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/player-class-types.h"
7 #include "player/player-personality-types.h"
8 #include "player/player-race-types.h"
9 #include "player/player-sex.h"
10 #include "system/angband.h"
11 #include "system/system-variables.h"
12 #include "util/flag-group.h"
17 enum class RF_ABILITY;
19 typedef struct floor_type floor_type;
20 typedef struct object_type object_type;
21 typedef struct player_type {
26 floor_type *current_floor_ptr{};
27 POSITION oldpy{}; /* Previous player location -KMW- */
28 POSITION oldpx{}; /* Previous player location -KMW- */
30 player_sex psex{}; /* Sex index */
31 player_race_type prace{}; /* Race index */
32 player_class_type pclass{}; /* Class index */
33 player_personality_type pseikaku{}; /* Seikaku index */
34 int16_t realm1{}; /* First magic realm */
35 int16_t realm2{}; /* Second magic realm */
36 int16_t element{}; //!< 元素使い領域番号 / Elementalist system index
37 player_personality_type oops{}; /* Unused */
39 DICE_SID hitdie{}; /* Hit dice (sides) */
40 uint16_t expfact{}; /* Experience factor
41 * Note: was byte, causing overflow for Amberite
42 * characters (such as Amberite Paladins)
45 int16_t age{}; /* Characters age */
46 int16_t ht{}; /* Height */
47 int16_t wt{}; /* Weight */
48 int16_t sc{}; /* Social Class */
50 PRICE au{}; /* Current Gold */
52 EXP max_max_exp{}; /* Max max experience (only to calculate score) */
53 EXP max_exp{}; /* Max experience */
54 EXP exp{}; /* Cur experience */
55 uint32_t exp_frac{}; /* Cur exp frac (times 2^16) */
57 PLAYER_LEVEL lev{}; /* Level */
59 int16_t town_num{}; /* Current town number */
60 int16_t arena_number{}; /* monster number in on_defeat_arena_monster -KMW- */
61 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) */
63 DUNGEON_IDX dungeon_idx{}; /* current dungeon index */
64 POSITION wilderness_x{}; /* Coordinates in the wilderness */
65 POSITION wilderness_y{};
68 HIT_POINT mhp{}; /* Max hit pts */
69 HIT_POINT chp{}; /* Cur hit pts */
70 uint32_t chp_frac{}; /* Cur hit frac (times 2^16) */
71 PERCENTAGE mutant_regenerate_mod{};
73 MANA_POINT msp{}; /* Max mana pts */
74 MANA_POINT csp{}; /* Cur mana pts */
75 uint32_t csp_frac{}; /* Cur mana frac (times 2^16) */
77 int16_t max_plv{}; /* Max Player Level */
79 BASE_STATUS stat_max[A_MAX]{}; /* Current "maximal" stat values */
80 BASE_STATUS stat_max_max[A_MAX]{}; /* Maximal "maximal" stat values */
81 BASE_STATUS stat_cur[A_MAX]{}; /* Current "natural" stat values */
83 int16_t learned_spells{};
88 TIME_EFFECT fast{}; /* Timed -- Fast */
89 TIME_EFFECT slow{}; /* Timed -- Slow */
90 TIME_EFFECT blind{}; /* Timed -- Blindness */
91 TIME_EFFECT paralyzed{}; /* Timed -- Paralysis */
92 TIME_EFFECT confused{}; /* Timed -- Confusion */
93 TIME_EFFECT afraid{}; /* Timed -- Fear */
94 TIME_EFFECT image{}; /* Timed -- Hallucination */
95 TIME_EFFECT poisoned{}; /* Timed -- Poisoned */
96 TIME_EFFECT cut{}; /* Timed -- Cut */
97 TIME_EFFECT stun{}; /* Timed -- Stun */
99 TIME_EFFECT protevil{}; /* Timed -- Protection */
100 TIME_EFFECT invuln{}; /* Timed -- Invulnerable */
101 TIME_EFFECT ult_res{}; /* Timed -- Ultimate Resistance */
102 TIME_EFFECT hero{}; /* Timed -- Heroism */
103 TIME_EFFECT shero{}; /* Timed -- Super Heroism */
104 TIME_EFFECT shield{}; /* Timed -- Shield Spell */
105 TIME_EFFECT blessed{}; /* Timed -- Blessed */
106 TIME_EFFECT tim_invis{}; /* Timed -- See Invisible */
107 TIME_EFFECT tim_infra{}; /* Timed -- Infra Vision */
108 TIME_EFFECT tsuyoshi{}; /* Timed -- Tsuyoshi Special */
109 TIME_EFFECT ele_attack{}; /* Timed -- Elemental Attack */
110 TIME_EFFECT ele_immune{}; /* Timed -- Elemental Immune */
112 TIME_EFFECT oppose_acid{}; /* Timed -- oppose acid */
113 TIME_EFFECT oppose_elec{}; /* Timed -- oppose lightning */
114 TIME_EFFECT oppose_fire{}; /* Timed -- oppose heat */
115 TIME_EFFECT oppose_cold{}; /* Timed -- oppose cold */
116 TIME_EFFECT oppose_pois{}; /* Timed -- oppose poison */
118 TIME_EFFECT tim_esp{}; /* Timed ESP */
119 TIME_EFFECT wraith_form{}; /* Timed wraithform */
121 TIME_EFFECT resist_magic{}; /* Timed Resist Magic (later) */
122 TIME_EFFECT tim_regen{};
123 TIME_EFFECT tim_pass_wall{};
124 TIME_EFFECT tim_stealth{};
125 TIME_EFFECT tim_levitation{};
126 TIME_EFFECT tim_sh_touki{};
127 TIME_EFFECT lightspeed{};
128 TIME_EFFECT tsubureru{};
129 TIME_EFFECT magicdef{};
130 TIME_EFFECT tim_res_nether{}; /* Timed -- Nether resistance */
131 TIME_EFFECT tim_res_time{}; /* Timed -- Time resistance */
132 int16_t mimic_form{};
133 TIME_EFFECT tim_mimic{};
134 TIME_EFFECT tim_sh_fire{};
135 TIME_EFFECT tim_sh_holy{};
136 TIME_EFFECT tim_eyeeye{};
138 /* for mirror master */
139 TIME_EFFECT tim_reflect{}; /* Timed -- Reflect */
140 TIME_EFFECT multishadow{}; /* Timed -- Multi-shadow */
141 TIME_EFFECT dustrobe{}; /* Timed -- Robe of dust */
145 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
146 #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 */
147 GAME_TURN resting{}; /* Current counter for resting, if any */
149 int16_t chaos_patron{};
151 EnumClassFlagGroup<MUTA> muta{}; /*!< 突然変異 / mutations */
153 int16_t virtues[8]{};
154 int16_t vir_types[8]{};
156 TIME_EFFECT word_recall{}; /* Word of recall counter */
157 TIME_EFFECT alter_reality{}; /* Alter reality counter */
158 DUNGEON_IDX recall_dungeon{}; /* Dungeon set to be recalled */
160 ENERGY energy_need{}; /* Energy needed for next move */
161 ENERGY enchant_energy_need{}; /* Energy needed for next upkeep effect */
163 int16_t food{}; /*!< ゲーム中の滋養度の型定義 / Current nutrition */
166 * 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-
168 * Note: The elemental and poison attacks should be managed using the
169 * function "set_ele_attack", in spell2.c. This provides for timeouts and
170 * prevents the player from getting more than one at a time.
172 BIT_FLAGS special_attack{};
174 /* プレイヤーの防御状態の定義 / Bit flags for the "p_ptr->special_defense" variable. -LM- */
175 BIT_FLAGS special_defense{};
176 byte action{}; /*!< プレイヤーが現在取っている常時行動のID / Currently action */
177 BIT_FLAGS spell_learned1{}; /* bit mask of spells learned */
178 BIT_FLAGS spell_learned2{}; /* bit mask of spells learned */
179 BIT_FLAGS spell_worked1{}; /* bit mask of spells tried and worked */
180 BIT_FLAGS spell_worked2{}; /* bit mask of spells tried and worked */
181 BIT_FLAGS spell_forgotten1{}; /* bit mask of spells learned but forgotten */
182 BIT_FLAGS spell_forgotten2{}; /* bit mask of spells learned but forgotten */
183 SPELL_IDX spell_order[64]{}; /* order spells learned/remembered/forgotten */
185 SUB_EXP spell_exp[64]{}; /* Proficiency of spells */
186 SUB_EXP weapon_exp[5][64]{}; /* Proficiency of weapons */
187 SUB_EXP skill_exp[MAX_SKILLS]{}; /* Proficiency of misc. skill */
189 int32_t magic_num1[MAX_SPELLS]{}; /*!< Array for non-spellbook type magic */
190 byte magic_num2[MAX_SPELLS]{}; /*!< 魔道具術師の取り込み済魔道具使用回数 / Flags for non-spellbook type magics */
192 RF_ABILITY mane_spell[MAX_MANE]{};
193 HIT_POINT mane_dam[MAX_MANE]{};
197 #define CONCENT_RADAR_THRESHOLD 2
198 #define CONCENT_TELE_THRESHOLD 5
199 int16_t concent{}; /* Sniper's concentration level */
201 HIT_POINT player_hp[PY_MAX_LEVEL]{};
202 char died_from[MAX_MONSTER_NAME]{}; /* What killed the player */
203 concptr last_message{}; /* Last message on death or retirement */
204 char history[4][60]{}; /* Textual "history" for the Player */
206 uint16_t panic_save{}; /* Panic save */
208 bool wait_report_score{}; /* Waiting to report score */
209 bool is_dead{}; /* Player is dead */
212 BIT_FLAGS change_floor_mode{}; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
214 bool reset_concent{}; /* Concentration reset flag */
216 MONSTER_IDX riding{}; /* Riding on a monster of this index */
218 #define KNOW_STAT 0x01
219 #define KNOW_HPRATE 0x02
220 BIT_FLAGS8 knowledge{}; /* Knowledge about yourself */
221 BIT_FLAGS visit{}; /* Visited towns */
223 player_race_type start_race{}; /* Race at birth */
224 BIT_FLAGS old_race1{}; /* Record of race changes */
225 BIT_FLAGS old_race2{}; /* Record of race changes */
226 int16_t old_realm{}; /* Record of realm changes */
228 int16_t pet_follow_distance{}; /* Length of the imaginary "leash" for pets */
229 BIT_FLAGS16 pet_extra_flags{}; /* Various flags for controling pets */
231 MONSTER_IDX today_mon{}; //!< 日替わり賞金首を知っていればそのモンスターID、知らなければ 0
233 bool dtrap{}; /* Whether you are on trap-safe grids */
234 FLOOR_IDX floor_id{}; /* Current floor location */
236 bool autopick_autoregister{}; /* auto register is in-use or not */
238 byte feeling{}; /* Most recent dungeon feeling */
239 int32_t feeling_turn{}; /* The turn of the last dungeon feeling */
241 object_type *inventory_list{}; /* The player's inventory */
242 int16_t inven_cnt{}; /* Number of items in inventory */
243 int16_t equip_cnt{}; /* Number of items in equipment */
245 /*** Temporary fields ***/
247 bool select_ring_slot{};
249 bool playing{}; /* True if player is playing */
250 bool leaving{}; /* True if player is leaving */
252 bool monk_notify_aux{};
255 byte exit_bldg{}; /* Goal obtained in on_defeat_arena_monster? -KMW- */
257 bool leaving_dungeon{}; /* True if player is leaving the dungeon */
258 bool teleport_town{};
259 bool enter_dungeon{}; /* Just enter the dungeon */
261 IDX health_who{}; /* Health bar trackee */
263 MONRACE_IDX monster_race_idx{}; /* Monster race trackee */
265 KIND_OBJECT_IDX object_kind_idx{}; /* Object kind trackee */
267 int16_t new_spells{}; /* Number of spells available */
268 int16_t old_spells{};
270 int16_t old_food_aux{}; /* Old value of food */
272 bool old_cumber_armor{};
273 bool old_cumber_glove{};
274 bool old_heavy_wield[2]{};
275 bool old_heavy_shoot{};
276 bool old_icky_wield[2]{};
277 bool old_riding_wield[2]{};
278 bool old_riding_ryoute{};
280 int extra_blows[2]{};
282 POSITION old_lite{}; /* Old radius of lite (if any) */
284 bool cumber_armor{}; /* Mana draining armor */
285 bool cumber_glove{}; /* Mana draining gloves */
286 bool heavy_wield[2]{}; /* Heavy weapon */
287 bool icky_wield[2]{}; /* Icky weapon */
288 bool riding_wield[2]{}; /* Riding weapon */
289 bool riding_ryoute{}; /* Riding weapon */
292 BIT_FLAGS easy_2weapon{};
293 BIT_FLAGS down_saving{};
295 POSITION cur_lite{}; /* Radius of lite (if any) */
297 BIT_FLAGS update{}; /* Pending Updates */
298 BIT_FLAGS redraw{}; /* Normal Redraws */
299 BIT_FLAGS window_flags{}; /* Window Redraws */
300 int16_t stat_use[A_MAX]{}; /* Current modified stats */
301 int16_t stat_top[A_MAX]{}; /* Maximal modified stats */
306 int alignment{}; /* Good/evil/neutral */
309 DIRECTION fishing_dir{};
311 MONSTER_IDX pet_t_m_idx{};
312 MONSTER_IDX riding_t_m_idx{};
314 /*** Extracted fields ***/
316 int16_t running{}; /* Current counter for running, if any */
317 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 */
319 int16_t stat_add[A_MAX]{}; /* Modifiers to stat values */
320 int16_t stat_index[A_MAX]{}; /* Indexes into stat tables */
322 bool hack_mutation{};
324 bool level_up_message{};
326 BIT_FLAGS anti_magic{}; /* Anti-magic */
327 BIT_FLAGS anti_tele{}; /* Prevent teleportation */
329 EnumClassFlagGroup<TRC> cursed{}; /* Player is cursed */
330 EnumClassFlagGroup<TRCS> cursed_special{}; /* Player is special type cursed */
332 bool can_swim{}; /* No damage falling */
333 BIT_FLAGS levitation{}; /* No damage falling */
334 BIT_FLAGS lite{}; /* Permanent light */
335 BIT_FLAGS free_act{}; /* Never paralyzed */
336 BIT_FLAGS see_inv{}; /* Can see invisible */
337 BIT_FLAGS regenerate{}; /* Regenerate hit pts */
338 BIT_FLAGS hold_exp{}; /* Resist exp draining */
340 BIT_FLAGS telepathy{}; /* Telepathy */
341 BIT_FLAGS esp_animal{};
342 BIT_FLAGS esp_undead{};
343 BIT_FLAGS esp_demon{};
345 BIT_FLAGS esp_troll{};
346 BIT_FLAGS esp_giant{};
347 BIT_FLAGS esp_dragon{};
348 BIT_FLAGS esp_human{};
349 BIT_FLAGS esp_evil{};
350 BIT_FLAGS esp_good{};
351 BIT_FLAGS esp_nonliving{};
352 BIT_FLAGS esp_unique{};
354 BIT_FLAGS slow_digest{}; /* Slower digestion */
355 BIT_FLAGS bless_blade{}; //!< 祝福された装備をしている / Blessed by inventory items
356 BIT_FLAGS xtra_might{}; /* Extra might bow */
357 BIT_FLAGS impact{}; //!< クリティカル率を上げる装備をしている / Critical blows
358 BIT_FLAGS earthquake{}; //!< 地震を起こす装備をしている / Earthquake blows
359 BIT_FLAGS dec_mana{};
360 BIT_FLAGS easy_spell{};
361 BIT_FLAGS heavy_spell{};
363 BIT_FLAGS mighty_throw{};
364 BIT_FLAGS see_nocto{}; /* Noctovision */
365 bool invoking_midnight_curse{};
367 DICE_NUMBER to_dd[2]{}; /* Extra dice/sides */
370 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) */
371 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) */
372 HIT_POINT 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) */
373 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 */
374 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 */
376 int16_t to_h[2]{}; /* Bonus to hit (wield) */
377 int16_t to_h_b{}; /* Bonus to hit (bow) */
378 int16_t to_h_m{}; /* Bonus to hit (misc) */
379 int16_t to_d[2]{}; /* Bonus to dam (wield) */
380 int16_t to_d_m{}; /* Bonus to dam (misc) */
381 ARMOUR_CLASS to_a{}; /* Bonus to ac */
383 int16_t to_m_chance{}; /* Minusses to cast chance */
387 ARMOUR_CLASS ac{}; /*!< 装備無しの基本AC / Base ac */
389 ACTION_SKILL_POWER see_infra{}; /*!< 赤外線視能力の強さ /Infravision range */
390 ACTION_SKILL_POWER skill_dis{}; /*!< 行動技能値:解除能力 / Skill: Disarming */
391 ACTION_SKILL_POWER skill_dev{}; /*!< 行動技能値:魔道具使用 / Skill: Magic Devices */
392 ACTION_SKILL_POWER skill_sav{}; /*!< 行動技能値:魔法防御 / Skill: Saving throw */
393 ACTION_SKILL_POWER skill_stl{}; /*!< 行動技能値:隠密 / Skill: Stealth factor */
396 * 行動技能値:知覚 / Skill: Searching ability
397 * 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
398 * 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。
399 * 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。
401 ACTION_SKILL_POWER skill_srh{};
403 ACTION_SKILL_POWER skill_fos{}; /*!< 行動技能値:探索 / Skill: Searching frequency */
404 ACTION_SKILL_POWER skill_thn{}; /*!< 行動技能値:打撃命中能力 / Skill: To hit (normal) */
405 ACTION_SKILL_POWER skill_thb{}; /*!< 行動技能値:射撃命中能力 / Skill: To hit (shooting) */
406 ACTION_SKILL_POWER skill_tht{}; /*!< 行動技能値:投射命中能力 / Skill: To hit (throwing) */
407 ACTION_SKILL_POWER skill_dig{}; /*!< 行動技能値:掘削 / Skill: Digging */
409 int16_t num_blow[2]{}; /* Number of blows */
410 int16_t num_fire{}; /* Number of shots */
412 byte tval_xtra{}; /* (Unused)Correct xtra tval */
413 byte tval_ammo{}; /* Correct ammo tval */
415 int16_t pspeed{}; /*!< 現在の速度 / Current speed */
417 ENERGY energy_use{}; /*!< 直近のターンに消費したエネルギー / Energy use this turn */
419 POSITION y{}; /*!< ダンジョンの現在Y座標 / Player location in dungeon */
420 POSITION x{}; /*!< ダンジョンの現在X座標 / Player location in dungeon */
421 GAME_TEXT name[32]{}; /*!< 現在のプレイヤー名 / Current player's character name */
422 char base_name[32]{}; /*!< Stripped version of "player_name" */
425 extern player_type *p_ptr;