備AC修正値 / Known bonus to ac */
361 ARMOUR_CLASS dis_ac{}; /*!< 判明している現在の表記上の装備AC基礎値 / Known base ac */
363 int16_t to_h[2]{}; /* Bonus to hit (wield) */
364 int16_t to_h_b{}; /* Bonus to hit (bow) */
365 int16_t to_h_m{}; /* Bonus to hit (misc) */
366 int16_t to_d[2]{}; /* Bonus to dam (wield) */
367 int16_t to_d_m{}; /* Bonus to dam (misc) */
368 ARMOUR_CLASS to_a{}; /* Bonus to ac */
370 int16_t to_m_chance{}; /* Minusses to cast chance */
374 ARMOUR_CLASS ac{}; /*!< 装備無しの基本AC / Base ac */
376 ACTION_SKILL_POWER see_infra{}; /*!< 赤外線視能力の強さ /Infravision range */
377 ACTION_SKILL_POWER skill_dis{}; /*!< 行動技能値:解除能力 / Skill: Disarming */
378 ACTION_SKILL_POWER skill_dev{}; /*!< 行動技能値:魔道具使用 / Skill: Magic Devices */
379 ACTION_SKILL_POWER skill_sav{}; /*!< 行動技能値:魔法防御 / Skill: Saving throw */
380 ACTION_SKILL_POWER skill_stl{}; /*!< 行動技能値:隠密 / Skill: Stealth factor */
383 * 行動技能値:知覚 / Skill: Searching ability
384 * この値はsearch()による地形の隠し要素発見処理などで混乱、盲目、幻覚、無光源などの
385 * 状態異常がない限り、難易度修正などがないままそのままパーセンテージ値として使われる。
386 * 100以上ならば必ず全てのトラップなどを見つけることが出来る。
388 ACTION_SKILL_POWER skill_srh{};
390 ACTION_SKILL_POWER skill_fos{}; /*!< 行動技能値:探索 / Skill: Searching frequency */
391 ACTION_SKILL_POWER skill_thn{}; /*!< 行動技能値:打撃命中能力 / Skill: To hit (normal) */
392 ACTION_SKILL_POWER skill_thb{}; /*!< 行動技能値:射撃命中能力 / Skill: To hit (shooting) */
393 ACTION_SKILL_POWER skill_tht{}; /*!< 行動技能値:投射命中能力 / Skill: To hit (throwing) */
394 ACTION_SKILL_POWER skill_dig{}; /*!< 行動技能値:掘削 / Skill: Digging */
396 int16_t num_blow[2]{}; /* Number of blows */
397 int16_t num_fire{}; /* Number of shots */
399 byte tval_xtra{}; /* (Unused)Correct xtra tval */
400 ItemKindType tval_ammo{}; /* Correct ammo tval */
402 int16_t pspeed{}; /*!< 現在の速度 / Current speed */
404 ENERGY energy_use{}; /*!< 直近のターンに消費したエネルギー / Energy use this turn */
406 POSITION y{}; /*!< ダンジョンの現在Y座標 / Player location in dungeon */
407 POSITION x{}; /*!< ダンジョンの現在X座標 / Player location in dungeon */
408 GAME_TEXT name[32]{}; /*!< 現在のプレイヤー名 / Current player's character name */
409 char base_name[32]{}; /*!< Stripped version of "player_name" */
411 std::shared_ptr<TimedEffects> effects() const;
412 bool is_fully_healthy() const;
415 std::shared_ptr<TimedEffects> timed_effects;
418 extern PlayerType *p_ptr;